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rasta013

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Posts posted by rasta013

  1.  

    13 hours ago, JadeOfMaar said:

    Try this in the meantime. It's meant for use with big solar systems like GPP. It has 10x the range of the strongest stock part at stock scale.

     

    Only quote I grabbed here but RE: Antennas...

    If any of you use DMagic Orbital Science he has 3 parts with very powerful antennas on them (I haven't done any Grannus testing with these yet):

    Soil Moisture Analyzer (Universal Storage module): 50G no combine, up-gradable to 100G Combinable

    Soil Moisture Analyzer (stack mount): 100G no combine, up-gradable to 200G Combinable

    Undersize Signals Intelligence Satellite - stack mounted, 1T no combine, up-gradable to 2T Combinable

    Oversize Signals Intelligence Satellite - Nose mounted (has fairing), 10T no combine, up-gradable to 20T Combinable

    I've not done any testing with these antennas and Grannus yet (no spoilers! :D) but I've used them in the past for linking multiple solar systems in Kerbal Galaxy so...20T Combinable is a massive amount of range, just sayin'... :P 

  2. 21 hours ago, dunebugmi said:

    but using ore worked ok for me last night

    It never had to do with ore working or not.  Ore is way too light.  It's density in stock in ridiculously low.  So, to simulate the difficulty of ACTUALLY extracting real metal of some sort the choice was made to use MetalOre instead and Taniwha controls the density of that material in the CRP.  This allows him to control for the unrealistically light Ore.

  3. Well this is why text conversations get confusing sometimes...LOL.  Never wanted anything for non-combinable antennas to show up properly...

    If you review the images that are in my post you will see that I have 2 Comm-16 and 2 DTS-1 antennas, not the 16S  The quote from me "2 DTS-1s and 2 Comm-16s" is confusing because I'm trying to make 16 plural.  So, NOT COMM-16S but rather 2 Comm-Sixteens and 2 DTS-Ones...

    Here's my log.  Please don't mind the contract errors on Field Science from Contract Configurator...I'm working on that independently in my install to get it running under GPP.  Just for info's sake...I double checked and the antennas are stacking properly as far as the game is concerned.  It's just the antenna helper window that's not reporting it...

    Here's my log...

    EDIT: UPDATE

    Ok, so I've been doing more testing of course and have more info.  Interesting it is actually...

    I cannot replicate the above instance...exactly.  BUT...I think the two things I reported may actually be one and the same thing.  Here's what I've noticed.  When I open the AH window the first time after I have attached antennas it will show everything that is attached properly and correctly combine all the antennas it should be.  However, once I start swapping things around the reported antennas in the AH window don't match up from then until I save and reload the craft at which time the window catches up and displays everything properly again.  In the original report above I had already been swapping antennas around and I'd been opening and closing the AH window most likely leading the the picture above that seemed like it wasn't properly stacking the antennas. 

    If this description is unclear in any way I'll be happy to document how I'm seeing this and replicating it in my game with screenshots.  Thanks for the help!

  4. Ok so quick question and at least one, probably two bug reports...

    Question: Don't antennas of the same kind e.g. 2 DTS-1 or 2 Comm-16 stack together?

    Spoiler

    iMU1FW9.png

    DZ6KJsG.png

    Bug Report(s): So, provided the above is true, notice the first image states "2 of 6" antennas can be combined?  There's only a total of 5 antennas on the craft.  The 2 DTS-1s and 2 Comm-16s (VSR models) and the probe core.  The craft originally had 6 including the core when I first opened Antenna Helper.  No matter how many I add or remove it always shows 6 - unless I remove all antennas in which case it shows 5 as in the second image.  The second report of course is the non-stacking multiple antennas as reported.  In game, unless I'm very mistaken, antennas of the same type will stack with each other.

