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


toadicus

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Hello to all.

I am 'trying' to be able to adjust decoupler force values in game, and not be hardwiring values in the part.cfg.

Will this mod allow that to be done, and if so, where can i find a method to do it..

thanks for any and all info.

Yes it does! The TweakableDecouplers module will add tweakable sliders to the right-click context menu for all of your decouplers. :)

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I have an output log. It does appear to have some errors, but I am not a rocket physcian. I hope it helps you help me :)https://dl.dropboxusercontent.com/u/18508211/output_log.txt

Ah-ha! I can't be 100% sure, but I've a good hunch I know what's going on. ToadicusTools is shared amongst all of my mods, and the most recent version of VOID made some changes to it. Whenever I update a mod, I repackage all of the old ones with the new version of ToadicusTools. Were I to guess, something's just wrong enough that KSP won't load the classes that depend on it.

I've had an update half-ready for a couple of weeks; trying to polish it up now. A recompile on my end should be all that's needed to fix your issue, but I may as well get some new content out while I'm at it. :)

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With apologies to the moderation staff for double posting, TweakableEverything has been updated to version 1.4! This version adds a new TweakableIntakes module and improves a few annoying but situational problems from past versions.

CHANGELOG:


v.1.4 [2014-08-13]
* NEW MODULE TweakableIntakes allows for the closing and opening of intakes in the editor, and adds action group items for open and close intake.
* TweakableEVA: Cleaned up the exception reporting a bit so hopefully fewer people will think it's a bug.
* Various: Improved/added null checking to cause problems in even fewer unanticipated scenarios.

For those hoping this fixes the missing TweakableDockingNode functionality: I hope so too! Please let me know, and provide logs if not. :)

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Love the mod. I use it for disabling the RCS on different stages in the editor.

I'm having a bug though, related to this mod, KW Rocketry, and procedural fairings. Whenever I load in a subassembly with a Vesta engine that is then put on the top node of a PF interstage fairing, the engine spews out smoke and flames in the editor. This mod seems to trigger it. Could you look into it?

Btw. Update the version in the OP from 1.3.1 to 1.4. :)

Edited by LostOblivion
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Just FYI folks, the archives have been updated with a version of 1.4 recompiled against a changed ToadicusTools library. If you're updating VOID or AntennaRange today, you should re-download TweakableEverything as well. :)

LostOblivion, I'll try to get a test install for that set up later today. I'm going to guess it's a fight between TweakableFairings and ProceduralFairings, both of which want to manipulate the autoshrouds on engines.

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These requests are fairly related and at this point the short answer is that last I looked there's no easy way to work things like that into TE. I will have a read through that thread and have a look at other mods that provide similar functionality and see if it's something that this mod can cover. There's a real possibility that it's not, but I'll let you know once I've dug into the issues a bit. :)

Late reply. Thanks for the response. Thanks for all the good work your doing. :)

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Love the mod. I use it for disabling the RCS on different stages in the editor.

I'm having a bug though, related to this mod, KW Rocketry, and procedural fairings. Whenever I load in a subassembly with a Vesta engine that is then put on the top node of a PF interstage fairing, the engine spews out smoke and flames in the editor. This mod seems to trigger it. Could you look into it?

Btw. Update the version in the OP from 1.3.1 to 1.4. :)

Alright man, I finally got a test install set up, and I couldn't duplicate it. The steps I took were:

  1. Install some mods. Specifically:
    [ModuleManager] compiling list of loaded mods...
    Mod DLLs found:
    Assembly-CSharp v1.0.0.0
    ModuleManager.2.2.1 v2.2.1.0
    aaa_Toolbar v1.0.0.0
    AdaptiveDockingNode v1.5.5346.37460
    ToadicusTools v0.0.0.0
    AntennaRange v1.4.1.37459
    NSScientific v0.1.5347.36987
    KSPAPIExtensions v1.7.0.0
    ProceduralFairings v0.0.0.0
    QuantumStrutsContinued v1.1.5346.37460
    ModuleDB v1.0.5346.37461
    TweakableAnimateGeneric v1.2.5341.14808
    TweakableDecouplers v1.4.5341.14805
    TweakableDockingNode v1.1.5341.14805
    TweakableEVA v1.4.5341.14810
    TweakableEngineFairings v1.0.5341.14809
    TweakableGimbals v1.3.5341.14807
    TweakableIntakes v1.4.5341.14811
    TweakableLadders v1.2.5341.14807
    TweakableRCS v1.3.5341.14808
    TweakableReactionWheels v1.2.5341.14806
    TweakableSolarPanels v1.2.5341.14806
    TweakableStaging v1.4.5341.14804
    VesselSimulator v0.0.0.0
    VOID v0.14.1.36123
    Non-DLL mods added:
    NidaSampi
    TweakableEverything
    Mods by directory (subdirs of GameData):
    000_Toolbar
    KWRocketry
    NASAmission
    Squad


