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KSP2 Release Notes
Everything posted by zer0Kerbal
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tentative list (so far): spend considerable time today polishing and prepping. DaMichael's parts are ready to go, will probably be the first released. Permission has been given. Duopods are now finally working, one though needs a depreciated part, so took a page out of @linuxgurugamer and provided a very familiar windows batch file to copy the needed stuff. Dupods:
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[1.7] [WIP] TD Advanced Propulsion Systems
zer0Kerbal replied to TiktaalikDreaming's topic in KSP1 Mod Development
:LIKE: they could at lease give us a oops :LIKE: emoji. -
I have sent a request for permission to adopt this parts pack and include it in an upcoming release. # Mod: OrionSpaceIndustries - Radial Heat Shields ## Author: @CliftonM I am asking for your permission to update / continue / adopt / release the above named mod(s). Hopefully I hear back from the author with an answer, but in case I don't I intend to respectfully proceed as soon as the end of September 2019 (or sooner), as permitted by the individual license(s). I am also hearby informing you that it is my intention to update the licenses (if permitted to either directly by you or by the existing license) to CC-BY-NC-SA-4.0 and possibly include in a mod of mods because this simplifies everything and still gives you attribution and keeps the essential spirit (I believe) of the existing license(s). Also means I don't have to hire an attorney to sort out the licenses. Thank you. Radial Heat Shields: License: Unlimited / CC-BY-SA 4.0 (this thread lists as unlimited, elsewhere is CC-BY-SA 4.0)) Radial Heat Shields by Clifton Marien is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License Radial Heat Shields by Clifton Marien is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License
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[DEV THREAD] On Demand Fuel Cells Refueled
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Development
No plans - well, that isn't strictly true. If someone is willing to supply the specifications, I can / will assist in writing the patches to integrate ODFC into pretty much anything it will fit into. So if you want Realfuels, just supply the specifications to me: input fuels, where these are defined, and consumption rates output (byproducts) - Maximum Electrical charge per consumption. EXAMPLE: * Maximum Electric Charge produced based upon consuming/producing resources ** fuel resource(s) and corresponding consumption rates per MaxEC *** byproduct resource(s) and corresponding consumption rates per MaxEC **** where these resources are defined (unless stock) SO if you want a new mode for ODFC fuel cells that uses hydrazine + oxygen = ?? + EC - just need to supply me with the parts of the equation. the code behind ODFC is very simple. It takes up to three resources as inputs (I believe 3 is the max, haven't tried more complex), and it outputs EC plus from 0 to 3 byproducts (resources). Just need to know how much of what for a given amount of ec. on another side note: ODFC seems to be able to have as many MODES as one wishes, just can only use one at a time; so adding RealFuels MODES should be straighforward, as long as have the formulas. -
generally I agree - however, they do add a sense of mystery and foreshadowing. DM's is almost ready to go, mostly it is just taking the time to get the threads and releases ready. I plan on releasing these as a TWYLALTR packs - which takes allot more time to set up.
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a day in the life.... Jeb can fly anything.. and we mean ANYTHING: Sometimes you just plant your flag and feel like nobody can see you.... Jee--whiz Bill - did you bring a big enough antenna??? Nope, this is the small one: is that supposed to be glowing like that?
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KerGuise Experimental engineering (KGEx) Brings you the Assortment Pack Continuation of random parts by various (named) authors, now continued by zer0Kerbal with community support. On the docket: B9StockPatches ProbiTronics SIL SIL patches ScrapYard 1.9.1 OyScrap 1.9.1 MobileFrameSystem (someday) KaizenKensai DrKermnassusPartsEmporium HotBeveragesIrradiated Komplexity Komplex This is where work on KGEx will be. This thread is a WIP, Released: More Hitchhikers by zed'K Module Manager patch to add fourteen (14) hitchhiker sizes. Spacedock CC BY-SA 4.0 for now here is a lovely screenshot(s): tentative dance card (so far): flying lander --- using Nuke VTOL CC 4.0 BY-NC-SA Source Code: Github repo.
