

GavinZac
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Everything posted by GavinZac
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LLL - Lack Luster Labs - Development Thread
GavinZac replied to Lack's topic in KSP1 Mod Development
Understandable. Totally support Lack's intention for independence from plugins, but if anyone does wish to modify their Truckcab slightly to allow it to open and close in EVA this Module Manager config will work when used with Firespitter plugin installed.: @PART[LLLTruckcab]{ !MODULE[ModuleAnimateGeneric]{} MODULE { name = FSanimateGeneric animationName = cabdoor startEventGUIName = Close endEventGUIName = Open toggleActionName = Toggle Door availableInEVA = True availableInVessel = True EVArange = 2 } } @PART[LLLTruckcabTwin]{ !MODULE[ModuleAnimateGeneric]{} MODULE { name = FSanimateGeneric animationName = cabdoor2 startEventGUIName = Close endEventGUIName = Open toggleActionName = Toggle Door availableInEVA = True availableInVessel = True EVArange = 2 } } You can grab it from: http://mononyk.us/fs_anim_for_LLL_truck_mm.cfg -
A Mechanic Is Jeb, or "KAS For Almost Everything"
GavinZac replied to GavinZac's topic in KSP1 Mod Development
AIES now included but not tested yet as I'd need to do a fresh install to actually run it with all the new parts. Although going through the AIES parts made me really greedy... OP updated, redownload for AIES compatibility. -
LLL - Lack Luster Labs - Development Thread
GavinZac replied to Lack's topic in KSP1 Mod Development
Quick nag with one of the cooler parts - the Truck cab doors open and shut just fine when you're commanding the Vessel they're attached to, but you can't open or shut them on EVA. This means I have to leave the doors open while it's parked at my base in order to be able to hop in. This is a serious security issue, as any old Minmusoids could just come along and hop in. Anyway. Possible to fix? Unfortunately my own digging around only turned up parts that use the FS plugin. -
<3 <3 <3 <3
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
GavinZac replied to TaranisElsu's topic in KSP1 Mod Releases
Not sure what's going on, but one of my craft is now exempt from TAC requirements. The others are not. ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[ProtoCrewMember].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at Tac.LifeSupportController.ConsumeOxygen (Double currentTime, .Vessel vessel, Tac.VesselInfo vesselInfo) [0x00000] in <filename unknown>:0 at Tac.LifeSupportController.ConsumeResources (Double currentTime, .Vessel vessel, Tac.VesselInfo vesselInfo) [0x00000] in <filename unknown>:0 at Tac.LifeSupportController.FixedUpdate () [0x00000] in <filename unknown>:0 On-screen I get a notice about not being able to find VesselInfo. Edit: fixed it by deleting the entries for the launcher that had taken it into space. I put a probe core on the launcher so that I can de-orbit it, but this seems to have meant TAC didn't care about the station left in orbit. -
A Mechanic Is Jeb, or "KAS For Almost Everything"
GavinZac replied to GavinZac's topic in KSP1 Mod Development
It won't cause any adverse effects having a part named that isn't present; ModuleManager will just ignore it. The file is currently broken up by //comments to identify where the current 173 parts are coming from, so it is possible to quickly remove sections. The only downside then is an extra few checks for MM and 40kb or so of disk space. Perhaps when it's 'done' I'll break it up for the ease of people who don't want KAS for Almost Everything; but as there are already many disparate "add KASGrab to" configs floating around but nothing meeting the "everything under 1 ton" request, the goal is to have 1 file quick-drop, easily version-controlled file that enables KAS for everything you'd expect/hope Jeb to be able to breakoff/attach/move around on a ship or base. Correct! Don't worry, all of these are added by hand (though the file is generated from that list). For example, in Lack's Stock Expansion pack, there are some inflatable tanks which technically are under 1 ton when empty. However, I did not include them as I don't want people to complain when their Jeb part-clips inside a tank and won't come out. -
I used it extensively at the start, after the "ha! It blew up" stage had gone from fun to frustraing, and it taught me how to ascend correctly, how to Hohmann transfer, how to dock, etc. just watching it go, and doing small corrections. I weaned myself off it, started doing ascents, descents, transfers, etc, eventually uninstalling it entirely, in favour of KER. I have most things down now, even taking off with a spaceplane - still can't land one though, at least not with FAR. Now I must admit I am tempted to install it again. Is it fun or challenging to manual set up another maneuver node to go from LKO to Mun? Could I be spending those 30-45 seconds doing something more fun? Would having landing predictions make it more fun to build a base than landing bits and 'space hopping' them towards where they should be? I'm not sure. I'll continue un-autoed for the moment.
