gzac95 Posted October 12, 2014 Share Posted October 12, 2014 I hope this is updated.. It is a must have for me. Link to comment Share on other sites More sharing options...
JeffreyCor Posted October 13, 2014 Share Posted October 13, 2014 me too, i wouldn't even know how to design some ships and probes without this any more. Link to comment Share on other sites More sharing options...
sirkut Posted October 13, 2014 Share Posted October 13, 2014 I'm debating asking dtobi to resume work on this mod unless someone else has stepped up. Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 13, 2014 Share Posted October 13, 2014 I'm debating asking dtobi to resume work on this mod unless someone else has stepped up.Dtobi is gone. This mod doesn't need taking over tho, unless firov's gone too Link to comment Share on other sites More sharing options...
sirkut Posted October 13, 2014 Share Posted October 13, 2014 Dtobi is gone. This mod doesn't need taking over tho, unless firov's gone tooWell then awesome. Back to working on my new "IR" related mod. Link to comment Share on other sites More sharing options...
JeffreyCor Posted October 14, 2014 Share Posted October 14, 2014 Dtobi is gone. This mod doesn't need taking over tho, unless firov's gone tooIt's been over a month since he's been around. I really hope he makes a comeback soon so! Link to comment Share on other sites More sharing options...
mckamx Posted October 14, 2014 Share Posted October 14, 2014 Looks like GUI compatibility issues between SmartParts 2.1.1 and KSP 0.25 Link to comment Share on other sites More sharing options...
Deadpan110 Posted October 14, 2014 Share Posted October 14, 2014 https://dl.dropboxusercontent.com/u/70414588/SmartParts025.PNGLooks like GUI compatibility issues between SmartParts 2.1.1 and KSP 0.25 Try replacing the KSPAPIExtensions.dll within GameData/Klockheed_Martian_SmartParts/Plugins/ with the latest version Link to comment Share on other sites More sharing options...
mckamx Posted October 14, 2014 Share Posted October 14, 2014 Try replacing the KSPAPIExtensions.dll within GameData/Klockheed_Martian_SmartParts/Plugins/ with the latest version Thanks! That fixed the GUI problem.For others who haven't been deep into modding, KSPAPIExtensions can be found at http://forum.kerbalspaceprogram.com/threads/81496-0-25-KSPAPIExtensions-V1-7-1-Utilities-for-shared-mod-use Link to comment Share on other sites More sharing options...
Hammer Tech Posted October 21, 2014 Share Posted October 21, 2014 Thanks! That fixed the GUI problem.For others who haven't been deep into modding, KSPAPIExtensions can be found at http://forum.kerbalspaceprogram.com/threads/81496-0-25-KSPAPIExtensions-V1-7-1-Utilities-for-shared-mod-useKickass, cheers! Link to comment Share on other sites More sharing options...
Firov Posted November 3, 2014 Author Share Posted November 3, 2014 (edited) Hello everyone. My apologies for the long silence. Truth be told, I took a bit of a break from KSP due to my frustration with the constant crashes in the x64 version, as well as having to do a considerable amount of travel for work recently. I see it's been a stunning month of developments in my absence. KSP .25 has been released, and I'll be working on a compatibility update ASAP, though it looks like it's just a KSPAPIExtensions issue.Unfortunately, it also appears that Tobi has retired. He will be missed. Ultimately, Smart Parts was really his mod, and I just came on after the fact to assist in it's maintenance and development as I was impressed with the idea. I realized he was too busy with his numerous other mods to fully flesh it out. Over that time, I like to think that I was able to make considerable improvements across the board, while allowing Tobi to focus on his other efforts. However, now that Tobi is gone, I will be fully taking over development of the mod.As such, expect the next update to be released in a new thread, since I lack editing rights on this thread. I'm also going to have to decide if I want to fork a new GitHub repo that I have full control over.Anyway, rest assured. I'm not gone, and this mod isn't dead. As of this minute, Smart Parts is back in business. Edited November 3, 2014 by Firov Link to comment Share on other sites More sharing options...
Milkshakefiend Posted November 3, 2014 Share Posted November 3, 2014 Welcome back - I'm glad to see this very useful set of parts won't decay! Link to comment Share on other sites More sharing options...
Felbourn Posted November 3, 2014 Share Posted November 3, 2014 Anyway, rest assured. I'm not gone, and this mod isn't dead. As of this minute, Smart Parts is back in business.Isn't this the mod that had a part that effectively did this? "When attached stage is 'staged' away, activate AG# as well."For example, you put solar panels in AG5 or something and attach the smart part to your upper stage so they open automatically because 'spacebar' for that stage activates AG5 at the same time.Is that part still listed in the OP and I am just blind? Is it some other mod I am remembering?I saw some staging and AG stuff in the OP but none of them looked like what I just described. Link to comment Share on other sites More sharing options...
Firov Posted November 4, 2014 Author Share Posted November 4, 2014 Isn't this the mod that had a part that effectively did this? "When attached stage is 'staged' away, activate AG# as well."In fact, it is. The timer part is capable of doing exactly what you're talking about here.It can be stage, and when staged it can activate an action group, either immediately or after a preconfigured time. Also, for something like a solar panel, the altimeter works nicely, since you can configure it to automatically extend solar panels (or an antenna, or cargo doors, or jettison a fairing, etc) upon reaching a safe altitude, such as 70 km. Link to comment Share on other sites More sharing options...
