toadicus Posted January 6, 2014 Author Share Posted January 6, 2014 Well, if you say you'll look into it and keep us posted (like "took a look into it, not really feasible/will take a while"), that's all I can hope for :3This is really, really awesome btw - said it already, I know @ b9 docking portMhm... Well, the other B9 parts all have the possibility to be "changed" in the VAB (like the cargo bay doors), so.. maybe there is a way I'm pretty sure the B9 docking port can be opened and closed in the VAB already. Try clicking on it in action group mode, maybe? I'm not sure you can stack anything on it, though. Link to comment Share on other sites More sharing options...
diomedea Posted January 6, 2014 Share Posted January 6, 2014 Believe this mod is a gift from heaven. Being able to test any part opened while still in the VAB/SPH will help me a lot in designing spacecrafts, and avoid some nasty surprises later on.Many thanks. Link to comment Share on other sites More sharing options...
toadicus Posted January 7, 2014 Author Share Posted January 7, 2014 TweakableEverything has been updated to 0.5.3! This update adds a "Track Sun" tweakable to solar panels, available in the editor and in flight. The panels behave oddly at day/night changes because of the way Squad's code handles things, so they may look wrong during night phases. Let me know if this is super bothersome and I can see if there is a way around it. Also, because the modules all track to some arbitrary point while in the editor, if you want to disable this for a symmetry group, you should disable sun tracking before placing the panel on the ship, and certainly before adding any symmetry partners, or they will wind up at opposing angles and generally weird.CHANGELOG:v.0.5.3 [2014-01-06]* Added Track Sun tweakable to TweakableSolarPanels. Link to comment Share on other sites More sharing options...
Superfluous J Posted January 7, 2014 Share Posted January 7, 2014 ... if you want to disable this for a symmetry group, you should disable sun tracking before placing the panel on the ship, and certainly before adding any symmetry partners ...How do you tweak a part before placing it on the ship? Link to comment Share on other sites More sharing options...
toadicus Posted January 7, 2014 Author Share Posted January 7, 2014 How do you tweak a part before placing it on the ship?Drop it in the hangar beside the ship, but not attached to any part, then right-click on it. It'll be ghosted, but it'll work. Link to comment Share on other sites More sharing options...
Arrowmaster Posted January 7, 2014 Share Posted January 7, 2014 (edited) Would it be possible to add a decoupler/separator tweak to remove them from the staging list but still be able to manually activate them from either action group or rightclicking while in flight like normal? This would be a great fix for the mods that include decouplers in parts that do other things like DR heatshields or certain fairing adapters.Also radial decouplers don't seem to be effected by this but a non-stock radial separator is. Edited January 7, 2014 by Arrowmaster Link to comment Share on other sites More sharing options...
toadicus Posted January 7, 2014 Author Share Posted January 7, 2014 Would it be possible to add a decoupler/separator tweak to remove them from the staging list but still be able to manually activate them from either action group or rightclicking while in flight like normal? This would be a great fix for the mods that include decouplers in parts that do other things like DR heatshields or certain fairing adapters.Also radial decouplers don't seem to be effected by this but a non-stock radial separator is.It looks like that answer is "yes": I can probably make staging use tweakable, so certain parts can be removed from the staging list. I can't test anything from the office, but I'll give it a shot when I can!I just noticed the difference in radial decouplers myself. Should be an easy fix. Thanks for the report! Link to comment Share on other sites More sharing options...
Azimech Posted January 7, 2014 Share Posted January 7, 2014 VOID should be adopted by Squad right away, I can't work without the HUD anymore. This new tool is rising on my list as well. Thank you very much! Link to comment Share on other sites More sharing options...
lincourtl Posted January 7, 2014 Share Posted January 7, 2014 TweakableDockingNode is now TweakableEverything! This poorly-named mod has been updated to version 0.5.2 and adds docking port control action groupage, decoupler force tweakage, and solar panel toggle-age.I will happily consider requests for additional tweakables, and will investigate those that I consider to be reasonable and valuable additions to the stock playstyle. I won't be adding a "stop using fuel" tweakable or a "make my ISP over 9000" tweakable or anything like that; my intent is not to change game balance, but to add quality-of-life improvements, especially for ship building.Squad's tooltip code doesn't automatically update when you "unhide" a value, so I've left the "advanced options" toggle alone for now. If you think it would be a fantastic idea for me to have it, you might back up my suggestion to Squad over here.CHANGELOG:v.0.5.2 [2014-01-05]* Changed the name to TweakableEverything, because I'm terrible at names.* Added TweakableSolarPanels* Added TweakableDecouplers* TweakableDockingNode: Provided "Control from here" for use in action groups.* TweakableDockingNode: Added acquire range slider.Done.Done.Done, but I'm not sure I could handle any more babies than the ones I already have.I... might be able to do that. There is a "maximum roll" field, which is compared to the dot product of some "up" vectors. I'll mess around with it and see if it does what you want.A more robust and currently-existing solution would be the docking washers from Infernal Robotics.EDIT: After some quick experimentation, this at least won't be easy. I'll take another pass at it when I've got more time, but the Infernal Robotics parts are probably the better solution.The numbers I used were actually harvested from the docking node transforms, and so ought to have reflected the exact location against which the docking ports compare the location of incoming ports. But these look prettier, so I have incorporated them. Thanks!OMG! I could kiss you. Thank you! This is what tweakables should have been in the first place, and why I got so excited when they were originally announced. Then Squad came out with their half-arsed implementation. I love Squad, and what they've done with KSP, but sometimes their implementation of features leaves a lot to be desired. Link to comment Share on other sites More sharing options...
