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[1.2] L-Tech Scientific Industries V4.2


ludsoe

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I fixed the mayor bugs of this mod and will release a unofficial PRE-release tomorrow.

As said here is the pre-release

This updated breaks your savegame, so delete your LTech folder before installing this.

Got everything working but there are some harmless exceptions when loading KSP.

Changelog:

  • Updated for KSP 0.90
  • You can now test the Airbrake (contract)
  • Gave the agency a description
  • Redid all the cfg's
  • ARP support (Icons will follow later)
  • Snacks support
  • CLS support for the SkyLab
  • Better KAS support
  • Camera's now work with RasterPropMonitor and VDSHullCam

I'm making new models for the parts that now use Squad models. Maybe also gonna make an internal for the SkyLab.

Dowload:

Edited by Olympic1
KerbalStuff dl
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The part name change is annoying, don't see why it was needed, although it does make it easier to determine what the part is from if someone happens to just be looking at the name. Still, a MM patch to include hidden parts with the old names will prevent people's saves from being destroyed (I only happened to be using the radiation detector). Worse, even if a person knows to go into their SFS and change all instances of "RadiationSensor" to "LT_RadiationSensor" that would still be wrong since in the SFS file it should be "LT.RadiationSensor" when underscores are used in part names.

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The part name change is annoying, don't see why it was needed, although it does make it easier to determine what the part is from if someone happens to just be looking at the name. Still, a MM patch to include hidden parts with the old names will prevent people's saves from being destroyed (I only happened to be using the radiation detector). Worse, even if a person knows to go into their SFS and change all instances of "RadiationSensor" to "LT_RadiationSensor" that would still be wrong since in the SFS file it should be "LT.RadiationSensor" when underscores are used in part names.

Sorry for that, I will edit my post for now that this is save game breaking.

The camera works, and I'm most pleased about that. :D

The rest of the stuff seems to work - nothing broken I can blame on L-Tech, at least. ;)

The camera's took some time to fix, because that code is based of the code of the VDSCamera's.

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I'm definitely putting the cameras through their paces - got a bug report already. ^_^

I was in the middle of a landing. Mechjeb was handling the vertical speed, so I decided to pop outside the craft and get a picture out over the Great Flats from the little plateau next to them.

Picture was taken, the view went to show what the camera saw, and I landed while in that view... and I was stuck. I still had control of the craft via MJ (and presumably through keys, though I didn't test that,) but I couldn't change views back to the regular view. When I went to KSC, none of the buildings would show up.

My guess is that this is caused by a situation change while the shutter is "open" - I've got it set to 1 second, if I remember right. If my savegame isn't hosed, I'll see if I can reproduce it.

Edit: Savegame wasn't hosed, but I can't reproduce it either. I bumped the shutter time up to 5 seconds and tried again while in the middle of landing, and nothing. I submit my error logs below if you want to eyeball them, but I can't give you reproduction steps so this is probably more of an FYI.

Logs are here:

https://dl.dropboxusercontent.com/u/22571912/Pics/Spaceflight/KSP%20Screens/L-Tech%20Weirdness/KSP.log (starting around line 22500)

https://dl.dropboxusercontent.com/u/22571912/Pics/Spaceflight/KSP%20Screens/L-Tech%20Weirdness/output_log.txt (starting around line 76060)

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I'm definitely putting the cameras through their paces - got a bug report already. ^_^

I was in the middle of a landing. Mechjeb was handling the vertical speed, so I decided to pop outside the craft and get a picture out over the Great Flats from the little plateau next to them.

Picture was taken, the view went to show what the camera saw, and I landed while in that view... and I was stuck. I still had control of the craft via MJ (and presumably through keys, though I didn't test that,) but I couldn't change views back to the regular view. When I went to KSC, none of the buildings would show up.

My guess is that this is caused by a situation change while the shutter is "open" - I've got it set to 1 second, if I remember right. If my savegame isn't hosed, I'll see if I can reproduce it.

Edit: Savegame wasn't hosed, but I can't reproduce it either. I bumped the shutter time up to 5 seconds and tried again while in the middle of landing, and nothing. I submit my error logs below if you want to eyeball them, but I can't give you reproduction steps so this is probably more of an FYI.

