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LeLeon

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Posts posted by LeLeon

  1. 11 hours ago, Flash Kill said:

    My Mods: http://pastebin.com/ba4QDw0X 

    Im new to this so I dont know how to upload my KSP.log but ill try, this might work

    https://www.dropbox.com/s/0qty1pdx9bt5jti/KSP.log?dl=0

     

    my first bet is  KSP Interstellar Extended - 1.11.3 . Almost all of your other mods on the list are running at my system, too. Can you try it without this one. 

    Your ksp.log give a lot of "MissingFieldException: Field '.MapView.MapIsEnabled' not found" what says, you are using an outdated mod, not compiled for 1.2 .

    Short compared with my mod list, i see these differences:

    B9 Animation Modules - 1.0.4
    B9 Part Switch - 1.5.2
    B9 Aerospace - 6.2
    Firespitter - 7.4.2
    Kerbal Inventory System - 1.4
    RasterPropMonitor - 0.28
    Kerbal Inventory System - 1.4
    LLL-Continued - 1.1
    Kerbal Planetary Base Systems - 1.3.6
    SCANsat - 1.1.6.11
    TextureReplacer - 2.4.13 <- your version from May 2016 -> new Version https://github.com/RangeMachine/TextureReplacer/releases

     

    My running and working mods with ModuleManager.2.7.5.dll:

    Spoiler

    KSP: 1.2.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10  (10.0.0) 64bit
    Toolbar - 1.7.13
    USI Tools - 0.8.6
    AllYAllContinued - 0.9
    AtmosphereAutopilot - 1.5.8
    B9 Animation Modules - 1.0.4
    B9 Part Switch - 1.5.2
    B9 Aerospace - 6.2
    B9 Aerospace HX Parts - 6.2
    B9 Aerospace Legacy Parts - 6.2
    B9 Aerospace Procedural Parts - 0.40.10
    BD Animation Modules - 0.6.4.2
    Camera Focus Changer - 1.0.1
    ChampagneBottleRedux - 0.3.5.1
    Chatterer - 0.9.91.1586
    Community Category Kit - 1.2
    Community Resource Pack - 0.6.3
    CommunityTechTree - 3.0.2
    Contract Configurator - 1.21
    CC-CP-SCANSat - 0.6.0.1
    Contract Pack: Clever Sats - 1.3.0.1
    Contract Pack: Field Research - 1.2
    Contract Pack: Kerbal Academy - 1.1.4
    Contract Pack: Bases and Stations - 3.4.1
    Contract Pack: Tourism Plus - 1.5.1
    DMagic Orbital Science - 1.3.0.6
    CapCom Mission Control On The Go - 1.0.2.5
    Contract Parser - 1.0.5
    Progress Parser - 1.0.6
    EditorExtensionsRedux - 3.3.10
    EVA Struts - 1.0.3
    Firespitter - 7.4.2
    HeatControl - 0.3.4
    Interstellar Fuel Switch - 2.2.9
    JSIAdvTransparentPods - 0.1.12
    RasterPropMonitor - 0.28
    KAS - 0.6
    Kerbin Environmental Institute - 1.2.1
    Kerbal Engineer Redux - 1.1.2.8
    InlineBallutes - 1.2.6
    Kerbal Inventory System - 1.4
    KSP-AVC Plugin - 1.1.6.2
    KWRocketryRedux - 3.0.24.1
    LBSI - 1.1
    Lithobrake Exploration Technologies - 0.4
    LLL-Continued - 1.1
    Infernal Robots - 2.0.8
    MarkIVSystem - 2.4
    ModularFlightIntegrator - 1.2.2
    ORIGAMI Antennas - 0.9.6
    NearFutureConstruction - 0.7.2
    NearFutureElectrical - 0.8.2
    NearFuturePropulsion - 0.8.2
    NearFutureSolar - 0.7.1
    NearFutureSpacecraft - 0.5.4
    Final Frontier - 1.2.5.2906
    No Crew Requirement Continued - 1.0.2
    NSS-OctoSat - 0.1.2
    Olympic1's Icon Packs - 0.10.3
    Kerbal Planetary Base Systems - 1.3.6
    Portrait Stats - 1.0.12
    QuizTechAeroPackContinued - 1.3.6.1
    RealChute - 1.4.1.2
    RealPlume - Stock - 0.11.1
    RealPlume - Stock - 0.11
    RoverScience - 2.2
    SCANsat - 1.1.6.11
    Science Relay - 1.0.3
    StageRecovery - 1.6.5
    StationPartsExpansion - 0.4.2
    Stock Visual Enhancements - 1.1.4
    Surface Mounted Stock-Alike Lights for Self-Illumination - 1.3.1
    TarsierSpaceTechnology - 6.6.1
    Kerbal Alarm Clock - 3.8.1
    Alternate Resource Panel - 2.9
    TweakScale - 2.3.2
    UbioWeldingLtd-Continued - 2.4.3
    USI Core - 0.3.4
    Asteroid Recycling Tech - 0.9.4
    Karbonite - 0.8.3
    Karibou - 0.3.3
    Konstruction - 0.1.7
    USI-LS - 0.5.13
    Malemute Rover - 0.2.3
    UKS - 0.50.7
    Sounding Rockets - 0.5.4
    Universal Storage - 1.2.1.1
    Unmanned before Manned - 1.2.1
    WASDEditorCameraContinued - 0.6.8.1
    Waypoint Manager - 2.6
    [x] Science! - 5.3

