linuxgurugamer Posted December 10, 2016 Author Share Posted December 10, 2016 1 hour ago, Enceos said: @linuxgurugamer Would you please add a link to the old thread to your OP. It contains lots of very useful discussions and usage examples. And you forgot to credit the author of the mod. A little late, but I've added both. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 28, 2016 Author Share Posted December 28, 2016 New release: 1.9.3 added the DPLD (Data Packer Loss Detector) Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted December 28, 2016 Share Posted December 28, 2016 32 minutes ago, linuxgurugamer said: New release: 1.9.3 added the DPLD (Data Packer Loss Detector) Interesting part description - "Fires an event if the vessel loses or gains Commnet connectivity". I still heavily use the ALT-Pro on my crew return pods to point the capsule to retrograde, fire off parachutes, jettison the heat shield and extend air bags / floatation devices / landing gear. All at the appropriate heights. So thank you for keeping this up to date. (I could do that with kOS, but I haven't figured that out yet.) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 28, 2016 Author Share Posted December 28, 2016 55 minutes ago, WuphonsReach said: Interesting part description - "Fires an event if the vessel loses or gains Commnet connectivity". I still heavily use the ALT-Pro on my crew return pods to point the capsule to retrograde, fire off parachutes, jettison the heat shield and extend air bags / floatation devices / landing gear. All at the appropriate heights. So thank you for keeping this up to date. (I could do that with kOS, but I haven't figured that out yet.) Glad you like it. I'd appreciate feedback as to how well it's working Quote Link to comment Share on other sites More sharing options...
steedcrugeon Posted December 28, 2016 Share Posted December 28, 2016 1 hour ago, linuxgurugamer said: New release: 1.9.3 added the DPLD (Data Packer Loss Detector) Happy to hear you guys got it to work. Just sorry I couldn't get it to behave as expected for you. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 28, 2016 Author Share Posted December 28, 2016 1 minute ago, steedcrugeon said: Happy to hear you guys got it to work. Just sorry I couldn't get it to behave as expected for you. I gave up on the light, but the part works. Can always be revisited later Quote Link to comment Share on other sites More sharing options...
WuphonsReach Posted December 31, 2016 Share Posted December 31, 2016 Is there a Smart Part to detect less/greater than a specified EC value? So I have a vessel with 8000 EC of capacity, that is traveling outwards and the solar panels are no longer keeping it above 2000 EC, that it would fire an action group to start up an USI reactor (or fuel cell, or something else)? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 31, 2016 Author Share Posted December 31, 2016 6 hours ago, WuphonsReach said: Is there a Smart Part to detect less/greater than a specified EC value? So I have a vessel with 8000 EC of capacity, that is traveling outwards and the solar panels are no longer keeping it above 2000 EC, that it would fire an action group to start up an USI reactor (or fuel cell, or something else)? No, but it's a great idea. Rather than make it specific to EC, I'll write one which will do the following: Detect when a specified resource is less than or greater than a specified value Fire action group upon detection In order to do this, I need two things, looking for a volunteer: First, a name for this, "Resource Pro" for now, but would like a better name Someone to make a part for this Quote Link to comment Share on other sites More sharing options...
PickledTripod Posted January 15, 2017 Share Posted January 15, 2017 Currently the altimeter can use either meters or kilometers for detection, and the upper cap for meters is at 1000. Could you change that to 5000 or 10000? Quote Link to comment Share on other sites More sharing options...
eberkain Posted February 9, 2017 Share Posted February 9, 2017 Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 9, 2017 Share Posted February 9, 2017 2 hours ago, eberkain said: Does it do that in a new save? (KSP's been known to do that on it's own with parts - especially if you add a mod to a save in progress, or a part changes it's location.) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 9, 2017 Author Share Posted February 9, 2017 On 1/15/2017 at 5:37 PM, PickledTripod said: Currently the altimeter can use either meters or kilometers for detection, and the upper cap for meters is at 1000. Could you change that to 5000 or 10000? Not really, it then becomes too coarse Quote Link to comment Share on other sites More sharing options...
Mikeloeven Posted February 25, 2017 Share Posted February 25, 2017 (edited) this may sound stupid but is the timer missing or something I only see the altimeter two com-net devices and a fuel sensor ?? (edit) Looks like in career mode it' located under the scanning tech tab this seems like it has to be an error i mean ....... its a timer ? it has no sensors or anything that would justify it being at that location in the tree and being such a simple device I would say it should be under flight control or electrics Edited February 25, 2017 by Mikeloeven Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 26, 2017 Author Share Posted February 26, 2017 16 hours ago, Mikeloeven said: this may sound stupid but is the timer missing or something I only see the altimeter two com-net devices and a fuel sensor ?? (edit) Looks like in career mode it' located under the scanning tech tab this seems like it has to be an error i mean ....... its a timer ? it has no sensors or anything that would justify it being at that location in the tree and being such a simple device I would say it should be under flight control or electrics Are you running any other mods or tech trees? Tech Required is scienceTech, and in the Control category. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 26, 2017 Author Share Posted February 26, 2017 New release, 1.9.4: Replaced stock logging with log class, reducing log spam Added EC Level Detector Added Resource Level Detector Quote Link to comment Share on other sites More sharing options...
brygun Posted February 27, 2017 Share Posted February 27, 2017 (edited) Reporting CKAN issues. Tried updating and CKAN crashes. Isolated to this mod so attempted to uninstall the outdated 1.9.3 (intending to minutes later install the updated 1.9.4 ). Im getting freezes for just uninstall. Did see one error message related to the "Fuel-Breakers is already absolute" I did a manual delete of the game directory, CKAN uninstall, then CKAN install. This got it back. Edited February 27, 2017 by brygun Quote Link to comment Share on other sites More sharing options...
