Virtualgenius Posted January 9, 2015 Share Posted January 9, 2015 Thanks Art if i may make a comment, if its a dependency for a very good mod that you enjoy playing with ERS for example and makes up a major part of your gameplay then its a bit of a problem, ERS rovers replaced my Bobcat rovers which are always broken hence changing to ERS. However you are correct in the fact that the modder is under no obligation to update or support his mod through continuing changes. I wish there was a step by step guide for recompiling a DLL so i could do stuff myself Link to comment Share on other sites More sharing options...
artwhaley Posted January 9, 2015 Share Posted January 9, 2015 (edited) I think I've got a fix... I'll make a pull request later tonight, but I'm going to ask Mihara to wait on merging it until I get some feedback. It seems to clear the log errors... and the ERS seems to work. https://www.dropbox.com/s/dhwtxhpaaw0mo1k/JSIPartUtilities.dll?dl=0The problem seemed to be that now IPartCostModifier must include a .getModuleCost(float). I added: float IPartCostModifier.GetModuleCost(float defaultCost) { return currentState ? costOfBeingEnabled : 0; }to the two places that needed it - componenttoggle and componentgroup.I assume it replaces: public float GetModuleCost () { return currentState ? costOfBeingEnabled : 0; }but I just left the old version in the file for now... because I didn't take the time to understand how the plugin works... and having both didn't seem to cause any problems for me. PLEASE give me feedback, because I don't want to pull in bad code to a good project! Art Edited January 9, 2015 by artwhaley Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 9, 2015 Share Posted January 9, 2015 Awesome thanks testing it now Link to comment Share on other sites More sharing options...
Camacha Posted January 10, 2015 Share Posted January 10, 2015 (edited) A small bug report: I noticed some behaviour and I though I would post it here too. When using JSIPartUtilities to toggle nodes on and off in combination with TweakScale, the nodes neatly scale along - until they are turned off and on again. At that point the nodes return on the position from the configuration file and not the ones based on their TweakScale size. With large parts this means the nodes end up inside the part, with small parts it ends some distance away from the part.I can imagine why this happens, but if it is possible to prevent this it would be rather nice Edited January 10, 2015 by Camacha Link to comment Share on other sites More sharing options...
Camacha Posted January 15, 2015 Share Posted January 15, 2015 Would it be possible to do a three way node toggle with this? So no nodes on the first click, a couple of nodes on the second click and a different set of nodes on the third? After that I imagine it would be reverting back to the first option again. Link to comment Share on other sites More sharing options...
artwhaley Posted January 15, 2015 Share Posted January 15, 2015 Yes, it looks like it could. I haven't fiddled with the plugin much, but from the documentation... available here : https://github.com/Mihara/PartUtilities/wiki/JSIPartComponentToggle-and-friendsIt looks like you'd set up each set of nodes on/off states as a JSIPartComponentGroupand then add a JSIGroupSelector module to give you the ability to step through the various configurations. Link to comment Share on other sites More sharing options...
Camacha Posted January 15, 2015 Share Posted January 15, 2015 Yes, it looks like it could. I haven't fiddled with the plugin much, but from the documentation... available here : https://github.com/Mihara/PartUtilities/wiki/JSIPartComponentToggle-and-friends[/urlI looked at that documentation, but have to admit I was not sure what I was looking for. What you say makes sense, I will have a go at it doing just that Link to comment Share on other sites More sharing options...
artwhaley Posted January 15, 2015 Share Posted January 15, 2015 (edited) I'm, again, talking about things I haven't personally done... so definitely take my advice with a grain of salt... But it looks like you can figure out what you need to know from looking at the cfg files from the A.S.E.T ERS rover. It APPEARS that you're going to define each state of nodes that should be shown at the same time like this in the part cfg: Assuming you've got nodes named NODEA, NODEB, and NODEC.MODULE{ name = JSIPartComponentGroup groupID = SET1 //name of this configuration, used by the group selector at the end of the file areComponentsEnabled = false //do the nodes start enabled. Documentation suggests starting with all off with a group selector. No idea if you can start with one on to make a 'default state'. persistAfterEditor = false //don't need nodes later. If it was a mesh you were toggling... you might need this to be on? Check documentation or experiment activeInEditor = true //nodes aren't much good if they're not in the editor activeInFlight = false //nodes aren't much good AFTER the editor either activeWhenUnfocused = false //nodes REALLY aren't much good when they're on a ship you're not controlling right now! showEnableDisableOption = false // You need this and the next line true if you want each set to have it's OWN control buttons in the UI, instead of using the group selector at the end of the file. showToggleOption = false // managedNodes = NODEA|NODEB //name of the nodes you're turning on in this set}MODULE{ name = JSIPartComponentGroup groupID = SET2 areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = false showToggleOption = false managedNodes = NODEA|NODEC}MODULE{ name = JSIPartComponentGroup groupID = SET3 areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = false showToggleOption = false managedNodes = NODEB|NODEC}And then AFTER THOSE THINGS IN THE CFG file (that's important - the file is read in order)Throw in one of these:MODULE{ name = JSIGroupSelector activeInEditor = true activeInFlight = false activeWhenUnfocused = false groupStateList = SET1,SET2,SET3 //list of sets we defined earlier nextMenuButton = Next Setup previousMenuButton = Prev Setup stateGuiName = Set of Nodes}Edited = added comments and code tags Edited January 15, 2015 by artwhaley Link to comment Share on other sites More sharing options...