    I use CKAN for this big list of 90 mods to handle updates.

    Sometimes you have to browse the latest sites on a thread to find latest releases or user updates, if you want to do it manually. And always delete a folder, not just copy new content over old. And check, that only one modulemanager.dll is in gamedata. 

  2. 4 hours ago, Flash Kill said:

    Hi, Im running into some problems with the fuel tanks for 1x1, 2x1 and I assume the rest as well, the issue is that there is nothing in these tanks for me ); When I right click them in VAB it only gives me a scaling option and no info at launch, the engines work fine its just the fuel storage that I seem to be having a problem with, any suggestions would be amazing because I absolutly loove the mod and all the work put into it.

    (I am using the latest stable release as I was having this same problem with the most recent pre-release) could this be a another mod conflicting with LLL?

    Thanks!!!

    Hi,

    can you provide your ksp.log and your modlist? Thx. Generally i would say firespitter missing or fuel mod conflict.

  3. On 27.11.2016 at 8:52 PM, linuxgurugamer said:

    Can someone provide a list of open issues?  I would like to do a full release, so that it would be available in CKAN, but would like to at least have a list of what's not working

    Thanks

    @linuxgurugamer  I was busy last day.

    BrokenParts 2016-11-18.txt on your LLL Github provides a list of problematic parts. Additionally the LLL-Extra folder with it's 3x1 and 4x1 parts is not updated yet. CKAN splited LLL and LLL-Extra.

  4. 1 hour ago, IraqiWalker said:

    Forgive me for the question, I'm a noob here. Do I need the older version in order for these "patches" files to work, or are these latest files all I need to install and run the mod?

    this is the working version and all you need.

     

    this is optional from me, with few changes listed in spoiler. Useful if you want to use the small helper drones:

     

  5. 3 hours ago, ArkaelDren said:

    Hey Deimost, Leon???  You guys done cause it was getting interesting then nothing for almost a month?  Please do continue

    Hi @ArkaelDren. I think, Deimos released a stable version and i played with a setting for "more realism" with the helper drones. I'm not a casual guy, i always look for the harder/ complicated way. What do you want/ need/ mean with "getting interesting"?

  6. LLL is still active, feel free to get latest test release from my Github fork. You can help, if you give feedback, critics and report bugs. https://github.com/LeLeon/LLL-Continued

    The changes since last update:

    Spoiler

    All categories:

    • reviewed and balanced techtree, cost, entryCost, mass, tags, bulkheadprofiles, attachrules

    Engines:

    • Ion Engines: added sounds & plumes
    • Nuclear Engines: added blue nuclear plumes, fixed plume positions
    • Turbojet: rebuild of FX, now jet sounds
    • LFO Engines: fixed FX and plume positions
    • removed unused ElectricCharge on some engines
    • removed "always on"-generator on nuclear engines in exchange of
      positive alternator generator

    Pods:

    • Bridge Cockpit "Eagle's Nest: set models hardcoded asymetric CoM to center of the tank.
    • Bulldog Cockpit (Tug): rebuild of FX, now with sounds

    FuelTank:

