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[1.12.x] Filter Extensions (No localization)


linuxgurugamer

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  On 9/23/2018 at 1:02 PM, Gordon Dry said:

Oh please come one - as I already said 4 posts above, the stock diameter subcategory shows more tanks with a diameter of 1.875m - but the fuel tanks readout shows only one - THAT is the point.

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Okay.  So, instead of just guessing, using CKAN I added the latest Filter Extensions into my recently established KSP 1.4.5 test install (for getting some good log runs to report mod issues) and actually took a look at what Filter Extensions is doing.  It has as mods Module Manager, KSP AVC, Zero MiniAVC, RPM, HullcameraVDS, and Filter Extensions.

The stock filter is very broad, shows all parts that match a given diameter on one of their nodes, not just fuel tanks.  (Really have to be careful as it also shows the depreciated pre-1.4 parts that have been replace with newer models).  I see 4 conical fuel tank adapters, the long pointed sloped tank, and 4 cylindrical tanks.

I switch to Filter Extensions 1.875m filter.  I see 4 conical fuel tank adapters, the long pointed sloped tank, and 4 cylindrical tanks.  (And very cool, Filter Extensions doesn't show the depreciated parts.)

So, exactly as I though, that filter is picking tanks with a face that's 1.875m.  And the stock filter and the Filter Extension filter both show the same 9 tanks.

And those stock 9 tanks are all from the Making History Expansion.

@Gordon Dry's screenshot of the Filter Extensions filter shows the Bossart-BT1-700 Balloon Fuel Tank, which has to be from another mod I don't have installed.  And his screenshot of the stock filter shows a whole bunch of parts I don't have showing in my stock filter display.  Again, they must be from another mod.

@Gordon Dry, I would imagine you don't have Making History installed.

And I think the filter issue is whatever logic the Filter Extension filter uses isn't matching all those parts from that mod except the Bossart-BT1-700.  It could be the filter's logic.  Or it could be whatever the logic used--which does work on the 9 Making History tanks and the Bossart-BT1-700--is failing because of what's specified or not specified in the other parts.

Someone will have to look at the logic and the parts in detail to figure out which it is.  A list of mods and logs would help as well.

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I changed the GameData\zFinal_FilterExtensions\zzz_RemoteTechAddMissingModuleSPUPassive.cfg a tiny bit:
 

@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleRTAntennaPassive],!MODULE[ModuleRTAntenna],!MODULE[ModuleSPUPassive],!MODULE[ModuleSPU],!MODULE[KerbalEVA]]:NEEDS[RemoteTech]
{
    MODULE
	{
		name = ModuleRTAntennaPassive
//        TechRequired = start
//        OmniRange = 100000

        TRANSMITTER
		{
            PacketInterval = 0.3
            PacketSize = 2
            PacketResourceCost = 15.0
		}
    }
}

@PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleRTAntennaPassive],!MODULE[ModuleSPU],!MODULE[KerbalEVA]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleSPU
        TechRequired = start
	}
}

@PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleRTAntenna],!MODULE[ModuleSPUPassive],!MODULE[KerbalEVA]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleSPUPassive
        TechRequired = start
	}
}

@PART[*]:HAS[!MODULE[ModuleCommand],@MODULE[ModuleRTAntenna],!MODULE[ModuleSPUPassive]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleSPUPassive
        TechRequired = start
	}
}

@PART[*]:HAS[@MODULE[ModuleRTAntennaPassive],!MODULE[ModuleSPU]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleSPU
        TechRequired = start
	}
}

// @PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]]:NEEDS[RemoteTech]:FINAL
// {
	// @MODULE[ModuleRTAntennaPassive]:HAS[#TechRequired[unmannedTech]]
	// {
        // @TechRequired = start
	// }
// }

@PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]]:NEEDS[RemoteTech,!RealSolarSystem]:FINAL
{
	@MODULE[ModuleRTAntennaPassive]:HAS[#OmniRange[<5000]]
	{
        @OmniRange = 5000
	}
}

@PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]]:NEEDS[RemoteTech,RealSolarSystem]:FINAL
{
	@MODULE[ModuleRTAntennaPassive]:HAS[#OmniRange[<20000]]
	{
        @OmniRange = 20000
	}
}

 

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Well, now I can launch a small probe in a small launcher without the need to add an external antenna which breaks the "look" and ofc the possible ways of adding a nosecap etc - because the antenna would be too bulky...
But the connection can get lost under circumstances... especially on Earth when going the wrong way or up too steep (sounding rocket).

These patches are "normally" not indented to be with this mod - but it's okay.
ofc I could try to make all RemoteTech users download these or even try to make @TaxiService add them to the release somehow - but I guess they will not make it this way ...
Alternative would be: all part devs do it properly ...


Yesterday I got the incentive to release all my balancing patches together - the thing is that I change/add something nearly every day when I fiddle with mods ... as long this is not done I don't consider about that.