RedParadize Posted March 10, 2015 Share Posted March 10, 2015 (edited) Hello. I have a small porblem, JSIPartUtilities seem to conflict with TweakableEverything . I no more can attach stuff to the opened sheilded docking port. Is there a way to fix this?Thanks in advanceEdit: my bad, that was not JSIPartUtilities, it was advancedAnimator. I am trying to put tAset ERS rover under the Endurance lander. Looks Great! Edited March 10, 2015 by RedParadize Link to comment Share on other sites More sharing options...
Jiraiyah Posted April 17, 2015 Share Posted April 17, 2015 I'm, again, talking about things I haven't personally done... so definitely take my advice with a grain of salt... But it looks like you can figure out what you need to know from looking at the cfg files from the A.S.E.T ERS rover. It APPEARS that you're going to define each state of nodes that should be shown at the same time like this in the part cfg: Assuming you've got nodes named NODEA, NODEB, and NODEC.MODULE{ name = JSIPartComponentGroup groupID = SET1 //name of this configuration, used by the group selector at the end of the file areComponentsEnabled = false //do the nodes start enabled. Documentation suggests starting with all off with a group selector. No idea if you can start with one on to make a 'default state'. persistAfterEditor = false //don't need nodes later. If it was a mesh you were toggling... you might need this to be on? Check documentation or experiment activeInEditor = true //nodes aren't much good if they're not in the editor activeInFlight = false //nodes aren't much good AFTER the editor either activeWhenUnfocused = false //nodes REALLY aren't much good when they're on a ship you're not controlling right now! showEnableDisableOption = false // You need this and the next line true if you want each set to have it's OWN control buttons in the UI, instead of using the group selector at the end of the file. showToggleOption = false // managedNodes = NODEA|NODEB //name of the nodes you're turning on in this set}MODULE{ name = JSIPartComponentGroup groupID = SET2 areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = false showToggleOption = false managedNodes = NODEA|NODEC}MODULE{ name = JSIPartComponentGroup groupID = SET3 areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = false showToggleOption = false managedNodes = NODEB|NODEC}And then AFTER THOSE THINGS IN THE CFG file (that's important - the file is read in order)Throw in one of these:MODULE{ name = JSIGroupSelector activeInEditor = true activeInFlight = false activeWhenUnfocused = false groupStateList = SET1,SET2,SET3 //list of sets we defined earlier nextMenuButton = Next Setup previousMenuButton = Prev Setup stateGuiName = Set of Nodes}Edited = added comments and code tagsOk, this is my first time using this plugin, and modding for ksp, either i did something wrong, or there is a problem inside the plugin itself, i am using it in 0.90 but take a look :First of all, the controls for all the groups are showing with eachother, second, i set all the groups to be disabled at start :MODULE { name = JSIPartComponentGroup groupID = TopButtom areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = true showToggleOption = true managedNodes = top|bottom } MODULE { name = JSIPartComponentGroup groupID = RingOut areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = true showToggleOption = true managedNodes = 1|2|3|4|8|12|16|20|24|28|32|36|40|44|57|61|65|69|73|77|81|85|89|93 } MODULE { name = JSIPartComponentGroup groupID = RingIn areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = true showToggleOption = true managedNodes = 5|9|13|17|21|25|29|33|37|41|45|48|51|54|58|62|66|70|74|78|82|86|90|94 } MODULE { name = JSIPartComponentGroup groupID = RingTop areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = true showToggleOption = true managedNodes = 6|10|14|18|22|26|30|34|38|42|46|49|52|55|59|63|67|71|75|79|83|87|91|95 } MODULE { name = JSIPartComponentGroup groupID = RingBottom areComponentsEnabled = false persistAfterEditor = false activeInEditor = true activeInFlight = false activeWhenUnfocused = false showEnableDisableOption = true showToggleOption = true managedNodes = 7|11|15|19|23|27|31|35|39|43|47|50|53|56|60|64|68|72|76|80|84|88|92|96 } MODULE { name = JSIGroupSelector activeInEditor = true activeInFlight = false activeWhenUnfocused = false groupStateList = TopButtom,RingOut,RingIn,RingTop,RingBottom nextMenuButton = Next Setup previousMenuButton = Prev Setup stateGuiName = Nodes }but as you see, the text for the disable / enable differs between groups, also, some nodes show up at the creation of the part, also, the disable/enable text is working reverse of the group, meaning, when i want the nodes to be disabled, i see enable component group text, and vice versa. how can i fix these problems? Link to comment Share on other sites More sharing options...
