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KSP Mod: One-Button Common Action Grouping
License: Other
This project forked from 5thhorseman/allyall
KSP Mod: One-Button Common Action Grouping
License: Other
The do all Science Experiments action doesn't work with modded science components I believe. The mod I have problems with was: DMagic Orbital Science. It would only do the vanilla science modules. I deployed the science modules and it still didn't work.
Can we get a config to disable this do all science action? Why? It just clutters my actions considering it doesn't work for all science modules.
I have a lot of mods, but I've noticed that choosing "Stop all drills" on my mining base also stops all researching in the science lab. Perhaps science labs are also regarded as "Resource converters" so calling StopResourceConverter() also stops the research?
I've not tested in stock with just this mod, but steps to reproduce for me are:
At this point, the drills will all stop as desired, but research in the lab will also be stopped -- unintended behavior for sure.
Please and thank you
Breaking Ground adds the new ROCScience experiment to kerbals. For the new Future suit this is done in the same file as the kerbal itself is defined. For the stock/MH suits this experiment gets added by (I think) merging the stock cfg with a barebones Serenity cfg.
All Y'all adds it's AllYall_Science module to both the stock kerbal part and the serenity barebones module-adding part, causing the merged KerbalEVA to have two instances of this AllYall Module.
At least, that's my interpretation of seeing double entries on only the stock and MH suits, and not the new Future suits.
Someone sent me this profile capture, which shows >2 seconds of time in AYA_RCS.SlowUpdate. I've seen a few other reports of bad performance and All Y'All was also installed, but I don't have any direct evidence implicating it.
Looking through the recent changes, it doesn't look like it should cause this...but it's suspicious.
Heya, I was looking through All Y'all's CFG entries and noticed the seperate entries for MODULE[DM*] and MODULE[ModuleScienceExperiment].
I recently updated one of my personal tweakmods to cover all science experiments regardless of module. That way may be of use to All Y'all too:
@part[]:HAS[@module[]:HAS[#experimentID[*]]]:FOR[]
That should net you all science modules whether they're stock, DMagic-added, UniversalStorage-added, etc.
Copy/pasting what I hope are the important bits from the KSP forum thread:
"Is there a chance this could be expanded to engines, or would that involve too much fiddling around because of the larger risk of unintended consequences? I've been running some aircraft from the Stage 2 SPH (named action groups only, and they were all being used for stuff) and had cause to enable/disable my engines occasionally.
I would assume it would work the same as with other things, an extra button or two in the right-click menu for the affected parts.
Like I said, I recognise there could be unintended consequences if parts aren't recognised properly (shutting down drive and RCS engines, for example) and I don't expect any real effort to be expended on the idea if it's going to involve more than a couple of lines of code. However, I also recognise the possible utility that adding this to RCS engines could offer, especially with some of those ships you've been building in your streams recently; going from gross to fine control by shutting down a slew of engines could be accomplished by shutting them all off then re-enabling just the one or two blocks you want to keep active, which could save a lot of time and aggravation with setting up extra Action Groups (assuming a career is advanced enough to have access to them.)"
Presumably two checks would be required:
If it passes the first check but fails the second, it's considered part of the Engines group. If it passes both, then it's added to the RCS group which is kept separate. (I guess you could also do the checks in the opposite order, in which case you could maybe have it so that passing the RCS check makes it skip the Engine check entirely.)
There's always going to be edge cases, but this mod is designed around broad strokes and those strike me as the two broadest ones when it comes to engines.
Please add an "Arm All" option for the RealChute parachute system.
Sorry for the vague details but it appears as though a handful of non-SAS parts also have "toggle all SAS" as an option when this mod is installed.
I'm getting a KeyNotFoundException coming from the new RCS addition.
[EXC 00:49:45.968] KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <9577ac7a62ef43179789031239ba8798>:0)
AllYAll.AYA_RCS+<SlowUpdate>c__Iterator0.MoveNext () (at /var/lib/jenkins/workspace/A-F/AllYAll/Source/AYA_RCS.cs:423)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <2425394cf09642369e2109953e31f62b>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.MonoBehaviour:StartCoroutine(String)
AllYAll.AYA_RCS:Start() (at /var/lib/jenkins/workspace/A-F/AllYAll/Source/AYA_RCS.cs:380)
The line https://github.com/linuxgurugamer/AllYAll/blob/master/Source/AYA_RCS.cs#L423 needs to check that stageParts
contains curStage
(which can apparently happen from spawning vessels via BDArmory since we don't manage to properly restore the staging order) before performing that for-loop. There's a couple of other places in the file that will also need this check.
Also, apparently you released a debug build since I can get the line number from the stack trace. :-)
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