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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I've just done a full release, and started a new thread for this mod. Please move all discussion to the new thread
  2. Forum user @Z-Key Aerospace turned this mod over to me, original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/139223-ksp-v145-tac-fuel-balancer-v220/ TAC Fuel Balancer Easily refuel from space stations. Keep your spaceplane or VTOL balanced. Dump spare fuel before re-entry. Lock and unlock tanks This mod can transfer fuel, or other resources, between parts on the same vessel (including docked vehicles) from a simple GUI. New Dependencies ToolbarController ClickThroughBlocker Features Transfer a resource into a part, drawing an equal amount from each other part. Transfer a resource out of a part, transferring an equal amount into each other part. Enable balance mode to transfer a resource such that all parts are the same percentage full. Dump a resource out of a part. Note that the resource is lost, never to be found. Lock a part, so that none of the resource will be transferred into or out of the part. When still Pre launch (or Landed): edit the amount of a resource loaded in a part. Works on all resources, even solid rocket fuel. Useful when you are flying along and need to quickly, and easily, transfer fuel from one tank to another. Or re-balance your fuel distribution to keep your centre of mass from getting too far out of whack. Availability Spacedock: http://spacedock.info/mod/640/TacFuelBalancer Source code:https://github.com/linuxgurugamer/TacFuelBalancer/ License: CC BY-NC-SA 3.0 Available via CKAN This release had 4 betas, changes in each shown below: 2.21 Adoption by Linuxgurugamer Rebuilt for 1.5.1, 1.6.1, 1.7.0 Removed all old toolbar code, about 1500 lines Added support for the ToolbarController Added support for the ClickThroughBlocker Added fast toggles to fuel balance window Added new settings: ShowToggles ShowTooltips Make text in menu button yellow Added settings option to make tooltips optional Made edit mode only available when in sandbox mode (beginning of integrating career modes) Added a stock settings page, works alongside current settings page Added option to not use the KSP skin A dded option to disable old settings window 2.21.1 Fixed InstallChecker to look for mod in PluginData directory Fixed UI opening by default Made the option to not show the Dump option only apply to the popup menu Made the positioning of the toggles configurable and display optional of each Made the pop-up menu optional Added option to not show non-transferable resources Changed location of saved config file from TacFuelBalancer\Plugins/PluginData/TacFuelBalancer\FuelBalancer.cfg to TacFuelBalancer\PluginData\FuelBalancer.cfg 2.21.2 Fixed build issue with embedded icon resources Added info to help screens Moved settings around a little bit Added code to create the PluginData directory if it doesn't exist Fixed tooltip not hiding when showing the popup-menu 2.21.3 Updated InstallChecker slightly Disabled the old settings screen 2.21.4 Adjusted position of reset resource lists button Added code to load images from disk if unable to load from resource
  3. For all, I've started a new thread for the HeapPadder here: There will be a simultaneous release of Memgraph when I do the full release for HeapPadder; the change will be that Memgraph will not pad the heap at all if HeapPadder is installed
  4. HeapPadder This mod is designed to force Mono to keep significantly more free space in the heap, which can significantly reduce the frequency at which the heap fills up and the Mono garbage collection causes a stutter, Installation Copy the HeapPadder folder from the zip file into the GameData folder of your KSP installation. Regarding the padheap.cfg file: If the default settings aren't working well for you, try the following steps: Increase the padheap size in your install: \GameData\HeapPadder\PluginData\padheap.cfg, change the "total" number to 4096 or even 6144. See the next section for an example For example, if you have 16 GB: Look at your task manager to find out how much free ram you have when the game is running. Do this calculation 16 Gb - ~(5 to 6 GB from KSP) - (1 to 2 GB Windows) = 8 GB free This is the amount of RAM you can use for your padheap total size (in MegaByte 4GB=4096MB). Always have some Ram to spare of course. Configuration The mod uses a config file called: padheap.cfg. This file is not distributed with the mod, it is created the first time running the mod based on the amount of system memory found. The mod has several default config files for different sizes of system memory. These files are used if no padheap.cfg file is found, usually on the first time running. If the config file padheap.cfg is found, then it will be used. The mod will NOT overwrite the file, this is done so that any future updates to the mod won't wipe out any local config changes There is nothing preventing you from use one of the suggested files, even if your system memory is different. To use any of them, simply copy the desired file to: padheap.cfg Current files supplied allocate the following memory to the heap: SuggestedFor_32g.cfg 8 gig of memory, used by default if system memory is greater than 20 gig of memory SuggesetdFor_16g.cfg 4 gig of memory, used by default if system memory is between 8 and 20 gig of memory SuggestedFor_4g.cfg 1/2 gig of memory, used by default if system memory is less than or equal to 4 gig default_padheap.cfg 1 gig of memory, used by default if system memory is greater than 4 and less than or equal to 8 gig of memory In the unlikely event that no files are found, a default configuration will be written out. While this can be used with Memgraph, you risk doubling the memory usage if you allocation memory with Memgraph as well as HeapPadder. To address this I've released an update to MemGraph, which disables the heap padding functionality of Memgraph if HeapPadder is installed Pics HeapPadder has no UI, so nothing to show Availability Download: https://github.com/linuxgurugamer/HeapPadder/releases https://spacedock.info/mod/2190/HeapPadder Source Code: https://github.com/linuxgurugamer/HeapPadder License: MIT license (see https://github.com/linuxgurugamer/heapPadder/blob/master/Graph.cs) HeapPadder is also available via CKAN
