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MatterBeam

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Posts posted by MatterBeam

  1. I have a problem when trying to minimize the game to the system tray.

    I use Iconize 2.0.0.4 to add running programs to the tray. I have tried several different programs but all have the same result.

    KSP 1.0 briefly appears as an icon in the system tray, before returning to the task bar as if minimized normally.

    KSP 0.90 could be iconized normally. I am using the same settings as in 0.90.

    Is there any solution to this?

  2. Edit: KSP now runs with maximum UAC rights. The programs I was using to try and it send it to the system tray were run with lesser rights.

    1.0 works great. Uses 1.2Gb RAM at startup, great FPS and so on. No problems to report ingame.

    However, I have a problem when trying to minimize the game to the system tray.

    You see the date and time on the bottom right of your screen? There are a few icons next to it. Most people have the battery/power on their laptop, wifi bars, a spinning Avast icon... this is the System Tray.

    I use Iconize 2.0.0.4 to add running programs to the toolbar. Most extensively, I use it for Google Chrome. Right click on Iconize, select Google Chrome and it minimizes to a tiny Chrome logo you can double click to restore.

    KSP 0.90 allowed me to do the same. Switch to the Desktop or a non-fullscreen application, right click on Iconize and select KSP to store it away as a tiny icon on the bottom right toolbar. Other applications, such as Alien: Isolation, World of Tanks, Mechwarrior:Online all can be minimized this way.

    However, a few applications don't. They briefly appear as icons in the System Tray, then reappear in their regular minimized forms (large Icon + title in Taskbar at the bottom of the screen).

    KSP 1.0 is one of them now. It doesn't stay in the system tray anymore. It 'iconizes' for a brief second before restoring itself to the taskbar.

    Is there any solution to this?

  3. regarding FSmeshSwitch:

    it's because the MU doesn't contain any of the objects you list in the config file. FSmeshSwitch doesn't switch between MUs, only what's inside of MU. You need to export a proper MU file with objects (mesh filter/renderer components are required) that you reference in the MODULE.

    So it is impossible to use stock models for testing?

    regarding ModuleGenerator

    it appears your MJ container is full to begin with, so no MJ is produced and no UF4 is consumed. it also appears the MJ generation rate is incredibly fast, 2000/sec, at that rate the part is full immediately after launch, and so appears to not produce any MJ. UF4 consumption rate is incredibly slow, so slow that you wouldn't notice any change unless on high time warp. I don't know why Cooling is being consumed constantly, is that by design?

    I previously tested with empty MJ for zero resource production. Putting engines which consume MJ instantly drains the current configuration and no more MJ are produced even after engines are shut down.

    Cooling is depleted in 60 seconds as intended. However, just like the reactors, the radiators don't produce their custom resource.

    Also it would be a good idea to change the part/object/file names so they don't contain any periods other than the one separating the 3-letter extension from file name. spaces should be replaced with underscore or removed.

    I'll do this

  4. Did you make Resources file ?

    EDIT- And from play with CFG's have seen if you

    RESOURCE
    {
    name = Cooling
    [COLOR=#FF0000]amount = 0[/COLOR] // <-- If you leave this 0 it will not fill don't know why or if it's a bug but match your max and then try using the tweakable in vab to set it to 0
    maxAmount = 120000
    isTweakable = false
    hideflow = false
    }

    Resource file:

    RESOURCE_DEFINITION{
    name = Cooling
    density = 0.0
    unitCost = 0
    flowMode = ALL_VESSEL
    transfer = PUMP
    isTweakable = false
    }
    RESOURCE_DEFINITION
    {
    name = MJ
    density = 0.0
    unitCost = 0
    flowMode = ALL_VESSEL
    transfer = PUMP
    isTweakable = false
    }
    RESOURCE_DEFINITION
    {
    name = UF4
    density = 0.0001
    unitCost = 100
    flowMode = ALL_VESSEL
    transfer = PUMP
    isTweakable = true
    }
    RESOURCE_DEFINITION
    {
    name = TinCoolant
    density = 0.0001
    unitCost = 5
    flowMode = ALL_VESSEL
    transfer = PUMP
    isTweakable = true
    }
    RESOURCE_DEFINITION
    {
    name = LiquidHydrogen
    density = 0.0004
    unitCost = 0.5
    flowMode = STACK_PRIORITY_SEARCH
    transfer = PUMP
    isTweakable = true
    }

    I'll try setting the minimum values to 1. However, starting up KSP takes a long time >.>

  5. Please don't be a .dll plugin.

    So I'm trying to make a simple reactor/radiator/engine engine loop.

    I have two problems currently:

    Problem 1: Nothing works.

    Here's the reactor. This the Large version that produces 2GW. I used a custom unit, 'MJ', properly defined in a Resource.cfg, and an MJ resource shows up in the resource bar.

