ginsuguy585 Posted October 9, 2015 Share Posted October 9, 2015 (edited) Edit: Never mind the original post, I deleted the plug-in and re-installed. All is well.I want to add a loop/infinite cycle option to the timer to save on parts though, let me see if I can do it tomorrow. Edited October 9, 2015 by ginsuguy585 Link to comment Share on other sites More sharing options...
TheCardinal Posted October 17, 2015 Share Posted October 17, 2015 I consider this a brilliant mod. If only it wasn't required to use a new part for every action.An example: At 25 km going upward, remove a shroud and extend airbrakes.at 10 km going downward, a dragshute deploysat 2 km going downward, normal shutes deployEach of those now requires a smartpart.I would applaud the option to add several actions and conditions to just 1 part. Link to comment Share on other sites More sharing options...
NeoMorph Posted October 21, 2015 Share Posted October 21, 2015 (edited) @Sobanaut: Pretty sure that is an issue with KSPAPIExtenstions.Can you search your GameData and make sure you only have one copy of it present please?D.I had the same problem... but only with the Drainex smart part... and when I checked I found 6 versions of that DLL in various mod folders. I removed the extras but found that the Drainex still wouldn't let me select which action group to use. I have action groups extended and actions everywhere installed along with smart parts (and a bunch of other mods). I'm in the process of trying to pare down my install to see if I can find the culprit but at the moment it's only Drainex that is not letting me select the action group. Altitude, Timer and Remote are all working fine with action groups.EDIT: Well it looks like it's a bug with mixing Smart Parts with Action Groups Extended... but only with Drainex. I did a pure versions of KSP and added Smart Parts and AGE and the Drainex Part fails to show the slider for the action group number. This is with AGExt 1.33a and Smart Parts 1.6.6 tested with a clean install of KSP 1.0.4 and ModuleManager.Showing the missing number selector on the Drainex.... ... and the number selector included correctly on the altimeter part Edited October 21, 2015 by NeoMorph Link to comment Share on other sites More sharing options...
The_Sea_Four Posted October 21, 2015 Share Posted October 21, 2015 I adore this mod, but it recently came to me that a part to activate action groups when you enter/exit direct sunlight would be amazing for night-time only lights, keeping control of probes with scarce electriccharge at night and retracting useless solar panels. Link to comment Share on other sites More sharing options...
NeoMorph Posted October 21, 2015 Share Posted October 21, 2015 Okay... this is weird. My Procedural Parts stopped working (not letting me change the parts' settings) yet Drainex STARTED to work fine. Must be some sort of conflict going on.. Link to comment Share on other sites More sharing options...
csx23 Posted October 22, 2015 Share Posted October 22, 2015 @dtobi and Firov,Excellent job, thanks a lot for this mod!I adore this mod, but it recently came to me that a part to activate action groups when you enter/exit direct sunlight would be amazing for night-time only lights, keeping control of probes with scarce electriccharge at night and retracting useless solar panels.Great idea there. I would love to see this implemented. Link to comment Share on other sites More sharing options...
TheCardinal Posted October 29, 2015 Share Posted October 29, 2015 The Drainex1 fires when a resource gets below a set value. Dtobi and Firov, could you (pretty please) create a Drainex2 which fires when a resource/tank gets above than a set value? Link to comment Share on other sites More sharing options...
minepagan Posted November 7, 2015 Share Posted November 7, 2015 The Drainex1 fires when a resource gets below a set value. Dtobi and Firov, could you (pretty please) create a Drainex2 which fires when a resource/tank gets above than a set value?Wouldn't that be called the 'Fullex1'? Or 'Fillex1'? Link to comment Share on other sites More sharing options...
TheCardinal Posted November 7, 2015 Share Posted November 7, 2015 Wouldn't that be called the 'Fullex1'? Or 'Fillex1'?The name isn't really important, is it? It could even be called zero-x, as long as it does what it's supposed to. Link to comment Share on other sites More sharing options...
Newnard Posted November 11, 2015 Share Posted November 11, 2015 Is this (Smart Parts 1.6.6) likely to work on 1.0.5? I'm willing to be a lab rat and try it out, but if someone else already knows for sure that would be helpful information. Link to comment Share on other sites More sharing options...
igor_perusco Posted November 12, 2015 Share Posted November 12, 2015 Newnard, it doesn't glitch out, throw errors or crash the game, but some of the parts are unreliable, especially when activating on ships not in focus (ex: jettisoned boosters)I don't know if this is a problem having to do with 1.0.5 particularly, because it did that in a previous version too (at least for me) Link to comment Share on other sites More sharing options...
Verios44 Posted November 12, 2015 Share Posted November 12, 2015 I just learned of this mod thanks to remote tech, is it supporting 1.0.5? Looks like a good one to add to my collection. Link to comment Share on other sites More sharing options...
Newnard Posted November 13, 2015 Share Posted November 13, 2015 igor_perusco, thanks for the information!Verios44, see igor's answer just above your question. Link to comment Share on other sites More sharing options...
leocrumb Posted December 3, 2015 Share Posted December 3, 2015 Any news on an update for smart parts to 1.05? Link to comment Share on other sites More sharing options...
