Jump to content

[1.05] Fusebox - electric charge tracker and build helper. 1.52 released 24th Jan 16


Recommended Posts

45 minutes ago, Ratzap said:

Still not great but coming back to this may help take my mind off things.

Reading through the dev blogs, it seems I would have been rewriting again anyway as they're overhauling the resource system anew in 1.2. I've got the pre-release and I'll poke about a bit. No promises but I'll keep you informed.

Thanks for even thinking of this.  I've been severely missing this mod.

Link to post
Share on other sites
10 hours ago, Drew Kerman said:

in the meantime I've been using AmpYear, it has a power manager much the same as Fusebox, of course with more baggage but gets the job done for now. Still prefer the focused application of Fusebox

Interestingly enough, if you look at the source, Ampyear is based around the Fusebox core. Next up I need to make sure my dev environment is current.

Link to post
Share on other sites
7 hours ago, Ratzap said:

Interestingly enough, if you look at the source, Ampyear is based around the Fusebox core. Next up I need to make sure my dev environment is current.

makes sense :) Since I don't use its power management features tho it'll still be nice to just go back to this

Link to post
Share on other sites
2 hours ago, Drew Kerman said:

makes sense :) Since I don't use its power management features tho it'll still be nice to just go back to this

Careful if you ever try - Ampyear adds a lot of modules to parts and ships.  I had to do extensive save-file editing when I tried it...  (I was looking for a replacement for Fusebox, but found it to complicated and getting in my way.)

Link to post
Share on other sites
1 hour ago, DStaal said:

Careful if you ever try - Ampyear adds a lot of modules to parts and ships.  I had to do extensive save-file editing when I tried it...  (I was looking for a replacement for Fusebox, but found it to complicated and getting in my way.)

yea, it's fine tho I just disable it when I load a vessel. I should really just remove the mod entirely when I'm flying stuff and not building them. There's nothing wrong with having a bunch of modules added - anything KSP doesn't recognize it just disables so if you wanted them gone just because you removed AmpYear that shouldn't have been a problem

Link to post
Share on other sites
9 hours ago, Drew Kerman said:

yea, it's fine tho I just disable it when I load a vessel. I should really just remove the mod entirely when I'm flying stuff and not building them. There's nothing wrong with having a bunch of modules added - anything KSP doesn't recognize it just disables so if you wanted them gone just because you removed AmpYear that shouldn't have been a problem

The reason I mentioned it is because it seems to do more than the basics - that save wouldn't load without either re-installing AmpYear or editing.

Link to post
Share on other sites
  • 1 month later...
  • 3 weeks later...
On 11/9/2016 at 0:22 AM, Aazard said:

any community patch to get this "basically" working in 1.1.X ... was so useful in rss/rp0 installs (solar panels are eating my dv)

i wish there was.  the only alternative is amp year, but it adds too much bloat, and too much unnecessary features.

really miss having a lightweight calc in game to just simply show if im generating enough power or not.

Link to post
Share on other sites
  • 1 month later...
  • 2 months later...
9 minutes ago, Murdabenne said:

I'm surprised @linuxgurugamer hasn't added this to his myriad of orphaned apps he has collected and rescued from oblivion.

Seems like @RealGecko already did the work.

I'm working on Danger Alerts right now, but if it's ok with @RealGecko, I could take this over

let me know

Link to post
Share on other sites
Just now, linuxgurugamer said:

Seems like @RealGecko already did the work.

I'm working on Danger Alerts right now, but if it's ok with @RealGecko, I could take this over

let me know

Dude!  You are amazing.  Are you prepared for the 1.3 onslaught? Localization... hopefully just means a recompile and that's it, no functionality changes.

Link to post
Share on other sites
10 minutes ago, Murdabenne said:

Dude!  You are amazing.  Are you prepared for the 1.3 onslaught? Localization... hopefully just means a recompile and that's it, no functionality changes.

One mod at a time.  

As you say, hopefully 1.3 will be fairly simple

9 minutes ago, RealGecko said:

No, no. I did not plan to overtake the mod :D

I just wanted to have it working win KSP 1.2.

Ok, then expect a more official release in the next few days.  I'll probably bump the version as well, to either 1.5.3 or 1.6.0

I did send a message to @Ratzap, so if he comes back, I'll just step back

 

LGG

Edited by linuxgurugamer
Link to post
Share on other sites
1 hour ago, linuxgurugamer said:

One mod at a time.  

As you say, hopefully 1.3 will be fairly simple

Ok, then expect a more official release in the next few days.  I'll probably bump the version as well, to either 1.5.3 or 1.6.0

[...]

Great news, thank you very much!

Since we're talking about electricity, what about JDiminishingRTG? :wink:

 

Link to post
Share on other sites
38 minutes ago, jlcarneiro said:

Great news, thank you very much!

Since we're talking about electricity, what about JDiminishingRTG? :wink:

 

You really want to keep me busy.

I'll take a look, doesn't look that difficult.

Link to post
Share on other sites

I have permission from @Ratzap to do this.

However, it's very inefficient, needs some rewriting (kills a system with a large vessel).  It's going to take a little time to fix, I know what to do, just need the time.

and with 1.2.9 just out, I'm not sure when, but look for it in the next 1-2 weeks.

Link to post
Share on other sites
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...