linuxgurugamer Posted May 19, 2020 Author Share Posted May 19, 2020 No need to change the CRP, you can add a patch to change the crp. I'll look at this PR. Tomorrow Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 9, 2020 Author Share Posted July 9, 2020 (edited) New major release, 0.7.20.5 Updated toolbarControl code Removed useBlizzy option, now controlled by the ToolbarController Fixed nullref when landing gear exist which aren't wheels Replaced internal part highlight code with KSP_PartHighlighter Broken parts now flash instead of being solid Added new options in stock Settings page to control flash speed Added new dependency on the SpaceTuxLibrary Added new monitor window, to show all the failed parts Some code cleanup Replaced internal logging with KSP_Log Change toolbar button visibility to be SpaceCenter only for config, flight only for status Cleaned up logging code Added more tooltips to stock settings page Thanks to github user @ippo343 (original author) for this: Lowered additional part cost for storage containers significantly. Storage in command pods and cargobay costs now 14$ per unit of spare parts instead of 63$, making it slightly more expensive compared to the DangIt Repair Bay (12.8$ per unit). Additionallyaly made the resource initiation check for CommunityResourcePack and made SpareParts transferable according to a suggestion by forum user Fulgora Fixed longstanding issue of alarm playing again after leaving the map view Disabled the highlighting when a part is repaired Fixed nullref in fixedUpdate when a kerbal went EVA Fixed new status window properly disabling the correct parts Changed dictionary key from Part to a hashed key Added alarmDisabled flag to allow alarm to be permanently disabled Added support for KerbalChangeLog Added and improved tooltips on the stock settings page, thanks to forum user @Daniel Prates for some suggested tooltips Note: New dependency added: New Dependency added for version 0.7.20.5 SpaceTuxLibrary Major thanks to forum user @Daniel Prates for his willingness to be a QA tester for me. Without him, this release would not have been possible Edited July 9, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted July 9, 2020 Share Posted July 9, 2020 (edited) @linuxgurugamer it is I who thank you, considering this major update was prompted in some part by me giving improvement suggestions. I am partial do say, but to me this new improvements make DangIt absolutelly PERFECT to use. Comfortable, accessible, clear and simple. Edited July 9, 2020 by Daniel Prates Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted September 16, 2020 Share Posted September 16, 2020 Just checking in again on the topic of making SpareParts while in flight. Do we have a way to make them insitu? In the past there was talk of compatibility patches to make it work with USI mods so the workshop could make these parts. Has this been done? I still cant find a part in my parts list that will allow me to manufacture the SpareParts. Quote Link to comment Share on other sites More sharing options...
WhitestWizard Posted November 23, 2020 Share Posted November 23, 2020 (edited) Good Afternoon. What process or function does 'Dang it' carry out in the background while in the VAB / SPH? I ask as I noticed something unusual and trying to understand it. On a vanilla install I can have a near infinite amount of manned command pods connected together without any performance impact. When I install Dang it, Space Tux, toolbar controller and click through blocker once I get to 30 manned command pods connected together my FPS begins to drop to single figures. When I launch the vessel FPS returns to 60 when on the pad or on the runway and this only happens with manned commanded pods. That's not really problem, however on a 135 mod install I can have near infinite amount of manned command pods connected together without any performance impact. Then I add dang it and my fps drops to single figures with any more than 3 manned command pods. I have spend the last week removing and adding mods back in one at a time without any success at identifying a conflict or any red errors in the console. Conclusion from my testing was that the slow down was attributed to total number of parts loaded into the game. As after not identifying a conflict with my mods. I then ran vanilla + dang it plus a large number of part packs I don't normally use and was able to replicate it. Edited November 23, 2020 by WhitestWizard Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted December 20, 2020 Share Posted December 20, 2020 (edited) On 11/23/2020 at 11:48 AM, WhitestWizard said: I get to 30 manned command pods connected together my FPS begins to drop to single figures. on a 135 mod install I can have near infinite amount of manned command pods connected If I can't have a craft with hundreds of manned command pods, I rather have no craft at all! Changing the subject: has anyone played through the new vanilla failures + damage repair system? It has nothing going on compared to dangit. Seems dangit will remain as the best failure/repair option for now. If both remain active, one will have to carry provisions for both (dangit spare parts AND stock repair kits), so if the stock difficulty settings allow for it, I am guessing the way to go is to disable vanilla damages and use the mod. I am guessing there will be no conflicts.... right? Edited December 20, 2020 by Daniel Prates Quote Link to comment Share on other sites More sharing options...
Fulgora Posted December 20, 2020 Share Posted December 20, 2020 I was / am wondering the same. One needs to make a distinction between vanilla and dangit failure types as both are very much unique. DangIt fails parts randomly and with an engineer and `Spareparts` you cannot repair e.g. a smashed solar panel. So if you disable vanilla "failures" you will end up with a permanently broken solar panel if you hit something with it. I think the best solution would be to have both and make DangIt use the new vanilla `Repair Kits` but in the end it's up to linuxgurugamer - I am certain he is well aware of the new update Even if everything stays as it I'd leave both enabled together - I haven't attempted an update of my install yet though. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted December 20, 2020 Share Posted December 20, 2020 Right @Fulgora. On top of that, I just checked and the vanilla repair mechanic is not something you can 'turn off' on the settings. Indeed @linuxgurugamer is there a way in which dangit remains the same but uses the new stock repair kit? It would bring together the best of both worlds. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 21, 2020 Author Share Posted December 21, 2020 8 hours ago, Daniel Prates said: Right @Fulgora. On top of that, I just checked and the vanilla repair mechanic is not something you can 'turn off' on the settings. Indeed @linuxgurugamer is there a way in which dangit remains the same but uses the new stock repair kit? It would bring together the best of both worlds. No idea. I’m not going to be able to take a look at the 1.11 changes for a few weeks, and it sounds like DangIt my require a rewrite Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted January 27, 2021 Share Posted January 27, 2021 Did this mod at one point have a mechanic where the more you built a specific craft / part, the more reliable it got? I really remember there was a failure mod with that mechanic and I really thought it was Dang It!, but I've read through the documentation and haven't found anything about it. Was that something the mod used to have and has since been removed, or am I thinking of an entirely different mod? Quote Link to comment Share on other sites More sharing options...
