linuxgurugamer Posted December 1, 2019 Author Share Posted December 1, 2019 9 minutes ago, MoonstreamInSpace said: That works, but what if I have a ship with a bunch of fuel tanks clipped together. It would take a lot of time to lock and then unlock the tanks. Use PartCommander to lock the tanks Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 6, 2019 Author Share Posted December 6, 2019 New release, 0.2.0.1 Updated DDS images to DXT5 Quote Link to comment Share on other sites More sharing options...
MoonstreamInSpace Posted February 24, 2020 Share Posted February 24, 2020 Are you going to update to 1.9? I have multiple sstos that rely on your mod to be stable (especially during re-entry). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 24, 2020 Author Share Posted February 24, 2020 2 minutes ago, MoonstreamInSpace said: Are you going to update to 1.9? I have multiple sstos that rely on your mod to be stable (especially during re-entry). Should be compatible Quote Link to comment Share on other sites More sharing options...
MoonstreamInSpace Posted March 10, 2020 Share Posted March 10, 2020 Unfortunately, it's not. There is no menu (where you can move the set center of mass), and when you right click it in flight, the only options are the advanced tweakables (stock ones, like autostrut). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 10, 2020 Author Share Posted March 10, 2020 (edited) 34 minutes ago, MoonstreamInSpace said: Unfortunately, it's not. There is no menu (where you can move the set center of mass), and when you right click it in flight, the only options are the advanced tweakables (stock ones, like autostrut). The word "assumption" comes to mind. Did you bother to look at the log file? Did you ask for help? In this case, I don't need to see it to know that you are missing things, such as dependencies, which would be clearly shown in the log file. It would help if you install the dependencies, I'll repeat them here: Mod Dependencies: Click Through Blocker ToolbarController Module Manager *** Added SpaceTuxLibrary as a dependency *** Edited March 10, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
codepoet Posted March 10, 2020 Share Posted March 10, 2020 Thanks for keeping this alive LGG. As often happens, my life has moved on so I am not able to maintain it, but it is great to see that this mod has been able to move on in its life too. Quote Link to comment Share on other sites More sharing options...
MoonstreamInSpace Posted March 11, 2020 Share Posted March 11, 2020 On 3/10/2020 at 10:19 AM, linuxgurugamer said: The word "assumption" comes to mind. Did you bother to look at the log file? Did you ask for help? In this case, I don't need to see it to know that you are missing things, such as dependencies, which would be clearly shown in the log file. It would help if you install the dependencies, I'll repeat them here: Mod Dependencies: Click Through Blocker ToolbarController Module Manager *** Added SpaceTuxLibrary as a dependency *** Ah. It turns out that I didn't have SpaceTux Library installed. Thanks! Quote Link to comment Share on other sites More sharing options...
pingopete Posted March 22, 2020 Share Posted March 22, 2020 (edited) TLDR: Can we balance CoM over CoL Hey there! So I've been in search of an auto fuel balancing mod to position center of mass over center of lift, for SSTO high-AoA reentries (space shuttle), as with varying AoA the position of lift seems to change especially on rear weighted lifting bodies like that of the shuttle. This mod is as close as I could find. I was wondering if it would be possible to have an option to auto balance fuel to position the CoM over CoL (and maybe also with a forwards offset). This would in theory dynamically stabilize the vehicle regardless of its angle of attack keeping the CoM slightly in front of CoL at all times. Just curious what you think about the feasibility of implementing this in KSP might be, figured this was a good place to first ask due to the similarity in this mods functioning. I might try and learn KoS to do this manually as I've scoured the internet but have yet to find a single mod that auto balances CoM over CoL. Thanks for reading and/or any useful info Edited March 23, 2020 by pingopete Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 13, 2020 Author Share Posted September 13, 2020 (edited) On 3/22/2020 at 5:06 PM, pingopete said: TLDR: Can we balance CoM over CoL Hey there! So I've been in search of an auto fuel balancing mod to position center of mass over center of lift, for SSTO high-AoA reentries (space shuttle), as with varying AoA the position of lift seems to change especially on rear weighted lifting bodies like that of the shuttle. This mod is as close as I could find. I was wondering if it would be possible to have an option to auto balance fuel to position the CoM over CoL (and maybe also with a forwards offset). This would in theory dynamically stabilize the vehicle regardless of its angle of attack keeping the CoM slightly in front of CoL at all times. Just curious what you think about the feasibility of implementing this in KSP might be, figured this was a good place to first ask due to the similarity in this mods functioning. I might try and learn KoS to do this manually as I've scoured the internet but have yet to find a single mod that auto balances CoM over CoL. Thanks for reading and/or any useful info A bit late, sorry, but you didn't ping me so I wasn't aware. That would be rather difficult, since the CoM is 3 dimensional, while the CoL isn't. It's an interesting idea, but nothing I'm eager to do at this time Maybe take a look at TAC Fuel Balancer Edited September 13, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 26, 2020 Author Share Posted September 26, 2020 New release, 0.2.1 Fixed name of toolbar button Added patch to add ModulePWBFuelBalance to all parts with a ModuleCommand Fixed memory leak where a GUIStyle was constantly being created while the window was open Lots of cleanup Improved dialog window in flight Added unlimited number of saved positions Changed rate of fuel transfer to be 1/20 of the size of the destination time/sec (previously was doing a max of 50/sec, irregradless of the tank sizes) Made sure that only one can be active at a time Fixed bug where multiple PWB modules couldn't show any tokens in flight Consolidated Start and OnStart in module, same with Awake and OnAwake, and Destroy & OnDestroy Initial balancer name is the name of the part Added yellow highlight of active balancer & selected CoL Added compact, expanded & select mode for flight Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 26, 2020 Author Share Posted September 26, 2020 New release, 0.2.1.1 Fixed missing button "Set CoM" in the editor Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 27, 2020 Author Share Posted September 27, 2020 New release, 0.2.1.2 Removed extra "Show Markers" button Quote Link to comment Share on other sites More sharing options...
