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4x4cheesecake

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Everything posted by 4x4cheesecake

  1. Dang it, I was hoping for a suggestion since I actually would prefer to create a setup config instead of deleting stuff but I cannot think about a solution so far (well, I have an idea but that's probably overly complicated...even more than my solution/workaround to 'I don't know how to multiply fractions of numbers in a MM patch'). But since the actual state of the configs can be a bit confusing without knowing where I want to go, I'll try to explain it a bit and hope there are still some missunderstandings so you (or someone else) may be able provide an idea anyway^^ In generall, I filter the tanks by stock resource and exclude some other parts like commands pods with mono prop, engines with LFO, and so on. Then, there are the two 'stock' configs: one will add the default/stock fuel configuration for every tank and the 'ModuleSimpleFuelSwitch' module (This has to happen here because I try to use the new module to prevent the default config to intercept). The other config will remove the stock resources. I seperated these steps to be able to fire up these patches with a different timing. The xenon tanks were always skipped because the stock xenon resource got removed before I was able to filter these tanks to add the new resources. One idea to refine these patches: Add the 'ModuleSimpleFuelSwitch' only if at least two fuel types are available. The other patches will just add the new resources to the tanks and calculate the required amount of fuel to reach the same wet mass of the stock tanks. That's no possible for both 'LF_Only' AND 'Ox_Only' since I want to balance them in a different way, so I decided that 'Ox_Only' will be slighty heavier (instead of making 'LF_Only' lighter). The filter used on these are the same as before in the stock configs. Regarding the ordering (not finished yet since it still has some issues with your default config), I thought about this: Add the 'ModuleSimpleFuelSwitch' module and the stock fuel configuration Add all the other fuels Remove stock fuel resources My ideas for the next step: Add a config file which adds a 'dummy' value to choosen parts Use the dummy value instead of the stock resources to filter the parts which needs to be patched. Try some nested logic operators to identify which part got multiple fuel configs or I guess it is possible to add something like a 'loop counter' to identify which part got more than one fuel configuration to determine which part needs the 'ModuleSimpleFuelSwitch' This is nice opportunity to improve my MM knowledge I'll work on it tomorrow again, already curious if I can manage to reach all the goals
  2. To be fair, @Black Francis didn't say you have to use the Betas list but which is true. There are several tutorials online how to get old game versions via the steam console and steamdb, like this one: https://imgur.com/gallery/gBLJO or this: https://steamcommunity.com/sharedfiles/filedetails/?id=889624474 So, it is possible to downgrade to 1.6.0 but it is a bit more complicated
  3. Also, IMO it's a simple solution which is easy to understand. I'm not totally happy so far but it's start to get shape What's your suggestion? Do I need to buy the Snark-DLC first to continue the story? Always these cliffhangers... I couldn't think of a different way to solve this so I'm really curious (I know the point of MM though but sometimes I lose the forest for the trees...)
  4. Updated my config Now, every folder represents a tank type (LF,LFO,Mono,Xenon). Each folder contains 4 config files for the different resource types, called 'Add_<Ressource>', so you can choose which fuel types will be added to each tank type. Delete a folder to ignore the tank type Delete a config to remove the fuel type DO NOT DELETE THE REQUIRED FOLDER OR THE CONFIGS OF IT DOES NOT WORK ALONG THE DEFAULT CONFIGS, YOU HAVE TO DELETE 'Add_LF_to_LFO_tanks.cfg' & 'Add_LFO_to_LF_tanks.cfg' (I still try to work around this) Download: https://www.dropbox.com/s/u1wb4xz0sbwch9v/SFS_Alt_Conf.zip?dl=0 (I've also rebalanced some stuff so the wet mass should always match the stock wet mass, except for the OX-Only tanks) edit: I forgot that my PR isn't merged (yet?) so the 'LF_Only' tank type will break the game...If anyone want to try the configs anyway, just remove the 'LF_Only' folder until @Snark patched the bug
  5. Yeah, I noticed this one as well...I just got a stupid moment and got confused Digging around in code to find solutions for minor cosmetical issues is fun Did it several times for different mods already and even if you don't find a solution, there is usually something you can learn from the code (at least I can learn something^^). I'll also take a closer look at this one, just because I'm curious^^ I see. Well, I already started to build my own config and I'll keep sharing the results
  6. I got one Would it be possible to add some more subcategories to the navigationbar when using the website on a mobile? Right now, you have to use a lot of bookmarks or always go back to the frontpage if you want to navigate through different sub-forums which can be pretty annyoning on it's own but even more if you got a weak connection or if you have to keep an eye on your data usage. I thought about something like this: Maybe even one more subcategory so you can directly switch to the tech. support (modded/unmodded) or addon discussion/release section
  7. @Snark @TheKurgan I've created a PR to fix both issues so the game will no longer throw an exception which prevents the game from launching as soon as the fuel amount of a part is zero and/or fuel amount < max fuel amount
  8. Oh, that's because the mod works just with stock parts and I'm pretty sure that's intended @Snark adresses the LF tanks by name and not by the resource so no mod part will be affected. edit: on the other hand, it works with LFO tanks....now I'm confused
