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Judicator81

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Everything posted by Judicator81

  1. Yep, opening CFG in editor directly definitely saves some button hits/clicks. That's why "copy CFG to clipboard buttons" are now disabled by default.
  2. Version 0.3.0 released. Changelog: Added buttons "Open CFG node in editor" and "Open orig. CFG in editor" to PAW menu. Both buttons open corresponding file in system default editor for .cfg files. Added crew / maximum crew information to PAW menu. For KSP 1.11+ displayed wet part mass and cost takes into account kerbonauts mass and their inventories mass/cost. Engine information in PAW menu was completely overhauled. Now it also contains gimbal information, as well as other useful parameters, depending on engine type. Near/Far Future, KSPIE, RealFuels/RO are supported. New button "MM patches history" opens window with tree-like structure of all module manager patches, applied to part, in order of appliance. Information about patches is parsed from module manager cache. Mod menu options and buttons are now fully configurable in game difficulty settings ("Part Info in PAW" section). PartInfoInPAW adds itself to each and every part during game load. MM patch, adding partmodule to all parts, is no longer needed and is deprecated. Mod now only works in VAB/Hangar and is no more available in flight scene. Perfomance improvements and code cleanup.
  3. SimpleRepaint use B9PartSwitch (or in some cases stock PartVariant) to alter part color. All variants and subtypes introduced neither add/alter any resources nor change part parameters (mass, cost, ...). So, uninstalling SimpleRepaint mid-save should not cause any harm to your crafts. Some error messages in KSP.log to be expected, of course, on save load, but that's ok.
  4. Those two parts harverst liquid helium 3 directly. So, you should look for some place with high lqd. helium 3 concentration.
  5. What do you mean by "stopped working"? UI options for repainting parts have disappeared from PAW menu in VAB/Hangar or repainting doesn't work? Problem persists for all parts or only for specific ones? Anyway, I'll need logs to investigate.
  6. Version 0.4.2 released. Changelog: Added three drills from MKS mod to greylist. Added blacklist for Kerbal Atomics, added reactors and RTGs from dev version of Near Future Electrical to blacklist. Moved greylist to separate GreyList.cfg file. Bundled B9PartSwitch updated to last version (2.20.0). Mod is marked as 1.12.5 compatible.
  7. Version 0.2.3 released. Changelog: Fixed "Copy Part CFG to Clipboard" not working for parts, having spaces in their cfg-file path (for example, Coatl Aerospace mod). Minor UI improvement: buttons "Copy Part ID to Clipboard" and "Copy Part CFG to Clipboard" now generate on-screen messages then pressed. Added part temperature and skin temperature (current/max) to PAW menu, but only for flight scene and if showInfoInFlight is true (see README).
  8. Copy Extras/StationPartsExpansionReduxIVAs folder from downloaded mod archive to you GameData folder.
  9. Yes, it does work with ReStock (and with almost every parts mod). As for TURD, SimpleRepaint will not not be available for parts, having TURD functionality (as it's clearly not needed there).
  10. There is nothing to do with B9PartSwitch. Install CommunityResourcePack.
  11. Not sure, but I think there is some misunderstanding here. And it's actually my fault: mod description could be more clear. So, button "Copy part CFG node" copies actual in-game part representation, not text from original part CFG-file. That means, whole PART{} node with all MM-patches already applied. You can think of it as of copy of respective PART{} from ModuleManager.ConfigCache file. Apart from the fact, that actual ModuleManager.ConfigCache is not required. Thus, this feature is likely more useful for "inspecting" your own or third-party changes to specific part(s) (made with MM-patches), rather than creating new MM-patches. But it's up to you, how you would like to use it, of course.
