*Aqua* Posted January 10, 2016 Share Posted January 10, 2016 (edited) Because of the new heat system it would be useful to have a sensor part which reacts on a part's or vehicle's temperature. Use case #1: An automated probe fires retro rockets on decent if it gets too hot. Use case #2: A plane autodeploys airbrakes depending on temperature. (We all know that flying >1.3 km/s in Kerbin's lower atmosphere will toast you.) Use case #3: An interplanetary probe autoextends it's radiators when the nukes are nearly overheating. Use case #4: As an extension of #3 it could be used to keep ISRU at the correct temperature for maximum efficiency. Also useful for other mods like KSP Interstellar where the nuclear reactors should run at specific temperatures. Edited January 10, 2016 by *Aqua* Link to comment Share on other sites More sharing options...
Azimech Posted January 11, 2016 Share Posted January 11, 2016 22 hours ago, *Aqua* said: Because of the new heat system it would be useful to have a sensor part which reacts on a part's or vehicle's temperature. Use case #1: An automated probe fires retro rockets on decent if it gets too hot. Use case #2: A plane autodeploys airbrakes depending on temperature. (We all know that flying >1.3 km/s in Kerbin's lower atmosphere will toast you.) Use case #3: An interplanetary probe autoextends it's radiators when the nukes are nearly overheating. Use case #4: As an extension of #3 it could be used to keep ISRU at the correct temperature for maximum efficiency. Also useful for other mods like KSP Interstellar where the nuclear reactors should run at specific temperatures. It would be wonderful ... but I believe the mod is in a coma. Link to comment Share on other sites More sharing options...
Thorbane Posted February 20, 2016 Share Posted February 20, 2016 The Fuel sensor doesn't seem to work with action groups in action groups extended. The option to select which action group to trigger does not appear. Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted February 20, 2016 Share Posted February 20, 2016 On 1/10/2016 at 5:08 AM, *Aqua* said: Because of the new heat system it would be useful to have a sensor part which reacts on a part's or vehicle's temperature. Use case #1: An automated probe fires retro rockets on decent if it gets too hot. Use case #2: A plane autodeploys airbrakes depending on temperature. (We all know that flying >1.3 km/s in Kerbin's lower atmosphere will toast you.) Use case #3: An interplanetary probe autoextends it's radiators when the nukes are nearly overheating. Use case #4: As an extension of #3 it could be used to keep ISRU at the correct temperature for maximum efficiency. Also useful for other mods like KSP Interstellar where the nuclear reactors should run at specific temperatures. It would also be nice to have a part that reacts to vessel speed. Link to comment Share on other sites More sharing options...
Diazo Posted February 20, 2016 Share Posted February 20, 2016 11 hours ago, Thorbane said: The Fuel sensor doesn't seem to work with action groups in action groups extended. The option to select which action group to trigger does not appear. I'm the AGX guy, there any errors being thrown in the log about this? D. Link to comment Share on other sites More sharing options...
Ricovandijk Posted February 24, 2016 Share Posted February 24, 2016 Hi there, The mod is still listed (in ckan) as only compatible with 1.0.4, also when a popup (version checker?) tells this. but it works like a charm in 1.0.5. I have installed manually. Is this changeable so ckan will recognise the mod as compatible? Link to comment Share on other sites More sharing options...
Thorbane Posted February 26, 2016 Share Posted February 26, 2016 On 2/20/2016 at 10:42 AM, Diazo said: I'm the AGX guy, there any errors being thrown in the log about this? D. Diazo, I'm pretty sure it's not a problem on your end. The other parts work fine with AGX, aside from a strange tendency to not shutdown engines if you have a timer set to do so when staged. Link to comment Share on other sites More sharing options...
Frederf Posted March 2, 2016 Share Posted March 2, 2016 I'm having a problem with Smart Parts in 1.0.5, namely that staging isn't staging everything. A booster on a radial decoupler which shares a stage with the parachute will behave in two different ways if staged via space bar or via a smart part. Pressing spacebar will arm the parachute and decouple while the smart part is only decoupling the stage. Link to comment Share on other sites More sharing options...
