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[1.12.x] IndicatorLights Community Extensions v1.6.2: Compatibility patches for IndicatorLights


Snark

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@UnanimousCoward, @Snark, there's a small graphics bug for the ReStock version of the RA-100, in ILCE v1.6.  I believe it's leftover from a previously reported error in the ReStock GitHub Issues page here:

https://github.com/PorktoberRevolution/ReStocked/issues/608

I'm seeing the same glitch: the light is hanging in mid-air, above the antenna.

EDIT: It looks like both the 1.25m and compact antenna part switch variants of the light may be getting loaded, regardless of the variant selected OR the smaller tip light is just a legacy light that needs to be blocked off from loading.  The relatively large light on the compact variant seems to be positioned correctly, but the tip light on the 1.25m variant gets placed about a meter high.  I think the compact variant light is partially sticking out the bottom of the antenna tip (looks like a ring) on the 1.25m variant, which may have been by design, and supports my theory that the hanging light wasn't supposed to load.

I'm using KSP 1.7.3 x64 on Win10.  Tried on a clean install with just ReStock v0.1.4, IL v1.5, ILCE v1.6, and MM v4.0.2.

Edited by KSPrynk
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  • 2 months later...

I noticed that the Indicator Lights patch for ReStock was changing the scale of the small radial battery.  As nice as it is to be able to fit loads of them on a small probe, I don't think it's the intent of this mod to change the underlying models.  I've submitted a Pull request on GitHub to patch this, hope you find it useful!

https://github.com/KSPSnark/IndicatorLightsCommunityExtensions/pull/4

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Hey @Snark, I was checking several mods yesterday if I missed some important one that would fit my game play and came along the Curvus mod (another 2 Kerbal pod), seems it doesn't have indicator lights for it, and I couldn't find a config in the community extensions either. Do you by chance know if there's already a config for it? And if not: would it be helpful if I create one? The mod is still maintained, afaik, should I contact the mod author and ask if he's fine with me creating a config for IL? Just asking to avoid any potential hazard (I came along another thread with kind of heated discussion regarding modding, you know that particular thread, I want to avoid such "disturbances", naturally) :) 

Edited by VoidSquid
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8 hours ago, VoidSquid said:

Curvus mod (another 2 Kerbal pod), seems it doesn't have indicator lights for it, and I couldn't find a config in the community extensions either. Do you by chance know if there's already a config for it?

There's certainly not a config for it in this mod (yet).

FYI, there's a list of supported mods in the OP of this thread, which I make a point of keeping up to date. So if you're ever wondering whether a particular mod is supported or not, you can just check that list.

Anyway, that's the answer for this mod. I have no way of knowing whether someone may have created such config elsewhere, of course, but I'm guessing not.

8 hours ago, VoidSquid said:

And if not: would it be helpful if I create one?

Absolutely! The more, the merrier. If you make a config for it, please provide it to me so I can incorporate it here.

8 hours ago, VoidSquid said:

The mod is still maintained, afaik, should I contact the mod author and ask if he's fine with me creating a config for IL?

No, that shouldn't be necessary. It's just a 3rd party compatibility patch and therefore shouldn't discommode the mod author in any way.

8 hours ago, VoidSquid said:

Just asking to avoid any potential hazard (I came along another thread with kind of heated discussion regarding modding, you know that particular thread, I want to avoid such "disturbances", naturally) :)

Yes, and kudos for your caution. ;)

However, that topic regards people forking and releasing the mod itself (which does affect the modder, which is the source of the kerfuffle). You're not doing that; you're just talking about producing a 3rd party thing that happens to work with it, which doesn't interfere with it in any way and is released separately. Therefore, not a concern in this case.

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@Snark

This should do it, I think, but please, check for proper syntax:

Spoiler

// Adds an occupancy indicator to the Corvus command pod.

