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[1.2] TweakableEverything 1.16-beta - For all your part tweaking needs


toadicus

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Toadicus, I really like the extra features your plugin provides. Back when I first started using it I asked if it would be possible to have the power of the EVA pack tweakable. You were going to look into it, and I was wondering if anything ever came of it.

Even after 1000 hrs in the game I still find the EVA pack too powerful and still smash solar panels on stations when I get out of control.

Hmm, sorry I haven't got to this yet! I'll take a look when I can.

if you make EVA packs tweakeble then this will be the best mod ever!

I sat down last night and took a stab a this. I can't use ModuleManager or a prefab search plugin to add modules to EVA Kerbals, so I'm going to need to do some more digging to find the Right Way to do that. The module itself should be simple enough; it might even already be done; but until I can get it onto the EVA Kerbal "part" that doesn't do us any good. :)

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hows about finer tweak values?

I've reduced the step for TweakableRCS down to 1%: http://git.toad.homelinux.net/projects/TweakableEverything.git/commitdiff/4d82c73

Is it possible to have an option to disable engine shroud?

As Obsessed said, that's already in. It's the "Engine Fairing Toggle" mentioned in the first post.

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TweakableEverything has been updated to version 1.3! This version brings 0.24 compatibility, a new TweakableEVA module, and some minor fixes and improvements.

CHANGELOG:


v.1.3 [2014-07-17]
* Updated for KSP 0.24 Compatibility
* NEW MODULE TweakableEVA allows for throttling of Kerbals' EVA thruster packs.
* TweakableGimbal: Actually now checking the right field for null when the underlying ModuleGimbal has disappeared.
* TweakableRCS: Now does thrust limiter assignments in the editor for improved synergy with RCS Build Aid.
* TweakableRCS: Thrust limiter step size reduced to 1%.

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Having a problem with running this on 64 bit KSP .24. This does not seem to occur with 32 bit. Loads on 32 bit without issue, 64 bit however results in crash.
I got it working fine in x64, no problems to report.

Though I think so debug options were left in TweakableEVA - DumpPart and DumpModule are available on the right click GUI for EVA Kerbals. Just an FYI, toady.

JeffreyCor: the win64 version is literally the only place this build has been tested so far; it worked in a vacuum, so I'm going to need more info and a debug log (Windows: \path\to\KSP_win\KSP_Data\output_log.txt; Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log; Mac: ~/Library/Logs/Unity/Player.log) if I'm going to be any help to you.

Obsessed: Oops! I'll fix that up and rebuild it later this evening. Gotta get the kids in bed first. :P

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When by itself it doesn't have a problem. It seems the 64 bit version is far more sensitive to mod interaction than the 32 bit version.

Well that was good timing. :) Here is the link for output_log.txt from a crash state with other mods. https://www.dropbox.com/s/e1gim7cwqv8lbbk/output_log.txt

All others are listed as being .24 compatible. I've been installing one at a time and it looks like a couple others are having problems playing well with others as well. Looks like x64 will be giving some new headaches for mod makers :(

Edited by JeffreyCor
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When by itself it doesn't have a problem. It seems the 64 bit version is far more sensitive to mod interaction than the 32 bit version.

Again, I'll need a debug log and steps to reproduce if I'm going to have much chance of helping you now. Otherwise, I'll be putting my über-modded career set together over the next several days, and if I run into the same problem in 64-bit Linux, I'll fix it then. :)

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Included in the edit I was uploading while you were writing the second message :)

Thanks, my bad. :)

Anyway, looking at that log I'm relatively certain that the problem is with ModStatistics, not TweakableEverything. ModStatistics throws some exceptions during Start when it gets instantiated during the load, and then code from ModStatistics is mentioned in the stack trace at the end of the crash report:



(0x0000000103C40000) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x00000000916A0690) (Mono JIT code): (filename not available): System.Collections.Generic.EqualityComparer`1/DefaultComparer<GameScenes>:Equals (GameScenes,GameScenes) + 0xa0 (00000000916A05F0 00000000916A069A) [0000000000564D48 - Unity Root Domain] + 0x0
(0x00000000916A0506) (Mono JIT code): (filename not available): System.Collections.Generic.Dictionary`2<GameScenes, System.TimeSpan>:get_Item (GameScenes) + 0x126 (00000000916A03E0 00000000916A05CC) [0000000000564D48 - Unity Root Domain] + 0x0
(0x000000001F264F17) (Mono JIT code): (filename not available): ModStatistics.ModStatistics:updateSceneTimes () + 0x1b7 (000000001F264D60 000000001F264FCC) [0000000000564D48 - Unity Root Domain] + 0x0
(0x000000001F264B7C) (Mono JIT code): (filename not available): ModStatistics.ModStatistics:FixedUpdate () + 0x8c (000000001F264AF0 000000001F264CB8) [0000000000564D48 - Unity Root Domain] + 0x0
(0x00000000040872DB) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x6b (0000000004087270 000000000408734A) [0000000000564D48 - Unity Root Domain] + 0x0
(0x000007FEE4AA36CA) (mono): (filename not available): mono_set_defaults + 0x2b8e
(0x000000013F784B49) (KSP_x64): (filename not available): (function-name not available) + 0x0
(0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x0000000000564D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0