Supernovy Posted January 8, 2014 Share Posted January 8, 2014 I really like this mod, but I also have a few suggestions:Toggle whether ladders start deployed or undeployed,Enable/Disable Reaction Wheels, and change their torque,Toggle antennae, and other moduleanimategeneric things (e.g. mod cargo bays),Enable/Disable RCS thrusters, perhaps even by pitch/yaw/roll like control surfaces (would a thrust limiter on RCS also work?),Toggle engine gimbal, maybe also gimbal range.I don't want to sound too demanding, these are just some things I think would be nice if they were tweakable. One more question, though: why do the animations play out on your mod when you toggle things, but stock tweakables like landing gear don't? Thanks. Link to comment Share on other sites More sharing options...
toadicus Posted January 8, 2014 Author Share Posted January 8, 2014 I really like this mod, but I also have a few suggestions:Toggle whether ladders start deployed or undeployed,I had this thought while building last night; it also occured to me that ladders are currently inconsistent and appear deployed in the editor and retracted at launch. I'll look in to this.Enable/Disable Reaction Wheels, and change their torque,Sounds do-able. I'll look in to this.Toggle antennae, and other moduleanimategeneric things (e.g. mod cargo bays),I'll look in to this; it should help avoid code duplication in the long run as well. Now if only I could stop antennae from retracting after transmitting.Enable/Disable RCS thrusters, perhaps even by pitch/yaw/roll like control surfaces (would a thrust limiter on RCS also work?),I've just been looking at ModuleRCS for another reason, and I think this would be tricky to do by axis, because (I think) I'd need to intercept the vessel control state before it gets to the thruster and I don't think I can. Maybe there's some room in there between events.Enable/disable on startup could be done, but how do you envision that interacting with the RCS action toggle later on? My first thought is tweaking an RCS "disabled" would remove it from the RCS action group, requiring you to tweak it "enabled" later to re-add it, but needing to do that for (at least) every symmetry group after launch sounds tedious.A thrust limiter can probably be done by clobbering thrusterPower, but this may have undesirable results when used in conjunction with fine controls. I'll look in to it.Toggle engine gimbal, maybe also gimbal range.Both should be do-able. I'll look in to it.One more question, though: why do the animations play out on your mod when you toggle things, but stock tweakables like landing gear don't? Thanks.The animations play on the clamps because I don't know a lot about ModuleAnimateGeneric and I'm been calling .Toggle(). I'm guessing the stock tweakables clobber the animation time field directly; I'll test that and see if things work out the same. The solar panels are a trickier beast; I want to see if I can prevent them from flipping out when day/night changes, as well.I don't want to sound too demanding, these are just some things I think would be nice if they were tweakable.Hey, I didn't ask for requests because I don't want them. Thanks for the attention! Link to comment Share on other sites More sharing options...
Arrowmaster Posted January 8, 2014 Share Posted January 8, 2014 I just discovered an interesting bug. I only had the AIES ES-1 non tracking solar panel on my ship at the time but I assume this effects all non tracking panels. While in flight i had the option to enable solar tracking on the non tracking panels and when enabled all panels could get the full 1.00 sun exposure, including those on the back of the ship facing the wrong direction. Link to comment Share on other sites More sharing options...
Superfluous J Posted January 8, 2014 Share Posted January 8, 2014 Stupid request but this has always bugged me about the stock game. It's not relating to tweakables per se but it's in the same wheel house.Could you fix that bug where, when landing gear is retracted, you have to hit "g" twice to deploy it? I'm not sure if you tweak it deployed, if you'd have to hit "g" twice to retract it.My guess has always been that somewhere in the code is a flag saying it's deployed even when it's not, so the first time you hit "g" it tries to retract them but they're already retracted. Then, you hit "g" again and they deploy normally. After that, "g" works as expected. Link to comment Share on other sites More sharing options...