    • changed tank content compared to size of stock counterparts
    • changed mass & cost related to content and stock
    • reviewed FSfuelSwitch module:
      Fuel will now cost credits, wasn't calculated before, is now hardcoded
      as "tankCost", upscaled prices fit to upscaled stock counterparts.
      Should be a bit more expensive, because LLL tanks are lighter. I
      couldn't fix the scaled mass, "tankMass" won't work, so i did it over
      costs.
    • added structural option to all cubed tanks (not 2x1 spherical tank)
    • added Ore option on 1x1 tanks
    • some visual stripes/ pipes for karbonite, structural, ore
    • LLL_Scale_Exponents.cfg added for the scaled tankcost.

    Known issue:
    Downscaling will lead to ABSOLUTE SICK costs, especially when scaling
    Xenon. Thats a problem of Tweakscale and FSfuelSwitch. If FSfuelSwitch
    would work correct with fuelcosts, Tweakscale wouldn't go crazy with
    downscaling.

    Electrical:

    • ShroudPanel and batteries now work with Tweakscale.

    • Rework of Extractor Fan (Lack's Air Compression Generator). It's now
      IntakeAir generator like Wind Turbine, but less effective (also lighter)

    • Generator (+small) use now LFO, consumption compared to stock. Fit
      between the stock fuel generators. Bigger generator got small battery.

    • Solar panels are now more efficient, can be compared to stock solar
      panels, 2x1SolarPanel has a battery now

    • Salt reactor massive changes: 120 ec/sec output, need Xenon input, has small Xenon tank, has battery. Needs a lot of cooling, 800W !! Efficiency is much more depending on cooling, than every other generator i know. F.e. 400 W cooling power = ~30% efficiency

    • Fission plant massive changes: needs Xenon input, has small Xenon tank, has battery. Need cooling, 150W. Efficiency is much more depending on cooling, than every other generator i know. F.e. 75 W cooling power = ~30% efficiency

    Structural:

    • many adapters and structural hull segments have now switch between
      blank structural and different fuel settings, depending on size...
    • ... in exchange, all these parts lost crew capacity, but for that next
      to normal crew hulls i ...
    • ... added a half sized, half flat cupola for one Kerbal, that fits on
      1x1 and higher hulls
    • added 1x1 Long Cap, /holds EC and Mono, length of 1x1 third

    Ground:

    • added ModuleAnimateGeneric to Skid and UndersideLeg, removed patch file for that
    • disabled LargeWheel because of skin flicker and visual problems
    • disabled broken (floating) landingleg
    • Note: None of the landing legs have leg functionality, just visual animation!

    TACLifeSupport Fixes:
    fixed/added codes for Greenhouse, water purifier, carbon extractor

    • TACLS boxes make now sense with amount. All three boxes hold almost same amount of kerbal days
    • 2x1lifesupport, balanced content values ratio, own colored label for the box

    All parts ingame moved from standard category to custom category "Life
    Support" of CommunityCategoryKit (served with TACLS). No double entries.

    Misc:

    • Weather Station renamend and converted from 2 to 4 stock experiment part
    • Buggys fuel cell now consume LFO, got tanks for it.
    • fixed Cargo bays nodes ID (but still broken)
    • fixed fairing codes update to normal status
    • removed duplicate files to prevent log spam

    PartDisable files fix:

    • changed codes of LLL_PartDisabler.cfg & LLL_PartDisableLargerSizes.cfg

    • the disabled parts are disabled ingame (were previously still ingame
      in advanced filters). ~160 patches less at start

    • added BrokenParts 2016-11-18.txt , list with problematic parts

    LLL & LLL-Extra sort:
    Some parts moved, so LLL-Extra don't will be needed for normal game.
    Here can be found: 2x2, 4x4, 3x1, 4x1, 6x1 size subtypes and prototype
    parts. Most parts in LLL-Extra are disabled through config.

    LLL-Extra to LLL:

    • Droopy cockpit, Buster cockpit, EagleCrewPod, 2x1LifeSupport
      LLL to LLL-LLL-Extra (all parts actually disabled)
    • BERTY, BERTYMechjeb, 2x1ASAS, 5WayRCS, attachable Counterweights, RadialJetEngine, HeatTiles parts, 2x2 related parts, 4x4 related parts

    Also compatibility wishes are welcome.

