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Everything posted by bcqJC

  1. An update to the spawn issue... Note, I'm running 1.11 with a lot of mods - 100+. I got tired of using VesselMover to spawn my OPT Humpback ssto with the troublesome cargo ramp; and individually boarding kerbals onto it. So I tried (and failed a lot) ways to get around the problem. Here's the workaround/solution that I finally settled on. WorldStabilizer stays as before. But this time, give it more time to do its thing by bumping up stabilizationTicks to 500 (from 100); groundingTicks to 250 (from 6); maxUpMovement to 25.0 (from 2.0); displayMessage to True (from false). The set
  2. Remember this? "Make sure your seatbacks and tray tables are in their fully upright and locked positions." (I never thought I'd miss those words until now)... In 1.11, you can add this. "Make sure your landing gear is stowed and the SAS is OFF." Landing gear and water don't mix apparently. Must be the spring and dampener logic trying to bounce the craft on water. And keep them stowed. SAS is trying to keep the craft level but the water is bouncing it around. Eventually, SAS will over-compensate enough to bounce your craft off the water high enough that it breaks into pieces
  3. Yes, at least for me, WorldStabilizer is still needed because of my insistence on using the OPT Humpback parts. Also, it is still needed when restoring saved games and launching craft that don't have any of the kraken inducing parts.
  4. @Lisias, thank you for figuring this out and sharing it. Because Vessel Mover only allows the selection of 1 crew when spawning a craft, I now follow a 2 stage sequence when launching. I created a "bus" to carry the crew complement and launch it from Editor. Then, when Flight scene kicks in, and WorldStabilizer has done its stuff (I enabled the message to be displayed in the WS cfg file), I use VesselMover to spawn my spaceplane with a pilot. I then proceed to board the crew. Extra steps, but there's a bit of realism in it. And it allows me to still fly my craft that still uses the H
  5. You're right. TCA has since been fixed to address that issue. It fixes this by letting you assign a "Mode" to the engine when its "Role" is set to Maneuver only. So with your setup, your JE1 Turbofan must be assigned its own engine group - e.g. G2. Its "Role" set to Maneuver instead of Manual Control. Once you set it to Role=Manuever, Mode becomes available. Set Mode to Rotation and Translation. With engine group 1, G1, leave them at Thrust and Maneuver. Hint: once you get the hang of crusing around and stopping, try experimenting with setting them to Thrust only. In TCA pa
  6. That happens if the craft you're trying to assemble fits the assembly space.
  7. I use the SimpleLogistics mod to allow craft share resources. Craft with larger tanks automatically top up craft with smaller tanks.
  8. In my opinion, a working craft is not going to help you much. Even if you have a "working craft", you won't be able to enjoy it much without knowing how to control it. So below are some guiding principles on how to build and control a working craft. Just like anything to be learned, it's a pain.
  9. For me, it works on KSP 1.10.1. VM is version 1.9.0. There is an issue though (which I've had since KSP 1.9 but I just considered it a minor one)... When spawning a vessel in any other body, VM freezes after loading the craft. Until I found out the workaround, I thought that the game itself froze. The workaround is to select the spawned craft by pressing "]" (switch to next vessel). If that doesn't work, try previous vessel. Actually, I was already using EasyVesselSwitch for dealing with groups of kerbals so for me, I just ALT-LMB click the spawned vessel to select it.
  10. @allista, Thank you for pointing out the use of AutoThrottle. All this time, I've used TCA with Hover, FollowTerrain, and AutoThrottle on. And then just plugged-in numbers for altitude (I play sandbox so I have all the goodies from the get-go). I didn't know what I was missing. By being forced to use AutoThrottle, I learned other stuff like IndependentThrottle and how it works together with mapping engine throttle to CustomAxisGroups. I "fly" my craft now instead of just typing numbers to control my craft. Thanks!
  11. Maybe it's just me... I installed the latest versions of TCA, Hangar, GC, CC and the separate AT_Utils download. With TCA, I can no longer input the desired altitude to hover using the keyboard. My keyboard has a numeric keypad. Input using both the keypad and the keyboard doesn't work. The -10/+10 buttons work, so I have a workaround, even if it takes a fair bit of clicks to get to something like 360 meters altitude. Here's the logs... https://www.dropbox.com/s/kf7a7t0twg7kgja/2020-07-23.zip?dl=0 Thanks.
  12. btw, the anti-gravs do have a visible effect.
  13. I'm also on KSP 1.10. However, I don't have the anti-grav texture issue above. I have the following mod versions: KerbalFoundries- (Feb 2020) TexturesUnlimited- (May 2020) KSPWheel- (May 2020) Last May, when updates to TU and KSPWheel came out, I deleted the TU and KSPWheel folders and replaced them with the latest versions. That's probably why I don't have issues in KSP 1.10.