Edited by Gordon Dry
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One change again, dunno why the last two patch blocks don't always do their job finally, so:

GameData\zFinal_FilterExtensions\zzz_RemoteTechAddMissingModuleSPUPassive.cfg
lines 14 and 15 uncommented, line 15 changed

// @PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]]:NEEDS[RemoteTech]:FINAL
// {
	// @MODULE[ModuleRTAntennaPassive]:HAS[#TechRequired[unmannedTech]]
	// {
		// @TechRequired = start
	// }
// }

@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleRTAntennaPassive],!MODULE[ModuleRTAntenna],!MODULE[ModuleSPUPassive],!MODULE[ModuleSPU],!MODULE[KerbalEVA]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleRTAntennaPassive
		TechRequired = start
		OmniRange = 5000

		TRANSMITTER
		{
			PacketInterval = 0.3
			PacketSize = 2
			PacketResourceCost = 15.0
		}
	}
}

@PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleRTAntennaPassive],!MODULE[ModuleSPU],!MODULE[KerbalEVA]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleSPU
		TechRequired = start
	}
}

@PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleRTAntenna],!MODULE[ModuleSPUPassive],!MODULE[KerbalEVA]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleSPUPassive
		TechRequired = start
	}
}

@PART[*]:HAS[!MODULE[ModuleCommand],@MODULE[ModuleRTAntenna],!MODULE[ModuleSPUPassive]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleSPUPassive
		TechRequired = start
	}
}

@PART[*]:HAS[@MODULE[ModuleRTAntennaPassive],!MODULE[ModuleSPU]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleSPU
		TechRequired = start
	}
}

@PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]]:NEEDS[RemoteTech,!RealSolarSystem]:FINAL
{
	@MODULE[ModuleRTAntennaPassive]:HAS[#OmniRange[<5000]]
	{
		@OmniRange = 5000
	}
}

@PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]]:NEEDS[RemoteTech,RealSolarSystem]:FINAL
{
	@MODULE[ModuleRTAntennaPassive]:HAS[#OmniRange[<20000]]
	{
		@OmniRange = 20000
	}
}

 

Edited by Gordon Dry
moved the commented-out block to the top
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  On 9/25/2018 at 6:12 AM, Divstator said:

Is there some way to reorder the default categories other than modifying the files inside the "Default" directory?

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No

  On 9/24/2018 at 5:10 PM, Gordon Dry said:

One change again, dunno why the last two patch blocks don't always do their job finally, so:

GameData\zFinal_FilterExtensions\zzz_RemoteTechAddMissingModuleSPUPassive.cfg
lines 14 and 15 uncommented, line 15 changed

// @PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]]:NEEDS[RemoteTech]:FINAL
// {
	// @MODULE[ModuleRTAntennaPassive]:HAS[#TechRequired[unmannedTech]]
	// {
		// @TechRequired = start
	// }
// }

@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleRTAntennaPassive],!MODULE[ModuleRTAntenna],!MODULE[ModuleSPUPassive],!MODULE[ModuleSPU],!MODULE[KerbalEVA]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleRTAntennaPassive
		TechRequired = start
		OmniRange = 5000

		TRANSMITTER
		{
			PacketInterval = 0.3
			PacketSize = 2
			PacketResourceCost = 15.0
		}
	}
}

@PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleRTAntennaPassive],!MODULE[ModuleSPU],!MODULE[KerbalEVA]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleSPU
		TechRequired = start
	}
}

@PART[*]:HAS[@MODULE[ModuleCommand],@MODULE[ModuleRTAntenna],!MODULE[ModuleSPUPassive],!MODULE[KerbalEVA]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleSPUPassive
		TechRequired = start
	}
}

@PART[*]:HAS[!MODULE[ModuleCommand],@MODULE[ModuleRTAntenna],!MODULE[ModuleSPUPassive]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleSPUPassive
		TechRequired = start
	}
}

@PART[*]:HAS[@MODULE[ModuleRTAntennaPassive],!MODULE[ModuleSPU]]:NEEDS[RemoteTech]
{
	MODULE
	{
		name = ModuleSPU
		TechRequired = start
	}
}

@PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]]:NEEDS[RemoteTech,!RealSolarSystem]:FINAL
{
	@MODULE[ModuleRTAntennaPassive]:HAS[#OmniRange[<5000]]
	{
		@OmniRange = 5000
	}
}

@PART[*]:HAS[@MODULE[ModuleRTAntennaPassive]]:NEEDS[RemoteTech,RealSolarSystem]:FINAL
{
	@MODULE[ModuleRTAntennaPassive]:HAS[#OmniRange[<20000]]
	{
		@OmniRange = 20000
	}
}

 

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Are you done with the tweaking?  Are all parts now showing up?

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Eat this:
GameData\zFinal\zzz_RemoteTechAddMissingModuleSPUPassive.cfg

  Reveal hidden contents

:D

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Fixes:

  Reveal hidden contents

 

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  On 9/27/2018 at 3:17 AM, Gordon Dry said:

Fixes:

  Reveal hidden contents

 

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Just to confirm, this replaces the previous zFinal_FilterExtensions/zzz_RemoteTechAddMissingModuleSPUPassive.cfg ,right?

