marce Posted December 18, 2014 Author Share Posted December 18, 2014 Oh hello, fun little mod I just discovered that I've always wanted something like, allow me to introduce you to my Gamedata folder! EDIT: Download link no work. You fix now pls Woopsi, fixed. Link to comment Share on other sites More sharing options...
marce Posted December 18, 2014 Author Share Posted December 18, 2014 Today I'm celebrating a lot of download in the last two months (seriously, much more than I expected) ActiveStruts - 2442 KERT - 1902 ChopIt - 609 my other mods - 2342 Thanks everyone for your support and feedback! Link to comment Share on other sites More sharing options...
marce Posted December 31, 2014 Author Share Posted December 31, 2014 Just a small info update: I'm finally working on getting all my mods on CKAN (you should think "hurray" at this point )During this process there might be disturbances (downloads). Additionally, I won't bundle CITUtils any more, because they are going to be a seperate package on CKAN.If you don't use CKAN you'll have to get them manually from now on (I only pack one version to avoid confusion).To reflect the change there will also be a small version bump on all my mods. Link to comment Share on other sites More sharing options...
marce Posted January 1, 2015 Author Share Posted January 1, 2015 All mod packages should now be updated and available via CKAN as well. Please notify me if you encounter any problems. In other news: while preparing the updates I added two buttons to GovFunding (for RP reasons mostly):Warp 1 day Warp 10 days Those are not reliable/accurate enough for maneuver planning, use KAC or similar for those purposes! Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted January 1, 2015 Share Posted January 1, 2015 Drat. Does anyone have an archive of this that will work in .25? Link to comment Share on other sites More sharing options...
marce Posted January 3, 2015 Author Share Posted January 3, 2015 Yet another on-rails generic converterA few months ago I wrote an on-rails generic converter with remaining time display and performance curve. I started with the excellent TAC converter by the amazing TaranisElsu, so thanks to him It lay pretty much dormant in my utils lib until now and I finally managed to write down a proper how-to so that people who need a converter can define their modules. All the code is present in my CITUtil.dll (which is now also available via CKAN) and is a plugin only mod without active addons, so requiring it should be painless and performance friendly.If you find problems please tell me, my (rather simple tbh) tests were successful.Each converter needs its own module. If a part has multiple functions it needs multiple converter modules, but one converter can use multiple input/output resources. There are a lot of (partially optional) options, they are described in the sample definition below.Sample Module (declaring the default values for everything except noted otherwise):MODULE{ name = ModuleCITUniversalConverter AlwaysActive = false //optional ConverterName = LF2OX //required, defaulting to "n.a." ExternalControl = false //optional, if set to true the toggle action is hidden so that the module can be controlled (by being switched on/off) from other code RequiresOxygenAtmo = false //optional, TBD! UseRollbacks = true //optional, rolls back the whole transfer if thresholds are reached, will not reset updatetime, so conversion time is lost, but not mass loss should occur IgnorePutTakeMore = true //optional, don't throw an error if more resources than expected are taken or produced, this is TAC default behavior UseManualTransfer = true //optional, transfers resources practically the same way TAC does it - if set to false part.requestResource is used LockWhilePacked = false //optional, disables the converter while vessel is focused but packed (so non physics timewarp works like going to the trackingstation, warping there and coming back) - problematic when EC is affected since the vessel will continue EC consumption while packed MaxDelta = ConvUtil.MaxDelta //optional, defaults to 60*60*6 MaxEcDelta = ConvUtil.ElectricChargeMaxDelta //optional, defaults to Math.Min(normaldelta,Math.Max(MaxEcDelta,TimeWarp.fixedDelta)) - this is how TAC handles it ShowRemaining = true //optional, since only the current rate is used and not the remaining curve (if defined) calculated this can lead to inconsistent result (e.g. in this demo case the rem. time drops from 01:12:xx to 00:48:xx after activating the converter because suddenly a factor 0f 1.5 is applied while it was 1.0 before) //0-n INPUT_DEF nodes, one for each resource INPUT_DEF { ResourceName = LiquidFuel RatePerSecond = 0.98002 } //0-n OUTPUT_DEF nodes, one for each resource OUTPUT_DEF { ResourceName = Oxidizer RatePerSecond = 1.78903 AllowOverflow = false } //0-1 CURVE_DEF node CURVE_DEF { //contains 1-n Rules, always based on the lowest input and lowest output resource //Rule schema: priority(int),minAvailableInput(float, percentage),maxAvailableOutput(float, percentage),inputRatioMultiplicator(float),outputRatioMultiplicator(float) //if no rule matches it defaults back to factors 1.0 & 1.0 Rule = 1,0.5,0.25,1.5,1.25 Rule = 2,0.5,1.0,1.25,1.1 //those two rules will lead to this behavior with these in/out resources: while LF amount > 50% & OX amount < 25% produce 1.25OX for 1.5LF, once OX amount >25% produce 1.1OX for 1.25LF, once LF amount < 50% fallback to default 1OX for 1LF }}I hope someone can use it Link to comment Share on other sites More sharing options...
