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[1.2.1] GTIndustries (Updated 24-11-2016)


Warezcrawler

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Excellent! I can use this for a few mods of mine! I have a feature request: the ability to do the same with ModuleResourceConverter.

I need a switcher to keep the parts count in the editor down when building circuits because building blocks use separate resources, look over here:

 

 

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4 hours ago, Azimech said:

Excellent! I can use this for a few mods of mine! I have a feature request: the ability to do the same with ModuleResourceConverter.

I need a switcher to keep the parts count in the editor down when building circuits because building blocks use separate resources, look over here:

 

 

U R welcome....

I have been considering ModuleResourceConverter switch. I think it should be strait forward as for the intake switch. Maybe I will bump it up the list, I just haven't had much time. If/when I do add converter switching, I will upload it here :)

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  • 2 months later...

Oh snap, the wonders of simply googling the right combination of words... This is exactly what I need for the engine mod I'm working on.

@Warezcrawler Would you like some help? I've looked through what you have going and it's quite impressive. It seems to have been a while since you gave the mod any attention, have you abandoned it? I could very much use this for an engine I'm working on, but I'd like to expand on it. Granted, we're getting upgradeable parts in the new patch (and I don't know what would survive of this code into 1.2), but I'd like to make a pre-cooler part that can add modes to an attached engine. I think I can do it if I just use a Module Manager patch to detect the presence of the pre-cooler and modify the engine... I'm not very capable with plugin coding but I'm figuring out MM pretty well and I know textures (well) and modelling (kinda well). I could definitely help you flesh out the mod with some parts.

Edited by SpaceCommanderNemo
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  • 1 month later...
On 15/09/2016 at 2:50 PM, SpaceCommanderNemo said:

Oh snap, the wonders of simply googling the right combination of words... This is exactly what I need for the engine mod I'm working on.

@Warezcrawler Would you like some help? I've looked through what you have going and it's quite impressive. It seems to have been a while since you gave the mod any attention, have you abandoned it? I could very much use this for an engine I'm working on, but I'd like to expand on it. Granted, we're getting upgradeable parts in the new patch (and I don't know what would survive of this code into 1.2), but I'd like to make a pre-cooler part that can add modes to an attached engine. I think I can do it if I just use a Module Manager patch to detect the presence of the pre-cooler and modify the engine... I'm not very capable with plugin coding but I'm figuring out MM pretty well and I know textures (well) and modelling (kinda well). I could definitely help you flesh out the mod with some parts.

Well the mod is not abandoned... But I did have a lot of trouble with animations running amok (or not at all), and never did get that figured all out. 1.1.3 made all that even worse... I will try again in 1.2 again, but if anybody wish to borrow they are more than welcome.

I think the help I need the most, is help figuring out how to get switching on engines to work, while animations behave well :)

But, currently this mod needs some work, just to get it to the level it was at before the latest patch, and I do not have too much attention on KSP right now, as I'm focusing on WOW right now.

Hopefully, I will get it running again within the next month or two....

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  • 4 weeks later...

I finally got the engine switch updated for KSP 1.2.1. There are still some things to work out, but it seems to work now.

https://github.com/WarezCrawler/Guybrush101/releases/tag/0.9-beta

  • Update for KSP 1.2.1
  • Applied fix for effects in the module "GTI_EngineClassSwitch_2"
  • "GTI_EngineClassSwitch" module is currently not functioning, and will most likely be removed when I have confirmed that the fixes for "GTI_EngineClassSwitch_2" is stable.

Note: Effects have to be created for each moduleEnginesFX, also see the included demo of the RAPTOR engine. This is basically a copy of the RAPIER, with 2 new engine modes.

 

 

sarbian helped figure out how to switch the engines correctly, many thanks for that!

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Another update, this time I think it is working. More testing is needed, but I do think I near the goal now. :cool:

 

  • Fixes applied for switching engine mode.
  • Fixes applied for intake switching. Now only the first intake is manipulated, and any resource that is affected by the intake is manipulated as well.
  • MM patch created to add intake switching for all intakes.
  • MM patch created to remove any multi resource and multi intakes added by other mods, as these are irrelevant if using this mod.
  • Migrated to new naming of plugins and modules.
  • Split module plugins into smaller independent dll's.
  • Dependency to the common GTI_Utilities.dll.
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On Thursday, June 16, 2016 at 3:29 PM, Azimech said:

Excellent! I can use this for a few mods of mine! I have a feature request: the ability to do the same with ModuleResourceConverter.

I need a switcher to keep the parts count in the editor down when building circuits because building blocks use separate resources, look over here:

 

 

If you are still interested, then notice that I have finally released. See previous comment above.

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