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[1.1.2] Orbital Utility Vehicle v1.2.4


nli2work

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Ok.  I've gotten the mod into a bit better shape for sharing.  I've now incorporated it into my normal build methods, future alphas/betas will be in the Releases directory

There are two files available for downloads.  They are:

 

OrbitalTug-1.7.0-1.3.0.zip     -     The mod mostly unchanged, includes my B9PartSwitch changes

 

OrbitalTug-SeparatePatchesFromParts.zip     -     This version has all the patches pulled out of the part files and put into a MM_Patches directory

 

Available here:

https://github.com/linuxgurugamer/OrbitalTug/releases/tag/1.3.0

You can clone the repo and switch between versions to compare.

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4 hours ago, linuxgurugamer said:

If you do, make sure that they won't be loaded if the older KAS isn't installed, same for the newer ones.

 

been thinking about that in the background - :NEEDS[KAS] is easy on the PART or inside the part patch - but how to differentiate between versions of a mod for this purpose in a patch? @linuxgurugamer

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5 minutes ago, zer0Kerbal said:

been thinking about that in the background - :NEEDS[KAS] is easy on the PART or inside the part patch - but how to differentiate between versions of a mod for this purpose in a patch? @linuxgurugamer

Can't, as far as I'm aware.  Best way would be to make PatchManager patches, that are mutually exclusive.

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53 minutes ago, zer0Kerbal said:

been thinking about that in the background - :NEEDS[KAS] is easy on the PART or inside the part patch - but how to differentiate between versions of a mod for this purpose in a patch? @linuxgurugamer

Find a file in one that isn't in the other, and use that in a NEEDS 

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have the engineonarm and core with additional attachment nodes, have symmetry working for attachment and this extends to some items on the engines. Have a B9 patch to switch from 4/2/0 side nodes on the core. 

  1. Should the arms be dead center on the core (as in the attachment) so as to not affect the CoG or should they be centered for aesthetics? (0 or 0.15)?
  2. any requests for additional attachment points? kindly say so.

However, things like rotate thrust, extend/retract,  mode are not tying into symmetry and that puzzles me.

Winch is working, still experimenting with placement.

 

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initial commit of nodes patch(es) (v0.11)

any requests for more nodes?

notes:

  • correct node orientation on adaptorCarrier, fwdAdaptor
  • TugCore:
    • add attachment nodes
    • if B9PartSwitch installed, set up 4/2/0 node switch
    • change node size from 2 to 1 to match rest of parts
  • engineOnArm
    •  Add Attachment nodes
    • Correct attachRules to allow node attachment
    • if B9PartSwitch installed, set up 3/1 node switch
    • added stackSymmetry
  • helperDrone
    • Add Attachment nodes
    • Correct attachRules to allow node attachment
    • if B9PartSwitch installed, set up 2/1 node switch
  • DronePod
    • Add Attachment nodes
    • Correct attachRules to allow node attachment
    • if B9PartSwitch installed, set up 7/5/3/1 node switch
  • OrbitalTugPod
    • Add Attachment nodes
    • Correct attachRules to allow node attachment
    • if B9PartSwitch installed, set up 7/5/3/1 node switch
  • fwdAdaptor, adaptorCarrier [WIP might need to split into two, if not merge]
    • [WIP] Add Attachment nodes
    • Correct attachRules to allow node attachment
    • [WIP] if B9PartSwitch installed, set up  node switch
  •  [WIP] grapplerJr
    • [WIP] Add Attachment nodes
    • [WIP] Correct attachRules to allow node attachment
    • [WIP] if B9PartSwitch installed, set up  node switch
Edited by zer0Kerbal
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12 minutes ago, zer0Kerbal said:

initial commit of nodes patch(es) (v0.11)

any requests for more nodes?

notes:

