bcqJC

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Everything posted by bcqJC

  1. @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?
  2. 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).
  3. 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.
  4. 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.
  5. I've created an issue in the WorldStabilizer github page and attached the save file there. Thanks.
  6. You're right! Tested it just now and I got a spectacular view of my ship rushing towards the runway cockpit first And a nice big explosion after. I should start a journal of why I install mods. I completely forgot why I had to install WorldStabilizer. At least, in my situation, I can keep doing the workaround of using an upside-down Ground Hangar. Thanks!
  7. Thank you for looking into this and sorry that I led you to a wild goose chase. I reviewed all the mods I have installed and found out that it was WorldStabilizer that was causing the odd behaviour. I've removed it from my installed mods. I'll see if I can continue on without it. At least, if I ever need it again, I know I can use an inverted Hangar as a work-around.
  8. Just finished checking it out. Thanks for the fix! TLDR... You'll notice in the screenshot that I'm using an upside down Ground Hangar nestled inside a cargo bay in my vessel. Being upside down, the Ground Hangar door slides to the floor. I did this because if I use the Ground Hangar right side up, my rover will fall through the floor of the hangar and the cargo bay when launched. With the Hangar upside down, the hangar's roof acts as a solid floor.
  9. If you just want a general idea of the values, something like the Cherry Light in the kOS mod, might fit the bill. Taking a page out of XLjdedi's playbook, you can map out the RGB values for the light in a KAL1000, with the positions you're interested in, e.g. throttle, prop-pitch, etc. Then, you'll have a visual indication using colour.
  10. Allista, I just out the nightbuild. It doesn't work with the stock Mk2 Lander Can. I think it doesn't like that the Mk2 has a different orientation if the "Rover" variant is used. I'm able to adjust the orientation in the SPH but when launching the rover, it launches using the default orientation of the Mk2 Lander Can "Lander" variant. Which causes clipping between the Hangar and the vessel and a big explosion. You can test by creating a rover using the Mk2 Lander Can and putting some wheels on it. Drive it around first before testing with a Hangar so you're sure that the orientation is correct. There is a workaround though. If I use a probe core as the root part, attach the Mk2 Lander Can to that and build the rest around it.
  11. Just noticed this now. I've been using the rotate tool to set the direction of the blades :) I just built my first "plain" helo - no contra-rotating blades just like most helos IRL. I assigned the authority limiter of the heli blade to the Translate U/D axis to make the helo go up/down. For the tail rotor, I used the smallest rotor motor and smallest prop blade. Then mapped them to the Yaw axis so that I can swing the tail using the Yaw controls. Torque limit for main and tail motor are both mapped to Main Throttle. The rest of the axis groups are default. It is flyable without any SAS, albeit a bit difficult. With SAS on, I don't have to baby sit it all the time. I can actually take my hands off the keyboard for a few seconds and let the helo fly a bit. Lesson#1 for me was the wrapping my head around the distinction between the "Motor Size and Output" in the SPH, and the "Torque Limit" in flight. Lesson#2 was "less is more" when it comes to torque. Before, I thought that I would need lots of torque to make things spin around. My plain helo only has 10% Max Torque on all motors. I think set that to 5% because I can fly the helo at just 1/3 throttle. The less torque you use, the less of it you need to counteract. Those are just some lessons I learned. I think some craft examples and/or KSPedia articles stepping people through how to build their 1st working helo without going through the "principles of flight", will go a long way towards lessening the frustration of trying to enjoy the new parts on the first try.
  12. Note that in my setup, I have NavUtilities in the Blizzy toolbar. Hold ALT and left-click on the NavUtilities icon.
  13. Thanks for the explanation... I keep learning new things. Please disregard that request then. I already use the Radial Hangar since it allows resizing Size and Aspect. Now I know why it works there, and why it has sliding doors. I requested the change to the ground hangar because I was looking for a hangar that will fit inside a cargo bay that has a rectangular cross-section like some of the OPT or MarkIV cargo bays. Yes, something similar to a ground hangar with sliding doors is perfect. It'll just be like the Radial Hangar, Size and Aspect can be changed, but rectangular instead of square cross-section.
  14. @linuxgurugamer, For Breaking Ground onwards... Is it possible to incorporate Action Sets into the mod so that in addition to being able to specify an Action Group to execute, I can also refine it to an Action Group within a specific Action Set as well? For example, I might have a set of actions to control starting and stopping Fuel Cells in AG1, AG2 (rather than using 1 AG for Toggle, I want to start from a known state). With Action Sets support, I'm hoping I'll be able to specify an AS4/AG1, AS4/AG2 instead. That way, I can define SmartParts related actions in say, Action Set 4; while the default set is reserved for flight ops related stuff, for example. Thanks!
