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marce

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Everything posted by marce

  1. Dev halted like stated here In this thread I'm going to post various parts that don't fit into any of my other mods and are too minor to deserve an own mod. Resource Separator I was annoyed that my Kerbal supply packs got drained by the main vessel if the resource flow mode allowed it. Actually they are drained first, because as surface attached parts they have lower priority. So I created this simple (and still ugly, the quality of my parts is improving very slowly, sorry) part which leverages the stock option to lock resources. All resources of all child parts are locked automatically. But they are also unlocked automatically again once they are picked up by another vessel (e.g. a Kerbal). Payload Positioning Thruster RCS Thruster with integrated decoupler which doesn't leave any remains on the payload. Intended to make docking with very heavy payloads easier. PartsPack Download, License and Source Until further notice this parts don't come with a custom plugin but require my Util library. If anyone wants to make better parts using those modules or just improve the textures, please tell me and I'll link them here!
  2. Please do, it is 100% required, but I don't bundle it anymore due to the CKAN integration!
  3. Woops, yeah my bad. I added a science tree entry which will be shipped with the next version - sorry guys and thanks for reporting Jeffrey. However, it does work for me. Could you please check the log if there are any exceptions or error messages?
  4. Interesting, I quickly looked through the code but didn't see the problem right away. If you can investigate further please send me a PR or blame the faulty loc
  5. No claws It really is a Kerbin only problem. Something in Mun orbit is safe, but once it has been in kerbin orbit and reloaded once there it will accelerate. I also tried parking in Mun orbit, then bringing it to kerbin orbit - still works. I have a Jeb at 0.05c on his way to another system by now Certainly a kraken drive, but I can't steer it so it's only 10% the fun.
  6. Today at Fun-with-bugs: whatever I put in orbit around Kerbin accelerates forever at about 0.4G Without any reason to do that. Note: this is not a support request, it's just for your entertainment.
  7. In the light of recent issues: did you install the Util dll? If yes and it doesn't work: I need the log.
  8. Yet another on-rails generic converter A few months ago I wrote an on-rails generic converter with remaining time display and performance curve. I started with the excellent TAC converter by the amazing TaranisElsu, so thanks to him It lay pretty much dormant in my utils lib until now and I finally managed to write down a proper how-to so that people who need a converter can define their modules. All the code is present in my CITUtil.dll (which is now also available via CKAN) and is a plugin only mod without active addons, so requiring it should be painless and performance friendly. If you find problems please tell me, my (rather simple tbh) tests were successful. Each converter needs its own module. If a part has multiple functions it needs multiple converter modules, but one converter can use multiple input/output resources. There are a lot of (partially optional) options, they are described in the sample definition below. Sample Module (declaring the default values for everything except noted otherwise): MODULE { name = ModuleCITUniversalConverter AlwaysActive = false //optional ConverterName = LF2OX //required, defaulting to "n.a." ExternalControl = false //optional, if set to true the toggle action is hidden so that the module can be controlled (by being switched on/off) from other code RequiresOxygenAtmo = false //optional, TBD! UseRollbacks = true //optional, rolls back the whole transfer if thresholds are reached, will not reset updatetime, so conversion time is lost, but not mass loss should occur IgnorePutTakeMore = true //optional, don't throw an error if more resources than expected are taken or produced, this is TAC default behavior UseManualTransfer = true //optional, transfers resources practically the same way TAC does it - if set to false part.requestResource is used LockWhilePacked = false //optional, disables the converter while vessel is focused but packed (so non physics timewarp works like going to the trackingstation, warping there and coming back) - problematic when EC is affected since the vessel will continue EC consumption while packed MaxDelta = ConvUtil.MaxDelta //optional, defaults to 60*60*6 MaxEcDelta = ConvUtil.ElectricChargeMaxDelta //optional, defaults to Math.Min(normaldelta,Math.Max(MaxEcDelta,TimeWarp.fixedDelta)) - this is how TAC handles it ShowRemaining = true //optional, since only the current rate is used and not the remaining curve (if defined) calculated this can lead to inconsistent result (e.g. in this demo case the rem. time drops from 01:12:xx to 00:48:xx after activating the converter because suddenly a factor 0f 1.5 is applied while it was 1.0 before) //0-n INPUT_DEF nodes, one for each resource INPUT_DEF { ResourceName = LiquidFuel RatePerSecond = 0.98002 } //0-n OUTPUT_DEF nodes, one for each resource OUTPUT_DEF { ResourceName = Oxidizer RatePerSecond = 1.78903 AllowOverflow = false } //0-1 CURVE_DEF node CURVE_DEF { //contains 1-n Rules, always based on the lowest input and lowest output resource //Rule schema: priority(int),minAvailableInput(float, percentage),maxAvailableOutput(float, percentage),inputRatioMultiplicator(float),outputRatioMultiplicator(float) //if no rule matches it defaults back to factors 1.0 & 1.0 Rule = 1,0.5,0.25,1.5,1.25 Rule = 2,0.5,1.0,1.25,1.1 //those two rules will lead to this behavior with these in/out resources: while LF amount > 50% & OX amount < 25% produce 1.25OX for 1.5LF, once OX amount >25% produce 1.1OX for 1.25LF, once LF amount < 50% fallback to default 1OX for 1LF } } I hope someone can use it