Diazo Posted December 3, 2015 Share Posted December 3, 2015 Everything should be fine in 1.05 I believe. I'm not aware of any changes in 1.0.5 to parts of the game these parts work with so everything should be good. Well, the same as on 1.0.4 anyway. @igor_perusco If you can me me more details on what "unreliable" means (or steps to reproduce) I'm almost at the point I can take a break from my own mods and look at releasing a patch if needed. D. Link to comment Share on other sites More sharing options...
V8jester Posted December 7, 2015 Share Posted December 7, 2015 I wasn't sure where to ask but seeing as there is a fuel dump in this pack. I wanted to see if it was possible to make a part that would dump water. The idea is for fire fighting aircraft flying over dumping water. Not really useful but might make for cool videos. Link to comment Share on other sites More sharing options...
123nick Posted December 19, 2015 Share Posted December 19, 2015 i dont think this is updated to use the most recent KSpapiextensions.dll , when i tried it the game hung on the small low altimeter, i think, with a debug message about not seeing kspapiextensions 1.7 or something, when i do have kspapiextensions, the most recent, and mods that require it, and the other mods that require it work fine. Link to comment Share on other sites More sharing options...
WuphonsReach Posted December 24, 2015 Share Posted December 24, 2015 I'd like a version of the Alt-PRO that supports values > 1000m (5000m AGL would be nice as an upper end). Coming back to Kerbin, I like drogue chutes at around 5000m and regular chutes at 1500m. Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 24, 2015 Share Posted December 24, 2015 8 hours ago, WuphonsReach said: I'd like a version of the Alt-PRO that supports values > 1000m (5000m AGL would be nice as an upper end). Coming back to Kerbin, I like drogue chutes at around 5000m and regular chutes at 1500m. you need to toggle the part tweakable from m to km Link to comment Share on other sites More sharing options...
WuphonsReach Posted December 25, 2015 Share Posted December 25, 2015 Thanks, I had overlooked that setting. I think it would still be interesting to allow "meters" mode to go up to 5000m instead of 1000m, that way I could set values like 1500m, 2500m, 3500m. Link to comment Share on other sites More sharing options...
WuphonsReach Posted December 27, 2015 Share Posted December 27, 2015 (edited) So, practical uses of the Alt-PRO in KSP 1.0.5. For my return capsules, I've settled on the following: Trigger #1 - 3km AGL (above ground level) on descent turns on trigger group 9 Deploys drogue parachutes (tweaked to open fully at 2500m) Trigger #2 - 1km AGL on descent triggers group 8 Cuts drogue parachutes Deploys main parachutes (tweaked to open fully at 900m) Seems to work well enough on Kerbin, even when landing in the highlands. If I don't have drogues yet, I'll put half the chutes to open at 900m and the other half to open at 400m. Edited December 28, 2015 by WuphonsReach Link to comment Share on other sites More sharing options...
volcanicshrimp Posted December 28, 2015 Share Posted December 28, 2015 If this allows dump-and-burns I will be very happy. Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 3, 2016 Share Posted January 3, 2016 I do wish that the ALT-Pro was less expensive (maybe 300-450 funds instead of 1250). I typically use multiple on each vessel: Abort - ascent-only, 65km, not-AGL mode -- triggers discarding of any fairings, activates an omni-directional antenna (RemoteTech), extends any solar panels and radiators Action Group 10 (key '0' on the keyboard) - descent-only, 65km, not-AGL mode -- puts the craft into reentry configuration. That retracts any solar panels, radiators, antennas or any other bits that stick out. It also tells MechJeb2 to orient the craft retrograde and hold it there during the descent. If I have a service trunk attached below the heatshield, that gets ejected as well. Action Group 9 - descent-only, 3km, AGL-mode! -- deploys drogue chute(s) which are set to open at 2500m AGL. Even when landing in the mountains of Kerbin, I'm always below 500 m/s and the drogue chutes will drop me to 150-250 m/s very quickly. I will also jettison the heat shield at 3km. It also disables all MJ2 control of the vessel's orientation. Action Group 8 - descent-only, 1km, AGL-mode -- cuts the drogue chutes, deploys the main parachutes (that open at 900m AGL), deploys any airbags, float devices, landing legs. Given that I tend to land in hilly terrain sometimes, I have enough airbags (from USI) that will stop the craft from rolling around, or at least keep it from being damaged on a tip-over event. So, far, that seems to be a very reliable set of use cases for the ALT-Pro, with the downside that I have to fit four of them on each vessel (5000 funds). Launch is basically hands-off and the vessel is ready to go once it reaches orbit. Landing is also hands-off once I change the Pe to 40-45km. Link to comment Share on other sites More sharing options...
worir4 Posted January 3, 2016 Share Posted January 3, 2016 Yey, i have found it! I had this mod installed in my 1.0.4 KSP but i uninstalled all my mods for a fresh start in 1.0.5 and then i forgot what this mod was called so i couldn't download it again. But now i can. Amazingly useful mod. Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 7, 2016 Share Posted January 7, 2016 Wishlist item for the ALT-Pro -- the ability to trigger only while in atmosphere, or the ability to only trigger around a specific body (i.e. Kerbin). Link to comment Share on other sites More sharing options...
Recommended Posts