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A Mechanic Is Jeb, or "KAS For Almost Everything"
GavinZac replied to GavinZac's topic in KSP1 Mod Development
Interstellar is there already (including the more 'sane' radiators) but sure, I'll have a look at AEIS tomorrow. If you promise to test it! -
Many* people have asked in both the KAS thread and the Module Manager thread: "how do I make all parts under 1 ton grabbable?" or "how do I make everything radially attachable be grabbable?" This is not possible with ModuleManager at this time. Instead, I've thrown together a MM config that matches lots of parts - 257 named parts plus a few more * matches - and makes them grabbable and storeable. Here's the config: http://mononyk.us/A_Mechanic_Is_Jeb.cfg I know it's... unorthodox to make a thread for a config file in Add-On development. However, since there are so many parts included, it's probably best that this get some testing before it is called 'released', ie. I link to it in the KAS thread. If anyone would like to try it, please do. Changelog // v0.5 -- added KDEX and RLA stockalike parts // v0.4 -- added Stock shielded docking ports // v0.3 -- added DMagic and FASA packs // v0.2 -- added AEIS stuff PAQ: omgcopyright! There's nothing being distributed here but names. What parts did you add it to? Lots. Some of which metre-tall frogbeings with the body definition of a FigRoll probably couldn't really carry. But there were some criteria: Mass = 1 or lessRadially Attachable or should have been radially attachable What part packs are being modified? AIES Deadly Reentry DMagic Science FASA Rockets KSP Interstellar Squad B9 Lionhead's Circular Panels CP Airbags Hexcans (inc TAC's) Brass Moustache's TAC parts Hullcam Kethane Klockheed Martian KW Rocketry Lack Lustre Labs Lack's Stock Extension stuff RealChutes SurfaceLights ScanSat Telemachus Cacteye Telescope Infernal Robotics Hey wait, everything is storedSize 4? The Delta Wing AND the little wing light are the same size? Yes. I mean, no. Kind of. This config file was generated by a script, y'see. If you put them in a container they will still weigh what they should, it's just that large, light things fit in containers into which they probably shouldn't. Because magic. Let's test that these don't cause stuff to blow up (any more than Vanilla KAS does, at least) before we worry about little details. I will happily take suggestions. Can you add MyFavouritePartsPackv.1.ponies? Probably. Tell me what you want. Or just add it yourself, this is so easy a PHP script did it. And we know how dumb PHP is, right? Liar and slave! MyFavouritePartsPackv.2 already has KAS support Some of the packs already had partial support. I've added more. That's totally unrealistic, Jeb couldn't just attach a delta Wing and a Fusion Generator to a probe core in space! Rule of Cool License please Do we need licenses for MM configs? Anyway, it's Creative Commons Non-Commerical Attribution**. * definitions of Many may differ **with the usual 'I dedicate myself to the loyal service of GavinZac should the current world system degenerate into a post-apocalyptic horror story' addendum.
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In KSP persistent.sfs settings, turn off QuickSave but enable Autosave. I did this for my own (non-MCE) 'ironman' game where I wanted to be challenged but found myself not having fun because certain mods kept disassembling my ship. What this means is that you can't quickly reload and you can't pick a convenient time to quicksave, but in all likelihood you won't lose too much work if the game crashes. Note: this sometimes puts you in a "uncontrolled rapid suborbital trajectory descent", i.e. plummeting towards the ground. If the game crashes and you go back in, try to get to your craft quickly before it performs "autonomous enthusiastic lithobraking maneuvers".
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LLL - Lack Luster Labs - Development Thread
GavinZac replied to Lack's topic in KSP1 Mod Development
Yay! Someone made an alternative to CP_airbags. And of course it was Lack. testing them now. Bit big for probes I think but perfect for 'things that should not fly'. -
[0.25] Orbit Manipulator Series (Updated March 12 2014)
GavinZac replied to HoneyFox's topic in KSP1 Mod Releases
Super. I'll play around with ModuleManager later and see if I can get it right, will share if I can. -
[0.25] Orbit Manipulator Series (Updated March 12 2014)
GavinZac replied to HoneyFox's topic in KSP1 Mod Releases
Not sure I want the complication of the actual n-body portion, but warp'd thrust, and orbital decay both appeal to me. One question - does the warp'd thrust work with Interstellar engines? -
Does KSP output log mention the part name?
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
GavinZac replied to Starwaster's topic in KSP1 Mod Releases
It's not a config, it's 'real' C# code, part of the plugin. You can use the fixed DLL file he linked to, or wait for Nathan to fix it tomorrow night.- 5,919 replies
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- reentry
- omgitsonfire
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