    Reactor:

    MODULE{
    name = ModuleGenerator
    isAlwaysActive = true
    requiresAllInputs = true
    INPUT_RESOURCE
    {
    name = UF4
    rate = 0.0000918
    }
    INPUT_RESOURCE
    {
    name = Cooling
    rate = 2000
    }
    OUTPUT_RESOURCE
    {
    name = MJ
    rate = 2000
    }
    }
    RESOURCE
    {
    name = ElectricCharge
    amount = 0
    maxAmount = 2000
    isTweakable = false
    hideflow = True
    }
    RESOURCE
    {
    name = UF4
    amount = 3172
    maxAmount = 3172
    isTweakable = true
    hideflow = false
    }
    RESOURCE
    {
    name = Cooling
    amount = 0
    maxAmount = 120000
    isTweakable = false
    hideflow = false
    }
    RESOURCE
    {
    name = MJ
    amount = 0
    maxAmount = 2000
    isTweakable = false
    hideflow = false
    }

    Normally, it consumed 'Cooling' and 'UF4' to produce 'MJ'. Problem: It just doesn't. The UF4 properly drains, but cooling does not and no MJ are produced.

    The Reactor is supposed to be paired with a Radiator. The Radiator produces Cooling in exchange for a tiny amount of ElectricCharge.

    Here's the Radiator:

    MODULE{
    name = ModuleGenerator
    isAlwaysActive = true
    requiresAllInputs = true
    INPUT_RESOURCE
    {
    name = ElectricCharge
    rate = 3
    }
    INPUT_RESOURCE
    {
    name = TinCoolant
    rate = 0.00005
    }
    OUTPUT_RESOURCE
    {
    name = Cooling
    rate = 7000
    }
    }
    RESOURCE
    {
    name = ElectricCharge
    amount = 100
    maxAmount = 100
    isTweakable = false
    hideflow = True
    }
    RESOURCE
    {
    name = Cooling
    amount = 10000
    maxAmount = 10000
    maxAmount = 10000
    isTweakable = false
    hideflow = false
    }
    RESOURCE
    {
    name = TinCoolant
    amount = 1728
    maxAmount = 1728
    isTweakable = true
    hideflow = false
    }

    Again, nothing works. It drains ElectricCharge, but does not produce Cooling.

    Problem 2: Weird Firespitter stuff.

    oeO4Jui.png

    Engine animation in the VAB... it works fine on the launchpad though. This only affects parts with the firespitter module I added:

    MODULE
    {
    name = FSmeshSwitch
    moduleID = 0
    buttonName = Next
    previousButtonName = Prev
    objectDisplayNames = Level A; Level B; Level C; Level D
    showPreviousButton = true
    useFuelSwitchModule = false
    objects = WF0.5GW; WF1GW; WF2GW; WF5GW
    updateSymmetry = true
    affectColliders = true
    showInfo = true
    }

    The Next/Prev menu buttons appear, but clicking on them does nothing. Also, the objectDisplayNames do not appear.

    Can someone help me sort out this mess?

  6. You might look at how MFS does it
        MODULE
    {
    name = FSmeshSwitch
    moduleID = 0
    buttonName = Next variant
    previousButtonName = Previous variant
    objectDisplayNames = FH-HL;FHN-HL;FHW-HL
    objects = FH-HL;FHN-HL;FHW-HL
    affectColliders = true
    useFuelSwitchModule = true
    fuelTankSetups = 0;1;2
    }

    Or just look up Firespitter and look at the wiki on it.

    Here's something I made for 4 parts named KRS, KRM, KRL and KRH, with display names Level A-D.


    {
    name = FSmeshSwitch
    moduleID = 0
    buttonName = Next
    previousButtonName = Prev
    objectDisplayNames = Level A; Level B; Level C; Level D
    showPreviousButton = true
    useFuelSwitchModule = false
    objects = KRS; KRM; KRL; KRH
    updateSymmetry = true
    affectColliders = true
    showInfo = true
    }

  7. I gotta say, a part to use up electric charge... just for the sake of using up electric charge... well, it's actually sounding extremely "kerbal" to do that, but I really don't see much point otherwise.

    I'm making a special fuel tank that needs to keep its contents heated. Therefore, it consumes energy without 'producing' any other resource.

  8. That rocket was not 100% stock. And i've no idea on how to put an Imgur album on these forums. And the parts, since i can't model them, look the same as stock, just re-sized and changed a bit.

    Well, what you can do is take the part, create a rocket with only that part, zoom in on it, then open the right-click menu and take a screenshot of that.

    Also, I just went through your mod and found your 'explodium' powered 88000kN thrust engine. To make it more efficient, you have to alter the 'AtmosphericCurve' numbers, not the fuel ratio. Higher numbers are better. The best LFO engines have 390. Nuclear engines in the game have 800, so they are much more efficient.

  9. http://imgur.com/gallery/4T50g/new

    Part list ATM:

    -New explodium fuel system for later career mode

    -New supercomputer probe core, WIP

    -New science module that packs all 4 sensors into 1 (but for some reason can't do experiments, workling on that)

    -More to come

    please put an imgur album of this on your first post. Also, your mod shows a completed rocket with 100% stock parts and some procedural shape on the top. Which parts belong to your mod? what are their characteristics?

  10. Hi.

    This is probably the most complicated thing I'll ever do, but here goes:

    Is there a way to create the option to switch between several models for an engine part in the VAB?

    For example, I drag and drop an engine under a fuel tank. It has parameters A,B,C defined in a .cfg file, and is assigned model 1. I right click on the engine, and I can choose to switch to model 2. It has parameters D, E, F, assigned by another elsewhere in the .cfg file.

    I know this option exists, because this 'model switch' is used in procedural fuel tanks.

    How is this done? What .cfg code do I need to add to the engine?

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