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+ [Part] [1.6] Davon supply mod v025


PrivateFlip

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hi love the idea of this mod but i cant seem to get it to work, me and a mate are using the multiplayer mod on science

camapign , is this mod ok for science campaign or is it just for career.

useing ksp 1.1.2 , dark multiplayer mod

nevermind me being a spoon didnt supply it myself thought it did it on its own

Edited by goblinsrus4
im a spoon
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  • 2 weeks later...

@PrivateFlip Is there a way to make a part that reads the existing resources on a ship it is connected to and have it use your supply functions? Also I have made a few parts to use as mini supply modules with 2-4 resources each but I can't get them to supply activate. Do they need to have extend and retract animations to work?

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Hi GrimDarknight, in this post I explain the setup needed to change the resources supplied. An important step is to not only add the resources to the part config but also add the to the ManagedResources variable in the part config file. Animations don't have to work or be present in the part config for the module to function.

Edited by PrivateFlip
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On 7/15/2016 at 9:17 PM, linuxgurugamer said:

@PrivateFlip have you gotten this updated for 1.1.3?  Most likely it will work, if not, then will probably just need a recompile

Yes, I finally did.

It has compiled against 1.1.3 libraries, test show the mod functions as usual.

 

 

Recompiled and tested the mod yesterday, but when I tried to update it, kerbalstuff appeared to be down! So, naturally, I decided to wait for a day. Today it was still not up. I was about to do a search on the forum to see what's going on when a dim lightbulb went on in my mind. The new version is available and spacedock and curseforge.

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5 minutes ago, PrivateFlip said:

Yes, I finally did.

It has compiled against 1.1.3 libraries, test show the mod functions as usual.

 

 

Recompiled and tested the mod yesterday, but when I tried to update it, kerbalstuff appeared to be down! So, naturally, I decided to wait for a day. Today it was still not up. I was about to do a search on the forum to see what's going on when a dim lightbulb went on in my mind. The new version is available and spacedock and curseforge.

LOL

Thanks

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I like your mod, its really usefull but I installed it on ksp 1.2 64 bits. windows 10 64 bits, 20 gb of ram. As soon as a vessel with the part loads on launchpad the debug windows is spammed with this:

[LOG 22:33:21.911] aa
[LOG 22:33:21.911] aa1
[LOG 22:33:21.912] aa2
[LOG 22:33:21.913] aa3

It spams non stop, tried it in a clean installation, only this mod.

Here is the full KSP.log: http://pastebin.com/kqTyDfPg

I hope it helps.

Edited by Elkram
Add log.
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On 10/27/2016 at 10:38 PM, Elkram said:

I like your mod, its really usefull but I installed it on ksp 1.2 64 bits. windows 10 64 bits, 20 gb of ram. As soon as a vessel with the part loads on launchpad the debug windows is spammed with this:

[LOG 22:33:21.911] aa
[LOG 22:33:21.911] aa1
[LOG 22:33:21.912] aa2
[LOG 22:33:21.913] aa3

It spams non stop, tried it in a clean installation, only this mod.

Here is the full KSP.log: http://pastebin.com/kqTyDfPg

I hope it helps.

Thank you for reporting this! I've uploaded a new version in which this should be resolved

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  • 2 weeks later...

Hi, i tried adding Daveon supply to another part, but every time i click on a button this error is thrown

Spoiler

[EXC 20:24:18.159] NullReferenceException: Object reference not set to an instance of an object
    DavonSupplyMod.DavonRestrictedResourceSupplyModule.retract ()
    DavonSupplyMod.DavonRestrictedResourceSupplyModule.UIcontrol ()
    DavonSupplyMod.DavonRestrictedResourceSupplyModule.supply ()
    BaseEvent.Invoke ()
    UIPartActionButton.OnClick ()
    UnityEngine.Events.InvokableCall.Invoke (System.Object[] args)
    UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters)
    UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters)
    UnityEngine.Events.UnityEvent.Invoke ()
    UnityEngine.UI.Button.Press ()
    UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData)
    UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
    UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
    UnityEngine.EventSystems.EventSystem:Update()

 

And Here is the part i am trying out, can you tell me what am i missing?

Spoiler

PART
{
// Kerbal Space Program - Part Config
// Generated By KSP_Config Create (Script)
 
// --- general parameters ---
name = sspowerkso
module = Part
author = helldiver
 
// --- asset parameters ---
MODEL
{
    model = KSO/Parts/sspowerkso
}
scale = 1
rescaleFactor = 0.7
 
// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, Node Size


//
node_stack_top = 0, 1.2954, 0, 0, 1, 0, 1
node_stack_bottom = 0, -1.2954, 0, 0, -1, 0, 1
 
// --- editor parameters ---
TechRequired = specializedConstruction
entryCost = 14600
cost = 7300
category = Utility
subcategory = 0
title = Station Power Module
manufacturer = Orbitz Aerospace
description = The station power module is the central hub for all power and utility services used by a spacecraft or a space station application. Features power generators, solar energy collectors, monopropellant storage tanks, and life support supplies.
 
