linuxgurugamer Posted August 24, 2018 Author Share Posted August 24, 2018 5 hours ago, JH4C said: Bug report! At some point there's been a change in the folder tree, and some parts are still referring to the old folder structure which means they can't load properly. I only noticed this because I was researching an entirely different problem and just happened across some of the exceptions, then dug a bit deeper. I'm not sure if the folder names are the only issues, but that was the first one I found. I've snipped the appropriate section of the log so that @linuxgurugamer can see which parts are loading properly and which require further investigation, it's available here: RecycledParts.txt Presumably this will be a very low priority fix, as if it had broken anyone's ships I'm sure they would have mentioned it by now! Sorry, it's not a bug. I just installed this on a totally clean install, no problems, nothing missing. And this is why you should provide the entire log, not just what you think is wrong. YOu have something else wrong which is causing this problem Quote Link to comment Share on other sites More sharing options...
JoE Smash Posted August 24, 2018 Share Posted August 24, 2018 This is one of the few mods I don't have any issues with.... I get a bunch of those cannot clone complie errors in reference to various IVAs.... None in reference to recycled parts Quote Link to comment Share on other sites More sharing options...
BlackHat Posted August 25, 2018 Share Posted August 25, 2018 (edited) I just double checked mine and I DO have the SpaceTuxIndustries folder. It sounds like you dont have the mod installed right and have somehow lost that folder, i.e. instead of GameData\SpaceTuxIndustries\RecycledParts you have GameData\RecycledParts or have that folder inside another so the path is incorrect. i.e. GameData\GameData\SpaceTuxIndustries\RecycledParts (I dont have the Ram jet Mk 10 part of the mod in my install so cant comment about any typos in it. ) Edited August 25, 2018 by BlackHat Quote Link to comment Share on other sites More sharing options...
JH4C Posted August 25, 2018 Share Posted August 25, 2018 (edited) @BlackHat has it. Somehow my installed version hadn't included the enwrapping SpaceTuxIndustries folder which I'd therefore erroneously picked as the point of failure - I accept full blame for this, I'd had to do a manual install to avoid getting some dependencies I don't want to have installed. However, even though it was in the wrong root folder I still had a lot of the other parts show up because more than half of the parts use relative addressing within their config files; only those that needed to look for an absolute path were failing, and because I saw something appear I merrily assumed all was well. No other part of the log contained any reference to the path, but the answer was in the bit I'd snipped out if only I'd stepped back for a better look. Sorry for the false alarm on that front. I still maintain that the "Ram jet mk 10" file is misnamed though; I also did a fresh install and the game still says it can't find the texture it wants because it doesn't have that underscore. It's Clockwork Industries' Ram Air Intake mk3. JH4Cramair.zip - a full log this time. Edited August 25, 2018 by JH4C adding log Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted October 5, 2018 Share Posted October 5, 2018 What am I missing? I can't find it on CKAN. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 6, 2018 Author Share Posted October 6, 2018 On 10/4/2018 at 8:16 PM, Loren Pechtel said: What am I missing? I can't find it on CKAN. Which version of the game are yoy playing? you mighht have to enable compatibility mode in ckan for 1.4.1, 1.4.2, 1.4.3 Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted October 6, 2018 Share Posted October 6, 2018 3 hours ago, linuxgurugamer said: Which version of the game are yoy playing? you mighht have to enable compatibility mode in ckan for 1.4.1, 1.4.2, 1.4.3 I see what was happening--it's got dependencies that don't work. Is it actually possible to install with CKAN? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 6, 2018 Author Share Posted October 6, 2018 2 hours ago, Loren Pechtel said: I see what was happening--it's got dependencies that don't work. Is it actually possible to install with CKAN? Yes. As I said, you need to tell CKAN to see mods for 1.4, 1.4.1, 1.4.2,1.4.3 as being compatible. All my mode, even if not listed as compatible for 1.4.5, will work in 1.4.5. Most mods for 1.4.1-1.4.3 will work for 1.4.5. I install everything in my games using CKAN, if it is listed. Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted October 6, 2018 Share Posted October 6, 2018 1 hour ago, linuxgurugamer said: Yes. As I said, you need to tell CKAN to see mods for 1.4, 1.4.1, 1.4.2,1.4.3 as being compatible. All my mode, even if not listed as compatible for 1.4.5, will work in 1.4.5. Most mods for 1.4.1-1.4.3 will work for 1.4.5. I install everything in my games using CKAN, if it is listed. I'm saying the old mods are listed as dependencies and they won't install because they don't support the current version. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 6, 2018 Author Share Posted October 6, 2018 (edited) 1 hour ago, Loren Pechtel said: I'm saying the old mods are listed as dependencies and they won't install because they don't support the current version. And I'm saying that you need to set the compatibility mode, see the following image. Note that this is for a 1.4.5 install, so no need to specify 1.4.5. I could also have just checked the 1.4 at the top: Edited October 6, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted October 6, 2018 Share Posted October 6, 2018 2 hours ago, linuxgurugamer said: And I'm saying that you need to set the compatibility mode, see the following image. Note that this is for a 1.4.5 install, so no need to specify 1.4.5. I could also have just checked the 1.4 at the top: I have set these. The problem is the part I wish to resurrect--the Taurus 3.75m stuff--doesn't have 1.4 support at all but is listed as a dependency. If I install that manually will yours then install? Is there some licensing issue that you have to modify the old one rather than simply include the files? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 6, 2018 Author Share Posted October 6, 2018 39 minutes ago, Loren Pechtel said: I have set these. The problem is the part I wish to resurrect--the Taurus 3.75m stuff--doesn't have 1.4 support at all but is listed as a dependency. If I install that manually will yours then install? Is there some licensing issue that you have to modify the old one rather than simply include the files? You don't need to resurrect it, it's already in the Recycled Parts mod. What you want is the Recycled Parts RSCapsuledyne, which is a subset of the entire mod, you can install it by itself using CKAN Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted October 6, 2018 Share Posted October 6, 2018 12 minutes ago, linuxgurugamer said: You don't need to resurrect it, it's already in the Recycled Parts mod. What you want is the Recycled Parts RSCapsuledyne, which is a subset of the entire mod, you can install it by itself using CKAN Relationships: ! Taurus HCV - 3.75m Stock-ish Crew Pod 1:1.5.3 (KSP 1.0.5) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 6, 2018 Author Share Posted October 6, 2018 (edited) 19 minutes ago, Loren Pechtel said: Relationships: ! Taurus HCV - 3.75m Stock-ish Crew Pod 1:1.5.3 (KSP 1.0.5) Yes It's in red, meaning that the old Taurus HCV installed conflicts with this mod. Edited October 6, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Dr. TarB Posted November 19, 2018 Share Posted November 19, 2018 Hello to everyone, I'm new to this forum @linuxgurugamer I have a veeery little issue with CKAN installing. The problem is that the installation of Recycled Parts RSCapsuledyne contains "Ships" folder from Recycled Parts Farscape and attempts to rewrite it so results an error. I don't want to install the full pack so I've just manually edited CKAN's registry.json but it's not the best solution. So could you please fix this? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 19, 2018 Author Share Posted November 19, 2018 53 minutes ago, Dr. TarB said: Hello to everyone, I'm new to this forum @linuxgurugamer I have a veeery little issue with CKAN installing. The problem is that the installation of Recycled Parts RSCapsuledyne contains "Ships" folder from Recycled Parts Farscape and attempts to rewrite it so results an error. I don't want to install the full pack so I've just manually edited CKAN's registry.json but it's not the best solution. So could you please fix this? Would be nice to know what the error was, what version of the game you were running, what other mods were installed, etc Quote Link to comment Share on other sites More sharing options...
Dr. TarB Posted November 19, 2018 Share Posted November 19, 2018 33 minutes ago, linuxgurugamer said: Would be nice to know what the error was, what version of the game you were running, what other mods were installed, etc Ok, game version is 1.5.1 and I have a very heavily modded game but I don't think that it matters. I hope these screenshots will explain the issue: Spoiler Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 19, 2018 Author Share Posted November 19, 2018 43 minutes ago, Dr. TarB said: Ok, game version is 1.5.1 and I have a very heavily modded game but I don't think that it matters. I hope these screenshots will explain the issue: Reveal hidden contents Ok, I see the issue now. I'll need to fix the netkan files. Thanks for the info Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 26, 2018 Author Share Posted November 26, 2018 Ok, I think I know what's going on. The Ships folder is being installed for all of them, I'll have to do some work to separate out the vessels. Quote Link to comment Share on other sites More sharing options...