  5. 17 minutes ago, Angel-125 said:

    It turns out it's un-intuitively simple: to play an effect: call this.part.Effect(effectName, powerLevel), where effectName is the name of the effect from your EFFECTS node, and powerLevel is a value between 0 and 1. Call part.Effect in every update or fixed update, or your effect will vanish.

    Wow, that is surprisingly simple and definitely un-intuitive for such a basic method...

    It's the powerLevel values I never got right I'm pretty sure but it's been a while since I goofed with them.  I'll take this info back to my toys and see what I can do with it though... :D Thanks man!

  6. 16 minutes ago, Shadowmage said:

    Any interest in this 'advanced' version of the part-recoloring?  How much interest is there in the basic part-recoloring in general?

    Personally I love the idea.  I'll take as much control over coloring as you're willing to code.  If it's basic and a single section/mask - so be it - if I get to do more, even better.  I like having as much control over the appearance, assembly and performance of my rockets.  You've given me as much control as I can get for two of those three and this would go a long ways towards giving me full appearance control.  Gimme gimme gimme... :P 

  7. 4 hours ago, Angel-125 said:

    Ah ok, I think he is using a modified resource converter. That is what I was working with yesterday. I finally figured out how to play an effect listed in the EFFECTS section of a part, though I don't know how to turn an effect off yet...

    Yeah I think so as well....didn't have time to look at the KSPWheel code last night and frankly, it does me only a small amount of good as I can only just barely read code.  IIRC he had some tiny issue with playing effects as well but I'd honestly have to dig through the thread to remember...could've been someone else. LOL :D 

  8. 6 hours ago, Angel-125 said:

    Can you point me in the direction of the part with the fix? I'm curious about how it was done.

    Yup.  Specifically it was this part : https://github.com/shadowmage45/KerbalFoundries2/blob/master/GameData/KerbalFoundries/Parts/KF-APU.cfg

    Now...what I don't know is whether he fixed it in code in Foundries or whether he did his magic in the KSPWheel plugin but that's the part he switched around.  In the config above you can see he calls KFAPUController as the module to handle the fuel consumption so there's the relevant bit...

    Spoiler
    MODULE
      {
      name = KFAPUController
      throttleEffect = throttle
      startEffect = engage
      stopEffect = disengage
      noFuelEffect = flameout
      ConverterName = APU
      StartActionName = Start APU
      StopActionName = Stop APU
      ToggleActionName = Toggle APU
      FillAmount = 1
      AutoShutdown = false
      GeneratesHeat = false
      UseSpecialistBonus = false
      INPUT_RESOURCE
      {
      ResourceName = LiquidFuel
      Ratio = 0.02025
      FlowMode = STAGE_PRIORITY_FLOW
      }
      //inputs 2 & 3 are swapped between through the plugin to simulate open/closed mode switching
      INPUT_RESOURCE
      {
      ResourceName = Oxidizer
      Ratio = 0.02475
      FlowMode = STAGE_PRIORITY_FLOW
      }
      INPUT_RESOURCE
      {
      ResourceName = IntakeAir
      Ratio = 0.02475
      FlowMode = STAGE_PRIORITY_FLOW
      }
      OUTPUT_RESOURCE
      {
      ResourceName = ElectricCharge
      Ratio = 18
      DumpExcess = true
      }
      }

     

  9. 2 minutes ago, Shadowmage said:

    The short answer:  Not really.

    The long answer:  Sure.

    The longer short answer:  Its all open source, anyone is free to implement any part(s) of the code that they want.

    That was exactly the answer I was expecting to be honest.  The foregone conclusion being that SSTU was installed was part and parcel of my question too as I expected it would be needed for access to the plugin.  Mostly I was just curious to see if it was even going to be exposed to hook into and the answer is yes - albeit with a fair amount of work and difficulty.  Thanks man!

  10. 13 minutes ago, DStaal said:

    *snip*I see that while they're not assigned to a category, they do have a TechRequired.  Which leads me back to Filter Extensions being why I can see them: I never look in the 'standard' electrical category, I use FE's extended one, with sub-categories for batteries, generators, solar panels, etc.  And it doesn't care what category the part's been assigned to, it just checks that the part's been unlocked and that it has the correct modules.

