Natso Posted September 19, 2018 Share Posted September 19, 2018 I need version for 1.3.1 please? Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted September 19, 2018 Share Posted September 19, 2018 (edited) ninja`d Edited September 19, 2018 by Burning Kan Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 19, 2018 Author Share Posted September 19, 2018 3 hours ago, Natso said: I need version for 1.3.1 please? Look at the changelog on Spacedock, all previous versions are there Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 1, 2018 Author Share Posted November 1, 2018 New release, 1.9.12: Added Smart tag, thanks @Gordon-dry Fixed typo in km_smart_proximity.cfg, thanks @7ranceaddic7 Quote Link to comment Share on other sites More sharing options...
SmarterThanMe Posted November 3, 2018 Share Posted November 3, 2018 On 11/1/2018 at 11:42 PM, linuxgurugamer said: New release, 1.9.12: Added Smart tag, thanks @Gordon-dry Fixed typo in km_smart_proximity.cfg, thanks @7ranceaddic7 Is this version good for 1.5.1? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 3, 2018 Author Share Posted November 3, 2018 7 hours ago, SmarterThanMe said: Is this version good for 1.5.1? Not yet Quote Link to comment Share on other sites More sharing options...
jpkerman Posted November 3, 2018 Share Posted November 3, 2018 I would like to draw your attention to a use for the Fuel Valve you may not have considered. Many of the different life support mods store or collect waste stuff in the command pod and I place a valve on the pod to dump these items. This is especially useful in career games before resource transfer is possible. Unfortunately I have to turn off the items I do not want dumped (the fuel valve is not selective) which creates "No Life Support" messages and other complications. If you could consider a solution to choose/exclude the resources being released by the valve I believe it would expand the usefulness of the part. To be helpful I suggest perhaps a menu with check boxes and a "Dump" button? I am more than confident you will know the best option based upon the code and what is needed. Thank You very much for all you have done for this game. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted November 3, 2018 Share Posted November 3, 2018 1 hour ago, linuxgurugamer said: 9 hours ago, SmarterThanMe said: Is this version good for 1.5.1? Not yet Interesting since CKAN reports SM v1.9.12 version compatibility as KSP 1.5.1 - 1.5.99. Might there be an oversight in the .version file? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 3, 2018 Author Share Posted November 3, 2018 4 hours ago, Brigadier said: Interesting since CKAN reports SM v1.9.12 version compatibility as KSP 1.5.1 - 1.5.99. Might there be an oversight in the .version file? My mistake, it has been updated. Working on too many things, I looked at the wrong file. Actually released a small bugfix for it last night Quote Link to comment Share on other sites More sharing options...
SmarterThanMe Posted November 4, 2018 Share Posted November 4, 2018 4 hours ago, linuxgurugamer said: My mistake, it has been updated. Working on too many things, I looked at the wrong file. Actually released a small bugfix for it last night You're a legend in your own lunchtime. If you're ever around Sydney, I'll buy you a beer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 11, 2018 Author Share Posted November 11, 2018 new releae, 1.9.13 Removed Smart tag Converted smart-controller_plus-complete.mbm to smart-controller_plus-complete.dds Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 11, 2018 Author Share Posted November 11, 2018 (edited) New minor release, 1.9.13.1: Reverted the revert of the smart tag (ie: put them back in) Edited November 11, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 21, 2018 Author Share Posted December 21, 2018 Minor release, 1.9.13.2 Updated .version file Updated README with correct links Quote Link to comment Share on other sites More sharing options...
Tyko Posted January 29, 2019 Share Posted January 29, 2019 Is there functionality in SmartParts to enable engine cutoff at the end of a maneuver node burn? So it cuts off when the defined burn is complete? Quote Link to comment Share on other sites More sharing options...