The Dressian Exploder Posted January 4, 2019 Share Posted January 4, 2019 This mod looks awesome!!! *Goes to spacedock and downloads, even though his laptop is dying.* The idea of converting an old RTG into a rocket engine sounds awesome, and the nuclear lightbulb just screams "NUCLEAR LAUNCH VEHICLE!!" at me. Two questions: 1. Does this mod support RealPlume? I really like the reddish engine plumes from the nuclear rockets using realplume, and I'd love to see that with these engines. 2. Would it be possible to add an atmoshpere-optimised nuclear rocket engine? Maybe even a salt water nuclear rocket? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 20, 2019 Author Share Posted January 20, 2019 New release, 0.1.5 Added missing bulkheadProfiles Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted January 24, 2019 Share Posted January 24, 2019 @linuxgurugamer Whenever you have time, I've found some small bugs in the R&S Capsuledyne Taurus HCV mod. RSCapsuledyne\Parts\TaurusScienceBay.cfg change: scienceMultiplier = 5.5 to scienceMultiplier = 6 (clears a log file message scienceMultiplier must be an integer) RSCapsuledyne\Agencies\Agents.cfg Add title line: title = R&S Capsuledyne Fix paths to logos, add SpaceTuxIndustries/RecycledParts/ to urls: logoURL = SpaceTuxIndustries/RecycledParts/RSCapsuledyne/Agencies/RSCapsuledyne logoScaledURL = SpaceTuxIndustries/RecycledParts/RSCapsuledyne/Agencies/RSCapsuledyne_scaled I've also created a Indicator Lights patch for this mod. I posted it to the Indicator Lights Community thread months ago and it hasn't gone anywhere. If you want to include it in this mod feel free. I make no claims on the patch. It puts indicators on the Taurus HCV, Science Lab, and combined SAS/Battery. These follow the same functionality Snark set with the lights on stock parts. Spoiler @PART[Tauruexcrementschhiker] { // Adds crew indicator and flash for crew report available //------------------------------------------------------------------------- // INDICATOR MESHES //------------------------------------------------------------------------- MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = 0.37, 0.15, 1.775 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = 0.37, 0.05, 1.775 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = 0.37, -0.05, 1.775 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = 0.37, -0.15, 1.775 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = -0.37, 0.15, 1.775 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = -0.37, 0.05, 1.775 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = -0.37, -0.05, 1.775 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = -0.37, -0.15, 1.775 rotation = 0, 0, 0 } //------------------------------------------------------------------------- // CONTROLLABLE EMISSIVES //------------------------------------------------------------------------- MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:1 emissiveName = indicator1 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:2 emissiveName = indicator2 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:3 emissiveName = indicator3 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:4 emissiveName = indicator4 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:5 emissiveName = indicator5 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:6 emissiveName = indicator6 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:7 emissiveName = indicator7 } //------------------------------------------------------------------------- // CONTROLLERS //------------------------------------------------------------------------- MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController2 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController3 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController4 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController5 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController6 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController7 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability2 experimentID = crewReport lowValueColor = crewController2 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability3 experimentID = crewReport lowValueColor = crewController3 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability4 experimentID = crewReport lowValueColor = crewController4 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability5 experimentID = crewReport lowValueColor = crewController5 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability6 experimentID = crewReport lowValueColor = crewController6 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability7 experimentID = crewReport lowValueColor = crewController7 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator2 dataColor = crewController2 emptyColor = availability2 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator3 dataColor = crewController3 emptyColor = availability3 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator4 dataColor = crewController4 emptyColor = availability4 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator5 dataColor = crewController5 emptyColor = availability5 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator6 dataColor = crewController6 emptyColor = availability6 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator7 dataColor = crewController7 emptyColor = availability7 } } @PART[TaurusScienceBay] { // add crew indicators // Slow blink when research is on, // Fast blink for non-scientists in part //------------------------------------------------------------------------- // INDICATOR MESHES //------------------------------------------------------------------------- MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = -0.37, 0.10, 1.775 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = -0.37, 