  • correct node orientation on adaptorCarrier, fwdAdaptor
  • TugCore:
    • add attachment nodes
    • if B9PartSwitch installed, set up 4/2/0 node switch
    • change node size from 2 to 1 to match rest of parts
  • engineOnArm
    •  Add Attachment nodes
    • Correct attachRules to allow node attachment
    • if B9PartSwitch installed, set up 3/1 node switch
    • added stackSymmetry
  • helperDrone
    • Add Attachment nodes
    • Correct attachRules to allow node attachment
    • if B9PartSwitch installed, set up 2/1 node switch
  • DronePod
    • Add Attachment nodes
    • Correct attachRules to allow node attachment
    • if B9PartSwitch installed, set up 7/5/3/1 node switch
  • OrbitalTugPod
    • Add Attachment nodes
    • Correct attachRules to allow node attachment
    • if B9PartSwitch installed, set up 7/5/3/1 node switch
  • fwdAdaptor, adaptorCarrier [WIP might need to split into two, if not merge]
    • [WIP] Add Attachment nodes
    • Correct attachRules to allow node attachment
    • [WIP] if B9PartSwitch installed, set up  node switch
  •  [WIP] grapplerJr
    • [WIP] Add Attachment nodes
    • [WIP] Correct attachRules to allow node attachment
    • [WIP] if B9PartSwitch installed, set up  node switch

Someone has been very busy.  I’m impressed.

I’m currently working on Filter Extensions for 1.7, when I’m done with that I’ll merge and build a new beta.

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Just now, linuxgurugamer said:

Someone has been very busy.  I’m impressed.

I’m currently working on Filter Extensions for 1.7, when I’m done with that I’ll merge and build a new beta.

Not as busy as you. Thank you.

Included KerbalChangeLog.cfg with all the current changes. Need to polish some placements, and finish the grapplerJr and the nodes should be done.

Am trying to decide about nodes in the bays, and if I had the skill would consider turning the adapterCarrier bay into a Hanger for helperDrones.

I will also try to supply a craft file for this, just to show off some of the nodes and ideas.

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On 6/2/2019 at 12:50 AM, zer0Kerbal said:

Not as busy as you. Thank you.

Included KerbalChangeLog.cfg with all the current changes. Need to polish some placements, and finish the grapplerJr and the nodes should be done.

Am trying to decide about nodes in the bays, and if I had the skill would consider turning the adapterCarrier bay into a Hanger for helperDrones.

I will also try to supply a craft file for this, just to show off some of the nodes and ideas.

It sounds like it's ready for a new beta.

If you'd like, I could do a pull into a branch and make that available a a second beta, this would all you to continue working on the patches as feedback comes in.  I would need to know which branch to pull from, I see two there.

I'd like to do this sometime this evening during my coding stream on Twitch.

Also, I've been thinking about the two formats I've provided, and since I haven't heard any feedback, I think I'm going to go with the alternate one, which has all the patches in separate file.  To that end, I created a new branch called SeparatePatchesAndZer0Kerbal which is a clone of the first branch for the separate patches

Let me know your thoughts.

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sounds like a plan.

kindly pull from nodes. I will have those patches 90% done in the next twelve hours or so. the dronePod is being stubborn, and I haven't decided what to do about the grapplerJr. concerning nodes.

I have the winch 96% right for the Pod, but have only just started on the grapplerJr's. Didn't even know it had one until a day or so ago.

The category and art for it are good-to-go. Would be best if when you cleaned up the part.cfg's and added the "cck-tug" tag.

the lights are generally better, but not right yet.

Am attempting some slight-of-hand with one or two other things, will see if what I want to accomplish is possible.

Concerning the resources: if the engines/core can switch from LF/Mono then I suggest the other major parts so as well (Mono+Elec; LF+Mono+Elec). will see if I can write up those as well (and keep them somewhat balanced).

I need some sleep, but will be back in six or so hours.

 

edit: the KAS/KIS version schism  - one patch for each side : NEEDS[KAS/PARTS/hook_anchor] is the idea I am thinking about for differentiating.

Edited by zer0Kerbal
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30 minutes ago, linuxgurugamer said:

Also, I've been thinking about the two formats I've provided, and since I haven't heard any feedback, I think I'm going to go with the alternate one, which has all the patches in separate file.  To that end, I created a new branch called SeparatePatchesAndZer0Kerbal which is a clone of the first branch for the separate patches

I for one prefer MMpatches in seperate files, rather than integrated into the part.cfgs ;)
Makes it easier to edit the patches, and/or enable/disable them... also, if the patches are not for dependencies, it keeps log spam to a minimum if the referenced mods are not installed (just disable the one patch file, and warnings/errors wont show in the logs for "Cant find MODULE{}...")

