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Everything posted by linuxgurugamer
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[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok, I've been in touch with the mod author of SmartTanks, and he is going to see what he can do. It will probably take a few days, though -
That would be a nice addition, but it doesn't have to be anything special Just have a public function which can enable/disable the functionality for all the tanks, I'll either use reflection to get a reference to it or just make it a compile-time dependency, which is easier than the Reflection
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[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I've confirmed this problem is with the way the Smart Tank locks resources. There's nothing I can do , you either have to not use Smart Tank, or remove the autosize option for the tank -
Not arguing with that. I'm suggesting one of two solutions: Have the ability to lock a tank to the current setting, this might already be there using the current buttons Have ST always fill the tanks when doing the calculations. I believe you only do the calculations when something is changed, and that is fine by me. I saw that you can change the tank setting from the automatch to a simple match, which then makes all the fuel available. The problem I see is that if someone has multiple tanks on a vessel, then they would have to modify each tank in order to do the balance, would be nice if there was a way to simply disable the autosizing functionality from the ST dialog
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Regarding this, if you only change the mass of the tanks when they are resized, i don't' think it would be a problem to always fill them up if they are resized. So really, the simple solution would be to always reset the tanks when a part is added or removed from the vessel If I want to assemble a vessel in space with a specific TWR, I'd want to use the mod to create the tank, but then to be able to empty it for the launch (the tank being launched by other tanks, rockets, etc) Adding the ability to lock a tank in it's current configuration would really be all that's necessary, once locked, the fuel could then be adjusted without affecting the mod
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Regarding this, if you only change the mass of the tanks when they are resized, i don't' think it would be a problem to always fill them up if they are resized Regarding this, if you only change the mass of the tanks when they are resized, i don't' think it would be a problem to always fill them up if they are resized. So really, the simple solution would be to always reset the tanks when a part is added or removed from the vessel Regarding this, if you only change the mass of the tanks when they are resized, i don't' think it would be a problem to always fill them up if they are resized. So really, the simple solution would be to always reset the tanks when a part is added or removed from the vessel Regarding this, if you only change the mass of the tanks when they are resized, i don't' think it would be a problem to always fill them up if they are resized. So really, the simple solution would be to always reset the tanks when a part is added or removed from the vessel
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Two issues: At a basic level, being able to create a tank and then empty it can be useful if, for example, you are trying to assemble a large vessel in orbit, and plan on filling up the tanks in orbit because they would be too heavy to lift while full. The ability to empty a tank in the editor is useful when working on the CoM in the editor, for, among other things, balancing RCS, adjusting the CoM's position vs the CoL, etc My mod, Fill It Up, is designed to adjust fuel levels in the editor so a player can design an airplane's CoM properly,. It can't work if it it can't adjust the fuel levels
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Here you go: It only happens when the Preferred TWR is set. Try this: Disable the TWR ability Put a capsule in the VAB Attach a Procedural Tank Right-click the tank, you will see there is Liquid Fuel and oxiizer Now, remove the tank, and enable the TWR ability Attach the same tank (has to be new) Right-click the tank, no fuel or oxidizer is shown. Disable the Auto fit to TWR using the PAW button Fuel is now shown Without looking at the code, I'm guessing here, but I suspect that it is constantly recalculating the TWR, which means constantly recalculating the fuel, etc I think that once this is fixed, I'm going to fall in love with this mod
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[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I see, you are using the Smart Tank, not SmartParts (two different mods). It seems to be a problem with Smart Tank, that mod doesn't put any resources into the tank in the editor, it appears to only do the resources on the launch pad. I've posted there, hope to see an answer soon. -
@HebaruSan I had a problem reported to me about my Fill It Up mod, which allows a player to play with tank levels in the editor to adjust the balance of planes. It doesn't work with this mod, possibly because there aren't any resources in the tank while in the editor. The mod does see that the type of resources the tank can hold, it just can't adjust them I see this as a bigger problem than just my mod, for example, i can see someone wanting to launch a mostly-empty tank and then fill it up in orbit, but that can't be done with this at the present time. Edit: I just realized that this may be a ProceduralParts issue, please confirm and I'll go there if it is
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[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.6.1 Fixed error in part name -
[1.12.x] SpaceTux Industries Recycled Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Good reason to avoid posting patches in the forum. Thanks for catching it, I'll get it fixed -
[1.4.X] OSE Workshop Continued - KIS Addon
linuxgurugamer replied to Aelfhe1m's topic in KSP1 Mod Releases
I was able to confirm this bug (resources not being returned after recycling). I have it fixed locally, it will be in the next beta -
[1.4.X] OSE Workshop Continued - KIS Addon
linuxgurugamer replied to Aelfhe1m's topic in KSP1 Mod Releases
I see, so MKS is playing games in the editor. Well, I'll look into it once I have a bug fixed. -
[1.4.X] OSE Workshop Continued - KIS Addon
linuxgurugamer replied to Aelfhe1m's topic in KSP1 Mod Releases
If a part doesn't have a category, then it can't be accessed in the VAB/SPH,right ? -
Serious Scientific Answers to Absurd Hypothetical questions
linuxgurugamer replied to DAL59's topic in Science & Spaceflight
Love this thread. There used to be a publication called Journal of Irreproducable Results, which would have very good articles which sounded real. The best ones were those that you couldn't find the fallacy it was based on -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'll get back to you tomorrow -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
That's fine, I can figure the needed mods from the craft file. Shouldn't be too difficult to figure out -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Ok. First off what language? Second, can you send me a craft file? Third, please confirm that the fues levels in the stage don't change when you move the sliders. I suspect it may be an issue with the language, will be able to look at in in the morning (night here now) -
How to Mirrior Parts Symmetrically
linuxgurugamer replied to Starlord Kerman's topic in KSP1 Mod Development
What about surface attached?- 27 replies