ahappydude Posted January 8, 2015 Share Posted January 8, 2015 So since 0.90 i have had problem with the plugin. It seems to load fine in both 32 and 64 but ingame struts dont show up in the right click menu like before, cheers for your time Link to comment Share on other sites More sharing options...
dtoxic Posted January 8, 2015 Share Posted January 8, 2015 Yet another on-rails generic converterA few months ago I wrote an on-rails generic converter with remaining time display and performance curve. I started with the excellent TAC converter by the amazing TaranisElsu, so thanks to him It lay pretty much dormant in my utils lib until now and I finally managed to write down a proper how-to so that people who need a converter can define their modules. All the code is present in my CITUtil.dll (which is now also available via CKAN) and is a plugin only mod without active addons, so requiring it should be painless and performance friendly.If you find problems please tell me, my (rather simple tbh) tests were successful.Each converter needs its own module. If a part has multiple functions it needs multiple converter modules, but one converter can use multiple input/output resources. There are a lot of (partially optional) options, they are described in the sample definition below.Sample Module (declaring the default values for everything except noted otherwise):MODULE{ name = ModuleCITUniversalConverter AlwaysActive = false //optional ConverterName = LF2OX //required, defaulting to "n.a." ExternalControl = false //optional, if set to true the toggle action is hidden so that the module can be controlled (by being switched on/off) from other code RequiresOxygenAtmo = false //optional, TBD! UseRollbacks = true //optional, rolls back the whole transfer if thresholds are reached, will not reset updatetime, so conversion time is lost, but not mass loss should occur IgnorePutTakeMore = true //optional, don't throw an error if more resources than expected are taken or produced, this is TAC default behavior UseManualTransfer = true //optional, transfers resources practically the same way TAC does it - if set to false part.requestResource is used LockWhilePacked = false //optional, disables the converter while vessel is focused but packed (so non physics timewarp works like going to the trackingstation, warping there and coming back) - problematic when EC is affected since the vessel will continue EC consumption while packed MaxDelta = ConvUtil.MaxDelta //optional, defaults to 60*60*6 MaxEcDelta = ConvUtil.ElectricChargeMaxDelta //optional, defaults to Math.Min(normaldelta,Math.Max(MaxEcDelta,TimeWarp.fixedDelta)) - this is how TAC handles it ShowRemaining = true //optional, since only the current rate is used and not the remaining curve (if defined) calculated this can lead to inconsistent result (e.g. in this demo case the rem. time drops from 01:12:xx to 00:48:xx after activating the converter because suddenly a factor 0f 1.5 is applied while it was 1.0 before) //0-n INPUT_DEF nodes, one for each resource INPUT_DEF { ResourceName = LiquidFuel RatePerSecond = 0.98002 } //0-n OUTPUT_DEF nodes, one for each resource OUTPUT_DEF { ResourceName = Oxidizer RatePerSecond = 1.78903 AllowOverflow = false } //0-1 CURVE_DEF node CURVE_DEF { //contains 1-n Rules, always based on the lowest input and lowest output resource //Rule schema: priority(int),minAvailableInput(float, percentage),maxAvailableOutput(float, percentage),inputRatioMultiplicator(float),outputRatioMultiplicator(float) //if no rule matches it defaults back to factors 1.0 & 1.0 Rule = 1,0.5,0.25,1.5,1.25 Rule = 2,0.5,1.0,1.25,1.1 //those two rules will lead to this behavior with these in/out resources: while LF amount > 50% & OX amount < 25% produce 1.25OX for 1.5LF, once OX amount >25% produce 1.1OX for 1.25LF, once LF amount < 50% fallback to default 1OX for 1LF }}I hope someone can use it hello and first thank you for your time making this mod a question about the converter....does it convert "actively" when on rails or does it "catch up" for the time it was on rails? Link to comment Share on other sites More sharing options...