This especially triggers my OCD when TweakScale patches are in cfgs, (which TONS of peopple seem to do :( ), rather than one patchfile...
It is so bad, that I had to make my own anti-Tweakscale patchfile to disable all TS modules in my /GameData :P

Edited by Stone Blue
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39 minutes ago, Stone Blue said:

I for one prefer MMpatches in seperate files, rather than integrated into the part.cfgs ;)
Makes it easier to edit the patches, and/or enable/disable them... also, if the patches are not for dependencies, it keeps log spam to a minimum if the referenced mods are not installed (just disable the one patch file, and warnings/errors wont show in the logs for "Cant find MODULE{}...")

I tend to agree - at least for public distribution - for those reasons.

@linuxgurugamer where do you want the nodes (which file - or new) in that branch? and just added the current KAS work.

Spoiler

        version = 0.12    
        change = fwdAdaptor, adaptorCarrier: split into two
        change = fwdAdaptor: adjusted Attachment node(s) placement
        change = [WIP]fwdAdaptor: if B9PartSwitch installed, set up  node switch
        change = adaptorCarrier: adjusted Attachment node(s) placement
        change = [WIP]adaptorCarrier: if B9PartSwitch installed, set up  node switch
        change = OrbitalTugPod: adjusted Attachment node(s) placement
        change = [BUG} OrbitalTugPod: light adjusting only one thing (cabin) and not the spotlights
        change = OrbitalTugPod: KAS Winch adjustments
        change = dronePod: adjusted Attachment node(s) placement
        change = dronePod: not showing up in editor ... bringing out the can of RAID.
        change = dronePod: Bill and Bob each had a nodeDazzler Glue Gun....
        change = [WIP] grapplerJr: KAS winch
        change = [WIP] grapplerJr: Nodes
        change = [WIP] grapplerJr:
    }

PS:
Here is the rough MM pseudo-code patches wrappers so far (am sure they are not correct):

// OLD KAS
@PART[billsrebob]:HAS[???]:NEEDS[KAS/LEGACY|KAS/Parts/hook_anchor/]:LAST
{ // does old KAS things}

// NEW KAS
@PART[billsrebob]:HAS[???]:NEEDS[KAS],!KAS/LEGACY|!KAS/Parts/hook_anchor/]:LAST
{ // does NEW KAS things}

Edited by zer0Kerbal
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2 hours ago, zer0Kerbal said:

I tend to agree - at least for public distribution - for those reasons.

@linuxgurugamer where do you want the nodes (which file - or new) in that branch? and just added the current KAS work.

  Hide contents

        version = 0.12    
        change = fwdAdaptor, adaptorCarrier: split into two
        change = fwdAdaptor: adjusted Attachment node(s) placement
        change = [WIP]fwdAdaptor: if B9PartSwitch installed, set up  node switch
        change = adaptorCarrier: adjusted Attachment node(s) placement
        change = [WIP]adaptorCarrier: if B9PartSwitch installed, set up  node switch
        change = OrbitalTugPod: adjusted Attachment node(s) placement
        change = [BUG} OrbitalTugPod: light adjusting only one thing (cabin) and not the spotlights
        change = OrbitalTugPod: KAS Winch adjustments
        change = dronePod: adjusted Attachment node(s) placement
        change = dronePod: not showing up in editor ... bringing out the can of RAID.
        change = dronePod: Bill and Bob each had a nodeDazzler Glue Gun....
        change = [WIP] grapplerJr: KAS winch
        change = [WIP] grapplerJr: Nodes
        change = [WIP] grapplerJr:
    }

PS:
Here is the rough MM pseudo-code patches wrappers so far (am sure they are not correct):

// OLD KAS
@PART[billsrebob]:HAS[???]:NEEDS[KAS/LEGACY|KAS/Parts/hook_anchor/]:LAST
{ // does old KAS things}

// NEW KAS
@PART[billsrebob]:HAS[???]:NEEDS[KAS],!KAS/LEGACY|!KAS/Parts/hook_anchor/]:LAST
{ // does NEW KAS things}

For now, put them in a new file.  I'll take a look and decide where they should go.

