TiktaalikDreaming Posted November 7, 2018 Author Share Posted November 7, 2018 3 minutes ago, linuxgurugamer said: Just a suggestion, if the mod supports multiple (ie: parts mods which work unchanged), you could do [1.4.*, 1.5.*] ....... I do this for my mods when it works That's a good idea actually. Preanswer some of the "does this work in 0.80?" questions. I'll do that once at a computer. Editing forum things on mobile is still pretty horrible. Link to comment Share on other sites More sharing options...
Murdabenne Posted November 7, 2018 Share Posted November 7, 2018 1 hour ago, TiktaalikDreaming said: That's a good idea actually. Preanswer some of the "does this work in 0.80?" questions. I'll do that once at a computer. Editing forum things on mobile is still pretty horrible. Editing anything with this nasty forum software can devolve into something pretty horrible in a hurry on any platform. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted November 7, 2018 Author Share Posted November 7, 2018 32 minutes ago, Murdabenne said: Editing anything with this nasty forum software can devolve into something pretty horrible in a hurry on any platform. Well, at least on desktop it doesn't jump around all over the place. Not saying it then becomes my favourite web content editor, but it stops being next to unusable. Link to comment Share on other sites More sharing options...
dlrk Posted November 8, 2018 Share Posted November 8, 2018 Is there anyway to stop the shroud from defaulting to enabled when something is attached to the bottom of the service module? Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted November 8, 2018 Author Share Posted November 8, 2018 1 hour ago, dlrk said: Is there anyway to stop the shroud from defaulting to enabled when something is attached to the bottom of the service module? I'm the right click menu, you can turn it off in the VAB. You can't alter the default on v off for the part without editing the cfg file or writing an MM patch. Link to comment Share on other sites More sharing options...
dlrk Posted November 8, 2018 Share Posted November 8, 2018 I looked at the CFG, and I couldn't figure out what to change to stop it from defaulting to enabled. Which CFG section is it? Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted November 8, 2018 Author Share Posted November 8, 2018 2 hours ago, dlrk said: I looked at the CFG, and I couldn't figure out what to change to stop it from defaulting to enabled. Which CFG section is it? mmm... checking the module, I'm not sure if it's actually an option. See Public Attributes of https://kerbalspaceprogram.com/api/class_module_jettison.html You could try isFairing = false, but I have no idea what that does. Otherwise try flipping some of the various true/false things, or setting the bottomNodeName to something that isn't top or bottom (so it would not trigger the fairing for any attachment). Generally, if you want edits without stuffing up future updates, the gold standard is to write them as Module Manager patches. So, for example, you create folder in GameData for just your own custom bits, and add a whatever.cfg file and put in something like; @PART[mk2to3ServM] { @MODULE[ModuleJettison] { @bottomNodeName = notbottom @isFairing = False } } And assuming you have ModuleManager (like 99.9999999% of KSP players) then MM will edit ModuleJettison on that named part and edit those values. To add new variables, just put them in without the leading @ Link to comment Share on other sites More sharing options...
dlrk Posted November 9, 2018 Share Posted November 9, 2018 Hmm, so changing isFairing does nothing, and changing bottomNodeName to a dummy like "notBottom" causes the shroud to always display, as does settig ignoreNodes to true. Link to comment Share on other sites More sharing options...
dlrk Posted November 9, 2018 Share Posted November 9, 2018 So, as it turns out shroudHideOverride = True defaults the shroud to disabled apparently....huh Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted November 9, 2018 Author Share Posted November 9, 2018 2 hours ago, dlrk said: So, as it turns out shroudHideOverride = True defaults the shroud to disabled apparently....huh LOL. Well, I never really expected the variable names to make complete sense, but I'm, whatever. I am thinking of redoing or tidying up some parts at least. And in this post 1.3 world I could just use part variants. But I have quite a back log of things to revamp, and this isn't high on the list because it doesn't look awful. But at some stage, I'd like to fix a bunch of issues. Link to comment Share on other sites More sharing options...