@PART[Corvus_Exterior] {

    //-------------------------------------------------------------------------
    // INDICATOR MESHES
    //-------------------------------------------------------------------------

    MODEL
    {
        model = IndicatorLights/Meshes/squareLamp
        scale = 0.25, 1, 0.5
        position = 0, 0.43, -0.333
        rotation = 15, 0, 90
    }

    MODEL
    {
        model = IndicatorLights/Meshes/squareLamp
        scale = 0.25, 1, 0.5
        position = 0, 0.35, -0.358
        rotation = 15, 0, 90
    }


    //-------------------------------------------------------------------------
    // CONTROLLABLE EMISSIVES
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/squareLamp:0
        emissiveName = indicator0
    }

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/squareLamp:1
        emissiveName = indicator1
    }

    //-------------------------------------------------------------------------
    // CONTROLLERS
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleCrewIndicatorToggle
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController0
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController1
        toggleName = indicatorToggle
    }


     MODULE {
            name = ModuleScienceAvailabilityIndicator
        controllerName = availability0
            experimentID = crewReport
            lowValueColor = crewController0
            mediumValueColor = highValueColor
            highValueColor = blink(lowValueColor, 200, $Off, 200)
        }

        MODULE {
            name = ModuleScienceAvailabilityIndicator
        controllerName = availability1
            experimentID = crewReport
            lowValueColor = crewController1
            mediumValueColor = highValueColor
            highValueColor = blink(lowValueColor, 200, $Off, 200)
        }

    MODULE {
        name = ModuleScienceDataIndicator
            experimentID = crewReport
            emissiveName = indicator0
        dataColor = crewController0
        emptyColor = availability0
    }

    MODULE {
        name = ModuleScienceDataIndicator
            experimentID = crewReport
            emissiveName = indicator1
        dataColor = crewController1
        emptyColor = availability1
    }


    //-------------------------------------------------------------------------
    // TWEAKS
    //-------------------------------------------------------------------------

    // This pod uses a ModuleColorChanger to handle its cabin lights, set up
    // so that by default it takes control of *all* emissives on the part.
    // Need to tell it not to tinker with the meshes that we're adding here;
    // otherwise, the crew indicator will just turn on and off with the cabin
    // lights instead of actually working as a crew indicator.
    @MODULE[ModuleColorChanger] {
        excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone)
    }
}
 

Screenshot:

screenshot0-png-Windows-Photo-Viewer-201

 

Question: despite having all science from the crew report at the launchpad, a freshly launched pod still has the lights blinking as if there'd be some science to get. After I do a crew report (collecting 0.0 science), the lights act normal. Any idea what's going on here?

Edited by VoidSquid
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48 minutes ago, VoidSquid said:

This should do it, I think, but please, check for proper syntax:

Looks pretty good, but can you please include, 1. a link to the release thread for that mod, and 2. a "NEEDS" directive so that this config won't be active until/unless the relevant mod is installed?

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Stupid me, sorry, forgot, here you go, ok now?

Spoiler

// Adds an occupancy indicator to the Corvus command pod.
// Mod release thread: https://forum.kerbalspaceprogram.com/index.php?/topic/163101-13x-18x-corvus-cf-a-size-1-command-pod-for-2-kerbals-v134/


@PART[Corvus_Exterior]:NEEDS[Corvus] {

    //-------------------------------------------------------------------------
    // INDICATOR MESHES
    //-------------------------------------------------------------------------

    MODEL
    {
        model = IndicatorLights/Meshes/squareLamp
        scale = 0.25, 1, 0.5
        position = 0, 0.43, -0.333
        rotation = 15, 0, 90
    }

    MODEL
    {
        model = IndicatorLights/Meshes/squareLamp
        scale = 0.25, 1, 0.5
        position = 0, 0.35, -0.358
        rotation = 15, 0, 90
    }


    //-------------------------------------------------------------------------
    // CONTROLLABLE EMISSIVES
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/squareLamp:0
        emissiveName = indicator0
    }

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/squareLamp:1
        emissiveName = indicator1
    }

    //-------------------------------------------------------------------------
    // CONTROLLERS
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleCrewIndicatorToggle
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController0
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController1
        toggleName = indicatorToggle
    }


     MODULE {
            name = ModuleScienceAvailabilityIndicator
        controllerName = availability0
            experimentID = crewReport
            lowValueColor = crewController0
            mediumValueColor = highValueColor
            highValueColor = blink(lowValueColor, 200, $Off, 200)
        }