  5. Thanks, will fix asap New release, 0.0.1.4 Added InstallChecker Added default file initialization to the UpdateFromConfig() in case the original file is missing Updated message when invalid line found in config file Fixed .version file with correct name https://github.com/linuxgurugamer/HeapPadder/releases/tag/0.0.1.4
  6. Hmmm. My bad, fixed. But the Spacedock is correct, as is CKAN
  7. New release, 1.7.20 Re-enabled the InstallChecker Added button scaling (currently on a per-screen basis) Added BigTexturePath for larger icons (better resolution) Added window to control scaling Added scaling to go along with the stock UI and stock UI APP scaling Removed the hard dependency on the unBlur mod. It will use the unBlur if it's here, otherwise will read the file Be sure to install the updated ToolbarController
  8. New release, 0.1.8.1 Updated to add large icon to the toolbar.BigTexturePath (new in toolbar 1.7.20) Added InstallChecker Updated AssemblyVersion.tt Changed the message about: WARNING: RegisterMod to only show when debugmode is true Removed the unBlur mod as a hard dependency. It will use UnBlur if it's there, otherwise will fall back to reading the file Removed dependency check for unBlur Be sure to install the updated Blizzy Toolbar as well
  9. As described in the OP: SCANsat support Enable SCANsat integration in the additional options menu With this option enabled, you will only receive biome-associated alerts if you have mapped that portion of the planet's surface Non-biome specific alerts will still occur as normal Conclusion: It's working as expected.
  10. LOL, considering I'm have a new mod in beta, HeapPadder, which does the opposite of what this does. It's a small script for AutoHotkey, would be easy enough to do in KSP, I suppose
  11. @gamerscircle Here is a config which should be reasonable for a 32 gig system, this will pad the heap with 8 gig of memory. If you want to try 16, then just replace the 8192 with 16384 on the last line. Put this into a file: HeapPadder/PluginData/padheap.cfg Do NOT delete the file: HeapPadder/PluginData/default_padheap.cfg 8 : 1 16 : 1 24 : 1 32 : 1 40 : 1 48 : 1 64 : 1 80 : 1 96 : 1 112 : 1 144 : 1 176 : 1 208 : 1 240 : 0 296 : 0 352 : 0 432 : 0 664 : 0 800 : 0 1008 : 0 1344 : 0 2032 : 0 total : 8192
  12. Ummm, you did set the joystick as active? I see a huge number of exceptions in your logfile, none of which are related to this
  13. @gamerscircle There is a small problem which you need to fix before using this (everyone else as well) In the file(s) in the PluginData directory, the default_padheap.cfg has some comment lines, you MUST delete them before using the mod. If you've already started the game one time, then you MUST delete those lines from the padheap.cfg as well. Working on a fix now Beta updated with correct default_padheap.cfg https://github.com/linuxgurugamer/HeapPadder/releases/tag/0.0.1.3
  14. Ok, I now have a public beta for the new mod: HeapPadder - Pads the heap to minimize the garbage collection https://github.com/linuxgurugamer/HeapPadder/releases/tag/0.0.1.2 HeapPadder This mod is designed to force Mono to keep significantly more free space in the heap, which can significantly reduce the frequency at which the heap fills up and the Mono garbage collection causes a stutter, Installation Copy the HeapPadder folder from the zip file into the GameData folder of your KSP installation. Regarding the padheap.cfg file: If the default settings aren't working well for you, try the following steps: Increase the padheap size in your install: \GameData\MemGraph\PluginData\MemGraph\padheap.cfg, change the "total" number to 4096 or even 6144. See the next section for an example For example, if you have 16 GB: Look at your task manager to find out how much free ram you have when the game is running. Do this calculation 16 Gb - ~5/6 GB from KSP - 1/2 GB Windows = 8 GB free This is the amount of RAM you can use for your padheap total size (in MegaByte 4GB=4096MB). Always have some Ram to spare of course. Configuration The mod has a default config file, in the Plugins folder called: default_padheap.cfg. This is needed only if there isn't a config file present, the config file should be placed into the same folder and is called: padheap.cfg. If the config file is not present, then the default_padheap.cfg is copied to padheap.cfg. This done so that any updates to the mod will not overwrite any local changes to the config file While this can be used with Memgraph, you risk doubling the memory usage if you allocation memory with Memgraph as well as HeapPadder. I am planning on releasing an update to Memgraph, so that the Memgraph padding code is disabled if HeapPadder is installed. HeapPadder has no UI. The code is released under the MIT license (see https://github.com/linuxgurugamer/heapPadder/blob/master/Graph.cs).