Zah Posted January 3, 2019 Share Posted January 3, 2019 (edited) I'm trying so hard to get the mk2to3CrewCabin's antenna to work with RemoteTech but get all kinds of animation issues. I'm certain I'm using the correct animation name and DeployFxModules index, I can elaborate once I'm done with my current testing. My preferred version would even be demoting the pod to a mere personell carrier (I fit the Mk1-2 pod on top as a control pod) and turning it into a ModuleRTAntenna with two ranges (high range for deployed antenna). Has anyone else tried this? Edit: wait, I may be using a previous version with that bug... Edited January 3, 2019 by Zah Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted January 3, 2019 Author Share Posted January 3, 2019 1 hour ago, Zah said: I'm trying so hard to get the mk2to3CrewCabin's antenna to work with RemoteTech but get all kinds of animation issues. I'm certain I'm using the correct animation name and DeployFxModules index, I can elaborate once I'm done with my current testing. My preferred version would even be demoting the pod to a mere personell carrier (I fit the Mk1-2 pod on top as a control pod) and turning it into a ModuleRTAntenna with two ranges (high range for deployed antenna). Has anyone else tried this? Edit: wait, I may be using a previous version with that bug... I can take a look if it's still an issue. Due to various factors (mostly the science module bay doors, but also laziness) the antenna is pretty much independent of the pod itself. So the unity hierarchy is a bit off compared to referring to most other animations. It helps to be able to view the setup in unity. Also, for reference, I have no clue about remote tech. But happy to look into how it references animations. Link to comment Share on other sites More sharing options...
Zah Posted January 3, 2019 Share Posted January 3, 2019 12 minutes ago, TiktaalikDreaming said: I can take a look if it's still an issue. Due to various factors (mostly the science module bay doors, but also laziness) the antenna is pretty much independent of the pod itself. So the unity hierarchy is a bit off compared to referring to most other animations. It helps to be able to view the setup in unity. Also, for reference, I have no clue about remote tech. But happy to look into how it references animations. It persists, but I'll have to redo all my testing with the new model now. I get flickering of the cabin light when activating the RT antenna.https://remotetechnologiesgroup.github.io/RemoteTech/modders/modules/ I'll supply more info on what I tried but currently watching DasValdez. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted January 3, 2019 Author Share Posted January 3, 2019 (edited) 7 minutes ago, Zah said: It persists, but I'll have to redo all my testing with the new model now. I get flickering of the cabin light when activating the RT antenna.https://remotetechnologiesgroup.github.io/RemoteTech/modders/modules/ I'll supply more info on what I tried but currently watching DasValdez. Sounds like it might just be a case of ensuring it references the correct animation. Pretty sure the mod is too old to have used the colour changing module for Windows lights, so that will be an animation as well. And once you start adding modules with mm the ordering might not be what you expect, esp if you remove earlier modules. Edit, checked on git, you should have the deploy fx module set as 0, for the current version. If it's 1, then I'd expect the windows to become "interesting". Also, these parts are insanely inefficient with textures. Holey crap, I should redo the unwrap and texturing. Edited January 3, 2019 by TiktaalikDreaming Link to comment Share on other sites More sharing options...
Zah Posted January 3, 2019 Share Posted January 3, 2019 (edited) 46 minutes ago, TiktaalikDreaming said: Sounds like it might just be a case of ensuring it references the correct animation. Pretty sure the mod is too old to have used the colour changing module for Windows lights, so that will be an animation as well. And once you start adding modules with mm the ordering might not be what you expect, esp if you remove earlier modules. My current attempt is sort of hacky, I just commented out all the modules I don't need in the part config, and then I manually add the RT antenna module. That may just work as opposed to patching. Edit: yes, the window light is an anim. 46 minutes ago, TiktaalikDreaming said: Edit, checked on git, you should have the deploy fx module set as 0, for the current version. If it's 1, then I'd expect the windows to become "interesting". Also, these parts are insanely inefficient with textures. Holey crap, I should redo the unwrap and texturing. Always used 0, always had flickering. I mean, it animates the antenna AND flickers the cabin