        MODULE {
            name = ModuleScienceAvailabilityIndicator
        controllerName = availability1
            experimentID = crewReport
            lowValueColor = crewController1
            mediumValueColor = highValueColor
            highValueColor = blink(lowValueColor, 200, $Off, 200)
        }

    MODULE {
        name = ModuleScienceDataIndicator
            experimentID = crewReport
            emissiveName = indicator0
        dataColor = crewController0
        emptyColor = availability0
    }

    MODULE {
        name = ModuleScienceDataIndicator
            experimentID = crewReport
            emissiveName = indicator1
        dataColor = crewController1
        emptyColor = availability1
    }


    //-------------------------------------------------------------------------
    // TWEAKS
    //-------------------------------------------------------------------------

    // This pod uses a ModuleColorChanger to handle its cabin lights, set up
    // so that by default it takes control of *all* emissives on the part.
    // Need to tell it not to tinker with the meshes that we're adding here;
    // otherwise, the crew indicator will just turn on and off with the cabin
    // lights instead of actually working as a crew indicator.
    @MODULE[ModuleColorChanger] {
        excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone)
    }
}
 

 

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@VoidSquidHave several mods that are screaming for the IndicatorLights treatment

MoreHitchhikers for example - and many others. Are you game?

also have several pods coming out shortly as well (Yarbrough08, DuoPods, LanderTek, etc).

Then there is MoreCupolas, and MoreGreenhouses... :P

Edited by zer0Kerbal
won't let me enter anything after saying Voidsquid three times....
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Pretty sure you're overestimating my abilities, I've never done any proper programming (just some scripting), I can't model, never used Blender, I'm not very familiar with MM syntax, and so on.

That said, sure, if I can help, I'll happily do so, provided I can find time for it. Deal?

Edited by VoidSquid
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On 7/7/2019 at 10:53 AM, Beetlecat said:

Alright then.

After a few sessions fiddling with Blender and getting used to MM syntax issues, I've managed to throw together a quick set of patches for the Kerbonov (continued) mod. This covers adding crew indicators to the Kn-2 and Kn-7 cockpits, the 1-person passenger can, and a transmitting indicator to the VHF antenna. I basically copied patches for other similar components, and changed part names and position values. That's how we do it, right? ;)

The Kerbonov antenna has *two* similar lighted parts on the model, so I suppose a second indicator light could be added to perform a different function, but I didn't pursue that *yet*.

https://pastebin.com/V332R5tq

  Reveal hidden contents

// A Series of patches for the Kerbonov parts pack, including the Kn-2, the Kn-7, the passenber cabin, and if all goes well, the antenna.
// Descriptions, headers, format, etc. gratuitously lifted from other examples in the Indicator Lights mod by Snark.


//Add an indicator (replace one of the bulbs) on the VHF antenna. The other bulb is left as a static "light" element on the model that does not function. Possibly cover that with an additional indicator for available data to transmit? whether it has power?
@PART[VHFTransceiver]:NEEDS[kerbonov]
{
    //-------------------------------------------------------------------------
    // INDICATOR MESHES
    //-------------------------------------------------------------------------
    MODEL
    {
        model = IndicatorLights/Meshes/z100lamp
        scale = 0.4, 0.4, 0.4
        position = 0.0297, 0.0518, -0.0779
        rotation = 0, 0, 0
    }

    //-------------------------------------------------------------------------
    // CONTROLLABLE EMISSIVES
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/z100lamp
        emissiveName = indicator
    }

