toadicus Posted June 12, 2015 Author Share Posted June 12, 2015 Svm420, you'd need to write a mod to handle the conversion of one resource to another during the fill stage. A way to handle it entirely within the mod would be for me to fix module selection so you could change what propellent is used by the EVA thrusters to nitrogen. Then you could also change the resource storage to nitrogen, and tell it to fill from a pod.Actually, you might be able to do that already, if in fact the resource used by EVA thrusters is a configurable property of Squad's module. I'll have to look in to that.As I recall, last time I investigated the API and the EVA part behaviour, Isp is not a configurable value of Squad's module. I'll check on that again while I'm looking into the above. Sigma88, no it's not. There's no config-time awareness of game saves, etc. That also doesn't make a ton of sense to me; in general it seems like it would be a better idea to write a module that could be applied to the EVA parts in any event, and then alter the behavior of that module based on the tech nodes, career/sandbox mode, building levels, or what-have-you. Link to comment Share on other sites More sharing options...
Sigma88 Posted June 12, 2015 Share Posted June 12, 2015 Sigma88, no it's not. There's no config-time awareness of game saves, etc. That also doesn't make a ton of sense to me; in general it seems like it would be a better idea to write a module that could be applied to the EVA parts in any event, and then alter the behavior of that module based on the tech nodes, career/sandbox mode, building levels, or what-have-you.yeah it does make more sense, I shouldn't post after 2 AM I wasn't sure that it was possible doing it, I'll look into it tomorrow when I'm not sleeping on the pc(thanks) Link to comment Share on other sites More sharing options...
Seeker89 Posted June 14, 2015 Share Posted June 14, 2015 Just for fun could we add Ablator to EVA so that it could make it through reentry? of course just for fun Link to comment Share on other sites More sharing options...
Kolago Posted June 21, 2015 Share Posted June 21, 2015 (edited) NullReferenceException spams my log at KSP StartupWin 64 bit / KSP 1.0.2 / EVAManager-4NullReferenceException: Object reference not set to an instance of an object at EVAManager.EVAManager.delResourceByName (.Part evaPart, System.String matchName) [0x00000] in <filename unknown>:0 at EVAManager.EVAManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Full Log:https://www.dropbox.com/s/pu1ur22w1jkffs4/output_log4.zip?dl=0 Edited June 21, 2015 by Kolago Link to comment Share on other sites More sharing options...
toadicus Posted June 22, 2015 Author Share Posted June 22, 2015 (edited) Seeker89, you should be able to do something like this:EVA_RESOURCE{ name = Ablator amount = 50 maxAmount = 50 FillFromPod = false}In any .cfg file in GameData. Tune amount and maxAmount to suit.Kolago, can you can try isolate the mod interaction that causes your issue? Are you using any custom EVAManager patches? If so, please post them. I can't recreate your problem out of the box, so I need more information.Also, I (like most mod authors and Squad) do not support "cracked" 64-bit KSP installs in Windows. I'm not sure if that's what you meant by "Win 64 bit / KSP 1.0.2", but if it is, note that -- at the very least -- I'm missing a big piece of consistency with your installation that could prevent me from properly reproducing problems. I'll help if I can, but you'll have to do all the heavy lifting of actually isolating the problem yourself. Edited June 22, 2015 by toadicus Link to comment Share on other sites More sharing options...
Kolago Posted June 22, 2015 Share Posted June 22, 2015 Kolago, can you can try isolate the mod interaction that causes your issue? Are you using any custom EVAManager patches? If so, please post them. I can't recreate your problem out of the box, so I need more information.Also, I (like most mod authors and Squad) do not support "cracked" 64-bit KSP installs in Windows. I'm not sure if that's what you meant by "Win 64 bit / KSP 1.0.2", but if it is, note that -- at the very least -- I'm missing a big piece of consistency with your installation that could prevent me from properly reproducing problems. I'll help if I can, but you'll have to do all the heavy lifting of actually isolating the problem yourself.Sorry for misleading you, I use KSP 32bit. Custom EVAManager patches? I'm not sure what you mean. Link to comment Share on other sites More sharing options...
Udsahn Posted August 26, 2015 Share Posted August 26, 2015 Hi! I think I've spotted a potential bug. I've been using Antenna Range which has EVAManager packaged with it (Obviously for transmissions over EVA). The only problem I've noticed is due to the Kerbals leaving a command module with electric charge initially they will 'recharge' the command module upon re-boarding it.For instance, if I fly in the MKI pod and roll it around on the launch pad a bit to discharge its electric charge then leave it and reenter it, the power of the pod returns to maximum (50). Like the Kerbal is acting like a battery upon re-boarding.I'm not sure if this was intended or a small bug of a sort, but I'm wondering if anyone else has been having that happen to them too .Thanks! Link to comment Share on other sites More sharing options...
toadicus Posted August 26, 2015 Author Share Posted August 26, 2015 That's actually a patch error in AntennaRange. I've fixed it but haven't released the fix yet, because apparently summer is hard. I'm going to get back into the swing of things soon, honest.In the meantime, the fix is really simple if you want to do it yourself; there's a "100" that needs to be a "0", as indicated in this commit log:https://github.com/toadicus/AntennaRange/commit/a888901c Link to comment Share on other sites More sharing options...
qm3ster Posted September 28, 2015 Share Posted September 28, 2015 So, has anyone attached MechJeb to kerbals with this? Link to comment Share on other sites More sharing options...