Zelda Posted January 27, 2021 Share Posted January 27, 2021 2 minutes ago, SpacedInvader said: Did this mod at one point have a mechanic where the more you built a specific craft / part, the more reliable it got? I really remember there was a failure mod with that mechanic and I really thought it was Dang It!, but I've read through the documentation and haven't found anything about it. Was that something the mod used to have and has since been removed, or am I thinking of an entirely different mod? Not sure about DangIt! but I know OhScrap! has a mechanic like that. Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted January 27, 2021 Share Posted January 27, 2021 41 minutes ago, Zelda said: Not sure about DangIt! but I know OhScrap! has a mechanic like that. That appears to be the one... no wonder I got them mixed up with such similarly clever names... Quote Link to comment Share on other sites More sharing options...
chateaudav Posted March 4, 2021 Share Posted March 4, 2021 (edited) Hi, I would like to know if Dang it works well with Roverdude's usi mks mods and with Nertea's near future mods. I read the wiki and I assume that it is fine, am I right ? Will the new parts from these mods be able to fail? ^^ Edit : Of course I read the red sentence in the OP too. But I am curious about the "As long as some conditions are respected". What are these conditions? Thanks! Edited March 5, 2021 by chateaudav Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted March 5, 2021 Share Posted March 5, 2021 @chateaudav Yep! Modded parts fail just fine as intended correctly ... Quote Link to comment Share on other sites More sharing options...
highlander0065 Posted May 27, 2021 Share Posted May 27, 2021 Does this mod work on 1.11? Parts fail correctly, but I can't figure out how to take collect spareparts as a kerbal. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 27, 2021 Author Share Posted May 27, 2021 15 hours ago, highlander0065 said: Does this mod work on 1.11? Parts fail correctly, but I can't figure out how to take collect spareparts as a kerbal. From the Wiki: Repairs If (when) a problem happens, it's not the end: you can still get out and repair the failed part. To do this, just: go on EVA; fly to a container of spare parts (typically, your pod); fly to the broken part; activate the repair button; profit! Quote Link to comment Share on other sites More sharing options...
highlander0065 Posted May 27, 2021 Share Posted May 27, 2021 (edited) Yeah, that doesn't work. A part breaks, I leave the pod (a hitchhiker pod I believe?) which has 640 spareparts, go to the broken item, when I click repair, or whatever the service option is, it says "you need X spare parts to perform this action". I haven't played in a few versions, but I seem to remember you used to have to click the pod containing the parts and select "take spare parts", or something like that. Edited May 27, 2021 by highlander0065 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 27, 2021 Author Share Posted May 27, 2021 2 hours ago, highlander0065 said: Yeah, that doesn't work. A part breaks, I leave the pod (a hitchhiker pod I believe?) which has 640 spareparts, go to the broken item, when I click repair, or whatever the service option is, it says "you need X spare parts to perform this action". I haven't played in a few versions, but I seem to remember you used to have to click the pod containing the parts and select "take spare parts", or something like that. Don't you need to take the parts with you to fix the broken part? I don't know, haven't used this in a long time Quote Link to comment Share on other sites More sharing options...
hello there Posted July 12, 2021 Share Posted July 12, 2021 does this work on the latest version? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 12, 2021 Author Share Posted July 12, 2021 10 hours ago, hello there said: does this work on the latest version? Why not try it and let us know? Quote Link to comment Share on other sites More sharing options...
hello there Posted July 13, 2021 Share Posted July 13, 2021 10 hours ago, linuxgurugamer said: Why not try it and let us know? turns out it does not all the command pods have the spare parts but non of the info about reliability nor the actual part failures Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 13, 2021 Author Share Posted July 13, 2021 1 hour ago, hello there said: turns out it does not all the command pods have the spare parts but non of the info about reliability nor the actual part failures You need to be a bit more specific. Reliability of which parts, and what about actual part failures Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 23, 2021 Author Share Posted July 23, 2021 New release, 0.7.20.6 Added AssemblyFileVersion Updated version file for 1.12 Updated dll for CKAN compatibility Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted August 4, 2021 Share Posted August 4, 2021 Oh My God, dangit is back! Now that's good news. Quote Link to comment Share on other sites More sharing options...
Watchboy52 Posted August 16, 2021 Share Posted August 16, 2021 So I seem to be having an issue where certain parts tend to lag when I'm in the VAB/SPH. I saw someone else seemed to have a similar issue earlier, however in my case the fps drop occurs with only a single part, but it seems to be inconsistant as only certain parts seem to cause the drop, those being select crew capsuals (mostly modded) and the Mk1 structual fuselage of all things, but none of the command pods seem to lag at all, as it did in their case. I'm not too sure about their conslusion about it being only related to mod count, seeing as the fps drop only ocurrs when DangIt is installed, not to mention I'm currently running a rather "small" modpack, running only about 30 actual part packs (normaly I'm looking at 50+ part packs), so I'm not conviced it's only due to a large number of parts loaded, as I am very familar with that type of lag, and this is not that. Quote Link to comment Share on other sites More sharing options...
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