TaranisElsu Posted January 8, 2014 Share Posted January 8, 2014 It looks like that answer is "yes": I can probably make staging use tweakable, so certain parts can be removed from the staging list. I can't test anything from the office, but I'll give it a shot when I can!I just noticed the difference in radial decouplers myself. Should be an easy fix. Thanks for the report!I figured out how to enable/disable staging for my TAC Self Destruct mod: https://github.com/taraniselsu/TacSelfDestruct/blob/master/Source/TacSelfDestruct.cs#L99. Feel free to copy & paste some stuff from it. It was not hard, but there are some gotchas when the game loads the vessel or when switching between adjacent vessels. I'm not sure that I got it completely figured out.I really like this mod, but I also have a few suggestions:Toggle whether ladders start deployed or undeployed,Enable/Disable Reaction Wheels, and change their torque,Toggle antennae, and other moduleanimategeneric things (e.g. mod cargo bays),Enable/Disable RCS thrusters, perhaps even by pitch/yaw/roll like control surfaces (would a thrust limiter on RCS also work?),Toggle engine gimbal, maybe also gimbal range.I don't want to sound too demanding, these are just some things I think would be nice if they were tweakable. One more question, though: why do the animations play out on your mod when you toggle things, but stock tweakables like landing gear don't? Thanks.I second the request to "Enable/Disable Reaction Wheels". Link to comment Share on other sites More sharing options...
Selentic Posted January 8, 2014 Share Posted January 8, 2014 TweakableEverything has been updated to 0.5.3! This update adds a "Track Sun" tweakable to solar panels, available in the editor and in flight. The panels behave oddly at day/night changes because of the way Squad's code handles things, so they may look wrong during night phases. Let me know if this is super bothersome and I can see if there is a way around it. Also, because the modules all track to some arbitrary point while in the editor, if you want to disable this for a symmetry group, you should disable sun tracking before placing the panel on the ship, and certainly before adding any symmetry partners, or they will wind up at opposing angles and generally weird. Not sure if this is intentional or not, but when you tweak "Track Sun" to On it makes even static panels track the sun, and draw power even when shaded. I mean, I'm not sure that was what you were going for or not, but it just kinda seems wrong? >_> Link to comment Share on other sites More sharing options...
toadicus Posted January 8, 2014 Author Share Posted January 8, 2014 I just discovered an interesting bug. I only had the AIES ES-1 non tracking solar panel on my ship at the time but I assume this effects all non tracking panels. While in flight i had the option to enable solar tracking on the non tracking panels and when enabled all panels could get the full 1.00 sun exposure, including those on the back of the ship facing the wrong direction.Not sure if this is intentional or not, but when you tweak "Track Sun" to On it makes even static panels track the sun, and draw power even when shaded. I mean, I'm not sure that was what you were going for or not, but it just kinda seems wrong? >_>Thanks for the reports; that is definitely a bug. I'm not happy with the way the sun tracking tweakable is working in general; I will be revisiting the whole implementation.Stupid request but this has always bugged me about the stock game. It's not relating to tweakables per se but it's in the same wheel house.Could you fix that bug where, when landing gear is retracted, you have to hit "g" twice to deploy it? I'm not sure if you tweak it deployed, if you'd have to hit "g" twice to retract it.My guess has always been that somewhere in the code is a flag saying it's deployed even when it's not, so the first time you hit "g" it tries to retract them but they're already retracted. Then, you hit "g" again and they deploy normally. After that, "g" works as expected.I'll take a quick look and see if that is obvious and easy to fix in the landing gear and landing strut modules. This is a Squad bug, though, and I' suspect it's not in the scope of this mod.I figured out how to enable/disable staging for my TAC Self Destruct mod: https://github.com/taraniselsu/TacSelfDestruct/blob/master/Source/TacSelfDestruct.cs#L99. Feel free to copy & paste some stuff from it. It was not hard, but there are some gotchas when the game loads the vessel or when switching between adjacent vessels. I'm not sure that I got it completely figured out.I second the request to "Enable/Disable Reaction Wheels".Thanks! I will take a look.At a glace, a reaction wheel active/inactive tweakable looks like low hanging, popular, delicious fruit. Unless I'm super wrong, it'll be in the next version. Link to comment Share on other sites More sharing options...