light. I, uh, changed the textures myself a little to match the stock textures more https://imgur.com/a/3xPEkt7 Edit 2: PART { name = mk2to3CrewCabin module = Part author = TD mesh = NewModel.mu rescaleFactor = 1.0 node_stack_top = 0.0, 0.6129, 0.0, 0.0, 1.0, 0.0,2 node_stack_bottom = 0.0, -0.7129, 0.0, 0.0, -1.0, 0.0,3 CrewCapacity = 8 TechRequired = highAltitudeFlight entryCost = 12000 cost = 4200 category = Pods subcategory = 0 title = Crew Cabin Size 2 to 3 manufacturer = Podular Mechaniks description = A Sz2 to Sz3 Profile Compliant, eco-friendly crew transportation module, made from up to 80% recycled (paper) aircraft components. attachRules = 1,0,1,1,0 mass = 2.1//4.2 -- lowered because modded to be a can with antenna and crew storage with large battery. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 45 breakingForce = 200 breakingTorque = 200 maxTemp = 1400 skinMaxTemp = 2500 emissiveConstant = 0.8 vesselType = Ship bulkheadProfiles = size2, size3 tags = base contain outpost passenger statio (stor tour INTERNAL { name = Mk2to3Internal } MODULE//0 { name = ModuleAnimateGeneric animationName = Extend //actionGUIName = Toggle Antenna //startEventGUIName = Extend Antenna //endEventGUIName = Retract Antenna //allowAnimationWhileShielded = False allowManualControl = false // added } MODULE//1 { name = ModuleAnimateGeneric animationName = CrewCabinLight actionGUIName = Toggle Lights defaultActionGroup = Light startEventGUIName = Lights On endEventGUIName = Lights Off } //MODULE //{ // name = ModuleCommand // minimumCrew = 0 // RESOURCE // { // name = ElectricCharge // rate = 0.020 // } // hasHibernation = True //} MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = FlagDecal textureQuadName = Flag } //MODULE //{ // name = ModuleDataTransmitter // antennaType = DIRECT // packetInterval = 2.0 // packetSize = 2 // packetResourceCost = 8.0 // requiredResource = ElectricCharge // antennaPower = 50000 // DeployFxModules = 0 //} MODULE { name = ModuleRTAntenna Mode0OmniRange = 300000 Mode1OmniRange = 4000000 EnergyCost = 0.19 DeployFxModules = 0//antenna! TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleJettison jettisonName = PlainFairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } //MODULE //{ // name = ModuleSAS //} MODULE { name = ModuleKerbNetAccess MinimumFoV = 21 MaximumFoV = 54 AnomalyDetection = 0.06 DISPLAY_MODES { Mode = Terrain } } MODULE { name = ModuleReactionWheel PitchTorque = 15 YawTorque = 15 RollTorque = 20 RESOURCE { name = ElectricCharge rate = 1.2 } } RESOURCE { name = MonoPropellant amount = 0 maxAmount = 80 } } No matter what I try, even this hack, I get light flickering when activating the RT antenna. Now I know RT doesn't recommend ModuleRTAntenna for pods, but I removed the command-pod module so RT should treat this as an antenna only. I very much like the idea of having a low range antenna when not deployed (for reentry/launch) and a long range antenna when deployed. This is sort of my crew shuttle for within Kerbin SOI and I bring one or two for interplanetary missions so part count matters, I'd love not having to add an antenna part. I've also tried a normal RT MM patch @PART[mk2to3CrewCabin]:AFTER[ModPods]:NEEDS[RemoteTech] { !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 300000 %Mode1OmniRange = 4000000 %EnergyCost = 0.19 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } Same thing. It's weird. Edited January 4, 2019 by Zah Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 24, 2022 Share Posted January 24, 2022 (edited) @TiktaalikDreaming Are you aware that the node placement of the Size 2 to 3 parts are not properly placed for the latest Mk 1-3? Edit: I just checked it in a different save, they look ok with stock, but with ReStock, it's a problem Looks like setting the top node to this makes it look better: 0.0, 0.7329, 0.0 It's not perfect, but until you (or the restock people) redo the texturs, it looks ok: For anyone interested, here is a patch to fix this issue: @PART[Mk2to3ServBay]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } @PART[mk2to3CrewCabin]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } @PART[mk2to3Dual]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } @PART[mk2to3Mono]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } @PART[mk2to3ScienceLab]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } @PART[mk2to3ServM]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } @PART[mk2to3ServMMono]:NEEDS[ReStock] { @node_stack_top = 0.0, 0.7329, 0.0, 0.0, 1.0, 0.0,2 } Edited January 24, 2022 by linuxgurugamer Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 8, 2022 Share Posted March 8, 2022 I've adopted this mod, new thread here: Link to comment Share on other sites More sharing options...
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