phoenix_ca Posted May 10, 2014 Share Posted May 10, 2014 I don't actually know; I was at work when I compiled the fix and haven't got back to my computer to test it at all. That is what I hoped it would do, but I'm not certain it will. If you've tried it, maybe you can tell me! Well I'm not having any super-lag when I place KSPI radiators now. Whether or not that was caused by your changes or something else is unknown, but...eh it works. Link to comment Share on other sites More sharing options...
IvanTehFennec Posted May 10, 2014 Share Posted May 10, 2014 I was having the incompatibility as well, so I removed this mod. However, I'll throw a clean install together and get an output.log for you with this and hotrockets installed shortly. Link to comment Share on other sites More sharing options...
toadicus Posted May 10, 2014 Author Share Posted May 10, 2014 It's going to be until late today before I get a chance to do any testing (I must confess, I actually played the game a little this morning... my bad!), but one thing I noticed is that HotRockets is packaging ModuleManager 2.1, which is going to be after the next MM release fixes some persistence-breaking issues. I haven't done any testing of TweakableEverything with 2.1 and from my read of a conversation between NavyFish, swamp_ig, and sarbian, I'm pretty sure TweakableEverything is currently being used as a test case for debugging MM 2.1.In short: I officially recommend that you DO NOT use MM 2.1 with TweakableEverything until I've had a chance to test with it. Do you have the same issues with HotRockets if you use MM 2.0.7 or 2.0.8 (included in the TE archives)? Link to comment Share on other sites More sharing options...
toadicus Posted May 10, 2014 Author Share Posted May 10, 2014 OK, I've just finished some launchpad testing with TweakableEverything, ModuleManager 2.1.2, HotRockets R7, and Final Frontier 0.3.9, with no ill effects. Let me know if MM 2.1.2 fixes the issues you've been seeing with TweakableEverything and MM 2.1! If not, the usual request for debug logs (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) stands. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 10, 2014 Share Posted May 10, 2014 Running TE, MM 2.1.2 and metric s*** ton of mods with a brand new career savegame - no problems so far. Link to comment Share on other sites More sharing options...
quantumpion Posted May 16, 2014 Share Posted May 16, 2014 I may be a complete moron but how do you install and use this mod? I unzipped the folders so I have "Kerbal Space Program\GameData\TweakableEverything" and "\Kerbal Space Program\GameData\ToadicusTools" but I'm not getting any new tweakable items in the game. Link to comment Share on other sites More sharing options...
toadicus Posted May 17, 2014 Author Share Posted May 17, 2014 I may be a complete moron but how do you install and use this mod? I unzipped the folders so I have "Kerbal Space Program\GameData\TweakableEverything" and "\Kerbal Space Program\GameData\ToadicusTools" but I'm not getting any new tweakable items in the game.Do you also have a ModuleManager dll installed? You should also have "Kerbal Space Program\GameData\ModuleManager.2.0.8.dll" (or a version newer than 2.1.1). Also, make sure you only have one ModuleManager dll installed; last I checked its handling for multiple copies was disabled.If you've unpacked my archive into GameData and have a ModuleManager dll installed and things still aren't working, a copy of your 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) will help me know more. Link to comment Share on other sites More sharing options...
quantumpion Posted May 17, 2014 Share Posted May 17, 2014 Ah that was the problem, modulemanager was missing. Thanks. Link to comment Share on other sites More sharing options...
Helix935 Posted May 19, 2014 Share Posted May 19, 2014 great mod but will there be the ability to enable and disable staging for all parts? Link to comment Share on other sites More sharing options...
toadicus Posted May 20, 2014 Author Share Posted May 20, 2014 great mod but will there be the ability to enable and disable staging for all parts?That functionality already exists, but it isn't added to all parts to keep bloat down and because I haven't decided yet which parts should get it by default. Have a read of the spoiler in this post for documentation on how to had staging toggles to any part. Link to comment Share on other sites More sharing options...
ialdabaoth Posted May 22, 2014 Share Posted May 22, 2014 (edited) If no one has mentioned it yet, here's a MM cfg for making B9's docking port tweakable:@PART[B9_Utility_DockingPort_CDP]:AFTER[TweakableEverything]{ node_stack_tdn = 0, 0.325, 0, 0, -1, 0, 1 !MODULE[FSanimateGeneric] {} @MODULE[ModuleDockingNode] { %controlTransformName = dockingNode %referenceAttachNode = tdn } %MODULE[ModuleAnimateGeneric] { %name = ModuleAnimateGeneric %animationName = dockingport_cdp_toggle %startEventGUIName = Open Shield %endEventGUIName = Close Shield } @MODULE[ModuleTweakableDockingNode] { TDNnodeName = tdn AlwaysAllowStack = True deployAnimationControllerName = dockingport_cdp_toggle }}Additionally, this lets you remove any engine from the staging stack, so you can have Abort-only (or Action Group-only) engines:@PART[*]:HAS[@MODULE[ModuleEngine*]]:FOR[TweakableEverything]:NEEDS[TweakableStaging]{ MODULE { name = ModuleStagingToggle defaultDisabled = false activeInFlight = false activeInEditor = true }} Edited May 22, 2014 by ialdabaoth Link to comment Share on other sites More sharing options...