Geonovast Posted January 29, 2019 Share Posted January 29, 2019 2 minutes ago, Tyko said: Is there functionality in SmartParts to enable engine cutoff at the end of a maneuver node burn? So it cuts off when the defined burn is complete? To kinda tie in on that: Is it possible to use AP and PE as triggers? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 29, 2019 Author Share Posted January 29, 2019 2 hours ago, Tyko said: Is there functionality in SmartParts to enable engine cutoff at the end of a maneuver node burn? So it cuts off when the defined burn is complete? No 2 hours ago, Geonovast said: To kinda tie in on that: Is it possible to use AP and PE as triggers? No Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted February 17, 2019 Share Posted February 17, 2019 (edited) @linuxgurugamer Hey LGG, there seem to be a problem with the com-net detector. When putting this on to a new vehicle in a clean 1.61 install and default sandbox and then spawning this vehicle, it throws an argument out of range exception and destroys the staging menu (left) in the flight scene. I also had some problems with the timer. It was throwing an error/exception (not sure which) and was not working. However I can't reproduce this 100%. Maybe it was related. If you check the com-net detector issue one day, maybe put them all on a vehicle and spawn it. I like the possibilities of these parts. I needed to do some orbital captures where I lost radio communication and the Smart Parts should help to stop the engine on communication loss or even trigger a "engine on" on timer and a "engine off" on orbital speed. Looking forward to use them. Would it maybe be possible to make switches like "singe part / current stage / entire ship" on the EC an the fuel level detector changeable in flight? EDIT: Ah, the other problem is NullRef Spam when one attaches a EC detector to a tank, which has no EC and set the detector to "single part". This is in stager.cs in method "OnFixedUpdate". Seems that one might be fixed via: if (singlePart == monitoredParts.single && observedPart != null) => if (singlePart == monitoredParts.single && observedPart != null && observedPart.Resources[monitoredResource] != null) EDIT2: The first problem with the comnet detector seems to be when it is spawned while set to "stage". If you spawn it set to an AG and later set it to "stage" then one does not seem to have a problem. I assume the "stage trigger mechanism" screws something up while loading the scene. Puh. Yes, its definitely an initialization problem. When set to stage while spawning it triggers and stages every single stage in the vehicle. If you spawn on AG1 and switch to STAGE when spawned, one has no problem. Best Regards JebsSY Edited February 17, 2019 by Jebs_SY Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 21, 2019 Author Share Posted February 21, 2019 On 2/17/2019 at 5:18 PM, Jebs_SY said: there seem to be a problem with the com-net detector. When putting this on to a new vehicle in a clean 1.61 install and default sandbox and then spawning this vehicle, it throws an argument out of range exception and destroys the staging menu (left) in the flight scene Fixed On 2/17/2019 at 5:18 PM, Jebs_SY said: The first problem with the comnet detector seems to be when it is spawned while set to "stage". If you spawn it set to an AG and later set it to "stage" then one does not seem to have a problem. I assume the "stage trigger mechanism" screws something up while loading the scene. Puh Fixed On 2/17/2019 at 5:18 PM, Jebs_SY said: EDIT: Ah, the other problem is NullRef Spam when one attaches a EC detector to a tank, which has no EC and set the detector to "single part". This is in stager.cs in method "OnFixedUpdate". Seems that one might be fixed via: Fixed On 2/17/2019 at 5:18 PM, Jebs_SY said: I also had some problems with the timer. It was throwing an error/exception (not sure which) and was not working. Unable to replicate, but I added a bit of code just in case New release, 1.9.13.4 Fixed DPLD module to only show one of the Group fields Fixed nullref when attaching an EC detector to a tank and having detector set to "single part" Added check to the timer to not do anything in the OnUpdate if physics wasn't ready yet (probably not needed) Quote Link to comment Share on other sites More sharing options...
Atlas Gaming Posted March 19, 2019 Share Posted March 19, 2019 Love the idea of this mod. But I have run into an issue I can't figure out how to fix. I'm assuming not a bug, but rather my lack of experience with mod. I'm trying to use the electric charge trigger to turn on and off the ore drills. Off when low and on back on when recovered. But here is the issue. If I set the level of recovery to 100 on increase and the battery hits 100 during warp, when it goes out of warp electric is no longer increasing (but now decreasing) and nothing is triggered. I'm assuming that triggers are not checked during warp, but the problem is after exiting warp how should I set triggers to start drill? What I'm doing it's working. Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted March 20, 2019 Share Posted March 20, 2019 (edited) 51 minutes ago, Atlas Gaming said: Love the idea of this mod. But I have run into an issue I can't figure out how to fix. I'm assuming not a bug, but rather my lack of experience with mod. I'm trying to use the electric charge trigger to turn on and off the ore drills. Off when low and on back on when recovered. But here is the issue. If I set the level of recovery to 100 on increase and the battery hits 100 during warp, when it goes out of warp electric is no longer increasing (but now decreasing) and nothing is triggered. I'm assuming that triggers are not checked during warp, but the problem is after exiting warp how should I set triggers to start drill? What I'm doing it's working. Welcome to the forum Well, there are two things you have to observe: decrease and increase of your battery. Let's say, you want to shut down your drills on 10% EC left and turn on again at 40% (you don't need different values but it's easier in this example). Put two EC detectors on your ship, create an action group which contains "toggle surface harvester" for all of your drills + "Activate Detection" for both EC detectors! Set one detector to "10%" & "trigger when decreasing", the other to "40%" & "trigger when increasing" and both detectors need to trigger the same action group. The thing about these detectors is: they trigger just once and just in "one direction" (increasing or decreasing), so you cannot use a single detector for both. As soon as the detector is triggered, it turns on a red light on the part and you need to activate the trigger again. The example above allows one trigger to reactivate the other trigger (and activate/deactivate the drills of course) so you'll get a perfect loop and you don't have to care about the drills and EC anymore Edited March 20, 2019 by 4x4cheesecake Quote Link to comment Share on other sites More sharing options...
