linuxgurugamer Posted August 6, 2019 Author Share Posted August 6, 2019 6 hours ago, cosekantphi said: That'd be under difficulty settings, right? I can't seem to find the setting for this. No, settings tab for this mod Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 25, 2019 Author Share Posted August 25, 2019 New release, 2.21.4.1 Fixed toolbar icons by removing the file suffix at the toolbarControl creation This problem showed up on the updated Blizzy toolbar, released the other day Quote Link to comment Share on other sites More sharing options...
Tacombel Posted October 5, 2019 Share Posted October 5, 2019 Had an idea for a future version. I frequently resupply ships at stations, as my landers and shuttles. It would be great to have a mode where instead of having it sorted by resources it would be by ship, so I can quickly load or unload a particular ship. Thx. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 5, 2019 Share Posted October 5, 2019 29 minutes ago, Tacombel said: Had an idea for a future version. I frequently resupply ships at stations, as my landers and shuttles. It would be great to have a mode where instead of having it sorted by resources it would be by ship, so I can quickly load or unload a particular ship. Thx. I like - until then you can do this with SM (Ship Manifest). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 12, 2019 Author Share Posted October 12, 2019 On 10/5/2019 at 4:50 AM, Tacombel said: Had an idea for a future version. I frequently resupply ships at stations, as my landers and shuttles. It would be great to have a mode where instead of having it sorted by resources it would be by ship, so I can quickly load or unload a particular ship. Thx. You do know that when a ship docks to a station, it becomes part of the station and loses its identity as a ship? Quote Link to comment Share on other sites More sharing options...
Tacombel Posted October 12, 2019 Share Posted October 12, 2019 (edited) Yea, but there is a number that lets us identify the subassemblies and is consistent across tabs. That's what we use to transfer from one ship to another and the filter to classify the different ships by. Edited October 12, 2019 by Tacombel Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 12, 2019 Author Share Posted October 12, 2019 7 minutes ago, Tacombel said: Yea, but there is a number that lets us identify the subassemblies and is consistent across tabs. That's what we use to transfer from one ship to another and the filter to classify the different ships by. So you want it sorted by that subassembly number? Quote Link to comment Share on other sites More sharing options...
Tacombel Posted October 12, 2019 Share Posted October 12, 2019 (edited) Instead of having a tab for resource with the different containers, it would be a tab per subassembly, with the containers of every type, grouped by container type. Something like Ship 1 | Ship 5 | Ship 7 Oxygen L H I O B D - Rocket L H I O B D - RCS L H I O B D - Edited October 12, 2019 by Tacombel Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 13, 2019 Author Share Posted October 13, 2019 On 10/12/2019 at 11:34 AM, Tacombel said: Instead of having a tab for resource with the different containers, it would be a tab per subassembly, with the containers of every type, grouped by container type. Something like Ship 1 | Ship 5 | Ship 7 Oxygen L H I O B D - Rocket L H I O B D - RCS L H I O B D - You keep saying "ship", but a subassembly doesn't have a name. Of course I could search for command parts and see if I could get it from there, but what if there are two command parts in one subassembly? Of course I could just call them "Subassembly 1", "Subassembly 2", etc., but that isn't' very helpful Quote Link to comment Share on other sites More sharing options...
Tacombel Posted October 14, 2019 Share Posted October 14, 2019 You don't need to search for ships, that is already done. The number in the column that I marked corresponds to the different ships in the station. In the image above, I have a station, parts belonging to subassembly number 1, and two ships attached, parts belonging to subassemblies 5 and 7. That's why I can select all the rocket tanks in a ship by using alt-click in a part. As far as I know, the code classifies the parts assuming the ships are separated by docking ports. That would lead to "false positives" because there can be a ship or station that has docking ports inside, but the ship attached to a station will have all its parts correctly classified as, usually, it doesn't have internal docking ports. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 15, 2019 Author Share Posted October 15, 2019 20 hours ago, Tacombel said: You don't need to search for ships, that is already done. The number in the column that I marked corresponds to the different ships in the station. Ok, so how will you know which subassembly is the Discovery, which is the Enterprise, etc? In other words, how will you know which number corresponds to a ship? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 15, 2019 Author Share Posted October 15, 2019 TAC Fuel Balancer is designed to only have one resource in the window at a time. To do what you are asking, while I understand the reason behind it, is not inline with the way the mod is written. While the functionality is similar, I think you would be better served with a new mod. The amount of work required to do what you want is a very significant amount of work and time, neither of which I have a lot of at this time If someone would do this work and submit a PR, I'd be happy to include it Sorry Quote Link to comment Share on other sites More sharing options...
Tacombel Posted October 15, 2019 Share Posted October 15, 2019 No worries. Thank you Quote Link to comment Share on other sites More sharing options...