// --- attach parameters ---
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0,
 
// --- standard part parameters ---
mass = 0.95
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 25
breakingForce = 80
breakingTorque = 80
maxTemp = 2900
fuelCrossFeed = True
 
// --- Custom parameters ---

vesselType = Station

CrewCapacity = 0

RESOURCE
{
 name = LiquidFuel
 amount = 0
 maxAmount = 360
}
RESOURCE
{
 name = Oxidizer
 amount = 0
 maxAmount = 440
}
RESOURCE
{
 name = MonoPropellant
 amount = 0
 maxAmount = 200
}


MODULE
{
    name = DavonRestrictedResourceSupplyModule
    MaxDeviationValue = 5
    DeliveryAmountFactor = 1
    SupplyActivationFactor = 3
    ManagedResources = LiquidFuel, Oxidizer, MonoPropellant
    BaseDeliveryTime = 99999
    DeliveryTimeList = Kerbin, 2, Mun, 6, Minmus, 11
    CostPerTon = Kerbin, 935, Mun, 2870, Minmus, 8311
}


}

 

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On 11/11/2016 at 8:26 PM, dtoxic said:

Hi, i tried adding Daveon supply to another part, but every time i click on a button this error is thrown

  Hide contents

[EXC 20:24:18.159] NullReferenceException: Object reference not set to an instance of an object
    DavonSupplyMod.DavonRestrictedResourceSupplyModule.retract ()
    DavonSupplyMod.DavonRestrictedResourceSupplyModule.UIcontrol ()
    DavonSupplyMod.DavonRestrictedResourceSupplyModule.supply ()
    BaseEvent.Invoke ()
    UIPartActionButton.OnClick ()
    UnityEngine.Events.InvokableCall.Invoke (System.Object[] args)
    UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters)
    UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters)
    UnityEngine.Events.UnityEvent.Invoke ()
    UnityEngine.UI.Button.Press ()
    UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData)
    UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
    UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
    UnityEngine.EventSystems.EventSystem:Update()

 

And Here is the part i am trying out, can you tell me what am i missing?

  Hide contents

PART
{
// Kerbal Space Program - Part Config
// Generated By KSP_Config Create (Script)
 
// --- general parameters ---
name = sspowerkso
module = Part
author = helldiver
 
// --- asset parameters ---
MODEL
{
    model = KSO/Parts/sspowerkso
}
scale = 1
rescaleFactor = 0.7
 
// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, Node Size


//
node_stack_top = 0, 1.2954, 0, 0, 1, 0, 1
node_stack_bottom = 0, -1.2954, 0, 0, -1, 0, 1
 
// --- editor parameters ---
TechRequired = specializedConstruction
entryCost = 14600
cost = 7300
category = Utility
subcategory = 0
title = Station Power Module
manufacturer = Orbitz Aerospace
description = The station power module is the central hub for all power and utility services used by a spacecraft or a space station application. Features power generators, solar energy collectors, monopropellant storage tanks, and life support supplies.
 
// --- attach parameters ---
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0,
 
// --- standard part parameters ---
mass = 0.95
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 25
breakingForce = 80
breakingTorque = 80
maxTemp = 2900
fuelCrossFeed = True
 
// --- Custom parameters ---

vesselType = Station

CrewCapacity = 0

RESOURCE
{
 name = LiquidFuel
 amount = 0
 maxAmount = 360
}
RESOURCE
{
 name = Oxidizer
 amount = 0
 maxAmount = 440
}
RESOURCE
{
 name = MonoPropellant
 amount = 0
 maxAmount = 200
}


MODULE
{
    name = DavonRestrictedResourceSupplyModule
    MaxDeviationValue = 5
    DeliveryAmountFactor = 1
    SupplyActivationFactor = 3
    ManagedResources = LiquidFuel, Oxidizer, MonoPropellant
    BaseDeliveryTime = 99999
    DeliveryTimeList = Kerbin, 2, Mun, 6, Minmus, 11
    CostPerTon = Kerbin, 935, Mun, 2870, Minmus, 8311
}


}

Ah yeah, after KhaosCorp update of the model there is a depency on an animation. module could you add the following to the part.cfg

MODULE
{
	name = ModuleAnimateGeneric
	animationName = extend
	startEventGUIName = Extend
	endEventGUIName = Retract
}

Let me know if this gives other issues. If so I will try to fix the dependence on this module.

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29 minutes ago, PrivateFlip said:

Ah yeah, after KhaosCorp update of the model there is a depency on an animation. module could you add the following to the part.cfg


MODULE
{
	name = ModuleAnimateGeneric
	animationName = extend
	startEventGUIName = Extend
	endEventGUIName = Retract
}

Let me know if this gives other issues. If so I will try to fix the dependence on this module.

yes i tried that, already,same issue

 

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