linuxgurugamer Posted September 14, 2018 Author Share Posted September 14, 2018 New release, 0.11.15 Added ANY_Engine, to deactivate all engines, or activate all engines in current stage Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted September 26, 2018 Share Posted September 26, 2018 (edited) On 9/13/2018 at 8:04 PM, linuxgurugamer said: New release, 0.11.15 Added ANY_Engine, to deactivate all engines, or activate all engines in current stage Problemo: So I can shut down all engines, but the "activate all engines in current stage" doesn't seem to work. Activating/deactivating the engine normally works fine. Craft is just a short hopper, only engine is a 909. No errors in log. Also, does this mod respect RemoteTech? I'm in a crewed capsule, but it doesn't have connection at the moment. Otherwise, I'm really liking the mod - its usage with the Science Container is great - I had previously be making action groups to Perform All, Collect All, and Reset All, which was a hassle. Ideas - Parachutes? Decouplers? Not sure if they're the greatest ideas, but it could be useful for a lazy man's "Abort" but I'd understand it if it was a bit far afield. Maybe to be implemented like the engines "activate all x in current stage" - but then I suppose you could just stage them instead... EDIT Also - "Deactivate all SAS" = "Deactivate all RW" ... Edited September 26, 2018 by Deimos Rast Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 26, 2018 Author Share Posted September 26, 2018 5 minutes ago, Deimos Rast said: Problemo: So I can shut down all engines, but the "activate all engines in current stage" doesn't seem to work. Activating/deactivating the engine normally works fine. Craft is just a short hopper, only engine is a 909. No errors in log. Also, does this mod respect RemoteTech? I'm in a crewed capsule, but it doesn't have connection at the moment. Long time no see. a craft file would be helpful. I suspect an issue with the stage count, but would like to see the craft file to test. and no, it does not know about RT Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted September 26, 2018 Share Posted September 26, 2018 11 minutes ago, linuxgurugamer said: Long time no see. a craft file would be helpful. I suspect an issue with the stage count, but would like to see the craft file to test. and no, it does not know about RT Yeah, I had a dream last night about rescuing Matt Damon from Mars, so I took it as a sign to play some KSP. Bit strange though, since I've never even seen The Martian... Craft Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 27, 2018 Author Share Posted September 27, 2018 (edited) 13 hours ago, Deimos Rast said: Yeah, I had a dream last night about rescuing Matt Damon from Mars, so I took it as a sign to play some KSP. Bit strange though, since I've never even seen The Martian... Craft Thanks for the craft file. I loaded it into a current save (sandbox), went ahead and launched it. It's working for me, so there must be something else going on. You can see the video I made here: https://www.dropbox.com/s/o6k8x8zjyo89s9r/AllyAll Engine test.mp4?dl=0 So now I would need the log file Edit: The above test was in 1.4.3, so I did it again in 1.4.5, same scenario. In this test, i didn't see the PAW item, so I'll look into it Edit 2: CKAN isn't installing the newest version of All Y'All in 1.4.5, I'll look into that Edit 3: Helps to refresh CKAN :-) (I hadn't, for this install) Edit 4: Confirmed bug. Only in 1.4.5, works ok in 1.4.3. Strange Edited September 27, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 27, 2018 Author Share Posted September 27, 2018 New release, 0.11.15.1: Fixed issue on 1.4.5 with the ANY_Engine, where it wasn't seeing engines in the current stage to activate, due to change in the way the current stage was calculated Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted September 28, 2018 Share Posted September 28, 2018 16 hours ago, linuxgurugamer said: New release, 0.11.15.1: Fixed issue on 1.4.5 with the ANY_Engine, where it wasn't seeing engines in the current stage to activate, due to change in the way the current stage was calculated It works, thanks. I submitted a PR with a few suggestions, patches, mod support, etc. Stuff here RCS? DockingPorts? ISRU Multiple AYA modules per part? Deployable radiators have both ModuleDeployableRadiator and ModuleActiveRadiator Cargobay? ModuleAnimateGeneric vs ModuleCargoBay vs ModuleProceduralFairing RemoteTech uses ModuleAnimateGeneric instead of ModuleDeployableAntenna Do I make a patch assigning it AYA_CargoBay instead of AYA_Antenna? CommandModules have a ModuleScienceExperiment and a ModuleScienceContainer maybe use !MODULE[ModuleCommand] instead of :HAS[#canBeTransferredToInVessel[True]] Currently doesn't cover the ScienceLab AYA_Generic - a blank module that just deploys whatever it's attatched to ScienceLabs DockingPorts RCS ISRU @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#animationName[*]],!MODULE[AYA_Solar]]:FOR[AllYAll] { MODULE { name = AYA_Solar } } How does the titling work? If I change AYA_SAS to AYA_RW will it say "Activate all RW" instead of "Activate all SAS" or is there more to this module? @PART[*]:HAS[@MODULE[ModuleAnimateGeneric],!MODULE[AYA_*]]:FOR[zzzAllYAll] { MODULE { name = AYA_Generic } } @PART[*]:HAS[@MODULE[*]:HAS[#actionGUIName[*]],!MODULE[AYA_*]]:FOR[zzzAllYAll] { MODULE { name = AYA_Generic } } Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 28, 2018 Author Share Posted September 28, 2018 4 hours ago, Deimos Rast said: Stuff here