    //-------------------------------------------------------------------------
    // CONTROLLERS
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleDataTransmitterIndicator
        emissiveName = indicator
        // Get really fancy with busy color. This module type exposes one static
        // field, dataRate. We'll use a random flicker for the animation (like
        // an old-time modem), and we'll plug the data rate both into the flicker
        // period (so higher-speed antennas flicker faster), and into the bias
        // (so higher-speed antennas spend a greater percentage of their time
        // in the "on" state rather than "off").
        //
        // We don't actually have to use the static syntax here (we could just
        // take the data rate for this antenna, do the math, and plug in the
        // literal numbers here). However, using the actual static expression
        // comes with a few benefits. First, it's more maintainable: we
        // can just use the same static expression for all the antennas, rather
        // than having to come up with a different expression with different math
        // for each one. Second, it's more explicit to anyone reading this just
        // *why* the number is what it is. Third, it's more robust: if Squad ever
        // tinkers with the data rates, or someone uses ModuleManager to tweak
        // them, this will automatically follow suit. Fourth, it's friendlier
        // to modders: if you have your own antenna and you want to set it up
        // for IndicatorLights compatibility, you can just copy the following
        // line verbatim and you'll get behavior that's consistent with what
        // IndicatorLights does with the stock antennas.
        busyColor = random($ToggleLED, $Off, divide(400, static(dataRate)), between(subtract(multiply(sqrt(static(dataRate)), 1.1), 2.3), -0.4, 0.5))
    }
}


// Add a single crew indicator to the KPM-1 Small Inline Passenger Compartment
@PART[InlinePassengerCan]:NEEDS[Kerbonov]
{
    //-------------------------------------------------------------------------
    // INDICATOR MESHES
    //-------------------------------------------------------------------------
    MODEL
    {
        model = IndicatorLights/Meshes/squareLamp
        scale = 0.230, 1.0, 0.5
        position = -0.5544, 0, 0.27555
        rotation = 0, -67.5, 0
    }

    //-------------------------------------------------------------------------
    // CONTROLLABLE EMISSIVES
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/squareLamp:0
        emissiveName = indicator0
    }

    //-------------------------------------------------------------------------
    // CONTROLLERS
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleCrewIndicatorToggle
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController0
        toggleName = indicatorToggle
    }

    MODULE
    {
        name = ModuleScienceAvailabilityIndicator
        controllerName = availability0
        experimentID = crewReport
        lowValueColor = crewController0
        mediumValueColor = highValueColor
        highValueColor = blink(lowValueColor, 200, $Off, 200)
    }

    MODULE {
        name = ModuleScienceDataIndicator
        experimentID = crewReport
        emissiveName = indicator0
        dataColor = crewController0
        emptyColor = availability0
    }


    //-------------------------------------------------------------------------
    // TWEAKS
    //-------------------------------------------------------------------------

    // This pod uses a ModuleColorChanger to handle its ablator, set up
    // so that by default it takes control of *all* emissives on the part.
    // Need to tell it not to tinker with the meshes that we're adding here;
    // otherwise, the crew indicator will end up getting colored with the
    // ablator instead of actually working as a crew indicator.
    @MODULE[ModuleColorChanger] {
        excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone)
    }
}


// Add crew indicators (3) to the Kn-7 Cabin
@PART[KN7Cabin]:NEEDS[Kerbonov]
{
    //-------------------------------------------------------------------------
    // INDICATOR MESHES
    //-------------------------------------------------------------------------
    MODEL
    {
        model = IndicatorLights/Meshes/nubbinLamp
        scale = 0.7, 0.7, 0.5
        position = -0.6057, -1.1668, 0.4582
        rotation = 0, -60, 0
    }
    MODEL
    {
        model = IndicatorLights/Meshes/nubbinLamp
        scale = 0.7, 0.7, 0.5
        position = -0.6057, -1.2668, 0.4582
        rotation = 0, -60, 0
    }
    MODEL
    {
        model = IndicatorLights/Meshes/nubbinLamp
        scale = 0.7, 0.7, 0.5
        position = -0.6057, -1.3668, 0.4582
        rotation = 0, -60, 0
    }


    //-------------------------------------------------------------------------
    // CONTROLLABLE EMISSIVES
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/nubbinLamp:0
        emissiveName = indicator0
    }

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/nubbinLamp:1
        emissiveName = indicator1
    }

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/nubbinLamp:2
        emissiveName = indicator2
    }

    //-------------------------------------------------------------------------
    // CONTROLLERS
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleCrewIndicatorToggle
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController0
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController1
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController2
        toggleName = indicatorToggle
    }

