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Everything posted by bcqJC

  1. Check the CFG file of the affected parts. ModuleDeployableCentrifuge has a setting called SpinRate. You can create a custom CFG in GameData\__LOCAL to overide the setting.
  2. You'll have to dig into the logs. Ships exploding in flight can have various reasons for doing so. For strut related issues, I found that following these guidelines helped reduce the possibility of explosions. You can do this for ships already in flight or being built in VAB/SPH. Do not autostrut the root part. After docking, 2 ships become 1. Since there can only be 1 root part, KSP decides which root to pick between the 2 original ships and then redo all the autostruts based on the new root. That's where things can go wrong. You want to minimize the effects of re-rooting by eliminating any autostruts connected to the root part. Do not autostrut TO the root part. Since the root can change, do not set any other part to autostrut to root. Do not autostrut to the heaviest part. Similar to the root, the heaviest part can change. With landing gears, you don't have a choice, they're all locked to autostrut to the heaviest part and you can't change that. DO autostrut to grandparent. You can do this with any part that allows autostrut except for those directly attached to the root. If a part is directly attached to the root, then it's parent is the root, and the grandparent is...? Precisely. You don't want KSP to deal with that dilema because most of the time, explosions will occur after a re-root. I found that if I stick to those rules, I don't even have to worry about setting autostruts to rigid. I do use QuantumStruts so that I can toggle struts on/off depending on what I'm docked to. I also use ReCoupler together with some well placed girders to stiffen some areas.
  3. Found out today that QuantumStruts has an undocumented feature... You can point them to the ground and use them as anchors. Just remember the following: In the VAB/SPH, set the initial state of the QS that you want to use as anchors as "deactivated". In Action Groups, assign the "deactivate" action of the anchors to the Landing Gear group. This will prevent your ship from being torn apart if you extend the landing gear (from a retracted state of course) and the QS "anchors" are active. Conversely, if you retract the landing gear while the QS "anchors" are active, your ship will remain suspended mid-air as the landing gears are retracted. Hopefully, this undocumented feature of QS doesn't get "fixed". It's a nice feature especially when parking a ship on a slope.
  4. Environment: Win10 KSP 1.8.1 with all DLCs KAS CommunityCategoryKit (included with KAS) ModuleManager 4.1.3 Steps: Start a Sandbox Game. Go to SPH. Turn on "visualize autostruts". Create a "Rover" vehicle with the following parts: Mk2 Lander Can; variant=Rover; controlPoint=Forward; orient so that the cab/windshield is facing forward. Add 2 pairs of TR-2L Ruggedized Vehicular Wheels at the front and back of the vehicle. Add a JS-1 joint socket at the rear of the vehicle. Make sure that it sticks out so a Kerbal can attach a pipe to it later. Add a some batteries to the rover. Launch the rover and park it to the side of the runway where it won't trigger an error message since you're going to launch another vehicle. Don't forget to put the Rover in "park" so that it doesn't move around. Exit to Space Center. Go to SPH and create an ore tank "Cluster" with the following parts: PPD-12 Cupola Module. Point it upwards. Add a Large Holding Tank to the bottom of the cupola. Set the Ore to maximum. Copy the Large Holding Tank and create a cluster of 6 around the Large Holding Tank attached to the cupola. Place at least 1 RTS-1 Resource Transfer Station at any of the outside tanks. You should end up with a bunch of ore tanks all filled to the max. If they're not, make sure they're filled with ore. Launch the "Cluster". Switch to the "Rover". Release the brakes and move the rover beside the cluster. Set the brakes to park the rover. EVA a Kerbal. Switch to the Kerbal. Get the Kerbal to lay pipe from the RTS-1 to the rover's JS-1 socket. While still controlling the Kerbal, select the JS-1 socket, if the PAW for the JS-1 is not up. You should see that Link Mode=UNDOCKED. Toggle the Link Mode to DOCKED. See the rover jump.
  5. Yes. However, it seems that 1.8.1 changed the way entries are added. When I started using ScanSAT (actually was the very 1st mod I used because I started out on Science sandbox), it was essential only because I was having problems Alt-Tabbing out to my web browser to view the documentation. Then I discovered the "-popupwindow" command-line switch. After setting up my KSP shortcut with the switch, I just relied on the documentation that came with the mod in SpaceDock.