  7. 7 hours ago, sardia said:

    I added parachutes to my stages, but it said it burned up in atmosphere. =( Will adding a probecore to the dropped stage help? Or do I have to maintain a certain launch profile?

    i had this sometimes too, but, i think it was when the returning stages PE was over 10-15 k, most i seen this at 30k PE. So i began to use PE <10k to negative PE. Then, i never seen burnt up stages and para. parachutes don't need to be opened.

  8. 1 hour ago, Deimos Rast said:

    you must love my updates then:D

    I used to always do base configs, but have switched to doing patches, and am sort of switching back to base configs. I actually discussed this with LGG before re-releasing RLA, and his advice (given his experience with KW) was to do base configs.

    If licence is okay for that. Ugly example is Boxsat. Many patches for few parts. :wink: But without open licence, what should you do else. You have a better overview with base config, instead of these patchfiles. If you are looking for an error you have to take a look at too many files, sometimes. I've seen that in LLL. The both partdisabler.cfg were repurposed bovine waste. nothing were disabled, it just raised the patchnumber at start with ~160 patches. Actually i think about integrating the part titles in the basefiles, where i wrote a patch for. Unnecessary amount of patches. But i don't know if somebody is liquided then. ^^

     

    Aunt Edit: Uhhm, board dislikes swear words. Cute.

  9. 6 minutes ago, Padrone said:

    @LeLeonI'm re-writing the base .CFG files.

    And I was hoping to avoid learning Github so early,  but if this gets too complicated to track in the forums, I'll pile that onto the plate!

    Yeah base configs! When i see my last module manager starts with 12000 patches, every mod without additional patches is welcome.

    I just know github from fork-side, but i don't wanna miss this. Comfortable as hell. So you need help in any way? I'm career player, so balance is important to me.

  10. For now, i did the same to LLL legs. the config is so freaking complicated, especially if you did not designed the legs yourself. suspension values, corect name of the anims (hard if they are covered) etc.

    but i like to see NP raise again. it was ever my prefered mod compared to KW.

    Do you patch it or do you rewrite the config files? i dislike the patch over patch over patch method.

    I can provide some balance help, if needed. Even if you do just patch, a repo on github would help at issue report and progress parsing.

    I finished the main work on LLL, so i have some time.

  11. FSfuelSwitch module

    Some problems:

    1. fuel costs are not calculated, price stay at "cost", when switching through the tank setups. I set up tankCost with the price of the fuel. Works, until you use tweakscale, then the tankCost break the balance of Tweakscale with the horribly new scaled drycost. That is worse in career. you cannot set a tank with LFO and Xenon on the same "cost" level, so you have to use actually tankCost.

    2. TankMass: i tried different .cfg settings: disabled "mass", disabled "cost", disabled "basePartMass. in no configuaration the new part mass worked. Switching through the tank settings you see for a millisecond the mass+tankMass, but it always return to mass.

    3. basePartMass: i set it to same and also different value as "mass", i also disabled mass for test. Nothing worked, this value is not active, only mass works.

    4. displayCurrentTankCost: I see no line with it on right-click menu in editor.

    Spoiler

        MODULE
        {
            name = FSfuelSwitch
            moduleID = 0
            resourceNames = Structural;MonoPropellant,ElectricCharge;ElectricCharge
            resourceAmounts = 1;200,250;650
            tankCost = 10;490;650
            tankMass = 0.125;0.16;0.135
            basePartMass = 0.125
            displayCurrentTankCost = true
            hasGUI = true
            availableInFlight = false
            availableInEditor = true
            showInfo = true
        }

  12. 50 minutes ago, COL.R.Neville said:

    ahh didnt realize there were so many hoops. 

    figured it was a special material that you made the glass out of in blender. 

    All my Blender walks were pointless. The learning curve is just too high from entry level to the opened .mu of cargo bays with meshes, layers, collissions and animations. So cockpits would be same result.

