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[1.12.x] SpaceTux Industries Recycled Parts


linuxgurugamer

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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

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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 by BlackHat
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@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 by JH4C
adding log
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  • 1 month later...
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.

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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.

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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:

1xqExtQ.png

Edited by linuxgurugamer
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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:

1xqExtQ.png

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?

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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

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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)

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  • 1 month later...

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?

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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

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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

T1gP6tr.png

NuHFRtV.png

 

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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

T1gP6tr.png

NuHFRtV.png

 

Ok, I see the issue now.  I'll need to fix the netkan files.  Thanks for the info

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  • 1 month later...

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?

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  • 3 weeks later...

@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
	}
}

 

DY8ZEKK.png

 

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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.

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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
 
   
   
 

 

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  • 3 weeks later...

@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.

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