Austinator48 Posted February 28, 2017 Share Posted February 28, 2017 (edited) On 2/26/2017 at 8:39 AM, linuxgurugamer said: New release, 1.9.4: Replaced stock logging with log class, reducing log spam Added EC Level Detector Added Resource Level Detector Nice! Now I can add it to my ships/probs to run a fuel cell if the EC gets to low, no more dead probes or kerbals complaining about climate control yay! P.S. Does the data loss part work with remotetech? Edited February 28, 2017 by Austinator48 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 28, 2017 Author Share Posted February 28, 2017 22 hours ago, brygun said: Reporting CKAN issues. Tried updating and CKAN crashes. Isolated to this mod so attempted to uninstall the outdated 1.9.3 (intending to minutes later install the updated 1.9.4 ). Im getting freezes for just uninstall. Did see one error message related to the "Fuel-Breakers is already absolute" I did a manual delete of the game directory, CKAN uninstall, then CKAN install. This got it back. You need to move this over to the CKAN thread, not this one Quote Link to comment Share on other sites More sharing options...
Kenny Kerman Posted March 8, 2017 Share Posted March 8, 2017 (edited) Hello, I'm quiet a noob at this game but not at programming I love your smart parts, they're just a part of the game, even '40s soviet engineers were able to fire actions with an altimeter. But : - On the altimeter, there should be two bars for the height: one in km, one in meters (with 100m increment), plus an editable field for entering the value manually. Would simplify & enhance the thing. There is no way to trigger an action group around 1500m for now. Or I didn't find it. - The speedometer has a subquantic precision there is nothing like "0 m/s" for him. I guess < 1cm/sec is 0. Or adjustable rounding... Or some smoothing... - What about a small device for landing struts, firing an event when it senses weight? Or for a chute, whens it sense traction? (For anything when it sense rupture? Maybe just constraints gauges? would do everything? some line-pulling water-expelling space-toilet spare parts would do... ) Thanks anyway for what you do, its seems the only way to have an automated drop/chute/deploy sequence. (also, a local in-flight clock would be fine - I guess it's near some trash around the hangar - so you could fire simultanate events on several vessels) (also, a multipoint mounting ("cubic") box, a stackable MK0 box and miniaturized smarts parts...?)(and some dumb parts like just actuators...) (are parts inactive when a vessel is hibernating? could it be? there should then exists an unhibernater: the only unhibernating device - wich could fire events) (also, a GPS firing an event when at a choosen distance of a 3D waypoint) (+sorry for my globish english) 1 clic ("start countdown"), 4 launches and 20 deploys, thanks to you (Warranty void if used in military context) Edited March 12, 2017 by Kenny Kerman precisions Quote Link to comment Share on other sites More sharing options...
Kenny Kerman Posted March 15, 2017 Share Posted March 15, 2017 (edited) This shows an issue, I think. Forgot to say AG1 fires timer 2 and AG2 fires timer 1. (Also: could the timers work in tenth of seconds? Fifth..?) Edited March 15, 2017 by Kenny Kerman Quote Link to comment Share on other sites More sharing options...
danielboro Posted March 15, 2017 Share Posted March 15, 2017 (edited) @Kenny Kerman did you tray to press the button "active" to stop it? did you tray to set the second button (auto reset) to true on timer 3?(yes you did) Edited March 15, 2017 by danielboro Quote Link to comment Share on other sites More sharing options...
Kenny Kerman Posted March 15, 2017 Share Posted March 15, 2017 (edited) I tried on another test. "Active" is mmh activated by the timer. Maybe the reset should come before the action fire... Plus : at the first test on the 3 it goes on and off, not at the second one. Investigating. These parts should have a main switch, and a part should be a (clicable?) main switch. Edited March 15, 2017 by Kenny Kerman Quote Link to comment Share on other sites More sharing options...
danielboro Posted March 15, 2017 Share Posted March 15, 2017 bay pressing the active button wily in count down i think it will stop the count down Quote Link to comment Share on other sites More sharing options...
Kenny Kerman Posted March 15, 2017 Share Posted March 15, 2017 (edited) 3 minutes ago, danielboro said: bay pressing the active button wily in count down i think it will stop the count down Each {1,2} timer is activated by the other timer. Tried everything Try for yourself..? That's not a problem: I put not-blinking red light when launching... But it's a cool test. Edited March 15, 2017 by Kenny Kerman Quote Link to comment Share on other sites More sharing options...
danielboro Posted March 15, 2017 Share Posted March 15, 2017 (edited) 1 starts 2 after 1 sec 2 starts 1 in 1- stop count by setting active to false bifur it gets to 0 if the part stops, 2 wont start and the loop will stop (i cant test for a number of hours) Edited March 15, 2017 by danielboro Quote Link to comment Share on other sites More sharing options...
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