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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5


Firov

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Because of the new heat system it would be useful to have a sensor part which reacts on a part's or vehicle's temperature.

Use case #1:
An automated probe fires retro rockets on decent if it gets too hot.

Use case #2:
A plane autodeploys airbrakes depending on temperature. (We all know that flying >1.3 km/s in Kerbin's lower atmosphere will toast you.)

Use case #3:
An interplanetary probe autoextends it's radiators when the nukes are nearly overheating.

Use case #4:
As an extension of #3 it could be used to keep ISRU at the correct temperature for maximum efficiency. Also useful for other mods like KSP Interstellar where the nuclear reactors should run at specific temperatures.

Edited by *Aqua*
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22 hours ago, *Aqua* said:

Because of the new heat system it would be useful to have a sensor part which reacts on a part's or vehicle's temperature.

Use case #1:
An automated probe fires retro rockets on decent if it gets too hot.

Use case #2:
A plane autodeploys airbrakes depending on temperature. (We all know that flying >1.3 km/s in Kerbin's lower atmosphere will toast you.)

Use case #3:
An interplanetary probe autoextends it's radiators when the nukes are nearly overheating.

Use case #4:
As an extension of #3 it could be used to keep ISRU at the correct temperature for maximum efficiency. Also useful for other mods like KSP Interstellar where the nuclear reactors should run at specific temperatures.

It would be wonderful ... but I believe the mod is in a coma.

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  • 1 month later...
On ‎1‎/‎10‎/‎2016 at 5:08 AM, *Aqua* said:

Because of the new heat system it would be useful to have a sensor part which reacts on a part's or vehicle's temperature.

Use case #1:
An automated probe fires retro rockets on decent if it gets too hot.

Use case #2:
A plane autodeploys airbrakes depending on temperature. (We all know that flying >1.3 km/s in Kerbin's lower atmosphere will toast you.)

Use case #3:
An interplanetary probe autoextends it's radiators when the nukes are nearly overheating.

Use case #4:
As an extension of #3 it could be used to keep ISRU at the correct temperature for maximum efficiency. Also useful for other mods like KSP Interstellar where the nuclear reactors should run at specific temperatures.

It would also be nice to have a part that reacts to vessel speed.

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11 hours ago, Thorbane said:

The Fuel sensor doesn't seem to work with action groups in action groups extended.  The option to select which action group to trigger does not appear.

I'm the AGX guy, there any errors being thrown in the log about this?

D.

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Hi there,

The mod is still listed (in ckan) as only compatible with 1.0.4, also when a popup (version checker?) tells this. but it works like a charm in 1.0.5. I have installed manually. Is this changeable so ckan will recognise the mod as compatible?

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On 2/20/2016 at 10:42 AM, Diazo said:

I'm the AGX guy, there any errors being thrown in the log about this?

D.

Diazo, I'm pretty sure it's not a problem on your end. The other parts work fine with AGX, aside from a strange tendency to not shutdown engines if you have a timer set to do so when staged.

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I'm having a problem with Smart Parts in 1.0.5, namely that staging isn't staging everything. A booster on a radial decoupler which shares a stage with the parachute will behave in two different ways if staged via space bar or via a smart part. Pressing spacebar will arm the parachute and decouple while the smart part is only decoupling the stage.

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Greetings.

 

I just started using this mod, and was able to figure out how to create a system to turn on lights at sundown, and then turn them off at sunrise, using a combination of a drainx, a radio controller, and a few timers. The only problem I'm having is it only seems to work if the craft that's transmitting the command to turn on and off the lights to the other crafts is the active craft. If I"m focused on another craft, then it doesn't work.

 

So do smart parts only work if the craft is the active craft, or is it possible I'm doing something wrong?

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  • 4 weeks later...
  • 2 weeks later...

Made an issue on the git hub to ask if the licence can be lifted expanded so that someone can pick up this mod and expand/work with it. There's allready too many mods out there that have community patches and its turning into a giant mess like this. Hopefully they will respond to the github issue.

 

Edit: There seems to be some differences in licence among github repositories but if we follow the licence posted in the FP anyone is allowed to fork the repo and modify it to make it compatible again, the only issue might be with assuming controll of the mod on CKAN, I have no idea what their policy is.