  9. I confess right away: I haven't read the whole thread Plus: I may very well have understood something wrong, but here are my problems: The 'icon' in the toolbar is just a plain white square, is that intended? Is there an option to stop tracking in case you (read: I) mess something up? Situation: I tracked a mission to my big orbital station. Didn't understand the return mission concept exactly and wanted just to delete the tug which carried up the exchangeable fuel tank module. So I undocked it and smashed it into Kerbin (with the mission docking port staying on the station, because I didn't understand what I'm supposed to do). Once I returned to the station it still showed the mission as tracking and my station was loosing height fast (without any engines on board and rcs off) down from 300 km until it became suborbital in about 30secs. While I was still panicing it relieved me by krakening up to insane velocities and decomposing into its parts. So now my station is a debris cloud thanks to my own incompetence. Anyway, a "stop the tracking because I did something stupid" option would be nice It would be nice to tell the program something like "everything beyond this docking port or decoupler should be removed automatically" to avoid loading and dealing with those useless tugs I only deorbit anyway I used a custom module to automatically resupply a vessel parked at KSC in combination with the MKS/OKS logistic base so far, but your approach is more flexible and more realistic, I like it!
  10. Just pushed a tiny update (2.6.1) to fix the orientation: antenna side is now up so that it works as needed when attached to the side of a fuel tank or so) Also reduced the texture size and added some minor improvements to the plugin. Nothing fancy this time
  11. Huh, I never thought about refing the x64 dlls since it's working fine on Linux x64 with about 7,4+GB RAM usage for me (not broken, not touch it). Anyway, I asked my modder colleagues in the chan and they told me it doesn't matter, so I think you shouldn't worry too much. I only change the assembly version when I change something in the code. Other stuff only changes the mod version. I'm sorry if that's inconvenient for you, but it's more logical for me that way. Plus according to the rules I only have to provide the code, not make it easy for you
  12. I'm playing and testing on Linux, so no need to recompile There are no not pushed commits, the assembly version does not strictly follow the package version if that's what you are thinking
  13. Hi! Yes, they are dependent (with a lot of reasons!), but should not be in the same directoy (that would mess up the packages). As I posted in my main CIT thread I stopped bundling the Util dll to work nicely with CKAN and you have to install it seperatly. The structure should be: GameData - CIT -- CITUtil.dll -- ActiveStruts --- [AS mod content] -- [other mods by me]
  14. Version 2.6 released! I'm always forgetting to add a probe core on my (upper) launch/tug stages. So I made an ugly little part that can be KAS-attached to a vessel and gives enough control to deorbit it. However, to do this some form of RCS has to be installed. If that's not the case I threw in a vessel self destruct feature for good measure. Didn't know where to put this thingy so I added it to ChopIt since the self destruct feature was already present removing the need for yet another plugin.
  15. Hm, no idea where that would be coming from. As I said elsewhere I'm very busy IRL so you are welcome to fix it and submit a PR since I won't be able to look at the problem for a while (read: months).
  16. As I said, you are welcome to submit a PR. - - - Updated - - - Nah the version doesn't matter. It may be a corrupt dll, please redownload.
  17. You are welcome to submit a pull request that adds the functionality to magically guess the target Or use an Autostrutter which does find its target automatically if possible...
  18. It works in flight exactly the same way it does in the editor: select link click on a valid target - - - Updated - - - I'll need a log. It sounds as if the plugin is not loading at all.
  19. Confirmed. In career mode editor worked fine until unlocking action groups, in sandbox mode it's broken by default.
  20. All mod packages should now be updated and available via CKAN as well. Please notify me if you encounter any problems. In other news: while preparing the updates I added two buttons to GovFunding (for RP reasons mostly): Warp 1 day Warp 10 days Those are not reliable/accurate enough for maneuver planning, use KAC or similar for those purposes!
  21. Just a small info update: I'm finally working on getting all my mods on CKAN (you should think "hurray" at this point ) During this process there might be disturbances (downloads). Additionally, I won't bundle CITUtils any more, because they are going to be a seperate package on CKAN. If you don't use CKAN you'll have to get them manually from now on (I only pack one version to avoid confusion). To reflect the change there will also be a small version bump on all my mods.
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