  6. @Yurikus, I'm also experiencing the same issue as you regarding the centrifuges (which is what I hope you meant with "inflatable parts"). Since I'm also using the QuantumStruts mod, I was able to work around the issue by using QuantumStruts where appropriate. @Nertea, I opened issue#215, provided the details how to recreate the issue, and attached the logs there (https://github.com/ChrisAdderley/StationPartsExpansionRedux/issues/215). For me, the issue is minor since I'm already using QuantumStruts for other reasons.
  7. Yes, this happens. Turn on visualize autostruts in the Alt-F12 menu to see. This is why before I dock/join ships, I go the the Alt-F12 menu first to "visualize autostruts" to make sure that each vessel obeys the following rules. #1 Root part must be set to "autostrut disabled". #2 Any part attached to root must have "autostrut disabled". #3 Change any "autostrut to heaviest part" to "autostrut to grandparent" (without violating the 1st and 2nd rule). That way, when they dock, and the combined vessel gets re-rooted, there are no surprises. Of course, for new ships, I already apply those rules in the VAB/SPH. But I still have ships in-game from before I learned those rules.
  8. Fresh off my 1st Global Construction shipyard, a Hangar/GC/Opt/SSPXR construction ship :) It's actually 2 ships. The aft/engineering module can undock and employ those Dark Drive engines to capture asteroids. It is also equipped with drills and cargo tanks to do initial mining of ore. Afterwards, it can rejoin the main module (Hangar, Assembly, Workshop) and bring everything to the captured asteroid to develop it; build and attach an Asteroid Mining module and eventually a Gateway module to convert the asteroid into a space station.
  9. @allista, thank you for looking into it. I opened issue #214 in Hangar's github page. I attached a ZIP file to the issue containing the SFS files you requested. I install mods manually. So when I tried to use CKAN, it won't include my installed mods when generating an export file. Here is the screenshot of the Gateway PAWS...
  10. @allista, what are the requirements to get the Asteroid Hangar working? I've managed to catch an asteroid. Then docked an Asteroid Drill+Hatch to it. Set the Hatch to permanent and mined the asteroid. After hollowing out 8000m3, I built tanks and converted the mined ore. After that, I recycled the drill and built an Asteroid Gateway to use the remaining space. I docked the Gateway to the permanent hatch. The Gateway is not working. No options to Open or Activate the Gateway are available. I don't know how I managed it, but as you can see from the Recycler window in the image, the asteroid ended up as the root node. Is that significant? I also displayed the PAW for the permanent Hatch so you can see that it still has 7000m3 of space left after I built tanks in it. Thanks.
  11. My workaround is to use "The Klaw" and hook it up to the HW-80 Winch using a JS-1 Joint Socket. Actually, it's not just "The Klaw" but a microship comprising of "The Klaw", a OKTO2 probe core (because it is the smallest), a RCS tank and a pair of RV-105 RCS Thrusters to steer the microship while tethered to the winch. Of course, this only works in a low gravity environment. You can use rockets instead of RCS if you want a harpoon-like behaviour. Just remember to keep the microship light and compact. I use Tweakscale to do that. You need a microship instead of just the Klaw because once you release the cable, the Klaw is on its own. So you need to give it a brain to control it and means to propel and steer it. You can only refuel it if it is docked to the winch.