Jiraiyah Posted April 17, 2015 Share Posted April 17, 2015 Ok, got it working :1- Used enableMenuString, disableMenuString, and toggleMenuString to make proper words to fix my confusion, so that was not a bug2- but here is the bug, if i have the last module in the code (look bellow), the plugin don't respect my settings for the very first node (false, or true, both cases the component starts as false), but as soon as i comment that part, things work, not sure what did i do wrong there or is it a bug in the code itself. also, still if i have this module in, all the groups show at once.MODULE { name = JSIGroupSelector activeInEditor = true activeInFlight = false activeWhenUnfocused = false groupStateList = TopButtom,RingOut,RingIn,RingTop,RingBottom nextMenuButton = Next Setup previousMenuButton = Prev Setup stateGuiName = Nodes } Link to comment Share on other sites More sharing options...
Mecripp Posted April 29, 2015 Share Posted April 29, 2015 Hope some one will pick this up Link to comment Share on other sites More sharing options...
Kolago Posted May 3, 2015 Share Posted May 3, 2015 (edited) Compiled a version for Kerbal 1.0.2. Some minor changes in source (included). License is GPLv3. NO warranty's!https://www.dropbox.com/s/z8pdcjp3vg4xz5i/JSIPartUtilities.zip?dl=0 Edited May 3, 2015 by Kolago Link to comment Share on other sites More sharing options...
Movado Posted May 11, 2015 Share Posted May 11, 2015 Compiled a version for Kerbal 1.0.2. Some minor changes in source (included). License is GPLv3. NO warranty's!https://www.dropbox.com/s/z8pdcjp3vg4xz5i/JSIPartUtilities.zip?dl=0I installed this 1.02 version of JSIPartUtilities but the ASET ERS Rover's wheels are now sinking into the ground at launch and refusing to budge. The previous version of JSIPartUtilities didn't do this but it didn't let me toggle the suspension or change nodes. Link to comment Share on other sites More sharing options...
Mecripp Posted May 11, 2015 Share Posted May 11, 2015 And bad things happen if you use a part with ModuleAnimateGeneric on it Link to comment Share on other sites More sharing options...
Gaalidas Posted May 11, 2015 Share Posted May 11, 2015 KSP starts rendering text to represent audio events? yeah, I hear you... that's pretty nasty. But kinda cool too... Link to comment Share on other sites More sharing options...
Jiraiyah Posted March 4, 2016 Share Posted March 4, 2016 can anyone pick this up for 1.0.5? Link to comment Share on other sites More sharing options...
riocrokite Posted June 1, 2016 Share Posted June 1, 2016 (edited) hey guys, I've recompiled this plugin for 1.1.2 since it is needed for one of my mod. Then my kind question to whoever is currently maintaining this plugin, can I attach recompiled version of this plugin to my mod (MFS), of course with credits, license and link information. Temporary download if someone is interested: https://www.dropbox.com/s/akiryp62w3glvpq/JSIpartUtilities1.1.2.zip?dl=0 Cheers, Rio Edited June 1, 2016 by riocrokite Link to comment Share on other sites More sharing options...
Jiraiyah Posted September 25, 2016 Share Posted September 25, 2016 I really wish someone would do something like this specifically for attach nodes combined with tweak scale mod, it's a long time i wished this and never got it granted Link to comment Share on other sites More sharing options...
Mecripp Posted November 13, 2016 Share Posted November 13, 2016 I know your really busy but is there anyway you can fix this @JPLRepo Link to comment Share on other sites More sharing options...
Deimos Rast Posted November 16, 2016 Share Posted November 16, 2016 On 11/13/2016 at 0:59 PM, MeCripp said: I know your really busy but is there anyway you can fix this @JPLRepo Why not ping @riocrokite, the person who recompiled it last time? Link to comment Share on other sites More sharing options...
JPLRepo Posted November 16, 2016 Share Posted November 16, 2016 (edited) On 14 November 2016 at 5:59 AM, MeCripp said: I know your really busy but is there anyway you can fix this @JPLRepo It's not about whether I can fix it. It's about having the time. Which I don't unfortunately. Edited November 16, 2016 by JPLRepo Link to comment Share on other sites More sharing options...
riocrokite Posted November 16, 2016 Share Posted November 16, 2016 5 hours ago, Deimos Rast said: Why not ping @riocrokite, the person who recompiled it last time? yah, I've tried to recompile it some time ago but couldn't resolve all the errors, sorry Link to comment Share on other sites More sharing options...
Mecripp Posted November 17, 2016 Share Posted November 17, 2016 17 hours ago, riocrokite said: yah, I've tried to recompile it some time ago but couldn't resolve all the errors, sorry O Now this is bad news Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 17, 2016 Share Posted November 17, 2016 (edited) Working on it Compiled for 1.2.1: https://github.com/linuxgurugamer/PartUtilities/releases/tag/beta-4 I have no way to test this, so if you have problems, please provide me with examples. Edited March 26, 2017 by linuxgurugamer Link to comment Share on other sites More sharing options...
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