  2. Build a little orbit tender, bottom up, with a Vesta on the bottom, and save it as a subassembly:
    vesta_tender.png
  3. Chop the head off a Kerbal X and put a PFairings base on it:
    vesta_launcher_x.png
  4. Install the tender:
    vesta_installed.png

Neither smoke nor flame happened. I tried with fairing sides on and off, with the engine fairing enabled and disabled, all without Exceptional effects. I had the latest PFairings and KWRocketry as of 8/23.

So! If you are still having the issue, can duplicate it, and give me steps to duplicate and/or a log, I'll see what I can do. :)

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Little feature request- would it be possible to add TweakableStaging to chutes? It'd be cool if I didn't have to worry about my planes emergency abort chutes being mixed up with my a-company-paid-me-to-put-these-on chutes :P

TweakableStaging can be applied to basically any part that already functions via staging through an MM patch, thus. For stock chutes/, the patch should match HAS[@MODULE[ModuleParachute]], for RealChute useHAS[@MODUL[[RealChuteModule]] and change the pass from FOR[TweakableEverything] to AFTER[RealChute].

I'd type it up for you myself, but my children have commandeered all the devices with real keyboards for their Minecraft mania. :P

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TweakableStaging can be applied to basically any part that already functions via staging through an MM patch

Ah! I missed that. I didn't see an existing MM config for TweakableStaging so I thought it was something that had to be added into the dll itself. Awesome news, thanks for the quick reply! :)

I'm guessing it would be something like:

@PART[*]:HAS[@MODULE[ModuleParachute]]:FOR[TweakableEverything]
{
MODULE
{
name = ModuleStagingToggle
activeInEditor = true
// activeInFlight = true
// defaultDisabled = true
// stagingIcon = LIQUID_ENGINE
}
}

Based on that posts documentation. I'm pretty well versed with MM configs, so I'm going to assume that's correct :P

EDIT: Oh lord, you have the patience of a saint.. reading the thread from that post you linked onwards and like, every other one is asking how to add TweakableStaging to parts.. sorry for asking again! :( Bad Obsessed, you should know better!

Edited by ObsessedWithKSP
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Ah! I missed that. I didn't see an existing MM config for TweakableStaging so I thought it was something that had to be added into the dll itself. Awesome news, thanks for the quick reply! :)

I'm guessing it would be something like:

@PART[*]:HAS[@MODULE[ModuleParachute]]:FOR[TweakableEverything]
{
MODULE
{
name = ModuleStagingToggle
activeInEditor = true
// activeInFlight = true
// defaultDisabled = true
// stagingIcon = LIQUID_ENGINE
}
}

Based on that posts documentation. I'm pretty well versed with MM configs, so I'm going to assume that's correct :P

EDIT: Oh lord, you have the patience of a saint.. reading the thread from that post you linked onwards and like, every other one is asking how to add TweakableStaging to parts.. sorry for asking again! :( Bad Obsessed, you should know better!

Nah, I've got three kids. No matter how many times you guys ask the same questions, you won't top them. ;)

That patch looks right, though you can axe the // comment lines if you aren't using them. :)

Edited by toadicus
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There is one functionality that I wanted to see added to the antennas, and I think it could be implemented in this mod.

Is there a way to prevent the antennas from retracting when they are done transmitting. (Basically "lock" them extended.) This is nice for making spacecraft with both form and function.

It would also be nice, if you could also prevent an antenna from being used, so it would use a different antenna by default (or complain about no functioning com devices on your ship if you have no other working antenna.)

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There is one functionality that I wanted to see added to the antennas, and I think it could be implemented in this mod.

