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[1.8.x, 1.9.x, 1.10.x, 1.11.x, 1.12.x] Comfortable Landing ReUpholstered - Out of Beta


linuxgurugamer

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On 5/19/2022 at 2:09 PM, Lisias said:

That part probably has TweakScale hardcoded on it and the PartLoader is complaining about it. You can safely ignore this - but you can also get rid of it by shoving the following patch somewhere on your GameDatabase (I suggest GameData/__LOCAL/TweakScale/cleanup.cfg for easy tracking):

PART[*]:HAS[@MODULE[TweakScale]]:FINAL
{
    -MODULE[TweakScale],* { }
}

It will remove the TweakScale data from the parts before KSP tries to loading them, and so the PartLoader will not complain about its absence. Other than that, nothing else will change.

Cheers!

(Just remember to remove this thing if you ever decide to install TweakScale!)

Yes, the parts do have Tweakscale in there.

I'll update the patch to remove the module if Tweakscale is not installed

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On 5/3/2022 at 12:58 PM, m4ti140 said:
@PART[bluedog_Apollo_CrewPod,bluedog_Apollo_CrewPod_5crew]:NEEDS[ComfortableLanding]:AFTER[Bluedog_DB]
{

	MODEL
	{
		model = ComfortableLanding/Models/BDapollo/AirBagBDapollo
   		scale = 1, 0.88, 1
		rotation = 0.0, 0.0, 0.0
		position = 0.0, -0.05, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_BDapollo
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		//restrictedNode = bottom
		eventAvailableEditor = true
		eventAvailableFlight = false
		eventAvailableEVA = true
	}
	MODULE
	{
		name = CL_ControlTool
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 1.5
		COBAfterInflated = 0.0, -0.2, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		animName = CL_BDapollo
		animLayer = 0
	}
}


Here's my version of the patch, with some additional edits I didn't test yet to CoB position and max buoyancy. I also rescaled it to fit the model better (with additional last minute changes that I also didn't check yet, will update if they end up being broken. I also removed all the bogus, gamebreaking changes to ModuleColorChanges and removal of existing ModuleAnimateGeneric - turns out neither of those changes are needed for the mod, I have no idea what they were doing there.

This doesn't seem to work, at least in the limited testing I've been able to do

Edit:  It doesn't work on the Kane-SABP1 Command Pod Boilerplate, but does work on the regular Kane

There IS an error in the patch, you forgot to delete the old  ModuleAnimateGeneric, but I've added that in my testing

Edited by linuxgurugamer
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  • 3 weeks later...
4 hours ago, linuxgurugamer said:

New release, 2.0.2.3

  • Added code to NoTweakscale patch to remove Tweakscale module from parts
  • Thanks to forum user @m4ti140 for a patch for the new Apollo capsules from BDB
     

Hi.

I'm afraid the NoTweakscale patch may break savegames if the user decides to install TweakScale later.

The patch is conditionally creating parts if TweakScale is not installed. So, if the user use that parts and later install TweakScale, they will not be able to load their savegames later.

I think a safer approach is to create the parts nevertheless TweakScale is installed or not, and when TweakScale is installed, setting the category property to none to hid it from the Editor's Part Menu.

This will prevent people from losing savegames if they choose to install TweakScale later in the exact same way newer KSP versions with improved versions of some parts don't break current savegames as they have the older versions still available to ongoing savegames (they are just hidden on the Editor).

Cheers!

Edited by Lisias
tyops as usulla...
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1 hour ago, Lisias said:

Hi.

I'm afraid the NoTweakscale patch may break savegames if the user decides to install TweakScale later.

The patch is conditionally creating parts if TweakScale is not installed. So, if the user use that parts and later install TweakScale, they will not be able to load their savegames later.

I think a safer approach is to create the parts nevertheless TweakScale is installed or not, and when TweakScale is installed, setting the category property to none to hid it from the Editor's Part Menu.