Firov Posted November 4, 2014 Author Share Posted November 4, 2014 (edited) Quick update everyone.I've compiled Smart Parts against KSP 0.25 and the latest KSPAPIextension. This should fix any lingering compatibility problems.Download it here! SmartParts v2.0.3Also, this will be the last release in this thread. I hope to get a new thread (and possibly GitHub repository) set up by the end of tomorrow. Once I do, I'll ask the moderators to lock this thread.Until then, let me know if there are any issues! Edited November 4, 2014 by Firov Link to comment Share on other sites More sharing options...
Mokmo Posted November 5, 2014 Share Posted November 5, 2014 Quick update everyone.I've compiled Smart Parts against KSP 0.25 and the latest KSPAPIextension. This should fix any lingering compatibility problems.Download it here! SmartParts v2.0.3Also, this will be the last release in this thread. I hope to get a new thread (and possibly GitHub repository) set up by the end of tomorrow. Once I do, I'll ask the moderators to lock this thread.Until then, let me know if there are any issues!Yay! Since you're now in charge, I think it would be bet is you started your own thread (this thread can link to it). So you can put in the title that it's 0.25 compatible Link to comment Share on other sites More sharing options...
mbartelsm Posted November 22, 2014 Share Posted November 22, 2014 I was afraid this mod might have died, such a relief to see it back in business.You might want to upload it to kerbalstuff or curse, it was difficult to find it as it is Link to comment Share on other sites More sharing options...
Van Disaster Posted November 23, 2014 Share Posted November 23, 2014 Is it possible to change the AG the empty tank sensor activates? even if I have to use the same one for everything & make a MM config ( I don't have a means to recompile the DLL for windows, unfortunately ). Group 1 is generally what I use for toggling engine states. Link to comment Share on other sites More sharing options...
xrayfishx Posted November 23, 2014 Share Posted November 23, 2014 Is it possible to change the AG the empty tank sensor activates? even if I have to use the same one for everything & make a MM config ( I don't have a means to recompile the DLL for windows, unfortunately ). Group 1 is generally what I use for toggling engine states.Yes, it's a tweakable. You can set it to activate any action group in the stock game.Which conveniently brings me to the following question: Could you make it compatible with Diazo's Action Groups Extended? My sophisticated abort modes with complex abort sequences tend to take up most of the action groups, leaving very little room for other things. If I had 250 action groups, I could make even more awesome abort modes/sequences and still have room for other things.Also, could you add a way to fire and action group if a part detaches or explodes. I want those complex abort modes to start automatically in case of a RUD. Link to comment Share on other sites More sharing options...
Van Disaster Posted November 24, 2014 Share Posted November 24, 2014 Yes, it's a tweakable. You can set it to activate any action group in the stock game.The empty tank one is the one that *isn't* - at least the desc doesn't say so and there's no rclick option to change AG. Link to comment Share on other sites More sharing options...
xrayfishx Posted November 24, 2014 Share Posted November 24, 2014 (edited) The empty tank one is the one that *isn't* - at least the desc doesn't say so and there's no rclick option to change AG.Well, that's odd. I remember being able to change the action groups. The source code supports my memory, the action groups part is definitely there. In 10-20min my game should finish booting up and I'll tell you what I see or don't see.Edit 1: Experiencing weird glitches. Make that 30-40.Edit 2: Yup, the action group selector is definitely there. The problem is on your end. Edited November 24, 2014 by xrayfishx Link to comment Share on other sites More sharing options...
FlightZero Posted December 13, 2014 Share Posted December 13, 2014 Firov, I'd like to use the altimeter to activate parachutes at about 10 kilometers. I'm using remote tech and deadly re-entry, and planning an unmanned duna mission with time delay. However, the increment on the altimeter is set to 25k. Is there a way to change the small increment to 2k, and the large increment to 50k? I don't mind clicking more on the gui if it means more fine control in the lower range. I would try the edit myself if I knew how to compile C++ Link to comment Share on other sites More sharing options...
FlightZero Posted December 13, 2014 Share Posted December 13, 2014 Firov, I'd like to use the altimeter to activate parachutes at about 10 kilometers. I'm using remote tech and deadly re-entry, and planning an unmanned duna mission with time delay. However, the increment on the altimeter is set to 25k. Is there a way to change the small increment to 2k, and the large increment to 50k? I don't mind clicking more on the gui if it means more fine control in the lower range. I would try the edit myself if I knew how to compile C++ Nevermind! You can use the slider function with increments of 1 km. I'm slapping my forehead. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 17, 2014 Share Posted December 17, 2014 Hi, is this going to be updated for 0.90? Link to comment Share on other sites More sharing options...
SMILIE Posted December 17, 2014 Share Posted December 17, 2014 They work fine for me!I didn't test all of them but the altimeter, fuel drain sensor and timer are working fine. Link to comment Share on other sites More sharing options...
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