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[1.9.*] GTIndustries (Updated 04-02-2020)


Warezcrawler

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So much potential with this mod! Intake and resource converting will make underwater exploration a great deal easier

Would it be possible to add reverse thrust capabilities as a module as well? Opposing engines and reverse-thrust capable engines are fun and incredibly useful, but right now to implement them with anything but the Goliath and Wheesley requires stealing their respective ModuleAnimateGeneric code. I've also had limited success adding the Firespitter FSswitchEngineThrustTransform to various engines, sticking a couple of modified SXT Kopo engines on anything is cheat mode. I'd love something that's more reliable and a little easier to standardize, most of the time it breaks the animations or fails to register the modules at all.

Edited by seftali
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Thanks for the update!

Harvester and converter now work as intended. The MM-patch for IntakeATM does not. MM 3.0.6 shows an error during the loading screen and the log reveals:

[ERR 14:37:15.641] [ModuleManager] Error - pass specifier detected on an insert node (not a patch): GTI_Utilities/Resources/MM_IntakeAtm/RESOURCE_DEFINITION:FOR[GTI]

Remove the :FOR[GTI] and it works just fine.

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  On 3/19/2018 at 2:02 PM, Eleusis La Arwall said:

Thanks for the update!

Harvester and converter now work as intended. The MM-patch for IntakeATM does not. MM 3.0.6 shows an error during the loading screen and the log reveals:

[ERR 14:37:15.641] [ModuleManager] Error - pass specifier detected on an insert node (not a patch): GTI_Utilities/Resources/MM_IntakeAtm/RESOURCE_DEFINITION:FOR[GTI]

Remove the :FOR[GTI] and it works just fine.

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my god.... I'll get a patch up for that........

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  • 2 weeks later...
  On 3/16/2018 at 6:09 PM, Diggz81 said:

Ok, will see if i can post one to you when i get back home.  Stuck at work for 2 days...  I kinda noticed on the last one i tried, the first mode had the visual animation(nozzle lights up effects), the second one had no sound or visual effects, then the 3rd mode had only sound but now visual.  I kept reading your first post and i did notice it saying: for moduleEngines....and for moduleEnginesFX, but dont know the difference.  Im sorry if i sound really dumb with what im referring to, im asically self taught on how to read this code.  I grew up realizing i could tweak games by changing values but i was never formally taught.  Any help would be greatly appreciated. I will get back to you w an example when i get back on my pc. 

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I have an example where I have made a derivative of the Rapier engine with 4 modes.

  Reveal hidden contents

You can compare that to the Rapier itself

  Reveal hidden contents

You will notice how most effect are duplicated (and can be different). This is important in order to get the effects working properly.

A long time ago I asked for help with the effect part, and got some help too. This might come in handy for you too, I think.

But you are still welcome to post you example problem, and I'll take a look.

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  • 1 month later...

I would like to make an engine with two variants, one with a large nozzle and one with a small nozzle. I can change the mass, cost, and appearance of the engine using B9 part switch. I can change the isp and thrust of the engine by selecting an appropriate gti multi mode engine mode. However, there is no way, currently, for me to unify these behaviors and enforce a certain B9 part variant for a certain engine module.

The B9 part switch code has public strings for the selected variant. Is it possible to make a modified gtimultimodeengine module that can read these strings and set the selected engine module accordingly, according to definitions in the part config file?

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  • 3 months later...
  On 4/30/2018 at 9:56 PM, zekew11 said:

I would like to make an engine with two variants, one with a large nozzle and one with a small nozzle. I can change the mass, cost, and appearance of the engine using B9 part switch. I can change the isp and thrust of the engine by selecting an appropriate gti multi mode engine mode. However, there is no way, currently, for me to unify these behaviors and enforce a certain B9 part variant for a certain engine module.

The B9 part switch code has public strings for the selected variant. Is it possible to make a modified gtimultimodeengine module that can read these strings and set the selected engine module accordingly, according to definitions in the part config file?

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Sounds like possibly a filter or key would be need to be defined for some modules. Like...if X variant selected. Apply X multimodemodule. If Y is selected use Y module. Not sure tho.

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I'm attempting to add alternate modes to KerbalAtomics engines, and there's a persistent issue I'm running into. Essentially, after first starting up an engine, all possible modes are enabled at once, instead of just one:

xOUQOv3.jpg

Switching the mode fixes it, but it comes back if you disable and reenable the engine. I'm pretty sure it has to do with DeployableEngines, but I'm not entirely sure.

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  On 6/24/2020 at 2:04 AM, coyotesfrontier said:

I'm attempting to add alternate modes to KerbalAtomics engines, and there's a persistent issue I'm running into. Essentially, after first starting up an engine, all possible modes are enabled at once, instead of just one:

 

Switching the mode fixes it, but it comes back if you disable and reenable the engine. I'm pretty sure it has to do with DeployableEngines, but I'm not entirely sure.

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Interesting. It seems that DeployableEngines manipulated the engines, resulting in all the modes being activated. It seems that deployable engines manipulates the engines after my mod have initialized and disabled the engines that are not active.

It seems from the source code that deployable engines handles stock multimode enignes, but the ones from this mod. 

From https://github.com/ChrisAdderley/DeployableEngines/blob/master/Source/DeployableEngines/ModuleMultiStateEngine.cs#L40

 multiController = this.GetComponent<MultiModeEngine>();

I first guess would be to get Deployable Engines to recognise the "GTI_MultiModeEngineFX". They are very similar, so I would expect it to be easy enough, when it already handles stock multi mode.

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  On 6/26/2020 at 4:20 PM, Warezcrawler said:

Interesting. It seems that DeployableEngines manipulated the engines, resulting in all the modes being activated. It seems that deployable engines manipulates the engines after my mod have initialized and disabled the engines that are not active.

It seems from the source code that deployable engines handles stock multimode enignes, but the ones from this mod. 

From https://github.com/ChrisAdderley/DeployableEngines/blob/master/Source/DeployableEngines/ModuleMultiStateEngine.cs#L40

 multiController = this.GetComponent<MultiModeEngine>();

I first guess would be to get Deployable Engines to recognise the "GTI_MultiModeEngineFX". They are very similar, so I would expect it to be easy enough, when it already handles stock multi mode.

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I'll try to contact @Nertea and see if he's able to add support.

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  • 2 weeks later...
  On 11/27/2016 at 6:08 PM, Warezcrawler said:
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Notice that only the Over Drive  mode in the GTI-2020 "Icicle" Multi Electric Propulsion System produces any exhaust effects (with mokeScreen installed) currently. I guess something got broken in the config

Edited by FreeThinker
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  • 1 year later...

Now that KSP has finally reach the end of endless updating, it is time to ensure compatibility with the lastest version of KSP.

However, I haven't upgraded yet, as I am in the middle of a playthrough and updating mods is a mayor task.

So my question is, is the latest version of my mod (this thread) compatible with latest ksp (1.12.1), or do I need to update it as it is?

Regards

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