  13. 4 hours ago, COL.R.Neville said:

    how hard is it to make all the windows etc.. work with jsi transparent pods?

    https://github.com/JPLRepo/JSIAdvTransparentPods/wiki/JSIAdvTransparentPods

    Spoiler

     

    A capsule properly designed for transparency must fit these criteria:

    • IVA and the outer model should match up strictly, which is apparently not the case for most pods. Props should not poke through the walls. (Unless they're using JSISelectivelyVisibleProp, at least.)
    • Props should not contain flat mesh colliders -- such objects when seen with a world-space camera cause Unity to spam error messages and cause a sharp drop in performance.
    • External windows must be specified as a transform of their own, so that their transparency can be manipulated if you so desire.
    • Windows must appear transparent (at least partially, or there's no point) with one shader and opaque with another shader. For example, they can have a texture with an alpha layer on the windows, and use KSP/Diffuse for opaque state while using KSP/Alpha/Translucent for transparent state. You can pick any pair of shaders, or even use one shader for transparent state and multiple others for opaque state, as long as this condition is satisfied, though.
    • You can specify transforms for internal windows in the transparentTransforms field and have their shaders swapped the same as the external windows. The transforms must each be uniquely named and if you have multiple windows then it is recommended you merge their meshes into one transform for each part, internal, shader overlay. JSIAdvTransparentPods will only find and process the first occurrence of each transformname on each model.
    • The transparentTransforms field needs to be specified, or the windows will not properly switch to opaque if the user turns OFF the Transparent Pod feature via the right-click menu.
    • If you are using transparentTransforms for windows you need to include a mesh for windows on your external Part (set to opaque shader initially) else users that don't have JSITransparentPods installed won't see any windows (or internal). You then need to include a second copy of the windows on your depthmask shader overlay (but also with opaque shader set initially, not the DepthMask shader!) and you need to offset these window meshes so the are slightly outside the external part windows (on top of them).
    • You need to add a copy of your external mesh onto your IVA with gaps in this mesh where you want your windows or where you want the user to see into your IVA from the outside. This mesh must be assigned the DepthShader in Unity 5 and exported as part of your IVA model.
    • With two new variables, transparentPodDepthMaskShaderTransform and stockOverlayDepthMaskShaderTransform, you can create two seperate parent/children objects within your internal that have DepthMask shaders. See the details above for each field. With this ability you can say define a depthmask set of meshes parented by transparentPodDepthMaskShaderTransform that only have cut-outs where Windows are in your external model. This means the internal will only be visible through windows and when you toggle transparent pod mode on/off or the stock overlay mode on/off you will only ever be able to see through this depthmask meshes. If you define a set of meshes parented by stockOverlayDepthMaskShaderTransform then these meshes will be enabled/disabled when you turn the Stock Overlay feature on and off (and any meshes in transparentPodDepthMaskShaderTransform will be alternatively toggled on and off). This allows you to provide a more open-cut visible view into the Internal of the part when the user toggles the Stock Overlay feature on/off. Make sure any model/mesh with DepthMask Shader is set to 'Kerbals' layer in unity.

     

    The first point is a dealbreaker for LLL. I had a short view into pod .cfgs. Many use the cockpit of Hog, some mk1 cockpit. Hog cockpit fits exactly? I have no idea, if Lack took care about dimensions. Most of the requirements refers to Blender, not my comfort zone.

  14. 5 minutes ago, TheKurgan said:

    I've never tried this mod!! Strange for me lol.

    AVC is reporting 1.1 is available, but I can't find it... might be having a brain fart this morning, or is it uploading?

    Spoiler
    "NAME":"LLL-Continued",
      "URL":"http://ksp-avc.cybutek.net/version.php?id=324",
      "VERSION":
      {
      "MAJOR":1,
      "MINOR":1,
      "PATCH":0,
      "BUILD":0
      },
      "KSP_VERSION":
      {
      "MAJOR":1,
      "MINOR":2,
      "PATCH":1
      },
      "KSP_VERSION_MIN":
      {
      "MAJOR":1,
      "MINOR":2,
      "PATCH":1
      },
      "KSP_VERSION_MAX":
      {
      "MAJOR":1,
      "MINOR":2,
      "PATCH":99
      }
      }

    no fart, 1.1 is just the version of the mod, 1.2.1 is set as ksp-version

  15. Shortened Changelog of last merges:

    LLL folder:

    -all parts category fixed

    - all parts tech tree reviewed

    - bulkheadprofiles to all parts (for advanced size filter)

    - tags to all parts (lll lack + their special size + common tags for type)