Stone Blue Posted March 2, 2016 Share Posted March 2, 2016 (edited) @Frederf Stock parachute, or RealChutes? Its too bad both mod devs @dtobi & @Firov seem to be M.I.A. Edited March 2, 2016 by Stone Blue Link to comment Share on other sites More sharing options...
mikeydz Posted March 9, 2016 Share Posted March 9, 2016 Greetings. I just started using this mod, and was able to figure out how to create a system to turn on lights at sundown, and then turn them off at sunrise, using a combination of a drainx, a radio controller, and a few timers. The only problem I'm having is it only seems to work if the craft that's transmitting the command to turn on and off the lights to the other crafts is the active craft. If I"m focused on another craft, then it doesn't work. So do smart parts only work if the craft is the active craft, or is it possible I'm doing something wrong? Link to comment Share on other sites More sharing options...
gerishnakov Posted April 2, 2016 Share Posted April 2, 2016 Looks like 1.1 has killed this. I can't the get the pre-release to launch with Smart Parts installed. Link to comment Share on other sites More sharing options...
MrMeeb Posted April 10, 2016 Share Posted April 10, 2016 Dang, that's a shame Link to comment Share on other sites More sharing options...
Table Posted April 16, 2016 Share Posted April 16, 2016 This mod is abandoned, and derelict. That's a shame Link to comment Share on other sites More sharing options...
Virtualgenius Posted April 16, 2016 Share Posted April 16, 2016 I suggest a moderator lock this thread Firov hasnt logged in since August 2015 Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted April 16, 2016 Share Posted April 16, 2016 (edited) Oh well, IBTL. This saddens me greatly. RIP SmartParts, you will be missed. Someone cue Taps. Edited April 16, 2016 by CatastrophicFailure Link to comment Share on other sites More sharing options...
KaptnKiwi Posted April 19, 2016 Share Posted April 19, 2016 (edited) Made an issue on the git hub to ask if the licence can be lifted expanded so that someone can pick up this mod and expand/work with it. There's allready too many mods out there that have community patches and its turning into a giant mess like this. Hopefully they will respond to the github issue. Edit: There seems to be some differences in licence among github repositories but if we follow the licence posted in the FP anyone is allowed to fork the repo and modify it to make it compatible again, the only issue might be with assuming controll of the mod on CKAN, I have no idea what their policy is. Edited April 19, 2016 by KaptnKiwi Licence balderdash Link to comment Share on other sites More sharing options...
FellipeC Posted April 19, 2016 Share Posted April 19, 2016 6 hours ago, KaptnKiwi said: Made an issue on the git hub to ask if the licence can be lifted expanded so that someone can pick up this mod and expand/work with it. There's allready too many mods out there that have community patches and its turning into a giant mess like this. Hopefully they will respond to the github issue. Edit: There seems to be some differences in licence among github repositories but if we follow the licence posted in the FP anyone is allowed to fork the repo and modify it to make it compatible again, the only issue might be with assuming controll of the mod on CKAN, I have no idea what their policy is. I would really be glad to have this mod working again Link to comment Share on other sites More sharing options...
Frederf Posted April 20, 2016 Share Posted April 20, 2016 On 3/1/2016 at 7:20 PM, Stone Blue said: @Frederf Stock parachute, or RealChutes? Its too bad both mod devs @dtobi & @Firov seem to be M.I.A. I use FAR so if nothing else it's the lite version of RC included in FAR. Link to comment Share on other sites More sharing options...