    MODULE
    {
        name = ModuleScienceAvailabilityIndicator
        controllerName = availability0
        experimentID = crewReport
        lowValueColor = crewController0
        mediumValueColor = highValueColor
        highValueColor = blink(lowValueColor, 200, $Off, 200)
    }

    MODULE
    {
        name = ModuleScienceAvailabilityIndicator
        controllerName = availability1
        experimentID = crewReport
        lowValueColor = crewController1
        mediumValueColor = highValueColor
        highValueColor = blink(lowValueColor, 200, $Off, 200)
    }

    MODULE
    {
        name = ModuleScienceAvailabilityIndicator
        controllerName = availability2
        experimentID = crewReport
        lowValueColor = crewController2
        mediumValueColor = highValueColor
        highValueColor = blink(lowValueColor, 200, $Off, 200)
    }

    MODULE {
        name = ModuleScienceDataIndicator
        experimentID = crewReport
        emissiveName = indicator0
        dataColor = crewController0
        emptyColor = availability0
    }

    MODULE {
        name = ModuleScienceDataIndicator
        experimentID = crewReport
        emissiveName = indicator1
        dataColor = crewController1
        emptyColor = availability1
    }

    MODULE {
        name = ModuleScienceDataIndicator
        experimentID = crewReport
        emissiveName = indicator2
        dataColor = crewController2
        emptyColor = availability2
    }

    //-------------------------------------------------------------------------
    // TWEAKS
    //-------------------------------------------------------------------------

    // This pod uses a ModuleColorChanger to handle its ablator, set up
    // so that by default it takes control of *all* emissives on the part.
    // Need to tell it not to tinker with the meshes that we're adding here;
    // otherwise, the crew indicator will end up getting colored with the
    // ablator instead of actually working as a crew indicator.
    @MODULE[ModuleColorChanger] {
        excludedRenderer = IndicatorLights/Meshes/nubbinLamp(Clone)
    }    
}


// Add crew indicators (3) to the Kn-2 Cabin
@PART[KN2Cabin]:NEEDS[Kerbonov]
{
    //-------------------------------------------------------------------------
    // INDICATOR MESHES
    //-------------------------------------------------------------------------
    MODEL
    {
        model = IndicatorLights/Meshes/nubbinLamp
        scale = 0.7, 0.7, 0.5
        position = -0.5594, -0.3261, -0.2687
        rotation = 0, -110, 0
    }
    MODEL
    {
        model = IndicatorLights/Meshes/nubbinLamp
        scale = 0.7, 0.7, 0.5
        position = -0.5594, -0.4261, -0.2687
        rotation = 0, -110, 0
    }
    MODEL
    {
        model = IndicatorLights/Meshes/nubbinLamp
        scale = 0.7, 0.7, 0.5
        position = -0.5594, -0.5261, -0.2687
        rotation = 0, -110, 0
    }

    //-------------------------------------------------------------------------
    // CONTROLLABLE EMISSIVES
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/nubbinLamp:0
        emissiveName = indicator0
    }

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/nubbinLamp:1
        emissiveName = indicator1
    }

    MODULE {
        name = ModuleControllableEmissive
        target = IndicatorLights/Meshes/nubbinLamp:2
        emissiveName = indicator2
    }

    //-------------------------------------------------------------------------
    // CONTROLLERS
    //-------------------------------------------------------------------------

    MODULE {
        name = ModuleCrewIndicatorToggle
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController0
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController1
        toggleName = indicatorToggle
    }
    
    MODULE {
        name = ModuleCrewIndicator
        controllerName = crewController2
        toggleName = indicatorToggle
    }

    MODULE
    {
        name = ModuleScienceAvailabilityIndicator
        controllerName = availability0
        experimentID = crewReport
        lowValueColor = crewController0
        mediumValueColor = highValueColor
        highValueColor = blink(lowValueColor, 200, $Off, 200)
    }

    MODULE
    {
        name = ModuleScienceAvailabilityIndicator
        controllerName = availability1
        experimentID = crewReport
        lowValueColor = crewController1
        mediumValueColor = highValueColor
        highValueColor = blink(lowValueColor, 200, $Off, 200)
    }