Edited by linuxgurugamer
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Yes, and I want to test this edit next session:
GameData/zFinal_FilterExtensions/zzz_RemoteTechAddMissingModuleSPUPassive.cfg

  Reveal hidden contents

Testing PARTUPGRADE (I don't know proper models to refer to for showing a nice fitting mini 3D icon in R&D ...)

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  On 9/27/2018 at 8:28 PM, Gordon Dry said:

Yes, and I want to test this edit next session:
GameData/zFinal_FilterExtensions/zzz_RemoteTechAddMissingModuleSPUPassive.cfg

  Reveal hidden contents

Testing PARTUPGRADE (I don't know proper models to refer to for showing a nice fitting mini 3D icon in R&D ...)

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Then I'll  continue to wait.

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@Gordon Dry and @linuxgurugamer, thanks for keeping at improving Filter Extensions.  It does help sorting through all those parts.  And that's just stock.  Add in Missing History, Kerbal Historical Institute, at least 4 parts packs that I know LGG is maintaining.... :D

When I actually get to adding those parts packs into my game, I'll see how well it works with them.

Edited by Jacke
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Actually I have a PM conversation with someone if I could use a dummy model and texture to create my own part upgrade entries in R&D.
For my personal use and tests I already managed it to work, but I wait for a response if I am allowed to use and release it.

It's The MIT License btw. - and I already added it to my linked zFinal folder.

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So now I also updated the dropbox file:
https://www.dropbox.com/s/5yafgevcfsvsf5t/FilterExtensions-GD-edit.zip?dl=1

A screenshot:
Z75l19K.png

I got duplicate icons because of RO, dunno why because other mod's part upgrade icons don't ...

 

Edit:

I don't understand why RO breaks so many categories - it does not only create this "non RO" category, it also messes with configs.

For example Bluedog_DB - which got RO configs - is messed up.

All parts are shown in the "all parts" category, but the subcategories are completely empty ...

Edited by Gordon Dry
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I modified some configs for my own use. I made more categories for USI stuff(PackRat, Akita, Malemute, Otter and Karibou. Also put the categories that Roverdude adds to the "Filter by Function" into the USI filter, Konstruction, Kolonization, Logistics, Manufacturing.) Also Added "Payload" to Procedural fairings, so the fairings show up. Added Life Support to KPBS filter. Added a Rover category to the defaults category. Added MKS stuff(including Life Support) to the ISRU default category. Added Kerbal Foundries stuff to the landing gear and rover wheels categories. Added wings, control surface and parachutes to Squad category. Put in a cfg to change the color of the defaults categories.

However some of the changes required icon modifications and I am unsure how that is going to apply to "copyright" stuff. Most of the icons were in Squad, but needed to be inverted to "look right". I modified and used some of Roverdude's icons for the default categories and the USI stuff. I don't think he would have a problem with it, but he does need to be credited? I'm not as up to date as I should be with particulars of the icon copyrights as I should be. As far as I can tell, Roverdude's stuff is CC-Share Alike-Non Commercial.

I had to do some code pretzeling to reorganize the default categories without modifying the files directly, which added some unusual complication to the cfg files. I did a quick glimpse of previous posts and I didn't see the process of how you wanted the configs shared, assuming that you do. So it kinda boils down to this:

Do you want the config files? If so by what means(drop box, git hub, spoiler)? Do you want the configs as they are currently, or modified into a better fit for the FE mod(In their current condition, they have been renamed so that I could reorder the default categories.)? And lastly, I make no guarantees implied or otherwise that they will work as intended, but they seem to behave properly in my own set up...you have been warned. I'm not an experienced professional programmer. On a side note...

Thank you for all the work that you do. I probably use most of the mods that you have adopted and my gaming experience would be severely diminished without your hard work...and I live to game. ;).

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  On 9/28/2018 at 1:25 AM, Gordon Dry said:

Actually I have a PM conversation with someone if I could use a dummy model and texture to create my own part upgrade entries in R&D.
For my personal use and tests I already managed it to work, but I wait for a response if I am allowed to use and release it.

It's The MIT License btw. - and I already added it to my linked zFinal folder.

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Please explain.  Why are you putting a model into the directory if it's not being referenced?

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  On 10/2/2018 at 5:43 PM, Gordon Dry said:

Update:
https://www.dropbox.com/s/5yafgevcfsvsf5t/FilterExtensions-GD-edit.zip?dl=1

  • Fixed the RT patch to make it lighter (all disabled stuff is commented out, so the file is bigger :D )
  • Added Tantares, TantaresLV (plus icon)
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Ummm, this came with a license file.  I can't accept it, sorry.

The mod configs need to be CC-BY-SA 4.0, and the plugin is GPLv3

 

The comments in the file are fine, but you need to remove the license so I can include it in the overall mod licenses

Edited by linuxgurugamer
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Hmm - the license is for the two files I altered from TCA ... and the only limitation of that license is to put the license into distributions ... :/

ofc I could remove that feature and only let the pure FE stuff inside. (I did it because I wanted it for my personal convenience in the beginning)

Or you ask @allista about it. I had a PM conversation with him so he knows what this is about.

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