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[DEV THREAD] On Demand Fuel Cells Refueled
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Development
@Nertea seems to have added (THANK YOU) and it does reflect (properly) TweakScale scaling, just ODFC is too dense (currently) to know when it has been scaled. -
[DEV THREAD] On Demand Fuel Cells Refueled
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Development
thank you - am still thinking it is my slipshod patch writing :eek: maxEC is the maximum amount of electricalCharge the fuel cell will produce for a given mode. I tried two different versions of this - yes something might have been missing ; the MODE node name: but reread the instructions (here) again - and this makes the most sense: one final note - ODFC doesn't do much in onLoad - rather it does most if not all of its work in onStart. -
[DEV THREAD] On Demand Fuel Cells Refueled
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Development
I have submitted an issue to the Kerbalism github repo and linked it to the ODFC github issue - it 'should' be a minor fix, either to ODFC or Kerbalism. -
[DEV THREAD] On Demand Fuel Cells Refueled
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Development
thank you. Glad to hear that. so two issues: Kerbalism isn't recognizing ODFC. Those labels on the PAW are Kerbalism showing it is expecting the 'old' resource converter. Since ODFC is so new (or rather so old and new) this is to be expected. Don't think there is much I can do about this issue, albeit is now included in the github issue tracker. @N70 (and now I believe @Sir Mortimer) are the ones. tagging them to see if they can fix it. the fuel cells continue to operate and instead of maxEC output, they just 'trickle' charge to cover the vessels EC demands. Can't see the whole ODFC panel (drop down to show) however this looks like it is working as intended. If the threshold has been met (ie the threshold is say 50%, and the vessel has 100 EC (somebody forgot more batteries) that would be 50EC, and something (like Val's kPad) is draining 0.32 EC/s then ODFC will make up the difference - or call it the trickle charge.) Does this make sense? the drain drops the vessels' total EC available under the threshold by the total amount drained, so ODFC senses that and makes up for it. It is one of the quiet features of ODFC I really like. (PS if you don't like the color coding in the PAW status - it can be turned off in the game settings menu). When EC is at threshold, ODFC tries to keep it at threshold, only covering the demand *up to the max ability of available fuel cells). It also only uses enough fuel to do so - scaling the consumption to the production. Love the screen shots! Here's a coupon for two free cups of Jeb's Coffee! -
Always (in my opinion) contact original MOD author I thought there was a thread / post outlining what to be done - but can't find it. IIRC: One thing you can do is post a message in the mod thread, a general message saying that you are working on this, and that if you haven't heard from him by (pick a reasonable date) you'll be releasing a new version. Ping him as well in the message. I always do the same via private message as well. Be polite - mention the license as well. Since the license is MIT - then you shouldn't have any issues. Good luck!
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[DEV THREAD] On Demand Fuel Cells Refueled
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Development
@Lisias having some difficulty with tweakscale on ODFC parts. finally just crowbarred the patch directly into the part and it works; however doesn't scale the maxEC. here is the part (example): here are the patches: -
[DEV THREAD] On Demand Fuel Cells Refueled
zer0Kerbal replied to zer0Kerbal's topic in KSP1 Mod Development
As it stands there are three pressing code related issues (in order of being tackled): Tweakscale Support @Lisias B9 support @blowfish Background Processing/Resources Support @zer0Kerbal code upgrades: additional config nodes integration issues: smx patch SETI-ProbeParts parts: Hot Beverages KGEx -
released under terms of the original license ( CC-BY-NC-SA-4.0). On Demand Fuel Cells Refueled This is the development thread. For the release thread on ODFC go here. On Demand Fuel Cells (ODFC) is a plugin to simulate fuel cells in Kerbal Space Program (KSP), and do a better job of it than stock's use of a resource converter. The main difference is it only generates electricity when it's really needed (batteries almost empty), and otherwise lets electricity of a craft float up and down, as it might in a solar powered vehicle when the sun is eclipsed by another celestial body. It also allows fuel cells to generate byproducts, aimed at supporting life support mods like TACLS. Features: adjustable fuel cell use - much more than just On/Off operation multiple fuel modes (serial usage - one mode at a time) variable activation threshold configurable to produce byproducts (so O+H2 = EC + H2O) very small memory footprint Brown and Black out protection assistance PAW (Part Action Window / Right Click Menu) grouping with autocollapse, click the down arrow to drop the ODFC control panel down (KSP 1.7.1). more features coming soon (hopefully) Known Issues: Does not seeming work with BackgroundProcessing or Background Resources mods (being looked at) Should not have both BackgroundProcessing and BackgroundResources installed. CC 4.0 BY-NC-SA Source Code: Github repo.