    MODULE
    {
        name = ModuleScienceAvailabilityIndicator
        controllerName = availability2
        experimentID = crewReport
        lowValueColor = crewController2
        mediumValueColor = highValueColor
        highValueColor = blink(lowValueColor, 200, $Off, 200)
    }

    MODULE {
        name = ModuleScienceDataIndicator
        experimentID = crewReport
        emissiveName = indicator0
        dataColor = crewController0
        emptyColor = availability0
    }

    MODULE {
        name = ModuleScienceDataIndicator
        experimentID = crewReport
        emissiveName = indicator1
        dataColor = crewController1
        emptyColor = availability1
    }

    MODULE {
        name = ModuleScienceDataIndicator
        experimentID = crewReport
        emissiveName = indicator2
        dataColor = crewController2
        emptyColor = availability2
    }


    //-------------------------------------------------------------------------
    // TWEAKS
    //-------------------------------------------------------------------------

    // This pod uses a ModuleColorChanger to handle its ablator, set up
    // so that by default it takes control of *all* emissives on the part.
    // Need to tell it not to tinker with the meshes that we're adding here;
    // otherwise, the crew indicator will end up getting colored with the
    // ablator instead of actually working as a crew indicator.
    @MODULE[ModuleColorChanger] {
        excludedRenderer = IndicatorLights/Meshes/nubbinLamp(Clone)
    }

}

The biggest bit of learning curve was Blender itself, but once I got used to the controls, it was pretty simple to navigate around. I can imagine that trying this in the versions before the 2.8 beta would have been far more "interesting."

Also, much respect for @UnanimousCoward for cranking through this process for so many of the the restock(+) parts.

 

Mini *ping* for @Snark -- the above configs for the Kn-2 pods are effectively complete.

 

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6 hours ago, VoidSquid said:

Pretty sure you're overestimating my abilities, I've never done any proper programming (just some scripting), I can't model, never used Blender, I'm not very familiar with MM syntax, and so on.

That said, sure, if I can help, I'll happily do so, provided I can find time for it. Deal?

All good and no programing needed. Just someone with the patience to stick a few lights on here and there. :D

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Hey @zer0Kerbal, if you can give me a raw MM script that *somehow* (your job, hehe) romoves the cloned ILs, I'll be happy to adjust the individual IL indicators (my part), ok?

The two pods I made IL configs for were stand-alone parts, not cloned/copied, much easier for someone (me) who's not proficient with MM syntax, I just spent some time to position the ILs properly. This beast aka More Hitchhikers starts with

+PART[crewCabin]:NEEDS[KGEx/MoreHitchhikers]:FOR[MoreHitchhikers]

read: cloning, and I seriously don't know how to proceed with my part.

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On 10/25/2019 at 3:46 PM, VoidSquid said:

Hey @zer0Kerbal, if you can give me a raw MM script that *somehow* (your job, hehe) romoves the cloned ILs, I'll be happy to adjust the individual IL indicators (my part), ok?

The two pods I made IL configs for were stand-alone parts, not cloned/copied, much easier for someone (me) who's not proficient with MM syntax, I just spent some time to position the ILs properly. This beast aka More Hitchhikers starts with

+PART[crewCabin]:NEEDS[KGEx/MoreHitchhikers]:FOR[MoreHitchhikers]

read: cloning, and I seriously don't know how to proceed with my part.

PPD-05-Indicator-Lights.png

 

seems I need to change how several models are scaled, and release an update for MHH first., however:
this works (once I update the base model).

 

Spoiler

// PDD-05 v1.1.0.1
// IndicatorLights
// MoreHitchhikers
// created: 23 Oct 19
// updated: 27 Oct 19

// >=--- PDD-05 ---=<
// 1.875m Hitchhiker
// crew capacity of 3
@PART[crewCabin1875]:NEEDS[IndicatorLights,KGEx/MoreHitchhikers]:AFTER[MoreHitchhikers]
{
	@description ^= :$:\n<color=orange>Indicator Lights installed.</color>:

	//-------------------------------------------------------------------------
	// INDICATOR MESHES
	//-------------------------------------------------------------------------