S4qFBxkFFg Posted May 30, 2014 Share Posted May 30, 2014 I think I'm getting the problem JeffreyCor had as well (the puffs of smoke from decouplers in the VAB, plus other weirdness). I'll try to isolate it to a minimum set of mods and get some useful logs over the weekend... Link to comment Share on other sites More sharing options...
toadicus Posted May 31, 2014 Author Share Posted May 31, 2014 TweakableEverything has been updated to version 1.3! This update is mostly minor compatibility fixes, but includes necessary fixes for use with ZodiusInfuser's new InfernalRobotics struts. It also fixes the download links since SpacePort is going away. CHANGELOG:v.1.2 [2014-05-30]* TweakableSolarPanels: Improved fault detection.* TweakableAnimateGeneric: Improved fault detection.* TweakableStaging: Improved behavior when attaching parts in certain conditions. Fixed a bug that cropped up when TweakableStaging was used without any classes subscribing to it.* TweakableLadders: Disabled Squad's ladder tweakables, because ours is just so much cooler. Improved fault detection.* TweakableReactionWheels: Improved fault detection. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 31, 2014 Share Posted May 31, 2014 * TweakableLadders: Disabled Squad's ladder tweakables, because ours is just so much cooler.Correction: ours actually works correctly And what does 'fault detection' mean? Thanks again for updates! Link to comment Share on other sites More sharing options...
toadicus Posted May 31, 2014 Author Share Posted May 31, 2014 Correction: ours actually works correctly And what does 'fault detection' mean? Thanks again for updates! "Fault detection" means that if some other mod or ModuleManager patch pulls Squad's module or from under its TE helper module, the TE module shouldn't explode everything and fill your logs up with Exception spam. This happens mostly with RealismOverhaul stuff around gimbals and reaction wheels, but I'm working to make sure such changes won't make TE break everything anyway. Link to comment Share on other sites More sharing options...
S4qFBxkFFg Posted June 1, 2014 Share Posted June 1, 2014 I think I'm getting the problem JeffreyCor had as well (the puffs of smoke from decouplers in the VAB, plus other weirdness). I'll try to isolate it to a minimum set of mods and get some useful logs over the weekend...This can be disregarded - 1.2 fixes whatever caused this problem. Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 14, 2014 Share Posted June 14, 2014 this doesn't seem to affect the thrust detected by RCS build aid when I tweak the thrust limiter for RCS blocks. So if my RCS block is rated at 1Kn and I have two, RCS build aid will be working with 2Kn of thrust regardless of what I set the thrust limiter. The RCS build aid author said the limitation was on this end Link to comment Share on other sites More sharing options...
Jaxx Posted June 14, 2014 Share Posted June 14, 2014 Any chance Realchutes could get staging options? Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 14, 2014 Share Posted June 14, 2014 actually stupid_chris mentioned staging options coming in the next (or future) update - not sure if what he has is what you're looking for but check out the last few posts in the thread Link to comment Share on other sites More sharing options...
toadicus Posted June 14, 2014 Author Share Posted June 14, 2014 this doesn't seem to affect the thrust detected by RCS build aid when I tweak the thrust limiter for RCS blocks. So if my RCS block is rated at 1Kn and I have two, RCS build aid will be working with 2Kn of thrust regardless of what I set the thrust limiter. The RCS build aid author said the limitation was on this endHmm, yeah. I don't actually apply the tweak in the editor; I let you set it, but nothing gets done until flight. Should be an easy change though.Any chance Realchutes could get staging options? Sure! Make a file like TweakableEverything\RealChuteStaging.cfg, and add this patch:PART[*]:HAS[@MODULE[RealChuteModule]]:FOR[TweakableEverything]:AFTER[RealChute]{ MODULE { name = ModuleStagingToggle defaultDisabled = false activeInFlight = false activeInEditor = true }}I haven't tested that, but it should work. Obviously, change the settings in the patch if you want different behavior. Link to comment Share on other sites More sharing options...
Kerba Fett Posted June 14, 2014 Share Posted June 14, 2014 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. Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 14, 2014 Share Posted June 14, 2014 Hmm, yeah. I don't actually apply the tweak in the editor; I let you set it, but nothing gets done until flight. Should be an easy change though.That would be sweet, as being able to adjust the thrust would be another way to help balance out RCS jets Link to comment Share on other sites More sharing options...
toadicus Posted June 17, 2014 Author Share Posted June 17, 2014 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.That would be sweet, as being able to adjust the thrust would be another way to help balance out RCS jetsI have been absolutely buried at work, and am moving house, so I haven't had time to do any development or testing lately. But, here is a compile of TweakableRCS missing two lines of code that made the assignment logic only work in Flight. If it works, please let me know. If it doesn't work, also please let me know. http://ksp.hawkbats.com/TweakableEverything/TweakableRCS.dll Link to comment Share on other sites More sharing options...
montyben101 Posted July 6, 2014 Share Posted July 6, 2014 if you make EVA packs tweakeble then this will be the best mod ever! Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 6, 2014 Share Posted July 6, 2014 I have been absolutely buried at work, and am moving house, so I haven't had time to do any development or testing lately. But, here is a compile of TweakableRCS missing two lines of code that made the assignment logic only work in Flight. If it works, please let me know. If it doesn't work, also please let me know. As Scott Manley would say - "BRILLIANT!"I completely missed this when you first replied or would have tried it sooner. Works perfectly, thanks! However now I need to ask if there is a way to allow finer tweaking down to 0.1 instead of only 5 step increments Link to comment Share on other sites More sharing options...
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