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


toadicus

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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.

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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)?

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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. :)

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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.

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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. :)

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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. :)

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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 by ialdabaoth
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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...

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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.

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Correction: ours actually works correctly :P And what does 'fault detection' mean? Thanks again for updates! :D

"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. :)

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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.

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  • 2 weeks later...

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

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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

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.

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. :)

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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.

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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

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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.

That would be sweet, as being able to adjust the thrust would be another way to help balance out RCS jets

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. :)

http://ksp.hawkbats.com/TweakableEverything/TweakableRCS.dll

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  • 3 weeks later...
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

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