// delete extra
	!MODEL,4 {} // Delete 5th model (count starts at 0)

	@MODEL,1
	{
		@position = 0.2775, 0.15, -0.82875
	}
	@MODEL,2
	{
		@position = 0.2775, 0.05, -0.82875
	}
	@MODEL,3
	{
		@position = 0.2775, -0.05, -0.82875
	}

	//-------------------------------------------------------------------------
	// CONTROLLABLE EMISSIVES
	//-------------------------------------------------------------------------

// delete extra
	!MODULE[ModuleControllableEmissive],3 {}	// Remove extra 

	//-------------------------------------------------------------------------
	// CONTROLLERS
	//-------------------------------------------------------------------------

// delete extra
	!MODULE[ModuleCrewIndicator],3 {} // remove extra

// delete extra
	!MODULE[ModuleScienceAvailabilityIndicator]:HAS[#controllerName[availability3]] {}


// delete extra
	!MODULE[ModuleScienceDataIndicator],3 {}
}

// CC BY-NC-SA-4.0
// zer0Kerbal

 

 

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  • 2 weeks later...

Looks like when installing the latest Restock mod, having this also installed causes the Science Experiment container geometry to vanish. The indicator lights are still there, floating in space. Removing either Restock or this mod causes it to to return. Having both installed causes it to bug out. IndicatorLights itself, is fine.

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On 11/9/2019 at 1:37 PM, AmpCat said:

Looks like when installing the latest Restock mod, having this also installed causes the Science Experiment container geometry to vanish. The indicator lights are still there, floating in space. Removing either Restock or this mod causes it to to return. Having both installed causes it to bug out. IndicatorLights itself, is fine.

Was just coming here to say this...

 

@Beetlecat found the issue here: 

 

Quote

 

Yup -- ILCE has a typo when defining the storage unit; it's missing a "-1" at the end of the name. It should look like here in IndicatorLights_Restock.cfg (at line #857)


//Science Box
@PART[ScienceBox]:AFTER[ReStock]:NEEDS[IndicatorLights]
{
	-MODEL,* {}
	MODEL
	{
		model = ReStock/Assets/Science/restock-sciencebox-radial-1
	}


 

I've tested this and it works

Edited by Bombaatu
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  • 3 months later...

@Beetlecat thanks for the fix on the Science box.  Just installed this mod in my save and that is exactly what I needed.  

I think there may be another bug, In my save all the z-100 batteries were shrunk down in size by about half.  They are about the size of a pressure sensor now.  I am  looking through the code, but haven't found the error yet.

 

 

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21 minutes ago, gunt3rgam3r said:

@Beetlecat thanks for the fix on the Science box.  Just installed this mod in my save and that is exactly what I needed.  

I think there may be another bug, In my save all the z-100 batteries were shrunk down in size by about half.  They are about the size of a pressure sensor now.  I am  looking through the code, but haven't found the error yet.

 

 

wow! Thanks for that hint/clue. I was playing through some Unkerbaled Start early missions, and noticed that the batteries were tiny and able to fit into a sounding rocket-sized bay no problem -- not realizing this was totally in error.

Just to check -- are you also using Restock?

Edited by Beetlecat
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13 minutes ago, gunt3rgam3r said:

Yep using restock, but not using restock+.  Indicator lights and the patches mod are the only thing that chnged the error is most likely in the community patches mod.

There's an odd chance of that, for sure. and possibly a weird interaction w/tweakscale. I usually have that installed, too.

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2 minutes ago, Beetlecat said:

There's an odd chance of that, for sure. and possibly a weird interaction w/tweakscale. I usually have that installed, too.

I don't have tweakscale installed in my save.

Found a fix:

Spoiler

// Small radial battery
@PART[batteryPack]:AFTER[ReStock]:NEEDS[IndicatorLights]
{
    -MODEL,* {}
    MODEL
    {
        model = ReStock/Assets/Electrical/restock-battery-radial-small-1
        position = 0.0, 0.0, 0.0
        scale = 1,1,1
        rotation = 0, 0, 0
    }

If you reset the scale to 1,1,1 in the ReStock.cfg file for the community patches the battery size is now correct. 

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