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Procedural Mod Integration Configs


CSVoltage

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[W.I.P.] Procedural Mod Integration Configs

Compatibility: 0.24.2 Version: 0.3.0, Alpha Updated: 14:18 EST Aug. 31 2014

Major update!

What it Does:

You no longer need to go through deleting parts that are cluttering up your VAB/SPH tabs once you've installed a procedural mod such as Procedural Parts, Procedural Wings, or Procedural Fairings. This will do it for you. Also, there are significant steps taken to ensure mods play nicely together, with a focus on resources, especially when using Real Fuels.

  1. To allow mods that make parts from stock, or other mods, superfluous be removed.
  2. total unload to reduce number of patches so there's lower chance of compatibility failure of other mods
  3. Procedural. Main focus will be on resources, tanks, and structural elements.

The Nity-grity:

No parts are being "deleted"; rather, mod parts are identified by using the "*" wildcard function, where possible, after a dependency check (HAS/NEEDS) for other mods, parts, or config nodes.

The parts are modified or, are allowed to load and then, using the FINAL designation, unloaded.

Base:

Procedural Parts

Procedural Fairings

Procedural Wings

Real Fuels

Mods currently Integrated/Checked-against:

Squad

B9

KSP Interstellar

Deadly Reentry

KW Rocketry

LLL - SXT

LLL - Lite

Extraplanetary Launchpads

D12 Aerotech

Planed Base - major mods for element replacement:

Procedural Fairings/Parts, Real Fuels - NovaPunch

The Game Plan:

This is a very, VERY work-in-progress mod. I will continue to add support for major mods out there and find was to optimize the use of mods together in a non destructive way. For now, I need as much feedback and testing as possible. Feel free to leave bug reports and suggestions in the comments. I won't be able to respond to every comment, but I do read them all. Thanks in advance! Good hunting!

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Creative Commons License

Procedural Mod Integration Configs by Colin Votier @ Chroma Works is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Includes redistributed portions of works:

ModuleRCSFX by ialdabaoth and maintained in Realism Overhaul

Module Manager 0.2.3.3 by sarbian, derived from work by ialdabaoth

These works were/are distributed under a "CC share-alike license" as of: 31 Aug., 2014

  1. 0.3.0 - Alpha - 0.24.2 - 31 Aug., 2014

    1. 0.2.2 - Alpha - 0.24.2 - 11 Aug., 2014
      1. Added - checked-against/updated-for LLL-SXT

[*]0.2.1 - Alpha - 0.24.2 - 11 Aug., 2014

  1. Added - checked-against/updated-for KW Rocketry
  2. Confirmed - MM does not support the method of "prcedural-ising" I want to use for engine configs. "Seek alternate rout" sign posted in brain.

[*]0.2 - Alpha - 0.24.2 - 11 Aug., 2014

  1. Changed - updates for real fuel tank modifications based on NathanKell's suggestions

[*]0.1 - Alpha - 0.24.2 - 9 Aug., 2014

  1. Initial posting for review

Added - License information
Added - checked-against/updated-for: Extraplanetary Launchpads, D12 Aerotech, LackLusterLab's Lite
Updated - B9 Aerospace for R5.0 pre-release - still contains major bugs - all B9 tanks have a volume of 5000. This is a placeholder and I recommend you limit the Utilization to a reasonable value for the time being.
In-Progress - texture fix for D12 Aerotech for use with B9 Aerospace R5.0 pre-release
In-Progress - TAC Life Support - currently works but has some inconsistencies
Removed - procedural engines/rcs - use Stockalike Real Fuels Engine Configs by Raptor831. His efforts have surpassed mine on this front, at least until I am able to make one value reference another using Module manager.
Edited by CSVoltage
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Perfect, I've done this manually in the past but this makes it easier for everyone!

But ... if you're playing career mode it's best to wait until Procedural Parts gets procedural part costs as well, right now it's static. That's why I haven't done it in my career install.

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@biohazard15

it deletes parts that you wont need, like stock fuel tanks, if your using procedural parts

@azimech

thanks for pointing that out. I have been testing it in sanbox cus the project I'm planing on using it for will have self-regulated restrictions. So i kinda over looked that part. if you wanted to help balance in that regard it would be nice

@Taki117

yes, this will cut down on memory. KSP loads all parts into RAM when the game loads. With this, at the end of the load unneeded parts are unloaded, freeing that ram back up. surprisingly 3d models use less ram than the textures that go on them, but every little bit helps.

