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Andorian Blues

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Everything posted by Andorian Blues

  1. I'm getting this same problem, and I'm only running TAC and vanilla (23.5). It seems really inconsistent - sometimes the recyclers work and the amounts update properly, but sometimes they don't. I can't work out what the issue is.
  2. Can someone provide a mirror for the version on SpacePort? I don't know what the problem is but my downloads from SpacePort keeps timing out.
  3. Crazy question... could something like this be used to automatically generate fairings?
  4. Donation buttons seem fine to me, just as long as people don't start using those gross redirect sites that force you to look at advertisements before you can download their mod so they can get a couple cents from the ad revenue. That's incredibly common with Minecraft mods and I have no idea why their forum moderators allow it.
  5. I'm trying to test out how the "dumb mode" module works. The example given in the documentation is that this should work to power a LiquidFuelEngine part, because it can be turned on and off. So I've attached the following to the end of the part.cfg file for a liquid fuel engine: MODULE { name = EPS_User_DEF MaxConsumption = 0.10 DeactivateUnpowered = 0 } I've purposefully set the consumption high to test how it works. However in game the engine works exactly as in vanilla, and does not consume any energy, nor does it deactivate if there is no energy available. Right clicking shows EPS Pwr Cons:: 0, and it never changes from 0. What am I missing?
  6. I'm not sure how that information in the hangar display is generated, but I have made the same modifications as you and it all works fine despite not displaying on the hanger information.
  7. I've had a similar idea (as has at least one other person) and I am fairly certain it is possible from the brief experiments I've done. However you need to change a LOT of things for each part, you can't just copy-paste them from one vessel onto another. For example, take the following: PART { name = sasModule uid = 4278143020 [b]parent = 27[/b] [b]position = 2.68220901489258E-07,-5.31838607788086,-1.65385222434998[/b] [b]rotation = 0,-0.8660254,0,0.5[/b] mirror = 1,1,1 [b]istg = 2[/b] [b]dstg = 4[/b] sqor = 2 sidx = 20 attm = 0 sym = 16 sym = 22 [b]srfN = srfAttach, 23[/b] [b]attN = bottom, 24[/b] [b]attN = none, -1[/b] mass = 0.8 temp = -168.5399 expt = 0.5 state = 1 connected = True attached = True } Every time a number of an adjacent part is referenced (parent, srfN, attN) it needs to be changed, as the number refers to where it is in the list of parts for the vessel. For example, if your vessel had three parts (0, 1, 2) and those were added to the end of a vessel with 5 parts (0, 1, 2, 3, 4), then the original three parts now have new numbers (5, 6, 7) and everything has to be updated to reflect that, and to define where the new parts connect to the old ones. I haven't done any experiments with staging (istg and dstg), but it doesn't seem that difficult to work out. The worst are the positions and rotation values. Position is defined assuming the command module as being at the 0, 0, 0 point. So if you try and copy and paste parts from one vessel to another, it's likely that the parts will intersect and try to occupy the same space. With rotation, it's a similar problem, because in most docking scenarios you'll want the parts to face a different way than they did originally. That needs to be changed too. Undocking would be even more complex, as you'd need to recreate the original vessel data somehow. Again, it's possible, but difficult. As for editing persistent.sfs in game, it only works if you exit back to the space center view. Presumably plugins can't operate from the space center so the actual "docking" would have to be done using an external editor.
  8. Wow! I was just looking through the persistence file earlier and realized a hack like this would make it possible to fake docking behaviours. Cool to see someone else had pretty much the same idea Ideally an external save editor should be able to automate the process by automatically combining the parts lists for each vessel and adjusting the position and rotation values for each part so they match up properly, then you wouldn't need to go back to the original design each time. If only I had the programming skill to make it myself :/
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