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apologies - still new at publishing to Spacedock - and accidentally left in some bits and bobs, so Bob's your Uncle and presto: 1.1.2.0.1 is born. Has your eyes.
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On Demand Fuel Cells Refueled v.1.1.2.0 - Stall Alert! aka Stall Tactics [NEW] feature: Stall. Optional difficulty settings for moderate and hard play. Don't run out of EC or the fuel cells will stop functioning since they need electricity to function. Thank you to LinuxGuruGamer for the Setting.cs code and assistance. [NEW] feature: autoSwitch (disabled for hard play). If current fuel mode is lacking fuel, will automatically look for another mode that has fuel available. If you are completely out of fuel, well, let's face it - you are completely out of luck. We tried. [NEW]the group label on the PAW/RMB part window now reflects status of the fuel cell so you don't have to expand the group to peek in to see if the refrigerator light is on. thank you to @Blowfish, @Dmagic, and @LinuxGuruGamer for the assist. That is one LONG piece of code. PAW group label now in living color (disable in settings menu) removed attempt at adding color to PAW group label. those coders have been sacked. continued working on [BUG 0.0.1.9b] /CODE/ udfs - updateFS udft - updateFT [NEW][BUG 1.1.2.0a] Tweakscale will not scale module ODFC because onLoad() vs onStart issues? [NEW][BUG 1.1.2.0b] Kerbalism doesn't seem to recognize the unique brilliance of ODFC, not their fault hard to see when its that bright. reversed removal of color coding PAW label. those coders have been sacked, and those sackers of the previously sacked are now extra-judicially sacked PAW label now acts as a color coded STATUS label - dynamically updating Known Issue Tracker [BUG 0.0.1.6a] Does not seeming work with BackgroundProcessing or Background Resources mods (being looked at) (so ODFC doesn't work when doesn't have focus). Should not have both BackgroundProcessing and BackgroundResources installed. [BUG 0.0.1.9a] B9 module swapping - needs onLoad etc update to make work [BUG 0.0.1.9b] next fuel mode should not be visible when only one mode Kerbal Space Program 1.7.3 Unity 2017.1.3p1 .NET 3.5
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You are welcome! I have long wanted to update this mod, and well, *ta-DA!* We worked long and hard on the marketing tin - spent countless sleepless nights pondering the glitter color (and it had to have glitter) and the exact font and kerning of said font.... the only thing we spent more time on in the development of this mod was the flavor of the celebratory cake (ended up being nuclear chocolate! Val's favorite) Thank you for the report! Kerbalism* is a wondrous and mysterious beast maintained by an equally wondrous and mysterious beast. I am confident that if you talk to those powers of Kerbalism* (@N70) they will work on this. With all this being said, and again a jolly unnecessary and rather oxymoronic shoutout to Kerbalism*, a new version of ODFC is being packaged as we speak! This will be a free upgrade to all those who have already wisely invested in this miraculous product! Just make sure you have a high speed data link to all vessels with an ODFC fuel cell, and about 1.24 Gigaquads of data left on your data plan... * shameless plug for Kerbalism (we get a free gallon of nuclear hot Jeb's Coffee every time we mention Kerbalism**) ** We REALLY like Jeb's Coffee. Did we mention that?
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Did the same with the release of On Demand Fuel Cells (ODFC) - put the core in one and then the two packages of patches (not mutually exclusive) in another. Seems to be working very well. I like and support this idea. Install the core plus none or one or more of the patch files. seems to me the biggest pain is maintaining all the individual version / readme files - other than that - and a whole lot more initial setup work - all is well. just for all that is nuclear - no miniavc.... have enough of those buggers floating around.
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Missed it - by that || much! @N3N just for kicks.