damerell Posted September 27, 2020 Share Posted September 27, 2020 (edited) Just updated, and Player.log is _full_ of: "PWBFuelBalancer.ModulePWBFuelBalancer: FixedUpdate, ActualCoMMarker: False, ActualCoMMarkerVisible: False (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)" Full as in, 40 minutes after starting the game, "grep PWB Player.log |wc" reported 400,000 lines. I found this especially surprising since the one craft used during that time didn't have the part fitted. I've replaced it with one with the part and turned it on. I now have 1,500,000 lines matching "grep PWB" after the few minutes it took me to write this. After exiting to Desktop: 2 million lines out of a total of 8.4 million... but since each PWB line also adds two lines of whitespace and one "(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)", I think about 95% of the file is logging activity from PWB Balancer. Perhaps more - the file is 363MB, as compared to 948K for an old Player.log I have lying around. KSP is also running a bit slow & I presume some debugging output was left on. All the usual stuff on demand but perhaps it's just doing this to everyone and you won't need it. Edited September 27, 2020 by damerell Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 27, 2020 Author Share Posted September 27, 2020 29 minutes ago, damerell said: Just updated, and Player.log is _full_ of: "PWBFuelBalancer.ModulePWBFuelBalancer: FixedUpdate, ActualCoMMarker: False, ActualCoMMarkerVisible: False Thank you, I'll get it fixed later this evening Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 27, 2020 Author Share Posted September 27, 2020 New release, 0.2.1.3 Removed log spam 1 hour ago, damerell said: Full as in, 40 minutes after starting the game, "grep PWB Player.log |wc" reported 400,000 lines. I found this especially surprising since the one craft used during that time didn't have the part fitted. I've replaced it with one with the part and turned it on. I now have 1,500,000 lines matching "grep PWB" after the few minutes it took me to write this. It's now added to all parts with ModuleCommand automatically, you don't need the part Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 28, 2020 Author Share Posted September 28, 2020 New release, 0.2.1.4 Fixed exception in editor when deleting a part Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 28, 2020 Author Share Posted September 28, 2020 New release, 0.2.1.5 Fixed exception in editor when entering the editor Fixed another exception in editor when deleting a part Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 3, 2020 Author Share Posted October 3, 2020 New release, 0.2.1.6 Removed more log spam Quote Link to comment Share on other sites More sharing options...
GJComedian Posted February 24, 2021 Share Posted February 24, 2021 (edited) Is there a way to change the rate of fuel transfer manaully? I find it too slow for my SSTO. Edited February 24, 2021 by GJComedian Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 2, 2021 Author Share Posted October 2, 2021 New release, 0.2.1.7 Added AssemblyFileVersion Updated version file for 1.12 Quote Link to comment Share on other sites More sharing options...
Agartha Posted January 18 Share Posted January 18 Hello @linuxgurugamer ! First, thanks for all of your works! Quite a pleasure to play with your mods. I would like to know if there is a way to change the keybinding "M" & "D" in this mod? (Or i just miss the option to do it?). I humbly ask for your Help! Indeed i have tried to change it, without success (i am not developper, and perhaps i am not good enough). So, here is my terrible problem : i play in french, and "D" is my right... But worse in the vessel editor - i use the "wasd editor camera mod continued" you released, and with each click on "D" the center of mass pop and depop... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 19 Author Share Posted January 19 3 hours ago, Agartha said: Hello @linuxgurugamer ! First, thanks for all of your works! Quite a pleasure to play with your mods. I would like to know if there is a way to change the keybinding "M" & "D" in this mod? (Or i just miss the option to do it?). I humbly ask for your Help! Indeed i have tried to change it, without success (i am not developper, and perhaps i am not good enough). So, here is my terrible problem : i play in french, and "D" is my right... But worse in the vessel editor - i use the "wasd editor camera mod continued" you released, and with each click on "D" the center of mass pop and depop... Yes. Create a new file in the GameData directory, the name isn't important as long as it ends in ".cfg" Copy the following text and paste it into the file: @PART[*]:HAS[@MODULE[ModulePWBFuelBalancer]]:AFTER[PWBFuelBalancerRestored] { @MODULE[ModulePWBFuelBalancer] { SetMassKey = m DisplayMarker = d } } Replace the values on the right of the equals sign with what you want. Save the file, verify that the suffix is ".cfg". If you use Notepad, it will automatically append a ".txt", so you will need to rename it Quote Link to comment Share on other sites More sharing options...
Agartha Posted January 20 Share Posted January 20 (edited) On 1/19/2025 at 4:05 AM, linuxgurugamer said: Yes. Create a new file in the GameData directory, the name isn't important as long as it ends in ".cfg" Copy the following text and paste it into the file: @PART[*]:HAS[@MODULE[ModulePWBFuelBalancer]]:AFTER[PWBFuelBalancerRestored] { @MODULE[ModulePWBFuelBalancer] { SetMassKey = m DisplayMarker = d } } Replace the values on the right of the equals sign with what you want. Save the file, verify that the suffix is ".cfg". If you use Notepad, it will automatically append a ".txt", so you will need to rename it Awesome! Ty so much! You really are a Gurugamer! Edited January 20 by Agartha Quote Link to comment Share on other sites More sharing options...
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