  12. Yay! My SSTO is now back in service - equipped with a Radial Hangar.
  13. @allista, that's exciting news. While everything is still in the planning stage, I hope this will be included as a use case. As you can see below, I made a SSTO that has 3 OPT KH Cargo Bays stacked with a OPT KH Tail Cargo ramp to allow access from the rear of the craft. Note that some of the cargo space of the 1st Cargo Bay is consumed by an OPT J Mobile Lab. So in theory, the plane has a cargo space equivalent to the combined space provided by around 2.2 OPT KH Cargo Bays. In KSP 1.7.3, I would have used either a Ground Hangar or a Radial Hangar (with some heavy clipping on both), to provide the plane with Hangar capability. Both Hangars can be resized. That allows me to put them inside the combined space remaining in the cargo bay so that the plane can carry payloads longer than the length of one OPT KH Cargo Bay. The added mass of the Hangar is just the price to pay for the functionality Hangar provides. I'm hoping that with the work you're undertaking with @Stone Blue and @JadeOfMaar, you will include the functionality to combine the useable spaces of stacked cargo bays. If that proves to be difficult, provide some way for us to disable the Hangar capability in the editor for the part, say OPT KH Cargo Bay, which will remove the mass penalties (I'm assuming there will be some to account for the ancillaries that go with Hangar functionality). Possibly do this using "variants". That way, if some guy like me wants to use the combined space, we can do the 1.7.3 way of embedding and resizing Hangars inside the cargo space. BTW, here's a link to a prior post about embedding Hangars inside stacked Cargo Bays to provide the cargo bays with Hangar functionality. https://forum.kerbalspaceprogram.com/index.php?/topic/80225-17-hangar/page/54/&tab=comments#comment-3619108
  14. That CFG is comprised of 2 parts. The 1st is a bunch of stuff to replace XenonGas with a bunch of alternative resources for opt_powersphere1b and opt_powersphere2. I commented those out by placing "//" (w/o the quotes) at the start of each line. The 2nd part, which is still needed, bumps up the "ratio" of resource conversion for opt_powersphere2 by multiplying the ratio by 18. So you have 2 options. Modify the config directly like I did. Or take out the file and replace it with a CFG that just has the 2nd part: @PART[opt_powersphere2]:NEEDS[!Pathfinder] { @MODULE[ModuleResourceConverter],* { @INPUT_RESOURCE,0 { @Ratio *= 18 } } }
  15. I'm on 1.8.1. Install the latest copy of all 3 OPT mods. For me, as of time of writing, those are: OPT base | OPT_Space_Plane-v2.0.1.zip Extract the OPT folder only. Do not install the bundled Firespitter plugin. Instead, get the latest Firespitter plugin. You only need the DLL. You can get rid of the other stuff bundled in the Firespitter ZIP file if you don't like the additional parts. OPT legacy | Orbit_Portal_Technology_OPT_Spaceplane_Parts-1.4.1.zip OPT reconfig | OPT_Reconfig-1.7.0.zip Since I just want to use stock resources, I commented out the patch entries in OPT_Reconfig\CRP\OPT_PowerSphereFusionSelect.cfg that replace XenonGas with a bunch of non-stock resources. The mod automatically disables those when PathFinder mod is present because PathFinder manages its own set of overrides. Also, I'm using the latest ModuleManager version. So no need to copy the MM DLL bundled with all of the above ZIP files.
  16. The documentation here (https://github.com/allista/hangar/wiki/HOWTO-for-Modders) describes how the Hangar functionality can be added to other parts. I looked it up before because I also wanted the same thing as you and thought to try doing it myself. However, I realized that since some of the hangar parts can be resized, just placing them inside of the OPT cargo bays would achieve similar results. And I don't have to figure out how to balance stats like the additional mass ancillary equipment in the hangar would introduce.
  17. The Assembly Lines and Workshops have built-in storage. If you want additional storage options, yes, you can use Configurable Containers. CC also allows reconfiguring storage when they're empty. So you can just have 1 huge tank and configure it in the field. @allista... Hi! I started a new game using only the last nightly build for GC/CC/Hangar/AT_Utils. I noticed while building my asteroid base that the parts have axis markers displayed. I suppose they're for debugging purposes. Is it possible to turn them off via CFG settings? Thanks.
  18. Using the nightly build image as of yesterday (2019-8-24), I tried out the Recycle function of GC. My first reaction was "Where's the rest of my station?!". Background... I started out by capturing a class E asteroid (is that the biggest?) using a 2 part vessel. The first part is the command section which I attached north of the center of mass of the asteroid. 2nd part is the engine cluster which I attached south of the COM of the asteroid. Then I attached a third parts cluster of Orbital Assembly, Workshop, Asteroid Mining Factory combo on the equator (plus some stuff to house Kerbals and store resources not supported by Configurable Containers). So after that, I figured I'll lessen the part count by getting rid of extraneous boosters, and RCS and gain some resources at the same time, using the GC Recycler. That's when I encountered the parts tree interface of the Recycler. Because my station's parts tree was nested so deep, I can't get to the recycle button at the right of the Recycle window. I can drag the tree to see the button but the moment I let go of the left-mouse-button, the display shifts to the right, hiding the button. And I can't resize the window either. My 2 cents... - Have some left-right scroll controls. - If horizontal scrolling is not possible, have the action buttons - Recycle and Discard excess resources - as the first part of the node before the node's part name. That way, the buttons are always reacheable. - Have some buttons to switch off resources info that show how much resources can be recovered and how much EC is required. Or have that info display as a "hint". - It's nice if the part I'm selecting to recycle is highlighted. Like how the ShipManifest mod highlights selected parts. The whole exercise got me re-thinking how I build ships. I have to put some thought now on how I break up ships into sub-assemblies to minimize the nesting of the parts tree. Screenshots... Recycle window showing 3 the depth of my station parts tree This is me trying to drag the window contents to the left to see the rest of the details. Problem is when I let go of the mouse, everything snaps back to the right. Can barely see the Recycle button.