0.00, 1.775 rotation = 0, 0, 0 } MODEL { model = IndicatorLights/Meshes/nubbinLamp scale = 0.7, 0.7, 0.9 position = -0.37, -0.10, 1.775 rotation = 0, 0, 0 } //------------------------------------------------------------------------- // CONTROLLABLE EMISSIVES //------------------------------------------------------------------------- MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:1 emissiveName = indicator1 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/nubbinLamp:2 emissiveName = indicator2 } //------------------------------------------------------------------------- // CONTROLLERS //------------------------------------------------------------------------- // Master switch that turns all the crew indicators on/off. MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } // Evaluates to true when research is happening. MODULE { name = ModuleConverterIndicator converterName = Research } // Indicator for slot 0. MODULE { name = ModuleCrewIndicator controllerName = crew0 } MODULE { name = ModuleBooleanIndicator emissiveName = indicator0 input = hasCrewEffect(ScienceSkill, 0) activeColor = if(ModuleConverterIndicator, pulsate(crew0, 600, 0.5), crew0) inactiveColor = blink(dim(crew0, 0.7), 150, $Off, 650) } // Indicator for slot 1. MODULE { name = ModuleCrewIndicator controllerName = crew1 } MODULE { name = ModuleBooleanIndicator emissiveName = indicator1 input = hasCrewEffect(ScienceSkill, 1) activeColor = if(ModuleConverterIndicator, pulsate(crew1, 600, 0.5), crew1) inactiveColor = blink(dim(crew1, 0.7), 150, $Off, 650) } // Indicator for slot 2. MODULE { name = ModuleCrewIndicator controllerName = crew2 } MODULE { name = ModuleBooleanIndicator emissiveName = indicator2 input = hasCrewEffect(ScienceSkill, 2) activeColor = if(ModuleConverterIndicator, pulsate(crew2, 600, 0.5), crew2) inactiveColor = blink(dim(crew2, 0.7), 150, $Off, 650) } } @PART[TaurusHCV] { // Add crew indicator and flash for crew report available // We have to re-specify the model for the stock part, because this is // an older part that uses the "mesh =" syntax in its .cfg file instead // of the newer "MODEL" syntax. The "mesh =" syntax doesn't allow having // multiple models as part of the same part, which would prevent this mod // from adding meshes for the indicator lights. MODEL { model = SpaceTuxIndustries/RecycledParts/RSCapsuledyne/Parts/TaurusHCV/model } //------------------------------------------------------------------------- // INDICATOR MESHES //------------------------------------------------------------------------- MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 0.4 position = -0.096, -0.28, 1.477 rotation = -30, 352.5, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 0.4 position = 0.0, -0.28, 1.485 rotation = -30, 0, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 0.4 position = 0.096, -0.28, 1.477 rotation = -30, 7.5, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 0.4 position = -0.134, -0.67, 1.712 rotation = -30, 352.5, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 0.4 position = -0.045, -0.67, 1.724 rotation = -30, 352.5, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 0.4 position = 0.045, -0.67, 1.724 rotation = -30, 7.5, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 0.4 position = 0.134, -0.67, 1.712 rotation = -30, 7.5, 0 } //------------------------------------------------------------------------- // CONTROLLABLE EMISSIVES //------------------------------------------------------------------------- MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0 emissiveName = indicator0 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:1 emissiveName = indicator1 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:2 emissiveName = indicator2 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:3 emissiveName = indicator3 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:4 emissiveName = indicator4 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:5 emissiveName = indicator5 } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:6 emissiveName = indicator6 } //------------------------------------------------------------------------- // CONTROLLERS //------------------------------------------------------------------------- MODULE { name = ModuleCrewIndicatorToggle toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController0 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController1 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController2 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController3 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController4 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController5 toggleName = indicatorToggle } MODULE { name = ModuleCrewIndicator controllerName = crewController6 toggleName = indicatorToggle } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability0 experimentID = crewReport lowValueColor = crewController0 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability1 experimentID = crewReport lowValueColor = crewController1 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability2 experimentID = crewReport lowValueColor = crewController2 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability3 experimentID = crewReport lowValueColor = crewController3 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability4 experimentID = crewReport lowValueColor = crewController4 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability5 experimentID = crewReport lowValueColor = crewController5 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceAvailabilityIndicator controllerName = availability6 experimentID = crewReport lowValueColor = crewController6 mediumValueColor = highValueColor highValueColor = blink(lowValueColor, 200, $Off, 200) } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator0 dataColor = crewController0 emptyColor = availability0 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator1 dataColor = crewController1 emptyColor = availability1 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator2 dataColor = crewController2 emptyColor = availability2 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator3 dataColor = crewController3 emptyColor = availability3 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator4 dataColor = crewController4 emptyColor = availability4 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator5 dataColor = crewController5 emptyColor = availability5 } MODULE { name = ModuleScienceDataIndicator experimentID = crewReport emissiveName = indicator6 dataColor = crewController6 emptyColor = availability6 } //------------------------------------------------------------------------- // TWEAKS //------------------------------------------------------------------------- // This pod uses a ModuleColorChanger to handle its cabin lights, set up // so that by default it takes control of *all* emissives on the part. // Need to tell it not to tinker with the meshes that we're adding here; // otherwise, the crew indicator will just turn on and off with the cabin // lights instead of actually working as a crew indicator. @MODULE[ModuleColorChanger] { excludedRenderer = IndicatorLights/Meshes/squareLamp(Clone) } } @PART[Size3SASBatt] { @description ^= :(.)$:$0 Indicator lights show the reaction wheel's status.: // We have to re-specify the model for the stock part, because this is // an older part that uses the "mesh =" syntax in its .cfg file instead // of the newer "MODEL" syntax. The "mesh =" syntax doesn't allow having // multiple models as part of the same part, which would prevent this mod // from adding meshes for the indicator lights. MODEL { model = SpaceTuxIndustries/RecycledParts/RSCapsuledyne/Parts/SASBatt/model } //------------------------------------------------------------------------- // INDICATOR MESHES //------------------------------------------------------------------------- MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 1 position = -1.326, -0.02, 1.326 rotation = 0, -45, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 1 position = 1.326, -0.02, -1.326 rotation = 0, 135, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 1 position = 1.326, -0.02, 1.326 rotation = 0, 45, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 1 position = -1.326, -0.02, -1.326 rotation = 0, 225, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 1 position = -1.326, 0.02, 1.326 rotation = 0, -45, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 1 position = 1.326, 0.02 -1.326 rotation = 0, 135, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 1 position = 1.326, 0.02 1.326 rotation = 0, 45, 0 } MODEL { model = IndicatorLights/Meshes/squareLamp scale = 0.8, 0.4, 1. position = -1.326, 0.02 -1.326 rotation = 0, 215, 0 } //------------------------------------------------------------------------- // CONTROLLABLE EMISSIVES //------------------------------------------------------------------------- MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:0,1,2,3 emissiveName = SASindicator } MODULE { name = ModuleControllableEmissive target = IndicatorLights/Meshes/squareLamp:4,5,6,7 emissiveName = BATTindicator } //------------------------------------------------------------------------- // CONTROLLERS //------------------------------------------------------------------------- MODULE { name = ModuleReactionWheelIndicator emissiveName = SASindicator } MODULE { name = ModuleResourceLevelIndicator } MODULE { name = ModuleResourceEnabledIndicator enabledColor = ModuleResourceLevelIndicator disabledColor = blink(ModuleResourceLevelIndicator, 900, $Off, 300) emissiveName = BATTindicator } } Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 24, 2019 Author Share Posted January 24, 2019 13 minutes ago, Tonka Crash said: @linuxgurugamer Whenever you have time, I've found some small bugs in the R&S Capsuledyne Taurus HCV mod. RSCapsuledyne\Parts\TaurusScienceBay.cfg change: scienceMultiplier = 5.5 to scienceMultiplier = 6 (clears a log file message scienceMultiplier must be an integer) RSCapsuledyne\Agencies\Agents.cfg Add title line: title = R&S Capsuledyne Fix paths to logos, add SpaceTuxIndustries/RecycledParts/ to urls: logoURL = SpaceTuxIndustries/RecycledParts/RSCapsuledyne/Agencies/RSCapsuledyne logoScaledURL = SpaceTuxIndustries/RecycledParts/RSCapsuledyne/Agencies/RSCapsuledyne_scaled I've also created a Indicator Lights patch for this mod. I posted it to the Indicator Lights Community thread months ago and it hasn't gone anywhere. If you want to include it in this mod feel free. I make no claims on the patch. It puts indicators on the Taurus HCV, Science Lab, and combined SAS/Battery. These follow the same functionality Snark set with the lights on stock parts. Thank you. I'll fixe those files, and add that patch as well. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 24, 2019 Author Share Posted January 24, 2019 New release, 0.1.6 Thanks to forum user @Tonka Crash for these: Fixes the RSCapsuledyne TaurusScienceBay (change scienceMultiplier from 5.5 to 6) Fixes the RSCapsuledyne Agents.cfg (added title, fixed URLs) Added patch for when IndicatorLights is installed Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted February 11, 2019 Share Posted February 11, 2019 @linuxgurugamer I did a pull request last night for this mod. The language filter on the forum mangled one of the part names in the indicator lights patch I posted which made it to the release. The Taurus Hitchhiker had s-H-i-t in the middle of the part name replaced with "excrements". I noticed it playing yesterday when I added the part to a craft and the lights weren't there. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.