  12. PartInfoInPAW [0.3.0] Mod for Kerbal Space Program intended for mod creators and advanced players. Get useful information about part from PAW menu (including full module manager patches history), copy part ID or CFG to clipboard, open part CFG (original or in-game presentation) in editor with one click. What does this mod do? 1. It displays part name (basically, part ID) and path to part CFG file in the parts list (in VAB/Hangar): This feature is more or less identical to PartInfo mod by linuxgurugamer. 2. PartInfoInPAW also adds some information to PAW menu (right-click menu) for alls parts (works only in VAB/SPH). This information includes: part name (basically, part ID); part mod (GameData folder name); dry/wet mass (takes into account crew mass for KSP 1.11+); empty/full cost (takes into account crew inventories cost for KSP 1.11+); entry cost; current and maximum crew (only for crewable parts). For engines, mod also display propellants information, thrust and ISP, minimum thrust (in %, and only if engine has non-zero minThrust) and engine gimbal information. If part has more than one ModuleEngines (for example, multi-mode engine like RAPIER), information for first two ModuleEngines will be displayed. RealFuels/RO, KSPIE and other engines are all supported). 3. Mod adds several buttons to PAW menu: Сopy part name - copy part name (ID) to clipboard; Copy orig. CFG file / Open orig. CFG in editor - copy original part CFG file to clipboard / opens it in system default editor for .cfg files; Copy part CFG node / Open CFG node in editor - copy part CFG to clipboard / save it to temporary file and open in system default editor for .cfg files. Important: "part CFG" here means actual in-game part representation, not text from original part CFG-file. That means, whole PART{} node with all MM-patches already applied to it; MM patches history - opens window with history all module manager patches. See screenshot: 4. All buttons and information options are configurable in game difficulty settings. Choose which options you want to see in PAW menu. No dependencies As of version 0.3.0, PartInfoInPAW no longer relies on module manager patch for adding itself to every part. Instead, mod do so automatically during KSP startup. Downside is, mod only works in editor scene now (VAB/Hangar). Licensing The MIT License (MIT) Copyright (c) 2022-2024 Alexander Rogov Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Changelog Downloads Spacedock GitHub CKAN Source: https://github.com/judicator/PartInfoInPAW
  13. Yep, it looks like some parts from VaporVents mod are not compatible with B9PartSwitch. Fixed in 0.4.1. Version 0.4.1 released. Changelog: Added some parts from VaporVent mod to greylist. Added blacklist for Bluedog_DB mod (about 600 parts are blacklisted from more than a thousand total in BDB). Mod is marked as 1.12.4 compatible. P.S. It looks like spacedock.info is temporally down now. Get new mod version from github or CKAN, if you are in a hurry.
  14. Yes, your spacecraft will be fine in such situation. Version 0.4.0 released. Changelog: Changed MM patch order to get rid of problems, caused by interaction with other mods' patches, updating B9PS switchers (i.e. Kerbalism + SSPX). Black and grey lists are now moved to separate folder (IgnoreParts). List of blacklisted parts is expanded, parts from several mods added.
  15. Version 0.3.3 released. Changelog: Added some unsupported parts to blacklist (thanks to @Hohmannson). Marked mod as KPS 1.12.3 compatible. Fixed in 0.3.3.
  16. No, I'am aware what SystemHeat is, and actually have been asking about that specific information. ) Anyway, will be waiting for more details.
  17. What Module Manager version are you using? If 3.*, you could upgrade to some 4.* version, for example, last one (4.2.1).
  18. NFE support have been removed from KerbalAtomics in version 1.3.0 of the mod: NearFutureElectrical NTRs Extra has been removed forever https://github.com/post-kerbin-mining-corporation/KerbalAtomics/releases/tag/1.3.0 You could: 1. use earlier version of the mod, 2. or just install SystemHeat and SystemHeatFissionEngines from SystemHeat/Extras.
  19. Could you be more specific? Actually, this mod is an MM config (bunch of configs, actually), but the color switching itself is implemented by B9PartSwitch.
  20. That's strange. All parts, having SSTU modules, should be blacklisted and therefore should not have SimpleRepaint functionality. I'll check this.
  21. Interesting idea! It's impossible without some coding: SimpleRepaint is nothing more than just few Module Manager configs, and relies on power of B9PartSwitch and stock PartVariants. I'll do some coding experiments, but no promises yet.
  22. Unfortunately, it's not so easy (if possible at all) to implement within current approach. Shiny parts (or parts variants) use special "specular" textures. And SimpleRepaint just changes color property for any textures of part, but contains no additional textures on it's own. Yes, it's a known issue. Stock PartsVariants partmodule is not fully compatible with B9PartSwitch, and I can't really fix that.
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