  14. Some good came out from the bug. Now that I've been forced to use sub-assemblies, I found out that instead of creating tanker ships, I can cram my SSTO Hangar with a bunch of cargo container sub-assemblies and haul lots of material. I still need a pair of external CC tanks that are partitioned to carry all types of resources, in order to facilate transfers/unloading of material since I can't transfer stuff directly to/from hangar cargo. When the external tanks are emptied, I just refill them from the hangar cargo using the "Transfer resource" function of the hangar. And once all the c
  15. For me, the current layout where all the info is in 1 line/row is ok. The layout above splits that 1 line into 2 - 1st for type and the 2nd for the resource. The 3rd resource in the example, Material Kits, shows the "Edit Tank Volume" function which took me some tries to figure out how to complete. Didn't realize that I had to press ENTER to exit it. So adding a Done button in the UI is helpful. You can get rid of the fill percentage. At least with me, when I edit the tank, I have the PAW up, so I can see the fill percentage there. I assume the other numbers in the 2nd line are
  16. @allista, I just had a chance to use version in KSP 1.10 and encountered an issue. I can't add ships to the hangar in the Editor. When I try to add ships, nothing happens when I click on Load after I select a ship. The good news is there is a workaround. Subassemblies load fine. Probably because you provided your own window to load them up instead of using the stock window like in loading ships. Here are the logs... https://www.dropbox.com/s/sgpkqeowglkmjck/log20200707.zip?dl=0
  17. The videos in https://www.youtube.com/user/allistau pretty much covers the how-tos. From your screenshot, I see that the DockableKitContainer is docked using the wrong end. The stripes on the side of the kit serve a purpose. They tell you which end is which. Note that one end of the stripe has a D in a triangle. That's the "Construction Dock" end - or "Dock", for short. Which means the other end is the "Transport Dock" end. So when moving it around, your SpaceCrane should be docked to the Transport end. In your screenshot, it is docked to the Construction end. So if you flip
  18. Radial Hangar also works fine in 1.10. So at least for me, Hangar is good for 1.10.
  19. @allista... I'm running 1.10. Just paid a visit to my Mun base made from a VTOL Hangar. No explosions, no krakens. TCA has some Nullrefs in the log but it's not spam level. I did crash and exploded on the 1st try to land but that was me messing around with the Collision Prevention System. So far, Hangar is OK with 1.10. Will try deploying some satellites using my radial hangar equipped SSTOs later.
  20. I first encounted the use of __LOCAL from the Tweakscale forums. Yes, I'm aware of the MM documentation. However, over the course of chasing issues in my install across several releases, I noticed the pattern in the logs (KSP and Player) that the patches in __LOCAL are applied last. MM does several passes to apply CFGs. For each pass, stuff in __LOCAL are always executed last. They are logged that way for me so I just assumed that it's the same for everyone. Try it next time you try to patch something and look at the logs.
  21. Haven't put in some 1.10 play time. I found an issue while launching 1.10. The affected part is Hangar\Parts\SmallHangar\Hangar1, module ModuleDeployableSolarPanel. To get past 1.10 hanging during startup, I created the following patch in GameData\__LOCAL - so that it is executed last and is separate from the mod folder. @PART[Hangar1] { !MODULE[ModuleDeployableSolarPanel] { } } The patch gets rid of ModuleDeployableSolarPanel from the part. SimpleLogistics is also similarly affected and I posted there as well. I don't use Ground Hangars in my
  22. Narrowed the issue down to a single PART/MODULE - PART[DeployedSolarPanel], MODULE[ModuleDeployableSolarPanel]. Instead of renaming the CFGs, I created a new CFG in GameData/__LOCAL. From what I understand, the __LOCAL folder is where MM expects user-created patches and executes them last. I don't want to mess with the files in the mod folder because I just manually install mods (I always delete the old mod folder and drop-in the up-to-date one). However, even though I placed the patch in __LOCAL, and it's supposed to run last, because DeployableScience.cfg adds the ModuleDeployabl
  23. If you're able - maybe you have a save game - try the toggle dock but this time, display the autostruts first (Alt-F12/Physics/Display autostuts) before toggling dock. Observe how the autostruts change during the docking process. I suspect that all the bouncing and possible whipping around is caused by the re-rooting and repositioning of the CoM when the ships are docked. If so, you can mitigate this by changing the autostruts of each ship such that no part is autostrut to root. Also try to eliminate any autostrut to heaviest. When the 2 ships are docked and you start moving resources aroun
  24. After I saw the GC requirements for my Munbase in the Editor (2.6M Sp + 2.6M MK), I decided to take some shortcuts since I already have a working harvesting and manufacturing facility in the RockArch crater where I will situate the base - I used VesselMover to spawn my base on the Mun Some pics...
  25. "Hidden feature"... This only applies to DIYKit based builds... Switch to the kit. Display the kit's PAW and click on "show deployment hint". Then go back to the GC screen and start the deployment. The kit will grow until it encloses the space defined by the deployment hint. That's the indication how far along the deployment is. Then time-warp to minimize the drift.
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