HebaruSan Posted March 8, 2019 Author Share Posted March 8, 2019 I just noticed that @Kottabos reviewed this mod–15 months ago! It's a good introduction and tour (with not much embarrassment from bugs ), so I've linked it in the OP. Quote Link to comment Share on other sites More sharing options...
Fraston Posted April 14, 2019 Share Posted April 14, 2019 And now people are going to request 1.7. awesome mod too! Quote Link to comment Share on other sites More sharing options...
CrashTestDanny Posted June 2, 2019 Share Posted June 2, 2019 Brilliant! Can't wait to be able to use it! (I'm on 1.7) Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted June 3, 2019 Author Share Posted June 3, 2019 On 4/13/2019 at 9:01 PM, Fraston said: And now people are going to request 1.7. awesome mod too! On 6/2/2019 at 8:00 AM, CrashTestDanny said: Brilliant! Can't wait to be able to use it! (I'm on 1.7) The current release seems to work fine on 1.7. Updated the version file to have a max version of 1.7, which should shut KSP-AVC up and propagate through to CKAN within a few hours. Quote Link to comment Share on other sites More sharing options...
CrashTestDanny Posted June 15, 2019 Share Posted June 15, 2019 Thanks! Downloading now! Quote Link to comment Share on other sites More sharing options...
Zuthal Posted November 12, 2019 Share Posted November 12, 2019 Given that Procedural Parts has now been updated to 1.8, are you planning to update this mod to 1.8 as well? Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted November 12, 2019 Author Share Posted November 12, 2019 7 hours ago, Zuthal said: Given that Procedural Parts has now been updated to 1.8, are you planning to update this mod to 1.8 as well? Sure, why not. SmartTank 0.4.0 is released! No changes, just rebuilt for KSP 1.8 and .NET 4.7. https://github.com/HebaruSan/SmartTank/releases/tag/v0.4.0 Quote Link to comment Share on other sites More sharing options...
Zuthal Posted November 13, 2019 Share Posted November 13, 2019 Thanks! Quote Link to comment Share on other sites More sharing options...
Crixomix Posted February 3, 2020 Share Posted February 3, 2020 Just want to say thank you for this mod. Thanks to you, I literally use janitors closet to remove all of the dozens of other fuel tanks from the game and can easily use procedural fuel tanks and they look beautiful by default! Heck, even for the ability to automatically choose the texture alone I would be singing your praises, that saves me a ton of time right there! But the auto-fit is mostly what I use. The TWR I leave off but for a lifting stage I'll utilize it. So helpful! Quote Link to comment Share on other sites More sharing options...
Souptime Posted July 29, 2020 Share Posted July 29, 2020 On 7/1/2017 at 6:50 AM, Gordon Dry said: limits of PP? Haha thats funny Quote Link to comment Share on other sites More sharing options...
darthgently Posted August 22, 2020 Share Posted August 22, 2020 What a great idea for a mod. I'm deep into a 1.10.1 career game now; is this stable enough for that version? Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted August 22, 2020 Author Share Posted August 22, 2020 10 minutes ago, darthgently said: What a great idea for a mod. I'm deep into a 1.10.1 career game now; is this stable enough for that version? Currently it wouldn't work at all, it needs a rewrite to account for recent changes to ProceduralParts. https://github.com/HebaruSan/SmartTank/issues/3 Quote Link to comment Share on other sites More sharing options...