I took a look. Couple of comments: In your AllYAl.cfg, remove the "FOR", it's not needed. Using the !MODULE is somewhat irrelevant, since, unless someone installed the mod two times, the cfg will only be run once The mod support file is nice, I'll use it, but again, remove the FORs and your ideas (my comments follow the quote): Quote Multiple AYA modules per part? Should already work Quote Cargobay? ModuleAnimateGeneric vs ModuleCargoBay vs ModuleProceduralFairing RemoteTech uses ModuleAnimateGeneric instead of ModuleDeployableAntenna Do I make a patch assigning it AYA_CargoBay instead of AYA_Antenna? No, because ModuleAnimateGeneric is used for many things. This may be something that it isn't worth fixing. Besides, it won' t work. A CargoBay part has both ModuleCargoBay AND ModuleAnimateGeneric. This would require writing a new module, which I'm not going to do right now. Quote CommandModules have a ModuleScienceExperiment and a ModuleScienceContainer maybe use !MODULE[ModuleCommand] instead of :HAS[#canBeTransferredToInVessel[True]] Currently doesn't cover the ScienceLab Please try this out and let me know how it goes. AYA_Generic - a blank module that just deploys whatever it's attatched to MODULE { name = ModuleAnimateGeneric animationName = doors_125 actionGUIName = #autoLOC_502068 //#autoLOC_502068 = Toggle startEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Open endEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Close allowAnimationWhileShielded = False } The problem with this is there is no way to know if the part is open or closed. Cargo Bays have a dedicated flag in the ModuleCargoBay part. I would have to replace the ModuleAnimateGeneric with a something like: AYA_ModuleAnimateGeneric which would inherit the standard ModuleAnimateGeneric, and then keep track of a open/closed flag myself. But this would then have the possibility of interfering with other mods which may be looking for the ModuleAnimateGeneric module in that part. I'll think about it, but am busy with another mod right now, so not sure if/when I'll get to this. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 28, 2018 Author Share Posted September 28, 2018 Gaaah. Ok, I got hooked, I'm seeing what's involved in writing this Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted September 28, 2018 Share Posted September 28, 2018 (edited) I just liked the idea of having a more generic module that the user could add via MM to specific parts that might be more tailored to their individual play style or to unique parts (e.g. all drogue chutes, but not all chutes), without having to create a whole new module for each new case. Or I guess that's what actions groups are for lol. This whole thing may have been one of those ideas that sounds better when you're half asleep than not. Keep in mind ModuleAnimateGeneric can also be used for Antenna, Lights, Cargobays. Closing all my cargo bays and turning off all my RemoteTech antenna at the same time sounds like a quick way to end a mission fast Probably better to go for less modules included than more - more people probably need this for the 50+ solar panels than the handful of ISRU/Drills. And keeping it included in non-deployable solar panels is probably a good idea, since they're probably the most readily accessible to click. @5thHorseman @linuxgurugamer --EDIT-- I checked the ScienceLab patch. Results Adding "AYA_Science" to the ScienceLab let me "Perform All" the science experiments. Adding "AYA_ScienceBox" to the ScienceLab allowed me to "Reset All Science" but not "Collect All Science" (it's the whole "canBeTransferredToInVessel" which the ScienceLab's ModuleScienceContainer lacks"). Still, since the ScienceLab has "canResetConnectedModules" & "canResetNearbyModules" the "Reset All Science" is a nice addition. Edited September 28, 2018 by Deimos Rast lab Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 28, 2018 Author Share Posted September 28, 2018 16 minutes ago, Deimos Rast said: Keep in mind ModuleAnimateGeneric can also be used for Antenna, Lights, Cargobays. Closing all my cargo bays and turning off all my RemoteTech antenna at the same time sounds like a quick way to end a mission fast Not cargobays. They require two modules. you should be able to set an actiongroup to trigger multiple allyall actions Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 28, 2018 Author Share Posted September 28, 2018 Just an FYI, replacing the moduleAnimateGeneric turns out to not be such a good idea. Regarding RT, threre is a ModuleRTAntenna, which looks like can be used, but I need to write a module just for that. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 28, 2018 Author Share Posted September 28, 2018 @Deimos Rast I'm not going to write it, but if you want, you need to do the same thing for ModuleRTAntenna as you did for the DMMagic_science_modules. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 20, 2018 Author Share Posted October 20, 2018 New release, 0.11.15.2 Following contributed by @Deimos_Rast Added support for all the DMMagic science modules Added support for the NearFutureSolar Version file updated Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 20, 2018 Share Posted October 20, 2018 How did I miss this mod? Add another one to my collection. Squad, you really need to add this to base game. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 20, 2018 Share Posted October 20, 2018 (edited) @linuxgurugamerCould you add in support for the Aviation Lights mod? From what MOARdV said, they work like solar panels. I could add them in action group to light them all at once or when in flight turn one on at a time, like solar panels, which can be a pain. Thanks. It may or may not be possible with Aviation Lights, they tend to have a lot more options on right-click, I think. I know there is a lot of option settings in the VAB. I think once a player picks a set-up in the VAB, the in-flight right-click menu is simplified to turn on and off. Edited October 20, 2018 by therealcrow999 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 2, 2018 Author Share Posted December 2, 2018 Those of you who've watched me on stream have seen the lag that I have. I finally figured out where some of it was coming from. All Y'All was written using the LateUpdate to keep the PAW updated. The problem with this was that it was being run on every part that there was an All Y'All module, 20x a second. This adds up in a large vessel. I'm pleased to say that I've fixed this, and am releasing the update now, along with a few other additions: New release, 0.11.16 Added NearFutureSolar panels to AYA_Solar Added support for multiple ModuleAnimateGeneric and multiple ModuleCargoBay modules Added patch for Mark IV Cargo Tail to fix 2 small bugs: typo: sstartEventGUIName Wrong value for: closedPosition Optimized code so that the PAW menu for parts is only updated when needed (when the mouse goes over the part). This is a very significant improvement, and is noticeable with large vessels which have lots of the following types of parts: Cargo bays Drills Engines Fuel Cells SaS (reaction wheels) Solar Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 3, 2018 Author Share Posted December 3, 2018 New release, 0.11.16.1 Disabled the NearFutureSolar to avoid having a direct reference I need to write some reflection code, will take a little while to finish Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted December 3, 2018 Share Posted December 3, 2018 On 12/2/2018 at 12:38 AM, linuxgurugamer said: Those of you who've watched me on stream have seen the lag that I have. I finally figured out where some of it was coming from. All Y'All was written using the LateUpdate to keep the PAW updated. The problem with this was that it was being run on every part that there was an All Y'All module, 20x a second. This adds up in a large vessel. I'm pleased to say that I've fixed this, and am releasing the update now, along with a few other additions: New release, 0.11.16 Added NearFutureSolar panels to AYA_Solar Added support for multiple ModuleAnimateGeneric and multiple ModuleCargoBay modules Added patch for Mark IV Cargo Tail to fix 2 small bugs: typo: sstartEventGUIName Wrong value for: closedPosition Optimized code so that the PAW menu for parts is only updated when needed (when the mouse goes over the part). This is a very significant improvement, and is noticeable with large vessels which have lots of the following types of parts: Cargo bays Drills Engines Fuel Cells SaS (reaction wheels) Solar Oh Thank you for this info and the fix, it maybe premature but wow what a difference, I wasn't sure but I noticed (after just mentioning in another thread the other day) that I use most of my resources 32Gig's <4 for the base OS usage> after some time with large ships and 45 mod's, I noticed your post and updated the mod , I now only use 12-14 total and after 4 hours(in 3 different tests-same mods) still no higher and normal GC's happen np (I didn't set anything with " memgraph" I didn't get to install that yet) wow this helped me. I launched the game and loaded craft and edited for hours and my system at max used 11gig's I think this helped a lot- (usage of ksp.exe // per cruddy taskmrg for ease of testing). maybe a few gigs even shaved off (-- PS. can you/we make Hangar extended go out further as with my new ship, I can only see 1/3 of it full out.-if i'm going away from ground(up) goes great. just not side view) Thanks for keeping "all" of this running better and better each day. so much fun so little time Jammer-TD Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 6, 2018 Author Share Posted December 6, 2018 New release, 0.11.16.2: Re-enabled the NearFutureSolar, using Reflection instead of direct reference @gamerscircle, this is what you need Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted December 6, 2018 Share Posted December 6, 2018 9 hours ago, linuxgurugamer said: New release, 0.11.16.2: Re-enabled the NearFutureSolar, using Reflection instead of direct reference @gamerscircle, this is what you need Yes!! Wait.. Wut? I do? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 6, 2018 Author Share Posted December 6, 2018 1 hour ago, gamerscircle said: Yes!! Wait.. Wut? I do? I had to remove the NearFutureSolar because it was a hard dependency, meaning that it would error if Near wasn't installed, this version removes that necessity Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 31, 2019 Author Share Posted May 31, 2019 New release, 0.11.16.4 Enabled the following in the editor: Solar panels ActiveRadiator Radiator Cargo Bays Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted May 31, 2019 Share Posted May 31, 2019 any way to have this recognize the engineonarm? (extend/thrust/etc?) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 31, 2019 Author Share Posted May 31, 2019 Just now, zer0Kerbal said: any way to have this recognize the engineonarm? (extend/thrust/etc?) What? Quote Link to comment Share on other sites More sharing options...
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