  15. Do you remember if you were using a Ground Hangar at the time? I had something similar happen to me in my early days of using the mod. I placed a Ground Hangar inside of a Cargo Bay (to keep the visual style). And when it came time to bring the payload out of the Hangar/Cargo Bay combo, the vehicle collided with the mothership. Then I found out later that the Ground Hangars have passthrough floors - floors have no colliders or something. So when the payload emerges in a gravity environment, it will collide with the mothership. I fixed that by adding structural plates at the bottom of the Ground Hangar to "catch" the payload when it's launched. It may be an awkward solution. But for me, it still keeps with the spirit of the mod - lower part counts = better game performance. A Ground Hangar plus 2-4 structural plates is still better than trying to fit a 20+ (or even way more) parts payload inside a Cargo Bay, and keeping everything stable during flight. While on the subject of Ground Hangars (also Habitable Ground Hangars)... @Allista, is it possible for both of them to have Aspect controls as well? I guess I got spoiled by the other hangar types having both Size and Aspect controls. As an aside, I still haven't gotten to my goal, and the reason that got me into using Hangars mod... Build an asteroid base
  16. I didn't know that it's possible to create MechJeb scripts. So much to learn... If you can assign a MechJeb script to an action group, the SmartParts mod has a part that can invoke an action group when the CommNet connection starts to drop.
  17. Maybe useful to someone other than me... I use "Visualize Autostruts" in the Physics section of the console, to display all autostruts. That way, I can at a glance, tell if I enabled Autostrut on any Robotic part or part connected as a child to a Robotic part.
  18. Wouldn't the cooling effect be a function of how much propellant is left? As the propellant gets used up, it will reach a level where an external device is needed to assist the cooling. Further depletion of the propellant places more burden on the external device. Or the engine's max throttle can adjust to compensate as the propellant gets used up and the cooling effect drops.
  19. Sorry if this is off-topic... As a general rule, is it "troublesome" to have multiple copies of a DLL in the GameData folder? I just took inventory of mine and there are: lots of copies of MiniAVC.dll. 3 copies of KSPDev_Utils.1.2.dll spread over: EasyVesselSwitch KAS KIS Should I be concerned with those?
  20. Yes it can. Set throttle to zero. Bring up the SmartRCS MJ module and turn on the option to use RCS when thrusters are offline. Turn on RCS (toggle with "R" key). And you're ready. Personally, I keep RCS off until after I've finalized the maneuver node and oriented by probe to the maneuver using SAS. Otherwise, things get jerky. Also, depending on the mass of your probe, set the RCS max throttle to a low value. Don't forget to turn things off after the maneuver is complete. Otherwise, MJ will use RCS for any sort of maneuvering and use up all your propellant.
  21. I updated to 1.7.2 today and have played using my save from 1.7.1. My ships that use the OPT parts are ok. Do you have all 3 OPT mods? OPT Space Plane 2.0.1 OPT Legacy 1.3.1 OPT Reconfig 1.5
  22. @allista. I really appreciate you taking the time to consider our opinions. I hope I'm not overstaying my welcome. You don't have to worry about texturing. As you can see below, I cobbled up a couple of OPT parts and Hangar parts and placed a Mk2 Cockpit inside the Hangars to illustrate my point. Because you provided us with the option to change the size and aspect of some of the parts, if I want to use the upwards opening of the OPT KH Cargo Bays, I can place the Inline Hangar inside and resize it to fit. From the outside, it looks like the Inline Hangar is part of the OPT Cargo Bays. If instead, I want a ship that just has the cargo ramp, I can use either the Radial Hangar or the Ground Hangar and place them inside the cargo bays. Although for this, I'd prefer the Radial Hangar because it has the option to change the Size and Aspect. So if you can provide us with a version of the Radial Hangar where the doors are along the long axis, like the Inline Hangar, then we'll have a boxy hangar that we can place inside cargo bays. And another icing would be the option to change the orientation of the payload on deployment - as @MaxPeck mentioned. I'm thinking ahead here. If you give us a Radial Hangar with doors along the long axis, I can look forward to using the MarkIV Spaceplane mod. That mod has cargo bays that open downwards instead of upwards. That's when having the ability to change the orientation of the payload will be crucial. As you can see, the texture of the Hangar parts won't matter if we have the flexibility to place them inside existing parts; resize them as desired; and change the orientation of the payload on deployment. Here's an image showing how flipping the Radial Hangar changes the orientation of the payload. If you go through with having a door on the long axis, away from the radial attachment point, if we want to use the part as a downward opening hangar, the payload would be upside down when deployed. Unless we have the option to change the orientation. Again, many thanks for your attention.
  23. Oh... I wasn't asking for functionality to combine hangar parts. Just having hangars that can be resized (already existing functionality), have different bay door placement, and thinner walls. Below is an example of one of my recent ships. Note that I placed an Inline Hangar inside 2 OPT Cargo bays. Then I resized the Hangar to fit snugly inside. I was able to carry 6 small satellites in 1 flight using this setup. A Ground Hangar would have been a better fit because it is a box (not a cylinder like the Inline Hangar), but the bay doors open along the axial plane. Also, the Ground Hangar has thinner walls. So to summarize, at least for me, there's no need to code for combining hangar parts. The existing parts are ok. Just give us options/flexibility on the door placement - for example, a boxy hangar with doors that open vertically like the Inline Hangar. Also, that way, there's no need for you to do a conversion for each type of cargo bay out there. Thanks. Edit: Also just noticed that there's the option to push out the payload from the Hangar on deployment. Thanks for that. I've been using Kerbals on EVA to nudge the payload out when in orbit.