  19. I thought the Asteroid Gateway must be directly attached to the Asteroid Hatch in order to use the extra volume created as the asteroid is gutted by mining. Admittedly, I'm still at the mining stage and don't have enough volume in the asteroid to even build decent sized tanks for stuff. I'll try it out once I have enough volume to spare after I allocate tanks inside the asteroid. Also, I'm waiting for the recyclers in Global Construction to be available before I get around to building hangars - hint, hint ;) . I have a couple of boosters attached to my asteroid right now (using Klaws) and my plan is to attach an Orbital Assembly Line and Orbital Workshop on the asteroid. That way, I can recycle those spent boosters I used to haul everything up to the asteroid; and "swallow" up some of the stuff I won't need anymore, like external tanks, spare ISRUs, etc.
  20. @allista, I'm trying to set up an asteroid base using Hangar. I've docked an Asteroid Hatch and Asteroid Mining Factory to the asteroid. The Mining Factory is working fine. Now I'm trying to build resource tanks in the asteroid and found out that I need Metals to build tanks. I searched for the part to convert Ore to Metals. I found MobileSmelter.cfg but it's been marked as deprecated. What is its replacement?
  21. I'm on KSP 1.7.3 and have just installed the above latest code. How do I remove the hard dependency of having SnacksFreshAir? I'm getting the following MM error: Module ModuleB9PartSwitch threw during OnLoad: System.Exception: Fatal exception while loading fields on module ModuleB9PartSwitch on part ---> System.Exception: Exception while loading field subtypes on type B9PartSwitch.ModuleB9PartSwitch ---> System.Exception: Exception while loading fields on subtype PartSubtype OPTSnacksAir ---> System.Exception: Exception while loading field tankType on type B9PartSwitch.PartSubtype ---> System.Collections.Generic.KeyNotFoundException: No tank type named 'OPTSnacksAir' exists I have Snacks installed but haven't enabled the Air.CFG (the cfg that sets up the FreshAir/StaleAir resources).
  22. There are steps we can manually do to ensure the vessel to recycle will not re-root before docking it to the orbital workshop or the vessel that has the orbital workshop. Set the vessel category of the vessel with the orbital workshop to "Station". Before docking, set the vessel category of all the command pod parts in the vessel to recycle to something lower than "Station", like "Ship" or "Probe" or "Debris" If we do those steps before docking then the recycled vessel won't re-root.
  23. After installing, it just so happened that I decided to try out the Resource filter. It worked fine initially. Then I exited to the Space Center, went to Tracking Station, then back to SPH to work on my ship. Brought up Janitor's Closet and tried to go back to the Resource filter, and got a blank frame. After that, I can't interact with JC. Exiting back to Space Center is a partial fix. I can interact again with JC, going back to SPH or VAB, but only using the ModName and ModuleSize filters. Using the Resource and Modules filters just produces a blank frame. The issue goes away after reinstalling JC (delete then install). Another workaround, if you have settings in the PluginData folder that you want to preserve, is to go through all the CFGs in the PluginData folder and replace all CR/LFs (carriage return/linefeed) instances with just LF (linefeed). Notepad++ made this easy. But you still have to restart KSP. A bit of a big deal if you're using 100+ mods like I do. For me though, the issue is not a biggie because the mod works fine with 99% of what I use JC for, using the ModName and ModuleSize filters. And, there are workarounds - albeit both requiring a restart of KSP. It was only yesterday that I used JC's Resource filter and I've been using JC for months.
  24. I've created an issue in the WorldStabilizer github page and attached the save file there. Thanks.