hab136 Posted April 20, 2016 Share Posted April 20, 2016 On 4/19/2016 at 4:20 PM, KaptnKiwi said: Made an issue on the git hub to ask if the licence can be lifted expanded so that someone can pick up this mod and expand/work with it. There's allready too many mods out there that have community patches and its turning into a giant mess like this. Hopefully they will respond to the github issue. Edit: There seems to be some differences in licence among github repositories but if we follow the licence posted in the FP anyone is allowed to fork the repo and modify it to make it compatible again, the only issue might be with assuming controll of the mod on CKAN, I have no idea what their policy is. Dtobi's original github here (https://github.com/dtobi/km_SmartParts) says CC BY-NC-ND (no distribution) This current thread (owned by Firov) points to this fork: https://github.com/BrettWebb/KerbalSmartParts which is CC BY-NC-SA. That's also the license in the download. Looks like the license was changed Jan 9, 2015: https://github.com/BrettWebb/KerbalSmartParts/commits/master/LICENSE.txt Here's a post where Firov specifically talks about changing the license to something less restrictive, that allows derivatives: http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/&do=findComment&comment=1257097 And here's where Diazo forked the project before (but then Firoz came back): http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/&do=findComment&comment=1881561 So, it's been distributed as CC BY-NC-SA for the past year and we've already had one fork. We should be ok, license-wise. Link to comment Share on other sites More sharing options...
KaptnKiwi Posted April 21, 2016 Share Posted April 21, 2016 15 hours ago, hab136 said: Dtobi's original github here (https://github.com/dtobi/km_SmartParts) says CC BY-NC-ND (no distribution) This current thread (owned by Firov) points to this fork: https://github.com/BrettWebb/KerbalSmartParts which is CC BY-NC-SA. That's also the license in the download. Looks like the license was changed Jan 9, 2015: https://github.com/BrettWebb/KerbalSmartParts/commits/master/LICENSE.txt Here's a post where Firov specifically talks about changing the license to something less restrictive, that allows derivatives: http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/&do=findComment&comment=1257097 And here's where Diazo forked the project before (but then Firoz came back): http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/&do=findComment&comment=1881561 So, it's been distributed as CC BY-NC-SA for the past year and we've already had one fork. We should be ok, license-wise. Ok, great! Thanks for clearing that up! I'm not proficient in C# and currently way too busy with java certification but perhaps I have some time to pick up C# and work on this. Link to comment Share on other sites More sharing options...
SmarterThanMe Posted April 22, 2016 Share Posted April 22, 2016 @KaptnKiwi You're a legend. Link to comment Share on other sites More sharing options...
Diazo Posted April 22, 2016 Share Posted April 22, 2016 To actually clarify the license issue: CC: A Creative Commons license BY: Attribution required, so you must credit all previous authors who's work you are modifying. NC: Non-commercial, can't charge money. (It's a mod after all.) SA: Share-Alike means that any derivatives (such as updates) must be released under a license at least as permissive as what it's currently licensed as. Leaving the license as-is is the simplest way of dealing with this requirement. Hope that clears things up, D. Link to comment Share on other sites More sharing options...
RocketSquid Posted April 22, 2016 Share Posted April 22, 2016 I look forward to the potential community resurrection of this mod. Link to comment Share on other sites More sharing options...
dtobi Posted April 22, 2016 Share Posted April 22, 2016 (edited) On 20.4.2016 at 8:35 PM, hab136 said: Dtobi's original github here (https://github.com/dtobi/km_SmartParts) says CC BY-NC-ND (no distribution) This current thread (owned by Firov) points to this fork: https://github.com/BrettWebb/KerbalSmartParts which is CC BY-NC-SA. That's also the license in the download. Looks like the license was changed Jan 9, 2015: https://github.com/BrettWebb/KerbalSmartParts/commits/master/LICENSE.txt Here's a post where Firov specifically talks about changing the license to something less restrictive, that allows derivatives: http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/&do=findComment&comment=1257097 And here's where Diazo forked the project before (but then Firoz came back): http://forum.kerbalspaceprogram.com/index.php?/topic/58338-104-smart-parts-v166-dds-textures-and-bug-fixes-july-5/&do=findComment&comment=1881561 So, it's been distributed as CC BY-NC-SA for the past year and we've already had one fork. We should be ok, license-wise. You can use my work if you like. I won't complain. Actually I would love to see someone pick this up. EDIT: I can provide my original 3d models and textures if you need these. Edited April 23, 2016 by dtobi Link to comment Share on other sites More sharing options...
Virtualgenius Posted April 22, 2016 Share Posted April 22, 2016 Dtobi your back can you make it work PLEASE PLEASE PLEASE one last time Link to comment Share on other sites More sharing options...
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