marce Posted January 8, 2015 Author Share Posted January 8, 2015 So since 0.90 i have had problem with the plugin. It seems to load fine in both 32 and 64 but ingame struts dont show up in the right click menu like before, cheers for your timePlease be a bit more precise. I think you are referring to ActiveStruts?It sounds like the plugin is not loading. How have you installed it (CKAN, manually)? I will need your output log to help you!hello and first thank you for your time making this mod a question about the converter....does it convert "actively" when on rails or does it "catch up" for the time it was on rails?Hi! It catches up. While the default amount of "working space" that has to be available is 1 day you can set whatever value you want in the config of the module (MaxDelta in seconds). But be aware, that it only converts this amount per phys frame, so if the value is really low, it catches up slowly as well, while it does almost instantly with higher values. Hope that makes sense?This is suboptimal, but if we would be running for all modules all the time (unloaded as well) it would reduce performance massivly .If there is a lot of demand I might give it a shot if I maybe can do it more efficiently (say running only once a minute for unloaded ships or so, maybe using the background thread thingy ferram4 worked on once,...), but I won't sink more hours into a converter nobody uses than I did already, since RoverDude made his own thing instead and ignored my questions why (which is also the reason I'm not fully sure everything works as intended ). Link to comment Share on other sites More sharing options...
ahappydude Posted January 8, 2015 Share Posted January 8, 2015 Yes i meant activestruts =) Iv tried to find out if its not showing up beacuse incompatible with other mods but no luck sofar. If i find out why or whats causing it il post it here =) cheers Link to comment Share on other sites More sharing options...
marce Posted January 8, 2015 Author Share Posted January 8, 2015 Yes i meant activestruts =) Iv tried to find out if its not showing up beacuse incompatible with other mods but no luck sofar. If i find out why or whats causing it il post it here =) cheersI'm ready to help you, I just need the log... Link to comment Share on other sites More sharing options...
dtoxic Posted January 8, 2015 Share Posted January 8, 2015 Please be a bit more precise. I think you are referring to ActiveStruts?It sounds like the plugin is not loading. How have you installed it (CKAN, manually)? I will need your output log to help you!Hi! It catches up. While the default amount of "working space" that has to be available is 1 day you can set whatever value you want in the config of the module (MaxDelta in seconds). But be aware, that it only converts this amount per phys frame, so if the value is really low, it catches up slowly as well, while it does almost instantly with higher values. Hope that makes sense?This is suboptimal, but if we would be running for all modules all the time (unloaded as well) it would reduce performance massivly .If there is a lot of demand I might give it a shot if I maybe can do it more efficiently (say running only once a minute for unloaded ships or so, maybe using the background thread thingy ferram4 worked on once,...), but I won't sink more hours into a converter nobody uses than I did already, since RoverDude made his own thing instead and ignored my questions why (which is also the reason I'm not fully sure everything works as intended ).hmm i see...i'am trying to make a converter (part.cfg) for the IFI life support mod for my personal use and witch ever converter i tried i run into the same problem and that is the "Catch up" method would stop the time warp once Life support runs low (the mod is configured that way) and while this is not a problem for short time warp (krbin-moon-minimus) the more distant planets pose a problem because when the Time warp stops you have to go back to that vessel wait so it re calculates the conversion and then back to the other vessel witch gets to be annoying after a while so my next question is...if there is a possibility to make an "active" converter what would be the drawbacks or problems? Link to comment Share on other sites More sharing options...
marce Posted January 8, 2015 Author Share Posted January 8, 2015 hmm i see...i'am trying to make a converter (part.cfg) for the IFI life support mod for my personal use and witch ever converter i tried i run into the same problem and that is the "Catch up" method would stop the time warp once Life support runs low (the mod is configured that way) and while this is not a problem for short time warp (krbin-moon-minimus) the more distant planets pose a problem because when the Time warp stops you have to go back to that vessel wait so it re calculates the conversion and then back to the other vessel witch gets to be annoying after a while so my next question is...if there is a possibility to make an "active" converter what would be the drawbacks or problems? Yeah I know what you mean.The drawbacks are (afaik):A plugin is needed to process the unloaded vesselsI'm unsure if and how resources aboard an unloaded vessel can be modifiedThe performance hit would be significant, just try having 15 vessels or so, all with multiple active converters in loading range to feel the effect.Generally speaking it will get more complex and error proneIt will probably cost me a a lot of time I don't have (working 90h+ weeks since 2.5 months) to do it, which is meh Link to comment Share on other sites More sharing options...