toadicus Posted January 11, 2014 Author Share Posted January 11, 2014 TweakableEverything has been updated to 0.6.0! This update adds four new modules and also fixes some issues with solar panels.Still on my to do list: make TweakableDockingNodes not play full animations; research generic-ish solution for other ModuleAnimateGeneric parts, like antennae; code consolidation; responding to future requests.CHANGELOGv.0.6.0 [2014-01-10]* TweakableSolarPanels: Animations no longer play; states switch instantaneously.* TweakableSolarPanels: Sun Tracking toggle should now produce results more inline with actually enabling and disabling sun tracking.* Fixed TweakableDecouplers to work with radial decouplers.* Added TweakableReactionWheels: Toggle reaction wheels on and off and adjust all three torque values in the editor.* Added TweakableLadders: Ladders now default to retracted and may be tweaked extended or retracted in the editor.* Added TweakableGimbals: Adjust your gimbal range in the editor.* Added TweakableRCS: Disable RCS ports in the editor, and add a thrust limiter to RCS parts similar to that provided for engines. Link to comment Share on other sites More sharing options...
frizzank Posted January 11, 2014 Share Posted January 11, 2014 Is it possible to get a "nudge by one" arrow on the left and right sides, or a keyboard key that does it? It is real frustrating trying to get an exact number with the mouse pointer sometimes for some of the values. Link to comment Share on other sites More sharing options...
MK3424 Posted January 11, 2014 Share Posted January 11, 2014 Is this a bug or a feature? I see the ejection particles of the decoupler in the VAB. Link to comment Share on other sites More sharing options...
cy-one Posted January 11, 2014 Share Posted January 11, 2014 Could you (or is there already?) add a config file for these things? For example, I prefer the ladders to default to extended, as it helps setting them up Link to comment Share on other sites More sharing options...
diomedea Posted January 11, 2014 Share Posted January 11, 2014 Hi Toadicus,installed version 0.6.0. over the previous one, it seems to have issues with decouplers and stack separators, they don't appear in staging and computation of engines thrust seems broken (believe as a result). When reverting to the previous version, all returns normal.My output_log.txt and a screenshot.BTW, thanks for this mod! Link to comment Share on other sites More sharing options...
toadicus Posted January 11, 2014 Author Share Posted January 11, 2014 (edited) TweakableEverything has been updated to version 0.6.1! This version fixes a compile target setting that caused TweakableDecouplers to be totally broken.CHANGELOG:v.0.6.1 [2014-01-11]* TweakableDecouplers: Fixed a compile error that resulted in its being totally broken.Is this a bug or a feature? I see the ejection particles of the decoupler in the VAB.Hi Toadicus,installed version 0.6.0. over the previous one, it seems to have issues with decouplers and stack separators, they don't appear in staging and computation of engines thrust seems broken (believe as a result). When reverting to the previous version, all returns normal.My output_log.txt and a screenshot.BTW, thanks for this mod!Definitely a bug! Thanks for the quick reports.Is it possible to get a "nudge by one" arrow on the left and right sides, or a keyboard key that does it? It is real frustrating trying to get an exact number with the mouse pointer sometimes for some of the values.I don't think that's really possible with the way tweakables are set up, which means I probably need to adjust the step increment on a few of these. I have it using the "unit" value one order of magnitude smaller than the default value; so if the default value is a one-digit number it'll use .1, if it's a three-digit number it'll use 10. But, 10 might be a little small if the middle is 800 or so. Can you let me know which values you're having trouble with?Could you (or is there already?) add a config file for these things? For example, I prefer the ladders to default to extended, as it helps setting them up There... might be already? <tests> By a happy accident, there is! In TweakableLadders, add "startExtended = True" after "name = ModuleTweakableLadder", thus:@PART[*]:HAS[@MODULE[RetractableLadder]]{ MODULE { name = ModuleTweakableLadder startExtended = True }}Similar options exist for most of the modules:TweakableRCS: startEnabledTweakableReactionWheels: startEnabledTweakableDockingNode: StartOpenedTweakableSolarPanels: StartOpenedTweakableLadders: startExtended Edited January 11, 2014 by toadicus Fixed the list. Link to comment Share on other sites More sharing options...
cy-one Posted January 12, 2014 Share Posted January 12, 2014 Thank you, for the bugfix and the explanation for how to make the ladders start extended In addition, your download-links might need an update. Spaceport downloads 0.6.1, but the other mirrors seem to still serve you 0.6.0, at least if I look at their URL. Link to comment Share on other sites More sharing options...
toadicus Posted January 12, 2014 Author Share Posted January 12, 2014 Thank you, for the bugfix and the explanation for how to make the ladders start extended In addition, your download-links might need an update. Spaceport downloads 0.6.1, but the other mirrors seem to still serve you 0.6.0, at least if I look at their URL.Whoops! Fixed the links. Link to comment Share on other sites More sharing options...
Mołot Posted January 22, 2014 Share Posted January 22, 2014 I'll take a quick look and see if that is obvious and easy to fix in the landing gear and landing strut modules. This is a Squad bug, though, and I' suspect it's not in the scope of this mod.Squad or not, you'll be my hero if you can patch it until they fix it Link to comment Share on other sites More sharing options...
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