This will prevent people from losing savegames if they choose to install TweakScale later in the exact same way newer KSP versions with improved versions of some parts don't break current savegames as they have the older versions still available to ongoing savegames (they are just hidden on the Editor).

Cheers!

I see.

Would this work (only did a single part here for example):

+PART[UAM_BUOY]
{
    @name = UAM_BUOY_625
	@title = Universal Buoy Module(0.625m)
	@rescaleFactor = 0.25
	@mass = 0.005
	MODEL
	{
		model = ComfortableLanding/Models/Mk1-2/AirBagMk1-2_B
   		scale = 1.0, 1.0, 1.0
		rotation = 0.0, 0.0, 0.0
		position = 0.0, 0.0, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_Mk1-2_B
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		restrictedNode = bottom
		allowManualControl = false
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 1.2
		COBAfterInflated = 0.0, 0.0, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		//animName = CL_Mk1-2
		//animLayer = 0
	}
}
@PART[UAM_BUOY_625]:NEEDS[TweakScale]
{
	@category = none
}
@PART[UAM_BUOY_625]:NEEDS[!TweakScale]
{
	-MODULE[TweakScale],* { }
}

 

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1 hour ago, linuxgurugamer said:

I see.

Would this work (only did a single part here for example):

<cut by me>

Yes, but I think that perhaps removing TweakScale from the new parts with or without TweakScale installed would be slightly better:

+PART[UAM_BUOY]
{
	@name = UAM_BUOY_625
	@title = Universal Buoy Module(0.625m)
	@rescaleFactor = 0.25
	@mass = 0.005
	MODEL
	{
		model = ComfortableLanding/Models/Mk1-2/AirBagMk1-2_B
		scale = 1.0, 1.0, 1.0
		rotation = 0.0, 0.0, 0.0
		position = 0.0, 0.0, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_Mk1-2_B
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		restrictedNode = bottom
		allowManualControl = false
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 1.2
		COBAfterInflated = 0.0, 0.0, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		//animName = CL_Mk1-2
		//animLayer = 0
	}
	-MODULE[TweakScale],* { }
}
@PART[UAM_BUOY_625]:NEEDS[TweakScale]
{
	@category = none
}

If TweakScale is not installed, you should remove it by obvious reasons.

But it TweakScale is installed, the original part will be scalable (fulfilling the role) and these parts will be hidden on Editor, so they are not useable anyway. Living crafts on the savegame would be "pipeline upgraded" with a default TweakScale module, but since they are alreadyon the wild, TweakScale would be useless.

The only situation that, perhaps, keeping TweakScale alive on these parts besides being hidden is the user loading a craft file and then deciding to Chain Scale a subtree that have these parts. But I consider this a borderline situation on a rarely used TweakScale feature - I'm really unsure if it worths the extra memory being wasted on TweakScale modules on hidden parts that surely were never scaled before.

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1 hour ago, Lisias said:

Yes, but I think that perhaps removing TweakScale from the new parts with or without TweakScale installed would be slightly better:

+PART[UAM_BUOY]
{
	@name = UAM_BUOY_625
	@title = Universal Buoy Module(0.625m)
	@rescaleFactor = 0.25
	@mass = 0.005
	MODEL
	{
		model = ComfortableLanding/Models/Mk1-2/AirBagMk1-2_B
		scale = 1.0, 1.0, 1.0
		rotation = 0.0, 0.0, 0.0
		position = 0.0, 0.0, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_Mk1-2_B
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		restrictedNode = bottom
		allowManualControl = false
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 1.2
		COBAfterInflated = 0.0, 0.0, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		//animName = CL_Mk1-2
		//animLayer = 0
	}
	-MODULE[TweakScale],* { }
}
@PART[UAM_BUOY_625]:NEEDS[TweakScale]
{
	@category = none
}

If TweakScale is not installed, you should remove it by obvious reasons.

But it TweakScale is installed, the original part will be scalable (fulfilling the role) and these parts will be hidden on Editor, so they are not useable anyway. Living crafts on the savegame would be "pipeline upgraded" with a default TweakScale module, but since they are alreadyon the wild, TweakScale would be useless.