Is there a way to prevent the antennas from retracting when they are done transmitting. (Basically "lock" them extended.) This is nice for making spacecraft with both form and function.

It would also be nice, if you could also prevent an antenna from being used, so it would use a different antenna by default (or complain about no functioning com devices on your ship if you have no other working antenna.)

That's something that's been requested here and over at AntennaRange, and while it's something that I'd love to do, the stock antenna modules are set up in such a way as to make it, at least, brutally difficult and well outside the scope of this mod. I've given a couple explanations of varying technicality. I hope one of them suits you. :) Feel free to ask with additional specificity!

As far as enabling and disabling antennas, I don't do anything with that here (though it's possible I could; I'd need to check Squad's interface again). I don't do anything exactly like that with AntennaRange either, but if generally improving the behavior of antennas is something you're after, it is something with which, I humbly submit, I can help you. :)

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Is there a way to prevent the antennas from retracting when they are done transmitting. (Basically "lock" them extended.)

I'm unfamiliar with this behavior. What causes antenna to do this? Mine never retract after transmitting...

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I've found a (couple of) bug(s) in TweakableEverything that is quite annoying (to me at least) that breaks staging/fairings on the LV-N atomic engine.

How to reproduce A:

  1. Build a rocket with an LV-N upper stage and a TR-18A decoupler (probably any other decoupler too but this is the one I used).
  2. Launch.
  3. Stage to upper stage.
  4. The stages will separate and the LV-N vill fire, but the shroud will not sepate from the engine.

How to reproduce B:

  1. Build a rocket with an LV-N upper stage and a TR-18A decoupler.
  2. Remove shroud from LV-N engine.
  3. Launch.
  4. Stage to upper stage.
  5. The stage will NOT separate but the LV-N will fire anyway. It is possible to right click on the decoupler to fire it but staging but it cannot be activated by staging.

Tested with:

  • KSP 24.2, 32-bit, clean install
  • Windows 7 Pro, 64-bit
  • TweakableEverything versions 1.3.1 and 1.4

Hope it's solvable as this mod is one of my (many) must-haves. :-)

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I've found a (couple of) bug(s) in TweakableEverything that is quite annoying (to me at least) that breaks staging/fairings on the LV-N atomic engine.

<!-- snip -->

Hope it's solvable as this mod is one of my (many) must-haves. :-)

Thanks for the detailed report!

I'm... fairly... sure that it's a logic error that, for whatever reason, single-fairing engines magically avoid. With that in mind, here's a development dll for TweakableEngineFairings that, in laboratory tests, reduced cancer rates in mice and facilitated fairing detachment on nuclear engines.

Give it a shot and let me know if it help and/or if it breaks everything forever!

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Thanks for the detailed report!

I'm... fairly... sure that it's a logic error that, for whatever reason, single-fairing engines magically avoid. With that in mind, here's a development dll for TweakableEngineFairings that, in laboratory tests, reduced cancer rates in mice and facilitated fairing detachment on nuclear engines.

Give it a shot and let me know if it help and/or if it breaks everything forever!

Thanks a lot. I've only had time to test it against my test cases so far and there were no glitches. I'll let you know if it breaks some of the weird contraptions that I usually build when playing.

As for the effect on cancer in mice, I cannot confirm your results. All my white mice look like large lumpy raisins so I think it's to early to expect that you found the cure.

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  • 3 weeks later...

Hello!

I wanted to invite you toadicus to a discussion on a mod list I'm testing. Let me know in that thread if you would be interested in helping test other listed mods with yours, or if you already have. :)

Inigma's KSP Essentials Mod List

http://forum.kerbalspaceprogram.com/threads/94353-WIP-Inigma-s-KSP-Essentials-Mod-List-%28in-Testing%29

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toadicus, are these tweakables permitting powers that are not in stock, ie increasing the decoupler force, if I bump it up, is this more than stock values? If your mod increases values over what is found in stock, some players might consider that cheating. Is there a way to limit maximum tweaks to the maximum stock value if so?

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Just asking, is there a reason for why the Near Future mods, radiators, would not be tweakable to open in the VAB using this mod? I believe they are essentially solar panels which do not produce power. And if it is possible, could sommone make a ModuleManager config to make them work? Thanks in advance!

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