Whitecold Posted December 23, 2015 Share Posted December 23, 2015 How can I access the xtransmit of the eva report? I tried this and it doesn't affect it: EDIT_EVA_MODULE[ModuleScienceExperiment] { xmitDataScalar = 0 } Link to comment Share on other sites More sharing options...
Jenyaza Posted December 27, 2015 Share Posted December 27, 2015 I'm mostly a newbie in c# and KSP modding. With EVAManager i can add (any) new resource to kerbal, when writing EVA_RESOURCE { name = $yourResourceName amount... How I can add resource (in my case, ElectricCharge, with maxAmount 10 ) to kerbal. No init/using/namespace (I already realized it), it will be two or three lines only. Thank you in advance. Link to comment Share on other sites More sharing options...
toadicus Posted December 27, 2015 Author Share Posted December 27, 2015 (edited) @Whitecold I don't have selectors implemented yet, so at this point EDIT_EVA_MODULE[ModuleScienceExperiment] will just edit the first such Module. Sorry. @Jenyaza This patch, for example, will add ElectricCharge to the EVA Kerbals: EVA_RESOURCE { name = ElectricCharge amount = 0 maxAmount = 100 } It must be saved in a file ending in .cfg within the GameData folder in your KSP install. Edited December 27, 2015 by toadicus Link to comment Share on other sites More sharing options...
Jenyaza Posted December 27, 2015 Share Posted December 27, 2015 I missed main subject in my question: How I can do it with С# plugin, not with .cfg patch Link to comment Share on other sites More sharing options...
toadicus Posted December 27, 2015 Author Share Posted December 27, 2015 This mod is itself a proof of concept for the long form answer to your question. If you want to write your own, you're welcome to peruse my source code in search of the specific portions of the answer you're missing. Link to comment Share on other sites More sharing options...
Jenyaza Posted December 28, 2015 Share Posted December 28, 2015 Ok. thanks. Link to comment Share on other sites More sharing options...
CaribouGone Posted January 8, 2016 Share Posted January 8, 2016 Hey! do i need a separate "EVA_RESOURCE { }" argument for each resource added? or can i put all resources is the same set of brackets? Link to comment Share on other sites More sharing options...
toadicus Posted January 8, 2016 Author Share Posted January 8, 2016 @CaribouGone, you'll need a different EVA_RESOURCE entry for each resource. Link to comment Share on other sites More sharing options...
The Pfaffanater Posted February 16, 2016 Share Posted February 16, 2016 (edited) are you going to add a github or post to curse because your mod is a dependency for some mods and kerbalstuff is RIP for everz. Why you did not have a github in the first place. are you going to add a github or post to curse because your mod is a dependency for some mods and kerbalstuff is RIP for everz. Why you did not have a github in the first place. -UPDATE: I found your github why dont you have it linked? fix it please on CKAN too, much appreciated Edited February 16, 2016 by The Pfaffanater Link to comment Share on other sites More sharing options...
akardam Posted February 26, 2016 Share Posted February 26, 2016 toadicus, very nice little mod. For the sake of realism, I'd love to be able to do 2 things, once a Kerbal is given some electricCharge: 1. Have a small but constant power drain (to represent life support systems) 2. Have an additional, similar small but constant power drain only when the headlamps are turned on Are either of these a possibility at this point? -akardam Link to comment Share on other sites More sharing options...
NathanKell Posted February 26, 2016 Share Posted February 26, 2016 Um...you can add arbitrary modules, so yes. @toadicus man I need to set this up for RO... Link to comment Share on other sites More sharing options...
toadicus Posted February 27, 2016 Author Share Posted February 27, 2016 @akardam, as NathanKell indicated, you can add any module you want. EVAManager doesn't actually do anything on its own; if you want to add those drains you'd need to write a PartModule to do it and then use EVAManager to add it to the EVAKerbals. @NathanKell, let me know what you need fixed when you do! I've just started work on prepositions. Link to comment Share on other sites More sharing options...
akardam Posted February 27, 2016 Share Posted February 27, 2016 I guess I should clarify that I was asking if there was either a way built into your mod or some other companion mod, to do either or both of these right now. Going through the process of setting up to develop my own plugin is something I don't have the time or inclination for right now. I might suggest that adding such (optional) functionality to your mod would be a nifty idea. Link to comment Share on other sites More sharing options...
anxcon Posted March 21, 2016 Share Posted March 21, 2016 On 2/26/2016 at 4:00 AM, akardam said: I guess I should clarify that I was asking if there was either a way built into your mod or some other companion mod, to do either or both of these right now. Going through the process of setting up to develop my own plugin is something I don't have the time or inclination for right now. I might suggest that adding such (optional) functionality to your mod would be a nifty idea. which was answered, change ModuleLights to use power, and add a converter or generator with neg resource output to drain constant for LS by default, anythin on a kerbal is in stock already, just needs edit/add Link to comment Share on other sites More sharing options...
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