Alphathon Posted December 3, 2022 Author Share Posted December 3, 2022 I've managed to get Interstellar Fuel Switch (InterstellarFuelSwitch, InterstellarTextureSwitch2 and InterstellarMeshSwitch) working I've also added a time warp button next to the printing/recycling progress bar that lets you warp to the (estimated) time of completion of a part. The time warp cancels if part production/recycling stalls (e.g. due to running out of resources). Of course, if you use KAC that's probably the better choice. Oh, and since I took those screenshots, I have made all grouped variables/controls (including resources) collapsible, much like those for B9 Procedural Wings in the previous post. On 11/25/2022 at 4:45 PM, 610yesnolovely said: From what I understand, for using this, the workflow for parts like procedural wings, RCS or anything with a lot of config sliders are probably built best by selecting an existing craft with them already set up and building those parts. ... That is always an option of course and in many(/most?) cases it will be the most straight-forward and fool-proof method. It's one of the many reasons the craft/subassembly loader exists. That doesn't mean there'll never be a reason to do it manually though and it wasn't that difficult to implement. (Adding mod support is usually only hard if necessary functions are locked behind a HighLogic.LoadedSceneIsEditor check or rely on something that cannot exist/happen within the workshop/in flight, e.g. some property of the vessel the part is attached to; I'm looking at you WBI switchers.) Since the module itself generates the mesh for the wings on the fly as the variables are changed I may even be able to preview it directly in a separate window or something (much like with the icon renderer). Whether it'll be worth it will depend on how much work it takes though (so no promises). I don't think things with lots of sliders are really any easier to do in the editors than the workshop; any difficulty arises when some other form of feedback is required such as CoM or the relative scale/position of parts. (I'm not sure what you mean regarding RCS. All (standard) RCS variables are accessible in flight anyway AFAIK. BTW, while there is a screenshot of options for an RCS thruster further up, they are currently not enabled in the workshop. ) On 11/25/2022 at 4:45 PM, 610yesnolovely said: Also, no pressure, but have you considered releasing a "Beta" (with lots of No Support if the Kraken eats your install) at some point for those eager to try it out? Yes. I think I mentioned it earlier in the thread, but in short the first publicly available version will almost certainly be an alpha or beta of some sort (probably an alpha since it will not be "feature complete"). When that will happen I cannot say, but not until I am at least reasonably sure the core functionality is all working properly. What I will say is I really want to make sure it is out before KSP2 renders it effectively obsolete. On 11/25/2022 at 5:30 PM, Stone Blue said: hopefully someone could do up B9PartSwitch patches once this is updated, as an option to use, instead of the FS/IFS switching... vOv Is that a specific mod or just a general description? Either way I assume it/they either convert parts with FS/IFS to B9 or add B9 switchable tanks to normal tanks? If the latter there's a patch included with CryoTanks that does that to a degree. Quote Link to comment Share on other sites More sharing options...
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