Edited by KaptnKiwi
Licence balderdash
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6 hours ago, KaptnKiwi said:

Made an issue on the git hub to ask if the licence can be lifted expanded so that someone can pick up this mod and expand/work with it. There's allready too many mods out there that have community patches and its turning into a giant mess like this. Hopefully they will respond to the github issue.

 

Edit: There seems to be some differences in licence among github repositories but if we follow the licence posted in the FP anyone is allowed to fork the repo and modify it to make it compatible again, the only issue might be with assuming controll of the mod on CKAN, I have no idea what their policy is.

I would really be glad to have this mod working again

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On 4/19/2016 at 4:20 PM, KaptnKiwi said:

Made an issue on the git hub to ask if the licence can be lifted expanded so that someone can pick up this mod and expand/work with it. There's allready too many mods out there that have community patches and its turning into a giant mess like this. Hopefully they will respond to the github issue.

 

Edit: There seems to be some differences in licence among github repositories but if we follow the licence posted in the FP anyone is allowed to fork the repo and modify it to make it compatible again, the only issue might be with assuming controll of the mod on CKAN, I have no idea what their policy is.

 

Dtobi's original github here (https://github.com/dtobi/km_SmartParts) says CC BY-NC-ND (no distribution)

This current thread (owned by Firov) points to this fork: https://github.com/BrettWebb/KerbalSmartParts which is CC BY-NC-SA.  That's also the license in the download.

Looks like the license was changed Jan 9, 2015: https://github.com/BrettWebb/KerbalSmartParts/commits/master/LICENSE.txt

Here's a post where Firov specifically talks about changing the license to something less restrictive, that allows derivatives: http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/&do=findComment&comment=1257097

And here's where Diazo forked the project before (but then Firoz came back): http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/&do=findComment&comment=1881561

 

So, it's been distributed as CC BY-NC-SA for the past year and we've already had one fork.  We should be ok, license-wise.

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15 hours ago, hab136 said:

 

Dtobi's original github here (https://github.com/dtobi/km_SmartParts) says CC BY-NC-ND (no distribution)

This current thread (owned by Firov) points to this fork: https://github.com/BrettWebb/KerbalSmartParts which is CC BY-NC-SA.  That's also the license in the download.

Looks like the license was changed Jan 9, 2015: https://github.com/BrettWebb/KerbalSmartParts/commits/master/LICENSE.txt

Here's a post where Firov specifically talks about changing the license to something less restrictive, that allows derivatives: http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/&do=findComment&comment=1257097

And here's where Diazo forked the project before (but then Firoz came back): http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/&do=findComment&comment=1881561

 

So, it's been distributed as CC BY-NC-SA for the past year and we've already had one fork.  We should be ok, license-wise.

Ok, great! Thanks for clearing that up! I'm not proficient in C# and currently way too busy with java certification but perhaps I have some time to pick up C# and work on this.

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To actually clarify the license issue:

CC: A Creative Commons license

BY: Attribution required, so you must credit all previous authors who's work you are modifying.

NC: Non-commercial, can't charge money. (It's a mod after all.)

SA: Share-Alike means that any derivatives (such as updates) must be released under a license at least as permissive as what it's currently licensed as. Leaving the license as-is is the simplest way of dealing with this requirement.

Hope that clears things up,

D.

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On 20.4.2016 at 8:35 PM, hab136 said:

 

Dtobi's original github here (https://github.com/dtobi/km_SmartParts) says CC BY-NC-ND (no distribution)

This current thread (owned by Firov) points to this fork: https://github.com/BrettWebb/KerbalSmartParts which is CC BY-NC-SA.  That's also the license in the download.

Looks like the license was changed Jan 9, 2015: https://github.com/BrettWebb/KerbalSmartParts/commits/master/LICENSE.txt

Here's a post where Firov specifically talks about changing the license to something less restrictive, that allows derivatives: http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/&do=findComment&comment=1257097

And here's where Diazo forked the project before (but then Firoz came back): http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/&do=findComment&comment=1881561

 

So, it's been distributed as CC BY-NC-SA for the past year and we've already had one fork.  We should be ok, license-wise.

You can use my work if you like. I won't complain. Actually I would love to see someone pick this up.

 

EDIT: I can provide my original 3d models and textures if you need these.

Edited by dtobi
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