The only situation that, perhaps, keeping TweakScale alive on these parts besides being hidden is the user loading a craft file and then deciding to Chain Scale a subtree that have these parts. But I consider this a borderline situation on a rarely used TweakScale feature - I'm really unsure if it worths the extra memory being wasted on TweakScale modules on hidden parts that surely were never scaled before.

Ok, I'll do that and release later tonight

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  • 4 weeks later...
  • 1 month later...

 

On 4/18/2021 at 9:08 PM, linuxgurugamer said:

Originally created by  @Icecovery, was maintained by  @flywlyx, he hasn't updated it for a year., thread is here:  https://forum.kerbalspaceprogram.com/index.php?/topic/179556-17x-comfortable-landing-continued-v161/.  As usual, if @flywlyx returns, I'd be happy to return control to  him.

I was asked to adopt this, and since he didn't respond to my attempt contact, I've decided to adopt it.  See below for my changes

 

 

ynQjKEY.png

Comfortable Landing can keep your Kerbals safe and feel comfortable even in the last minute of a mission!

It adds retro rockets, buoys, and airbags into stock command pod and command pod of other mod.

And they will automatically deploy when certain conditions are met.

Full Pictures Album + GIF

zazaBlW.png1zdNnIg.png

9dcXO4P.pngHm9O8P8.png

 

Thanks @Kottabos made this great video for Comfortable Landing!

s

 

 

Features:

Automatic deploy buoys or airbags, start landing burns.

Supported mod except for stock (list below) and more mod support coming soon.

 

Future features:

More Mod supports.

 

How to use:

  • To activate Comfortable Landing, press the Activate Pre-Landing Mode button before landing or splashing.
  • The retro rockets will start at 5 meters from the ground/water.
  • The buoys will be inflated after splashing and got bigger buoyancy.
  • The airbags will be inflated at 500 meters from the ground/water, and it will deflate after landing (but not splashing). The crash tolerance of part will increases when it was inflated.
  • Comfortable Landing will stop work after landing or splashing.

 

 

Add retro rockets/buoys/airbags to your mod:

Github Wiki Page: click here

 

Supported mod:

 

Standalone parts:

  • Universal Airbag Module
  • Universal Buoy Module 
  • Universal Retro Rocket Module
  • Universal Landing Skirt Module
  • (Support rescale by TweakScale)
  • If you haven't installed TweakScale, will provide 0.625m, 1.25m, 2.5m and 3.75m size.

 

Author:

  • Models, Textures, Import, Configs: Icecovery
  • Plugins, Debug: Icecovery, 01010101lzy

 

Dependencies


Recommend

Delete GameData\ComfortableLanding\Configs folder if you want to remove integrated functions.

 

Availability

 

Changes by Linuxgurugamer

 

  • Fixed Bluedog Mercury and Gemini capsules (BDB 1.7.2)
  • Adoption by Linuxgurugamer
  • Added configs for mk1pod_v2
  • Fixed bug where it could be activated while landed or splashed
  • Added message when trying to active while landed or splashed
  • Added config for ReStock & fixed an offset issue in contributed patch
  • Added Namespace to all code files
  • Refactored code to move all module-specific code into that module, leaving all common code in CL_ControlTool_Internal.  
  • The three PartModules now inherit from CL_ControlTool_Internal
  • Added dummy CL_ControlTool to allow compatibility for other parts
  • Removed the CL_ControlTool module from all configs
  • Made air bag default over a short period of time rather than instantaneous

yo it is me for the third time

can you fix the textures on other textures of mk1 command pods?

(can't put the link for the imgur so i put it here qwe - Imgur)

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  • 2 weeks later...
On 9/4/2022 at 8:15 PM, thepres1s_Stuff said:

 

yo it is me for the third time

can you fix the textures on other textures of mk1 command pods?

(can't put the link for the imgur so i put it here qwe - Imgur)

There's no need to quite the entire first post, that's just a waste

I don't do texture work, sorry

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