Atlas Gaming Posted March 20, 2019 Share Posted March 20, 2019 Thanks for quick reply! That is exactly what I have set up - just different values - the issue I'm having is when the value goes through the trigger value during warp. Everything works fine if there is never a warp. What I'm trying to do is have the mining setup run while I'm away from it exploring the moon, so that brings up another question which may make warp issue moot. Do the sensors and triggers work when I'm away from that ship? If so then I need to get it working with the issue where it doesn't see 100% if that was hit in warp. If they don't work when I'm away, then no need to figure out the main question. Thanks! Quote Link to comment Share on other sites More sharing options...
Rocket88 Posted April 27, 2019 Share Posted April 27, 2019 (edited) @linuxgurugamer Not sure if this has been asked or even possible but it would be nice if Altimeter module could be set to a reference body altitude. I designed a prob to have its parachute deploy, engine decouple, and antenna retract at 75km descent thinking it would above Kerbin, Much to my surprise as I flew over the mun in sub orbit with a PE of 58km it triggered at 75km rendering my prob space junk as I watched my only propulsion get ejected into space. Thanks for keeping this awesome mod up to date i appreciate all the work you do for the community. Edited April 27, 2019 by Rocket88 Quote Link to comment Share on other sites More sharing options...
Brigadier Posted April 27, 2019 Share Posted April 27, 2019 (edited) 1 hour ago, Rocket88 said: @linuxgurugamer Not sure if this has been asked or even possible but it would be nice if Altimeter module could be set to a reference body altitude. I designed a prob to have its parachute deploy, engine decouple, and antenna retract at 75km descent thinking it would above Kerbin, Much to my surprise as I flew over the mun in sub orbit with a PE of 58km it triggered at 75km rendering my prob space junk as I watched my only propulsion get ejected into space. Thanks for keeping this awesome mod up to date i appreciate all the work you do for the community. While I think that is a good suggestion for improvement, in the meantime you can manually disable the module in the VAB part action menu by setting "Active" to False then re-enable it when you're on your final approach to Kerbin. In fact, you can even tie the "Active" toggle to an Action Group. I know that it requires manual input when you're what you want is an automatic process but it'll work until LinuxGuruGamer decides on the request. Edited April 27, 2019 by Brigadier Added another idea. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 27, 2019 Author Share Posted April 27, 2019 2 hours ago, Rocket88 said: @linuxgurugamer Not sure if this has been asked or even possible but it would be nice if Altimeter module could be set to a reference body altitude. I designed a prob to have its parachute deploy, engine decouple, and antenna retract at 75km descent thinking it would above Kerbin, Much to my surprise as I flew over the mun in sub orbit with a PE of 58km it triggered at 75km rendering my prob space junk as I watched my only propulsion get ejected into space. Thanks for keeping this awesome mod up to date i appreciate all the work you do for the community. It is doable, the real question is how much intelligence should/can be added to a small part. I am busy with a couple of bug reports as well as traveling, so it definitely won’t be done immediatly, but I’ll think about it for the future Quote Link to comment Share on other sites More sharing options...
Rocket88 Posted April 27, 2019 Share Posted April 27, 2019 (edited) Thanks for reply's. Honestly now that I think about it I could easily just set a timer to activate Altimeter Module after it passes 75km descent or have 1 Altimeter set at 75km descent (Mun) activate another Altimeter set to 75km descent (Kerbin) that is linked to the action groups. Just a little Pre Planning, That is why I love Smart Parts so much makes you think about craft design. So Body option is really not necessary. I am sure you have other projects way more important. Thanks again for all your work, a lot of mods would be forgotten with time if you did not keep them going Edited April 27, 2019 by Rocket88 Quote Link to comment Share on other sites More sharing options...
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