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ScooperDoodle

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Everything posted by ScooperDoodle

  1. So I've been tinkering for the last couple of days to get DangIt! to work with a few other mods I have installed (mainly NearFuture/TAC/KeridianDynamics) and I'm wondering, is there any way to get leaky tanks on parts that use B9PartSwitch? My guess is not, but I figured I'd ask here. I am running the latest version of everything, as installed manually, and can provide any logs/modlist/custom patches I've written as requested. P.S. Is ModuleDecouplerReliability just not functional? I tried removing the ".disabled" from the file extension and even writing a new patch to enable it, but all Decouplers still show as "This part is made to last" upon reloading the game. MMPatch.log even indicates my patch is being applied to various modules. EDIT: It works with NearFutureSolar, and I think I know why. With the other NearFuture packs, there are full Switcher and TankType files defining their various possible fuels, which makes mod compatibility easier, but also deletes the existing Resource nodes along the way. NearFutureSolar on the other hand uses B9's ability so edit modules instead of switching them, so the existing ModuleDepolaybleSolarPanel is still there for DangIt! to find and throw a wrench at. So basically I guess I have to decide if I'd rather write a patch to somehow fix the tanks, which seems...laborious, or just remove Tank failures and be happy with all the other possible deep space catastrophes. EDIT 2: It seems that DangIt! is actually applying the ModuleTankReliabilityModuleTank to at least some of the B9 fuel tanks I have in game, because I was able to use the "Puncture Tank" option once loaded onto the pad, though the parts still show as "made to last" in the VAB. I'm going to keep testing it as I fine tune the patches I've made so far, but my initial worry that it would not be feasible to add DangIt! modules to parts that didn't have them seems to be unwarranted. Now to find out how unwilling Coolant failures and System Heat are to play nice, and if Generator failures works on Resource Converters and Harvesters!
  2. Alright, well I wasn't able to have the Subtype switch out the converter, but I was able to have all three types of converter on a single part and have each Subtype simply deactivate the two I didn't want shown. Initially I didn't think this would be possible, since Identifier was finding the same Name value on each of the three modules, specifically "TacGenericConverter". This was resolved by adding the "ConverterName" value to Identifier, and it works like a charm. Code: MODULE { name = TacGenericConverter ConverterName = Carbon Extractor StartActionName = Start CarbonExtractor StopActionName = Stop CarbonExtractor tag = Life Support GeneratesHeat = false conversionRate = 10.33 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.039783051310155 } INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.001703210064733 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.001713537562385 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000001209166498 DumpExcess = true } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 } MODULE { name = TacGenericConverter ConverterName = Sabatier Recycler StartActionName = Start Sabatier StopActionName = Stop Sabatier tag = Life Support GeneratesHeat = false conversionRate = 10.33 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.039783051310155 } INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.000851605032367 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.000001360254171 } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.001713537562385 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000000807530168 DumpExcess = true } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 } MODULE { name = TacGenericConverter ConverterName = Water Purifier StartActionName = Start WaterPurifier StopActionName = Stop WaterPurifier tag = Life Support GeneratesHeat = false conversionRate = 10.33 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.007123842592593 } INPUT_RESOURCE { ResourceName = WasteWater Ratio = 0.000014247685185 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.000011188078704 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Waste Ratio = 0.000001994675926 DumpExcess = true } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.5 SpecialistBonusBase = 1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 } MODULE { name = ModuleB9PartSwitch moduleID = RecyclerSwitch switcherDescription = Recycler Type affectDragCubes = False affectFARVoxels = False baseVolume = 9 SUBTYPE { name = Carbon Extractor title = Carbon Extractor primaryColor = Grey secondaryColor = BabyBlue volumeAdded = 1 TEXTURE { texture = ThunderAerospace/TacLifeSupportRecyclers/CarbonExtractorTexture } RESOURCE { name = CarbonDioxide unitsPerVolume = 78.3338636363636363636364 percentFilled = 0 } MODULE { IDENTIFIER { name = TacGenericConverter ConverterName = Sabatier Recycler } moduleActive = false } MODULE { IDENTIFIER { name = TacGenericConverter ConverterName = Water Purifier } moduleActive = false } } SUBTYPE { name = Sabatier Recycler title = Sabatier Recycler primaryColor = Ocean secondaryColor = BabyBlue volumeAdded = 4 TEXTURE { texture = ThunderAerospace/TacLifeSupportRecyclers/SabatierTexture } RESOURCE { name = CarbonDioxide unitsPerVolume = 78.3338636363636363636364 percentFilled = 0 } MODULE { IDENTIFIER { name = TacGenericConverter ConverterName = Carbon Extractor } moduleActive = false } MODULE { IDENTIFIER { name = TacGenericConverter ConverterName = Water Purifier } moduleActive = false } } SUBTYPE { name = Water Purifier title = Water Purifier primaryColor = Grey secondaryColor = Ocean volumeAdded = 0 TEXTURE { texture = ThunderAerospace/TacLifeSupportRecyclers/WaterPurifierTexture } RESOURCE { name = WasteWater unitsPerVolume = 0.754 percentFilled = 0 } MODULE { IDENTIFIER { name = TacGenericConverter ConverterName = Carbon Extractor } moduleActive = false } MODULE { IDENTIFIER { name = TacGenericConverter ConverterName = Sabatier Recycler } moduleActive = false } } } Now to see what else I can break EDIT: It turns out that it does not, in fact, "work like a charm." In fact, it only works when its the first part on a new build. Any subsequent switchable recyclers placed (of the same or one of the other two sizes) only present their "StartActionName" for the default module, which is in all three cases the Carbon Extractor, since that was the Part I used as a template. I suspect there is a fairly simple solution, but right now I haven't the foggiest idea what is wrong.
  3. Is this mod capable of having Resource Converters as Subtypes? I figured I would ask the easy question before I start posting logs and configs, but long story short: I've been trying to combine the various Recyclers in TACLS into single parts of the same size to reduce clutter. The new part appears with the ability to switch Subtype (labeled and coloured correctly) but the converter functionality is missing. My guess is that B9 can't modify both the TacGenericConverter module and the INPUT/OUTPUT_RESOURCE Nodes within, but I honestly don't know. Any help or insight would be appreciated, Thanks!
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