    - many maxTemp and angularDrag corrections compared to stock

    - actually deactivated airlock/ doors (hatch obstructed problem)

    - Engine fairings nodes fixed (broken after a KSP patch in past) 

    - fixed attachrules for 2x1 and 4x2: better placement of parts on own asymetric surface

    Rename patch files 

    Content in Patches folder:
    1. LLL_Rename_Series.cfg
    Size series with better differentiable letter labels:
    Search strings 1x1, 2x1, 4x2 still working, additionally lll, lack.
    Sizes:
    1x1: Anthea
    2x1: Meral
    4x2: Telemach
    
    2. LLL_Rename_Parts.cfg
    Parts renaming for better overview and imo now better and logical
    differentiable. F.e. windows together, rover parts together.
    
    3. LLL_Rename_Series_Pods.cfg
    From MK XYZ to size letter series labels. Unique names as Sparrow, Boar,
    Buster still there (and some additional cockpit names). Now all 1x1
    sized cockpits are at same place of list.
    

    - LLL-Extra pods + 2x1 & 4x2 pods and probes activated, balanced, Tweakscale for all cockpits deactivated

    - LLL-Extra category fix 

     

    Known problems:

    - Cargo bays can't be used comfortable

    - Airlock, hatch, building door can't EVA, hatch obstructed

    - Engine fairings Jettison function broken

     

    More problems? Report.

     
  16. Did few KSP.log error corrections today

    Fixes:
    - missing textures on CBM extendable
    - missing textures on 1x1 NoseProbe, assigned new normal map.
    - wrong paths/ squad renamed files
    - debris shield price too low for shield capacity
    - out commented old modules
    - converted some .tga to .dds
    - added normal map for two 2x1 parts errors

    Many remaining KSP.log errors point to 3x1, 4x1 parts in LLL_Extra. There are simply missing models, 132 [ERR] only here.

    Edit: Okay found the archive on github. Will be pushed, so no more error spam and a possible usage of the 3x1 and 4x1 size.

    Wouldn't it be better, to push them in a zip-archive, to prevent lag spam? Are there somewhere forgotten archives with these models?

     

    Most other errors belong to KIS and KAS, ScanSat, RT after i haven't these mods activated in my LLL test GameData folder. 

  17. 10 hours ago, pellinor said:

    Ah now I remember, the basic problem is that the cost of a tank part is supposed to include the fuel (very bad design decision on the early days of KSP). So whenever a mod changes tank capacity (like both TweakScale and fsFuelSwitch do) it also has to change the cost of the part. On the fsFuelSwitch side this needs to go in tankCost (in addition to any changes you want to make to dry cost) (and even if the tank starts empty!).

    yes, i have to calc with full tank.

    Quote

    You can make TweakScale blind to it by editing ScaleExponents.cfg, but I am sure this is not what you want to do (causes problems like negative cost for scaled parts, I don't remember if up- or downscaled ones).

    i tried and failed. :wink: I've read yesterday hours to find a solution on my own... Effect zero. What do i need, that tankCost is not count while scaling on parts that have fsfuelswitch module? You will make my day.

    Quote

    I'll have a loo, maybe the interaction with fsFuelSwitch broke (which would surprise me because if that was the case the problem should have come up much faster).

    It's even worse, you pay normally for the fuel but the dry cost of the part is negative (so you pay money when recovering it empty).

    it should scale normal with fuel content. 2x1 to 4x2 should be 8x times. so 55k to 440k seems legit. just tankcost is too much. if tweakscale does not count it, i think it will scale just the "cost =". Xenon price on the scaled version is correct too.

     

    I also opened a issue report to fsfuelswitch, perhaps a solution on the base can be found.

     

    Aunt Edit:

    I played with config:

    Spoiler

    TWEAKSCALEEXPONENTS:NEEDS[Firespitter]
    {
        name = FSfuelSwitch
        tankList
        {
            resources
            {
                amount = 3
                maxAmount = 3
            }
        }
        basePartMass = 3
        weightList = 3
        tankCostList = -3
    }

    _______________

    SCALETYPE
    {
       name = LLLsizes2x1
       freeScale = false
       massFactors = 0.0, 0.0, 1.0 <--- don't know what it's good for, was i there
       scaleFactors = 0.5, 1.0, 2.0, 3.0, 4.0, 8.0, 16.0
       scaleNames = 1x0.5, 2x1, 4x2, 6x3, 8x4, 16x8, 32x16
       defaultScale = 1.0
    }

     

    Tested tankCostList 3 to -3, for higher sizes it works, compared to the status before. 