Logs are here:

https://dl.dropboxusercontent.com/u/22571912/Pics/Spaceflight/KSP%20Screens/L-Tech%20Weirdness/KSP.log (starting around line 22500)

https://dl.dropboxusercontent.com/u/22571912/Pics/Spaceflight/KSP%20Screens/L-Tech%20Weirdness/output_log.txt (starting around line 76060)

I encountered that problem also once, since then I couldn't reproduce. Let me look at it

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The part name change is annoying, don't see why it was needed, although it does make it easier to determine what the part is from if someone happens to just be looking at the name. Still, a MM patch to include hidden parts with the old names will prevent people's saves from being destroyed (I only happened to be using the radiation detector). Worse, even if a person knows to go into their SFS and change all instances of "RadiationSensor" to "LT_RadiationSensor" that would still be wrong since in the SFS file it should be "LT.RadiationSensor" when underscores are used in part names.

Even deleting the folder as oriented, my whole station vanished because of the digital camera, the radio and the radiation sensor.

Luckily, I had a recent save! Can you help me? I don't know how to create this MM patch...

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  • 2 months later...
http://i.imgur.com/E0SOFPg.jpg

Happens when I use the "Snap Picture" action via an action group. I assigned it while in flight using Action Groups Extended, since that lets me take a photo instantly without having to wait for signal delay when I use the right-click menu. However when I use the right-click menu I get the proper "This picture is amazing!" message and from that point on clicking the action via AGX also produces the right message. Gotta admit I did transmit that data home just once :P

Getting this with the latest prerelease.

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I'll try to update this mod to 1.0, but it will take some time because of RL.

Also I want your opinions about the airbrakes in this mod.

Their are now stock airbrakes in the game, do you guys want to use those or keep the the airbrakes of this mod?

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  • 2 weeks later...
  • 1 month later...

I finally have some time to update this mod, sorry to kept you guys waiting.

I fixed the .cfg files and rebuild the .dll and almost everything works :D

The only problem I have atm is that the SkyLab can't generate any Insight. Even though it created the resources succesfully.

I checked for typos, but there aren't any, so it must be in the code. I understand most of the code, but here I'm stuck.

If someone could help me by looking at the code that would be greatly appreciated.

Source

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Suggestion: Cut the labcore module and trim the labexperiment module down to just eat defined resources and triggers an experiment on activation. Then insight production can be covered by the stock resource system.

Could use ModuleResourceConverter with specialist bonuses for scientists, or a planetary_resource and extractor with insight concentrations spread out.

Bonus points for making the lab module generic, so you just define an experiment to run and the resource amounts to consume.

Might be faster now to just fix the insight generator code, but going forward a simplified plugin would be easier to maintain.

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  • 3 weeks later...
  • 2 weeks later...
  • 1 month later...

I've figured Olympic has been too busy or hasn't come across any serious issues under 1.0.4 to put in time to update. I don't use all aspects of this mod currently, but I've not had any issues with it so far so haven't really bothered poking for an update since my last request, which was before I just went ahead and installed it anyway. I'd suggest giving it a shot and if you find something seriously broken, then letting Olympic know here that an update is really needed

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  • 3 weeks later...
  • 2 weeks later...

Okay, check that. Things with attachment nodes only work halfway right - they'll only attach on one side. I'll bet there's a fix for this, but I don't know what it is off the top of my head. I'll play with it and hack together a ModuleManager script to fix it if I can (I know I've seen this before...)

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you need to change the node_stack_bottom to a negative for the 5th value in the part.cfg file. For example the SkyLab:


node_stack_bottom = 0.0, -0.65, 0.0, 0.0, 1.0, 0.0, 2

should be


node_stack_bottom = 0.0, -0.65, 0.0, 0.0, -1.0, 0.0, 2

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  • 4 months later...

@Olympic1: Based on @Gaiiden's info above, I fixed the dodgy nodes in the following .zip:

https://dl.dropboxusercontent.com/u/22571912/LTech_v2.25_fixed.7z

You're welcome to roll it into whatever you're doing already - like it's all that difficult. ;) (of course, that assumes you're still interested in doing anything with this mod - it's quite likely you've got your hands full with SpaceDock at the moment :) )

-----

Everyone else: I've been playing with this in 1.05, and it seems to be working perfectly fine with what I've fiddled with. Specifically, that one thing that I love, the cameras. In fact, first time I zipped the above archive, I accidentally zipped up my 30+ screenshots I made since I started playing 1.05 yesterday. Oops. >_>

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