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SNIP

@Taki117

yes, this will cut down on memory. KSP loads all parts into RAM when the game loads. With this, at the end of the load unneeded parts are unloaded, freeing that ram back up. surprisingly 3d models use less ram than the textures that go on them, but every little bit helps.

YAY! If I might make a request, (Not sure if it's on the plan or not) but could we also get KW and NovaPunch configs as well?

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The idea is for the procedural element to take over so everything is compatable, so it may be already. I just havent tested it for those yet. But they are both mods i use so yes, they are on the docket. Next up is making multi-mode engines work though.

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The idea is for the procedural element to take over so everything is compatable, so it may be already. I just havent tested it for those yet. But they are both mods i use so yes, they are on the docket. Next up is making multi-mode engines work though.

Woot, keep up the good work!

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Hate to be a downer, but...while this is a neat idea, I noticed some severe problems.

1. No, this will not affect RAM usage in the slightest: assets are loaded (and kept loaded) independent of their use. So even if you force a particular part to not be loaded, the assets related to it will persist in memory.

2. In the removeOther file, you do

@MODULE
{
name = ModuleFuelTanks
// do stuff

This is dangerous and will not work very well. If you want to edit a module, use @MODULE[modulename]. What you have written will add (not change) a "name = ModuleFuelTanks" to the first MODULE in the part config.

3. Not wrong per se, but IMO problematic: you're removing the basemass overrides. Note that aircraft fuselages are *not* simple rocket stages, and therefore should not have the auto-calculated basemass; it will be far lower than what it should be.

4. Your automatic engine configs are broken.

First, you're applying it to all engines, whether or not they have engine configs. This will break engines that already have configs, since you're adding a second module. Also you're adding CONFIGs but then trying to do math in them; but since you're adding, not modifying, there won't be any base value to do math from.

Please review how MM actually works; it's not that complex, but it *does* have rules. As I said this is a neat idea, but right now it's just going to cause people problems.

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Excelent! Thankyou @NathanKell. Thats exactly the sort of critical review I was hoping for. Looks like I have some work ahead of me. Lol. But it sounds like these are all solvable problems. I'll have some free time on monday to get cracking on this.

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O_O

This is one of those "dream come true" mods that I didn't think was really feasible - I didn't even seriously expect SQUAD to believe themselves capable of implementing this sort of thing. And I may now actually download Procedural Parts.

For a while now I've been wanting the stock KSP parts to be pruned a bit (e.g. a few resizable tanks and wings rather than many different sizes all in the same shapes and colors), so this sort of thing seems right up my alley.

EDIT: I spoke too soon. ModuleManager is a useful and powerful add-on, but I was hoping for something a bit more low-level.

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Module Manager is really the only way to cake this happen unless you instead create a batch file that moves the configs/assets to a folder that won't be checked by the KSP loading process and then launches KSP using a CALL command, waiting until KSP closes down to replace the moved files back to their natural locations. I'm not even sure that would work effectively considering the length of time between the start and end of the usual KSP playtime.

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So I'm fixing things up but have hit a snag. Is there a way for one value to reference another? Specifically, for my ModuleEngineConfigs heat and thrust values to reference the original ModuleEngines values?

@NathanKell

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So I tried this mod and I didn't have any parts and I'm not sure what to make of that... I was wondering if this is a common issue or my own stupidity?

Parts removal is the primary effect of this but if its ALL of your parts thats usually a version glitch. Make sure all your mods and ksp are updated.

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Question: I do not have nor need Realfuels and because of this I am getting an Undefined resource NRE and I was curious if I need the ProceduralEngineReconfig.cfg file, and if so, if I can just add a NEEDS[REalFuels] to the top to avoid the NRE?

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Ill look into this. If u find a fix that works let me know. It may take me a while to fix this cus ill be rly busy for the next month or so but ill post when i can.

If you add :NEEDS[RealFuels] before :FINAL in the aforementioned file in the appropriate places (There are 2) it works just fine.

@PART[*]:HAS[@MODULE[ModuleEngines],!MODULE[ProceduralSRB],!MODULE[FNNozzleController],!MODULE[VistaEngineController],!MODULE[ElectricEngineController]]:NEEDS[RealFuels]:FINAL

And

@PART[*]:HAS[@MODULE[ModuleEngines],!MODULE[ProceduralSRB],!MODULE[FNNozzleController],!MODULE[VistaEngineController],!MODULE[ElectricEngineController]]:NEEDS[RealFuels]:FINAL

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