    Now drycost scale from base size:

    -1: 1.78 millions drycost, holds ~9k xenon, not very effictive :P

     +1 = 28k drycost

    +2 = 10k drycost

    +3 = 9k drycost

    +4 = 46k drycost

    The tankcostlist modificator is the only possible way to tweak? Did you meant that with "blind"?

  18. 33 minutes ago, pellinor said:

    This sounds more like s fsFuelSwitch question. In my understanding tankCost is an extra cost for the tank. So it should increase with size, and you get that money back when you recover the empty tank. You sound like you want to make the fuel more expensive, then you would need to modify the resource definition of xenon (which should also be possible with MM).

    without tankCost entry fsfuelswitch just show the normal cost. the fuel is free. when i take the above example code tank. i set it in editor without tankCost entry, the whole full tank costs 600 creds. now i can empty the tank i get -221.xxx in the creds bar. -> start this tank into flight scene = +221.000 on my account.

    I asked you, because while tank cost on original size is at the fuel side, scaled the tankcost is converted to drycost.

    NCuzUK1.jpg 7mxfmCR.jpg

     

    BE4IsvK.jpg LphQmlR.jpg

     

    And so i hoped i can make tweakscale blind for this tankCost entry. And yeah, when fsfuelswitch does not interest in the fuel costs, the original problem is on their side. But that means not, that tweakscale can be cleverer.

     

    Some flowers for this awesome mod and Maintenance. THX

  19. i have a annoying problem.

    In tanks is fsfuelswitch installed.

    there i set variable "tankCost = 222222"  for the price of xenon. (without the tank costs with fuel 600, what is not career realistic and cheaty).

    KER says dry costs 600 / fuel 222222. Now i scale this thing up and BÄMM! drycost 1.70x.xxx / fuel 1.700.000 . 

    Can i prevent tweakscale from converting the original size fuel costs into huge sized dry cost? Or to make it blind for tankCost parameter "that not are the droids you're looking for"

    Spoiler

        MODULE
        {
            name = FSfuelSwitch
            moduleID = 1
            resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;XenonGas;MonoPropellant;Ore;Kethane;Karbonite
            resourceAmounts = 500,611; 1111;1111;55556;1389;556;2778;2222 // 662,809;1471;1471;27720;1200;645;3600;1146
            initialResourceAmounts = 50,611; 1111;1111;55556;1389;0;0;0
            tankCost = 510;889;200;222222;1667;11;444;711
            basePartMass = 0.722 // 0.86
            displayCurrentTankCost = false
            hasGUI = false
            availableInFlight = false
            availableInEditor = true
            showInfo = false
        }

     

  20. 10 minutes ago, linuxgurugamer said:

    Ok, but you WILL get credit.

    As of now, I don't think there are any PRS waiting 

    actually just a small typo fix, i messed up in last pull. i meant it generally during balancing. balancing pull, then a damned typo pull... :wink: 

    But i don't need instant pulls, if you have no time, then the PRs have to wait. No stress.

  21. 16 minutes ago, linuxgurugamer said:

    @LeLeon Since you are doing so much of the work, do you want to take over the mod?  I'm not going to have time to put into it for a while, unfortunately.

    I have no problem continuing to be the clearing house if you don't want to.

    Regarding your questions:

    1.  changelog is nice, but, at least for this effort, not important

    2.  Regarding the ModuleKrCrewCompartment , just comment them out right now.  It's probably a custom module, if I get some time, I'll look for it

     

    No no, you are the pro. I'm just a leg worker. I can do little tweaks and patches or clean light things. But things as the broken hatches, the cargo bays (i spent too many hours in these things with no effect) and some error logs are beyond my skills. They need to be reviewed by a pro. That's the real work, imo.
    If you have not the time at the moment, the progress will be slowed down. Perhaps another guy with skill is in the right mood and can fix things. This board is full of pros. But better a slow progress in future, than no progress. I just need some merge of commits actually. After i finished the balancing of mass and stats for career merge requests will be less.

    So stay as dev. I don't need credits, i just want to give something back.

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