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


toadicus

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TweakableEverything has been updated to version 1.0.5! This version retires many modules and reduces a few others which are now a part of the stock game.

CHANGELOG:


v.1.14 [2015-11-10]
* Retired module TweakableAnimateGeneric: it's stock now.
* Retired module TweakableCrossFeed: it's stock now.
* TweakableDecoupler: Staging toggle now handled by stock module.
* TweakableDecoupler: Plugin removed; stock tweakable now used with ModuleManager patch to retain previous functionality.
* TweakableDockingNode: Staging toggle now handled by stock module.
* TweakableDockingNode: Crossfeed toggle now handled by stock module.
* TweakableDockingNode: Decoupling via staging is now only available once.
* Retired module TweakableEngineFairings: it's stock now.
* Retired module TweakableLadders: it's stock now.
* Retired module TweakableRCS: it's stock now.
* TweakableReactionWheels: Enable/disable toggle now handled by stock module.
* TweakablePanels: Extend/retract now handled by stock module.
* Retired module TweakableStaging: it's stock now.

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Hey, toadicus, I looked at the config files for the ModuleRCS in 1.0.5, and found this:
[code] MODULE {
name = ModuleRCS
isEnabled = True
rcsEnabled = True
thrustPercentage = 100
enableYaw = True
enablePitch = True
enableRoll = True
enableX = True
enableY = True
enableZ = True
stagingEnabled = True
:
}[/code]

Do you think those enable... flags could be used for turning off control axes on RCS? :)
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Good find, LostOblivion, I do think they could be used for just that. :) I'll ressurrect TweakableRCS and add tweaks for those soon!

curtquarquesso, I'll take a quick look at that as well. It might be something I can "fix", if Squad's is working confusingly. :)

Edited by toadicus
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  • 3 weeks later...

ghmib2000, I was made aware in another thread that the problem was a lack of KerbalStuff update for my EVAManager dependency.  I'll put in a bandaid fix for now so things will show up; a proper recompiled archive for EVAManager will follow Soon.

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1 hour ago, linuxgurugamer said:

Hey @toadicus

Thanks for updating this and fixing the EVAManager.

I'm curious, in 1.0.4, you had two other tweakable entries in CKAN:

Tweakable Everything - Engine Staging toggle
Tweakable Everything - Fairing Staging Toggle

Are these not needed any more?

They're stock, along with some others. See the change log in the OP

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@toadicus I noticed the TweakableLadders.dll was removed in the most recent version, but the TweakableLadders.cfg was not so if a part has a module RetractableLadder it still attempts to convert it to TweakableLadders resulting in errors in the log file, like these:

[LOG 13:45:45.973] PartLoader: Compiling Part 'Squad/Parts/Utility/ladderTelescopic/ladderTelescopic/telescopicLadder'
[ERR 13:45:45.997] Cannot find a PartModule of typename 'ModuleTweakableLadder'

[LOG 13:45:46.147] PartLoader: Compiling Part 'Squad/Parts/Utility/ladderTelescopicBay/ladderTelescopicBay/telescopicLadderBay'
[ERR 13:45:46.174] Cannot find a PartModule of typename 'ModuleTweakableLadder'

I'm not sure if it causes any harm or functionality issues, but I did find the errors did not reoccur when I renamed TweakableLadders.cfg to .txt

Thank you

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@toadicus, which module allows for 'Control from here' in Action Menus? Or is that just docking ports?

Also, control surfaces have the option to enable/disable pitch/yaw/roll in the editor. Is it possible to add tweakables for these in flight as well with your brilliant mod? :-D

Edited by LostOblivion
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LostOblivion, that's strictly a feature of TweakableDockingNodes at this point.  Is there something else you want to have Control from Here in the action menu?

Sure, I'll open up enable/disable in flight in the next update. :)

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45 minutes ago, toadicus said:

LostOblivion, that's strictly a feature of TweakableDockingNodes at this point.  Is there something else you want to have Control from Here in the action menu?

Sure, I'll open up enable/disable in flight in the next update. :)

I'd love to see Control from here on any part that can do this by right clicking, such as probe cores and command modules.

If enable/disable on control surfaces are added as action menu items in flight, that would be awesomee too!

Great going man, keep up the fabolous work!

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@toadicus I was wondering if moduleanimategeneric animation speed/duration could be a tweakable. I have some small cargo bays I am using for missile bays. The animation for the bays is painfully slow and would be much better if I could control the speed or time it take for the animation to play. Not sure if that's possible or already been thought of so pardon if so. Seemed like a good candidate for a tweakable. Thanks!

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  • 3 weeks later...

Hey folks!  Apparently I took December off.  I didn't really plan to, but by the time I noticed it was too late to do anything about it.  Hope you all enjoyed whatever holidays you prefer; I'm looking forward to getting back into the swing of things in January. :) 

@LostOblivion, I haven't written any code for it yet, but it'll work. :)

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Hey toadicus, if you're open to suggestions I have an interesting one concerning fuel lines. I was reading about the SpaceX Falcon Heavy, apparently it will use fuel crossfeed between the boosters and the core much like KSP aspargus staging, except that the fuel lines won't keep the core stage completely full. That way they can have the boosters separate earlier during the flight like the Delta IV Heavy while having all engines at full throttle during the entire ascent, and the core stage will still only be 60% full so there won't be a huge drop in TWR at the first separation event.

The way it would work in KSP would be a Fuel Flow Rate slider in the fuel line's context menu, where 100% would mean that all fuel expended by the receiving tank would be resplenished, 50% would mean only half of it, etc. Is it possible?

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10 minutes ago, LostOblivion said:

That'd be really useful!

Yes, it would.  Unfortunately, due to the way that resource flow is implemented in the game, it would be extraordinarily difficult to do this in this mod or any other...

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Like Padishar implied, KSP really doesn't have the tools available to make that sort of functionality available to modders.  Last I checked, resource fetching was hard-coded in the parts and modules that fetch and supply resources, so to get around that and add my own stuff I'd need to find a way to excise that entire subsystem -- which is pervasive -- and completely rewrite it.  Padishar knows even better than I do that such an undertaking would not be a small task. ;)

Thanks for the request though, @PickledTripod!  Sorry this one didn't work out.

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I didn't expect that, I'm more used to the idea that anything is possible with KSP... You could send a message to NathanKell, if he isn't too busy with more important bug fixes he might like the idea and find a way to make it work in 1.1, like how he integrated some features from your mod in 1.0.5. :wink:

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