  15. For anybody who wants to use this and has IFS or Firespitter, I fixed the config to work: @PART[fuelLine] { MODULE { name:NEEDS[!InterstellarFuelSwitch] = FStextureSwitch2 name:NEEDS[InterstellarFuelSwitch] = InterstellarTextureSwitch2 textureNames = Squad/Parts/CompoundParts/fuelLine/FTX-2 External Fuel Duct;ColorfulFuelLines/FuelLineWhite;ColorfulFuelLines/FuelLineGrey;ColorfulFuelLines/FuelLineBlack;ColorfulFuelLines/FuelLineGreen;ColorfulFuelLines/FuelLineBlue;ColorfulFuelLines/FuelLinePurple;ColorfulFuelLines/FuelLineRed;ColorfulFuelLines/FuelLineOrange textureDisplayNames = Yellow;White;Grey;Black;Green;Blue;Purple;Red;Orange //objectNames = model;fuelLine;anchor;obj_line;obj_anchorCap;obj_targetCap;obj_targetAnchor objectNames = obj_line_pivot;obj_anchorCap_pivot;anchor-Pivot;obj_targetAnchor-Pivot;obj_targetCap-Pivot nextButtonText = Next Color prevButtonText = Previous Color statusText = Current Color } }
  16. Regarding the Colorful Fuel Lines, replace the contents of the file: ColorFuelLines-MM.cfg with the following: @PART[fuelLine] { MODULE { name:NEEDS[!InterstellarFuelSwitch] = FStextureSwitch2 name:NEEDS[InterstellarFuelSwitch] = InterstellarTextureSwitch2 textureNames = Squad/Parts/CompoundParts/fuelLine/FTX-2 External Fuel Duct;ColorfulFuelLines/FuelLineWhite;ColorfulFuelLines/FuelLineGrey;ColorfulFuelLines/FuelLineBlack;ColorfulFuelLines/FuelLineGreen;ColorfulFuelLines/FuelLineBlue;ColorfulFuelLines/FuelLinePurple;ColorfulFuelLines/FuelLineRed;ColorfulFuelLines/FuelLineOrange textureDisplayNames = Yellow;White;Grey;Black;Green;Blue;Purple;Red;Orange //objectNames = model;fuelLine;anchor;obj_line;obj_anchorCap;obj_targetCap;obj_targetAnchor objectNames = obj_line_pivot;obj_anchorCap_pivot;anchor-Pivot;obj_targetAnchor-Pivot;obj_targetCap-Pivot nextButtonText = Next Color prevButtonText = Previous Color statusText = Current Color } } Just tested it and it work.
  17. New release, 0.1.7.1 Fixed nullref when returning to main menu (new in 1.7.3) Added InstallChecker
  18. New release, 0.3.6 Fixed nullref when returning to the main menu (new in 1.7.3) Added InstallChecker Updated AssemblyVersion.tt
  19. Could you add this to an issue on github? I was unaware of it. Will look to see if I can fix it before the next release
  20. The fuel line was changed recently, no wonder it doesn't work. SpaceY works fine, except for the vernior, I posted a fix in the forum for that.
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