========== END OF STACKTRACE ===========
========== OUTPUTING STACK TRACE ==================

I'd try removing whatever mods depend on ModStatistics to see if TE and all of your other mods work without it, and then report the problem to Majiir.

Good luck!

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I'm not sure this is possible, but it'd be really nice to add a part's "Conduct Test" (Run test? I forget the exact string used) button to an action group.

I'm not sure it's possible either, and haven't yet seen this "Conduct Test" button of which you speak. But, I'm guessing I can make something work. :)

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OMG TRIPLE POSTING. (Sorry mods :( )

TweakableEverything has been updated to version 1.3.1! This removes the "Dump" events from EVA packs and does nothing else of consequence. Or even of non-consequence.

CHANGELOG:


v.1.3.1 [2014-07-17]
* TweakableEVA: Fixed to no longer add Debug functionality when not building for Debug targets.

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"Conduct Test" is on the right-click menu when you're flying. If you stage the testing object in the right conditions you just complete the contract. If you're using the testing object when you enter those conditions, though, you don't get credit. Right click on the part and the "conduct test" button is there.

This is for things like boosters that you use to get to the test area, but your'e using them so you can't get credit for staging them there.

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Is 1.3.1 using the same file name? The download on all formats seems to be 1.3 by the name, though if it is the same name that is as it should be :)

Edit: manually changed the name to add a -1 and found the file for downloading. Looks like the links need to be updated :)

Edited by JeffreyCor
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"Conduct Test" is on the right-click menu when you're flying. If you stage the testing object in the right conditions you just complete the contract. If you're using the testing object when you enter those conditions, though, you don't get credit. Right click on the part and the "conduct test" button is there.

This is for things like boosters that you use to get to the test area, but your'e using them so you can't get credit for staging them there.

I guessed as much, but what with all the mod-updating I haven't actually opened a career save yet. ;) Thanks!

Is 1.3.1 using the same file name? The download on all formats seems to be 1.3 by the name, though if it is the same name that is as it should be :)

Edit: manually changed the name to add a -1 and found the file for downloading. Looks like the links need to be updated :)

Whoops again. OP updated. :)

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There seems to be a compatibility issue between this and TAC-LS 0.9 Pre 2. Each one seems to work fine without the other, but when both are installed sadness follows. I posted over there as well. Hopefully these two mods can become friends again :)

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There seems to be a compatibility issue between this and TAC-LS 0.9 Pre 2. Each one seems to work fine without the other, but when both are installed sadness follows. I posted over there as well. Hopefully these two mods can become friends again :)

JefferyCor, unless you've got a version of TACLS that I don't see and that isn't actually called 0.9 Pre 2 and dated 8 days ago, the problem is on his end. CrewRoster changed names in the assembly and he's getting a TypeLoadException during SpaceCenterManager::Start() because the old binary isn't compatible with KSP 0.24. TaranisElsu will need to update his code for the CrewRoster changes (I hear it's called KerbalRoster now) before TACLS will start up correctly.

It's a little deceptive, because a lot of the TACLS does appear to start up correctly, but there is at least the one definite incompatibility there.

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Toadicus,

I wanted to say thanks for including the ability to tweak the EVA pack on your latest release.

I've restarted my career and have only made orbit once so far, but the lower thrust of the EVA pack makes it so much easier to accurately move around outside the ship.

Good job on that. :^)

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When I reported the problem over there the response I received was a problem with this mod, so wanted to include notice here since each was pointing to the other as being the problem. Not being a programmer I can only give the results, logs, etc, and go by what the authors say from that. :)

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I'm getting this single error in my crash log:

While added ModuleTweakableEVA, encountered exception: System.NullReferenceException: Object reference not set to an instance of an object

at Part.AddModule (System.String moduleName) [0x00000] in <filename unknown>:0

at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0

at TweakableEVA.TweakableEVAManager.Update () [0x00000] in <filename unknown>:0

I'm guessing this is your new addition.

The game crashes when I try to select a pod. Removing the mod "solved" the problem. So far no crashing.

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