Tacombel Posted October 15, 2019 Share Posted October 15, 2019 2 hours ago, linuxgurugamer said: Ok, so how will you know which subassembly is the Discovery, which is the Enterprise, etc? In other words, how will you know which number corresponds to a ship? The same way that I do it now, using the highlight to identify the correct ship. Quote Link to comment Share on other sites More sharing options...
Tacombel Posted October 17, 2019 Share Posted October 17, 2019 @linuxgurugamer Thinking about what you said, would it be possible/easy to have a tab called "All" that combines all the resources in one? Not so clearly, but it would achieve the same result. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 17, 2019 Author Share Posted October 17, 2019 4 minutes ago, Tacombel said: @linuxgurugamer Thinking about what you said, would it be possible/easy to have a tab called "All" that combines all the resources in one? Not so clearly, but it would achieve the same result. No. The mod deals with one resource at a time, combining multiple on one screen is still a problem Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted October 17, 2019 Share Posted October 17, 2019 5 hours ago, Tacombel said: Thinking about what you said, would it be possible/easy to have a tab called "All" that combines all the resources in one? I know not exactly what you want, but I use Alternate Resource Panel to keep track of things that TAC doesnt exactly do... vOv Quote Link to comment Share on other sites More sharing options...
TanoPrime Posted October 22, 2019 Share Posted October 22, 2019 Fresh install of KSP 1.7.3, installed mods manually following listed dependencies. TAC Fuel Balancer doesn't appear in either the Stock or Blizzy toolbar. Made sure that the TAC and dependencies versions (TAC 2.21.4.1, ToolbarController 0.1.8.1, ClickThroughBlocker 0.1.7.2) are correct, not sure what else to do to make it work.. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 9, 2019 Author Share Posted November 9, 2019 New release, 2.21.5 updated for KSP 1.8 Quote Link to comment Share on other sites More sharing options...
stali79 Posted December 7, 2019 Share Posted December 7, 2019 Hey @linuxgurugamer, am running KSP 1.8.1 and I am unable to get the game to start when TAC Fuel Balancer is installed (2.21.5) While loading up the game (I am assuming its either MM or Mechjeb or even MADLAD telling me that the dll file is incompatible) Load screen gets up to loading the Serenity Expansion and then the console slowly gets spammed with the following. [EXC 20:53:00.646] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) AssemblyLoader+LoadedAssembyList.GetPathByType (System.Type type) (at <9d71e4043e394d78a6cf9193ad011698>:0) AssemblyLoader.GetPathByType (System.Type type) (at <9d71e4043e394d78a6cf9193ad011698>:0) AT_Utils.PluginState.get_config (System.Type object_type) (at <06fc2bb492054b45919a0c96aa2441ac>:0) AT_Utils.PluginState.SaveState (System.Object obj, System.String basename) (at <06fc2bb492054b45919a0c96aa2441ac>:0) AT_Utils.AddonWindowBase`1+<>c[T].<Awake>b__12_0 () (at <06fc2bb492054b45919a0c96aa2441ac>:0) AT_Utils.ActionDamper.Run (System.Action action) (at <06fc2bb492054b45919a0c96aa2441ac>:0) AT_Utils.ActionDamper.Run () (at <06fc2bb492054b45919a0c96aa2441ac>:0) AT_Utils.AddonWindowBase`1[T].LateUpdate () (at <06fc2bb492054b45919a0c96aa2441ac>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 20:53:00.646] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: TacFuelBalancer 2.21.5.0 GameData\TacFuelBalancer\Plugins\TacFuelBalancer.dll here is my KSP.log https://www.dropbox.com/s/xrxqp5j6qbz6b9l/KSP.log?dl=0 If I remove Tac Fuel Balancer I can get to the main menu with no issues. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 7, 2019 Author Share Posted December 7, 2019 I am aware of this. I'm in the middle of a massive bug hunt because of the Unity upgrade which affects (potentially) about 160 of my mods. Obviously this one is affected, i should get to it in the next day Quote Link to comment Share on other sites More sharing options...
stali79 Posted December 8, 2019 Share Posted December 8, 2019 no rush man I wasn't sure if you knew or not. You do awesome work! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 21, 2019 Author Share Posted December 21, 2019 New release, 2.21.5.1 Changed variables into properties to avoid calling unity functions when not allowed to call Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted December 21, 2019 Share Posted December 21, 2019 Thanks for maintaining this and so many other mods, @linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 28, 2020 Share Posted February 28, 2020 On 7/19/2019 at 11:20 PM, linuxgurugamer said: When still Pre launch (or Landed): edit the amount of a resource loaded in a part. Works on all resources, even solid rocket fuel. I'm just moving up to KSP v1.8.1 and I'm not seeing this option anymore when I launch a vessel out to the pad. Anyone else confirm? Quote Link to comment Share on other sites More sharing options...
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