dtoxic Posted January 8, 2015 Share Posted January 8, 2015 Yeah I know what you mean.The drawbacks are (afaik):A plugin is needed to process the unloaded vesselsI'm unsure if and how resources aboard an unloaded vessel can be modifiedThe performance hit would be significant, just try having 15 vessels or so, all with multiple active converters in loading range to feel the effect.Generally speaking it will get more complex and error proneIt will probably cost me a a lot of time I don't have (working 90h+ weeks since 2.5 months) to do it, which is mehwell then that settles it...no active converters maybe in the future then thx for your time answering my questions Link to comment Share on other sites More sharing options...
marce Posted January 8, 2015 Author Share Posted January 8, 2015 well then that settles it...no active converters maybe in the future then thx for your time answering my questions Np. I PM'd the author of a background processing mod who has something similar in the works. If he can provide me with the framework I need I should be able to add real on-rails, if not it's really a bit too much work for me atm.However, PR's are welcome from anyone who wants to add the feature! Link to comment Share on other sites More sharing options...
dtoxic Posted January 8, 2015 Share Posted January 8, 2015 Np. I PM'd the author of a background processing mod who has something similar in the works. If he can provide me with the framework I need I should be able to add real on-rails, if not it's really a bit too much work for me atm.However, PR's are welcome from anyone who wants to add the feature!hey cool i was keeping my eye on that plugin...but i don't know how to code so i dont know how to use it, but if you do come up with something let me know Link to comment Share on other sites More sharing options...
ahappydude Posted January 8, 2015 Share Posted January 8, 2015 Sure thing! Where is the attachment button here? Link to comment Share on other sites More sharing options...
marce Posted January 8, 2015 Author Share Posted January 8, 2015 Sure thing! Where is the attachment button here?Unsure if there is one, you may use pastebin or hastebin or dropbox. Link to comment Share on other sites More sharing options...
Ph34rb0t Posted January 9, 2015 Share Posted January 9, 2015 I can't seem to make negative payments (i.e. pay back money) in the current version of Government Funding.If I put in, say, "-1" in the "Pay or get paid" box, I receive 1 Credit instead of paying one. Link to comment Share on other sites More sharing options...
marce Posted January 9, 2015 Author Share Posted January 9, 2015 hey cool i was keeping my eye on that plugin...but i don't know how to code so i dont know how to use it, but if you do come up with something let me know We got in touch and it sounds doable, but don't expect wonders for some time I can't seem to make negative payments (i.e. pay back money) in the current version of Government Funding.If I put in, say, "-1" in the "Pay or get paid" box, I receive 1 Credit instead of paying one.Woops, thanks for the catch. Should be fixed now. Link to comment Share on other sites More sharing options...
dtoxic Posted January 9, 2015 Share Posted January 9, 2015 We got in touch and it sounds doable, but don't expect wonders for some time i am not expecting anything...it's done when it's done Link to comment Share on other sites More sharing options...
Ph34rb0t Posted January 9, 2015 Share Posted January 9, 2015 Woops, thanks for the catch. Should be fixed now.Thanks!(Fortunately, I could burn all of the excess money on ConstructionTime build points. ) Link to comment Share on other sites More sharing options...
marce Posted January 9, 2015 Author Share Posted January 9, 2015 Thanks!(Fortunately, I could burn all of the excess money on ConstructionTime build points. )You're welcome Hmm, I think I finally have to give construction time a try. Link to comment Share on other sites More sharing options...
marce Posted January 9, 2015 Author Share Posted January 9, 2015 For GovFunding users:Thanks to Arsonide (who is awesome and cool with the minority who wants to play with funds but doesn't care about contracts) and sarbian who is omni-awesome, you can use this MM patch to get rid of those contracts which display orbits and markers in the tracking station etc.@Contracts{ @Survey { @MaximumAvailable = 0 @MaximumActive = 0 } @Satellite { @MaximumAvailable = 0 @MaximumActive = 0 }}Note: this will only prevent new ones being generated, if there are some contracts in the list already you have to discard them. Link to comment Share on other sites More sharing options...
marce Posted January 10, 2015 Author Share Posted January 10, 2015 There is currently a problem with my server.I already kicked the sysadmin and he'll get on it soon. Sorry... Link to comment Share on other sites More sharing options...
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