darthgently Posted August 22, 2020 Share Posted August 22, 2020 9 minutes ago, HebaruSan said: Currently it wouldn't work at all, it needs a rewrite to account for recent changes to ProceduralParts. https://github.com/HebaruSan/SmartTank/issues/3 Looking at it from the outside, it appears like procedural parts are recomputed even during flight to a large degree. I wonder if there is a way to make tmp cfg files for installed parts so once installed they are no different than a stock part other than dimensions and perhaps lessen cpu load. The tmp files would be associated with .sfs and .craft files and when no references remained to them they could be deleted. If I'm way off base about them causing a cpu load more than other parts, well, I'm guessing from some log entries, but forgive me for blackboxing the situation as I see so many log entries related to procedural parts during unpacking of ships and such, but see no such verbosity with regards to normal parts Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted November 4, 2020 Author Share Posted November 4, 2020 (edited) On 8/22/2020 at 1:07 PM, HebaruSan said: Currently it wouldn't work at all, it needs a rewrite to account for recent changes to ProceduralParts. SmartTank 0.5.0 is released! In its v2.x releases, ProceduralParts was rewritten to improve various things (I don't have the details). Unfortunately this broke SmartTank, because the functions we were using to resize PP's tanks were changed or removed. With this release, I finally updated SmartTank to account for this. Along the way I had to make a fix to ProceduralParts, which is contained in the just released ProceduralParts v2.1.2, required for this SmartTank release to work. Shout-out to @DRVeylfor helping with this work! Other quality of life improvements: SmartTank's fields in the part action window are now grouped under a SmartTank heading The part-upgrades-in-sandbox setting is now programmatically forced on at startup, because having it off breaks SmartTank (and arguably ProceduralParts), and it doesn't really make sense for it to be off (or for it to even be a setting, really, but whatever) https://github.com/HebaruSan/SmartTank/releases/tag/v0.5.0 Edited November 4, 2020 by HebaruSan Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted March 20, 2021 Author Share Posted March 20, 2021 1 hour ago, Harald Kerbal said: so i like the smart tank now… how can u make that the smart tank gives enough fuel to go… you now were… some planet... The stock delta V gizmo will tell you how much delta V you have. If you need more, add more thrust (either by replacing an engine or adding more engines), and the tanks will resize to fit. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 6, 2021 Share Posted September 6, 2021 (edited) @HebaruSan Came up with a really odd problem with this mod. Stock 1.12.2 game, only mods installed are ProceduralParts, SmartTank & ModuleManager When SmartTank is installed, no stock decouplers are available. Logs: https://www.dropbox.com/s/187bx5zutw38yok/SmartTanksLog.zip?dl=0 I submitted this as an issue on Github as well: https://github.com/HebaruSan/SmartTank/issues/4 Edited September 6, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted September 6, 2021 Author Share Posted September 6, 2021 15 minutes ago, linuxgurugamer said: When SmartTank is installed, no stock decouplers are available. Try unchecking "Hide non-procedural parts" in the settings window. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 6, 2021 Share Posted September 6, 2021 A feature request, or maybe it's already there. The settings file is only created if anything is changed, and resides in the mod directory. Could you add the ability to read a cfg from the game database for initial defaults, which would then be overridden by a local settings file? I have a directory of local changes which has a bunch of small cfg files I use to customize installs as I make them, would be nice to be able to add a file for this Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted September 7, 2021 Author Share Posted September 7, 2021 19 hours ago, linuxgurugamer said: The settings file is only created if anything is changed, and resides in the mod directory. Could you add the ability to read a cfg from the game database for initial defaults, which would then be overridden by a local settings file? I have a directory of local changes which has a bunch of small cfg files I use to customize installs as I make them, would be nice to be able to add a file for this Looks easy enough to add this on the code side, thanks for the suggestion. I'll plan to make a new release with this after I take a closer look at how it interacts with the existing settings file, maybe that should be changed to a .cfg file, too (and I think I can borrow from some KerbalChangelog code for overwriting existing .cfg files when the user saves settings). Quote Link to comment Share on other sites More sharing options...
Guest Posted June 22, 2022 Share Posted June 22, 2022 Hey @HebaruSan, would it be possible to config the mod so it resizes the tank only if the TWR is below the target TWR but not if it's above it? Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted June 22, 2022 Author Share Posted June 22, 2022 59 minutes ago, Forked Camphor said: Hey @HebaruSan, would it be possible to config the mod so it resizes the tank only if the TWR is below the target TWR but not if it's above it? No, that's not available; the tanks are resized unconditionally. If you want that stage to have a higher TWR, you can set that via the right click menu. Quote Link to comment Share on other sites More sharing options...
Xaned Kerman Posted October 4, 2023 Share Posted October 4, 2023 say no to adapters! Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted October 4, 2023 Author Share Posted October 4, 2023 1 hour ago, Xaned Kerman said: say no to adapters! Hi, does this have something to do with the thread you're replying to? Quote Link to comment Share on other sites More sharing options...
GoatQueerLovesChocolate Posted Saturday at 10:51 AM Share Posted Saturday at 10:51 AM (edited) I tried making a liquid fuel side booster with your mod but it just ended up doing these too tall liquid boosters, is there any way to fix this? I don't want my side boosters to be taller than the main stage Edited Saturday at 01:11 PM by GoatQueerLovesChocolate Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted Saturday at 12:46 PM Author Share Posted Saturday at 12:46 PM (edited) 1 hour ago, GoatQueerLovesChocolate said: I tried making a liquid fuel side booster with your mod but it just ended up doing these too tall liquid boosters, is there any way to fix this? Can you specify what you think should be "fixed", and why? Edited Saturday at 12:50 PM by HebaruSan Quote Link to comment Share on other sites More sharing options...
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