  9. Should work and works for me, except for the MK2 LF tanks because I've filtered out everthing wich got a lifting surface to get around the wings but I forgot that the MK2 parts also provide some lift
  10. I've created a config to add all fuels to all tanks, with a few exceptions: Not affected tanks are: Wings (because of the issue mentioned by @TheKurgan in the post above) Command Pods (There is no point to change the MonoProp there, right?) Engine Pre-cooler, Engine Nacelle, MK1 Supersonic Intake (Like the Command Pods, I don't see any reason to change the fuel on this) Twin Boar engine (Well, this engine needs LFO....) MK2 Liquid Fuel tanks (not intended, have to fix that tomorrow...sry) LF only and Ox only is balanced for the same tanks so if you take two tanks of the same type&size, set one to LF only and the other to Ox only, you will have the perfect ratio of LF/Ox. Also, I want to mention that the fuel amount is probably not balanced very well. I basically compared tank sizes, calculated the ratio of fuel for these tanks and used the same ratio for all the other tanks as well. This might need some fine tuning For anyone who want to try it already: https://www.dropbox.com/s/jibrizqhfk4bft2/SFS_alternative_v_0_1.cfg?dl=0 To install: Copy the file somewhere in your GameData folder and delete 'Add_LF_to_LFO_tanks.cfg' and 'Add_LFO_to_LF_tanks.cfg' from 'GameData\SimpleFuelSwitch\configs'. Yeah, I know, it's not cool to delete stuff but right now, it is necessary. I hope I can manage to avoid this in the next version Maybe, I'll also split the file into many small files so everyone can easily choose which tank type shoud get which fuel types
  11. @Snark Nice simple mod I just tried it and found a little bug: If you take out some/all the fuel from a tank, keep the engineer report open and then switch the fuel type, it will refill the tank to the max amount of fuel but the engineer report doesn't update the vessel mass: Sorry for the german interface, I forgot to switch the language after loading the 1.6.1 update...so here's a quick translation: Masse = Mass Adding a part to the vessel, switch the variant theme or close and open the report again will cause the it to update though. Also, I have a suggestion: I can totally understand that you want to hide some redundant parts but since they got a different texture and the parts can still be used through the 'advanced mode', it would be nice to add the fuel switch feature to these parts as well, so if you want to use them for a different look, you can still switch the fuel Also, is it intented that wings with fuel capacity are not able to switch the fuel? Would be nice for some spaceplanes
  12. Works fine for me, CKAN says the max. KSP version is 1.6.9. Maybe you just need to hit the 'Refresh' button?^^
  13. Since I joind the challenge (on page 26 of this thread ), the majority of shuttles I've seen used stock parts. Maybe, on a rainy day and when I have a lot more important stuff to do, I'll create a statistic/link collection for all flights in this thread
  14. More legit? If you didn't use it, it's fine anyway. It's definitly not like 'oh you got a mod which can be used to 'cheat' so you have to make a video', otherwise everyone with MechJeb installed would have to do it. If you want to provide a video anyway...well, go for it^^ Your choice
  15. @Theysen Welcome to the challenge You got a really nice shuttle there, I like it Well, rule no.3 says: I'm not familiar with the mod and don't know what it can be used for but 'all operations' sounds like a bit more than it is allowed. The other mods are definitly fine though
  16. You basically removed the only answer to this post On the bright site, this brought this tutorial to my attention and I like it very much, good work @JERONIMO Usually, booster landings are done with the help of mods but there are plenty of people out there who cannot run mods or just don't want any, so this will be very helpful
  17. I guess, adding OPM is fine if you don't have any vessel within the SOI of Eeloo but I'm not 100% sure though. The change from TAC to Kerbalism might be a bigger problem, that's right Well, the science progress is saved in these nodes: SCENARIO { name = ResearchAndDevelopment scene = 7, 8, 5, 6 sci = 3 Tech { id = start state = Available cost = 0 part = basicFin part = mk1pod part = mk1pod.v2 part = solidBooster.sm.v2 part = solidBooster.sm part = GooExperiment part = trussPiece1x part = parachuteSingle part = kv1Pod } Science { id = mysteryGoo@KerbinSrfLandedLaunchPad title = Mystery Goo™ Observation from LaunchPad dsc = 1 scv = 0.230769247 sbv = 0.300000012 sci = 3 cap = 3.9000001 } } Every experiment will be listed there, in this example it is the mystery goo and I've observeds it on Kerbins launchpad. You can probably search for these nodes in your old savegame and copy&paste them into your new savegame. I'm not familiar with TAC LS but if it added any science experiments, you should remove them.
  18. AFAIK, that's not possible in a stock game so far but there is a tiny mod for exactly this purpose, called 'QuickBrake'. It is part of the 'QuickMods' collection (you don't have to install all of them). If you're fine with using mods, you should give it a try:
  19. If you got all the mods as in your 1.4.1 install....why don't you just use the same savegame? In general, savegames from a previous game version can be used in a new game version (but not the other way around). Would be alot easier
  20. Probably this one: It enables/disables the control surfaces automatically or manually but not via action group (actually, I think this is even better^^)
  21. We had this topic in the modded support section as well: There is definitly an issue with missing 'bulkheadprofiles' entries. As soon as a part misses a valid entry, the exception posted by @Lisias will appear and the part list no longer updates properly until leaving the editor.
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