 

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bingo - the helpers go into the pockets - need

been pondering over the grapplerJr's function:

Spoiler

KERBALCHANGELOG
{
    showChangelog = True
    modName = OrbitalTug
    VERSION
    {
        version = 0.13
        change =
        change = [DONE] fwdAdaptor: adjusted Attachment node(s) placement
        change = [DONE] fwdAdaptor: if B9PartSwitch installed, set up  node switch
        change - [NEW] fwdAdaptor: add inside pole nodes
        change = [DONE] adaptorCarrier: adjusted Attachment node(s) placement
        change = [DONE] adaptorCarrier: if B9PartSwitch installed, set up  node switch
        change = [NEW] adaptorCarrier: add inside pole nodes
        change = [DONE] OrbitalTugPod: verified node orientation
        change = [WIP][BUG 0.12a] OrbitalTugPod: light adjusting only one thing (cabin) and not the spotlights
        change = [WIP] OrbitalTugPod: KAS Winch adjustments
        change = [DONE][BUG 0.12a] dronePod: not showing up in editor ... missing 6 commas
        change = [WIP] grapplerJr: KAS winch
        change = [WIP] grapplerJr: Nodes - 3/2/0 engine node; generic misc placement
        change = [WIP] grapplerJr:
        change = [NEW] fwdAdapter: merge in separate patch to adjust node orientation
        change = [NEW] adaptorCarrier: merge in separate patch to adjust node orientation
    }
    VERSION
    {
        version = 0.12    
        change = [DONE] fwdAdaptor, adaptorCarrier: split into two
        change = fwdAdaptor: adjusted Attachment node(s) placement
        change = [WIP]fwdAdaptor: if B9PartSwitch installed, set up  node switch
        change = adaptorCarrier: adjusted Attachment node(s) placement
        change = [WIP]adaptorCarrier: if B9PartSwitch installed, set up  node switch
        change = [DONE] OrbitalTugPod: adjusted Attachment node(s) placement
        change = [BUG 0.12a] OrbitalTugPod: light adjusting only one thing (cabin) and not the spotlights
        change = [WIP]OrbitalTugPod: KAS Winch adjustments
        change = dronePod: adjusted Attachment node(s) placement
        change = [BUG 0.12b] dronePod: not showing up in editor ... bringing out the can of RAID.
        change = dronePod: Bill and Bob each had a nodeDazzler Glue Gun....
        change = [NEW] grapplerJr: KAS winch
        change = [NEW] grapplerJr: Nodes
        change = [NEW] grapplerJr:
    }
    VERSION
    {
        version = 0.11        
        change = intial beta
        change = Removed bugs
        change = TugCore: add attachment nodes
        change = TugCore: if B9PartSwitch installed, set up 4/2/0 node switch
        change = TugCore: change node size from 2 to 1 to match rest of parts
        change = engineOnArm: Add Attachment nodes
        change = engineOnArm: Correct attachRules to allow node attachment
        change = engineOnArm: if B9PartSwitch installed, set up 3/1 node switch
        change = engineOnArm: added stackSymmetry
        change = helperDrone: Add Attachment nodes
        change = helperDrone: Correct attachRules to allow node attachment
        change = helperDrone: if B9PartSwitch installed, set up 2/1 node switch
        change = DronePod: Add Attachment nodes
        change = DronePod: Correct attachRules to allow node attachment
        change = DronePod: if B9PartSwitch installed, set up 7/5/3/1 node switch
        change = OrbitalTugPod: Add Attachment nodes
        change = [DONE] OrbitalTugPod: Correct attachRules to allow node attachment
        change = OrbitalTugPod: if B9PartSwitch installed, set up 7/5/3/1 node switch
        change = [DONE] fwdAdaptor, adaptorCarrier: correct node orientation
        change = [DONE] fwdAdaptor, adaptorCarrier: Correct attachRules to allow node attachment
        change = [NEW] fwdAdaptor, adaptorCarrier: might need to split into two, if not merge
        change = [NEW] fwdAdaptor, adaptorCarrier: add Attachment nodes
        change = [NEW] fwdAdaptor, adaptorCarrier: if B9PartSwitch installed, set up  node switch
        change = [NEW] grapplerJr: Add Attachment nodes
        change = [NEW] grapplerJr: Correct attachRules to allow node attachment
        change = [NEW] grapplerJr: if B9PartSwitch installed, set up  node switch
    }
    VERSION
    {
        version = 0.10
        change = Initial Commit
    }
}

 

 

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New release, 1.3.0.1

https://github.com/linuxgurugamer/OrbitalTug/releases/tag/1.3.0.1

Thanks to @zer0Kerbal for doing a fantastic job on this:

All these changes have been done by forum user @zer0Kerbal

Note:  This uses the new KIS, not the old.  There is a possibility for compatiblity with the old KIS, being looked into at this time

  • version = 0.13
    • [DONE] fwdAdaptor: adjusted Attachment node(s) placement
    • [DONE] fwdAdaptor: if B9PartSwitch installed, set up node switch
    • [NEW] fwdAdaptor: add inside pole nodes
    • [DONE] adaptorCarrier: adjusted Attachment node(s) placement
    • [DONE] adaptorCarrier: if B9PartSwitch installed, set up node switch
    • [NEW] adaptorCarrier: add inside pole nodes
    • [DONE] OrbitalTugPod: verified node orientation
    • [WIP][BUG 0.12a] OrbitalTugPod: light adjusting only one thing (cabin) and not the spotlights
    • [WIP] OrbitalTugPod: KAS Winch adjustments
    • [DONE][BUG 0.12a] dronePod: not showing up in editor ... missing 6 commas
    • [WIP] grapplerJr: KAS winch
    • [WIP] grapplerJr: Nodes - 3/2/0 engine node; generic misc placement
    • [WIP] grapplerJr:
    • [NEW] fwdAdapter: merge in separate patch to adjust node orientation
    • [NEW] adaptorCarrier: merge in separate patch to adjust node orientation
  • version = 0.12
    • [DONE] fwdAdaptor, adaptorCarrier: split into two
    • fwdAdaptor: adjusted Attachment node(s) placement
    • [WIP]fwdAdaptor: if B9PartSwitch installed, set up node switch
    • adaptorCarrier: adjusted Attachment node(s) placement
    • [WIP]adaptorCarrier: if B9PartSwitch installed, set up node switch
    • [DONE] OrbitalTugPod: adjusted Attachment node(s) placement
    • [BUG 0.12a] OrbitalTugPod: light adjusting only one thing (cabin) and not the spotlights
    • [WIP]OrbitalTugPod: KAS Winch adjustments
    • dronePod: adjusted Attachment node(s) placement
    • [BUG 0.12b] dronePod: not showing up in editor ... bringing out the can of RAID.
    • dronePod: Bill and Bob each had a nodeDazzler Glue Gun....
    • [NEW] grapplerJr: KAS winch
    • [NEW] grapplerJr: Nodes
    • [NEW] grapplerJr:
  • version = 0.11
    • intial beta
    • Removed bugs
    • TugCore: add attachment nodes
    • TugCore: if B9PartSwitch installed, set up 4/2/0 node switch
    • TugCore: change node size from 2 to 1 to match rest of parts
    • engineOnArm: Add Attachment nodes
    • engineOnArm: Correct attachRules to allow node attachment
    • engineOnArm: if B9PartSwitch installed, set up 3/1 node switch
    • engineOnArm: added stackSymmetry
    • helperDrone: Add Attachment nodes
    • helperDrone: Correct attachRules to allow node attachment
    • helperDrone: if B9PartSwitch installed, set up 2/1 node switch
    • DronePod: Add Attachment nodes
    • DronePod: Correct attachRules to allow node attachment
    • DronePod: if B9PartSwitch installed, set up 7/5/3/1 node switch
    • OrbitalTugPod: Add Attachment nodes
    • [DONE] OrbitalTugPod: Correct attachRules to allow node attachment
    • OrbitalTugPod: if B9PartSwitch installed, set up 7/5/3/1 node switch
    • [DONE] fwdAdaptor, adaptorCarrier: correct node orientation
    • [DONE] fwdAdaptor, adaptorCarrier: Correct attachRules to allow node attachment
    • [NEW] fwdAdaptor, adaptorCarrier: might need to split into two, if not merge
    • [NEW] fwdAdaptor, adaptorCarrier: add Attachment nodes
    • [NEW] fwdAdaptor, adaptorCarrier: if B9PartSwitch installed, set up node switch
    • [NEW] grapplerJr: Add Attachment nodes
    • [NEW] grapplerJr: Correct attachRules to allow node attachment
    • [NEW] grapplerJr: if B9PartSwitch installed, set up node switch
  •  
  • version = 0.10
    • change = Initial Commit

 

Edited by linuxgurugamer
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