    I believe the normal move for depreciated parts should be the correct one here: Set TechRequired to 'none' or something, so that it can't be unlocked.  Any existing ships will still have the part, but the part will stay locked.  (Note that the part might stay in both places for those of us with games in progress.)

    Just out of curiosity - are you running Ven's Stock Revamp?  I am, and I'm almost betting this is how it's getting a tech node assigned...

    4 minutes ago, linuxgurugamer said:

    It's CTT,, but your suggestion is also good.  I'll get that done this evening.

    I'm seeing this little issue too but thought it was a temporary thing while people worked on phasing out their AmpYear ships so I didn't report either.  As for the above mentioned idea regarding VSR, I haven't had the time to trace down the MM configs for it yet but since it does change how the batteries look (for some, not all I think) it may be tied into that.  As @DStaal just mentioned, the "TechRequired = none" is the way that I also use personally to avoid having parts show up, especially if I'm deprecating something from my game.

  11. 2 hours ago, Shadowmage said:

    *snip* This would mean needing to ship far fewer texture sets with the mod while simultaneously greatly expanding the range of texture colors available for tanks, mounts, etc.

    AMAZING IDEA!  Good thinking on both your parts!

    I'm sure a number of other mod/modders would be interested in this kind of capability and I know that users of the feature would love to see it propagate so, will there be any way for others to hook into this feature through the plugin and adaptation of their texture sets?

  12. On 3/22/2017 at 10:40 AM, Angel-125 said:

    I found a workaround for the fuel problem: don't give the engine module a valid thrust transform, and it thinks it's generating thrust while not actually pushing the vessel around. It's a hack, but for now it'll work until I can come up with a better solution. :)

    You might touch base with Shadowmage.  He recently solved this same issue that was used for the LoFi generator from Kerbal Foundaries.  That part had its thrust transform removed and was using that hacky method as well but he just coded a small fix for it and has real fuel consumption (properly) and no thrust...

     

    7 hours ago, Arcane Intervention said:

    Hang on, will that mess with our mod-calculated thrust to weight ratios?

    ...it will yes.  The LoFi generator used to cause the same issue.  NOW...that said...you will almost never see it unless you use the part on a smaller craft.  The thrust output is so low that it's meaningless on anything with even a small significant mass.

  13. 13 hours ago, Z-Key Aerospace said:

    We had a discussion on this very thread.  Sounding Rockets is artificially restricted to the home-world by [x] Science!  You can put them back if you remove the relavant few lines from "science.cfg" which you will find in /gamedata/[x] science/

    I totally missed that in this thread and apologies for not searching it beforehand.  I'm working on tracking down another weirdness with science definitions in GPP and this one had acted goofy on me.  Oddly, it helped expose the problem for me in GPP too but I didn't know this about [x].  Thanks!

  14. 14 minutes ago, Sudragon said:

    Hmm. So I'm going to need something that works in:

    Look here : https://github.com/Angel-125/Pathfinder/wiki/Anatomy-Of-A-Template

    This gives you all the detail for how to do it.  Once you've done it in once, you can easily move it to others if you need too.  That page right there though will be invaluable for you in doing this but yeah...you'll need to cover it a bit widely if you want vast functionality for MKS.

  15. 2 minutes ago, Sudragon said:

    try and make a new template that:

    a) makes materialkits from ore
    b) sifts dirt for exotic minerals and rare metals.
    c) makes specialist parts from exotic minerals and rare metals.

    Generally speaking I've found it's always better to create a new template to do what you want for any given piece of WB that you want to add it to.  Modifying the original workshop templates ultimately will leave you hurting during update times and also means you're sometimes dealing with getting through all the connected pieces in other configs.  Having your own template is full control of everything leaving you largely unaffected by upgrade processes.

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