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Posts posted by bcqJC

  1. 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.

  2. 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?


  3. 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.


    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.


  4. 14 hours ago, allista said:

    Another configuration that came to mind:



    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.

  5. @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?

  6. 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).

  7. On 7/2/2019 at 3:48 AM, allista said:

    For ground workshop there isn't: it can recycle anything within 300m radius, same as with construction.

    For orbital workshop the recycled vessel should be docked. Hm... this poses a problem, as docking may re-root the vessel, making it inaccessible for recycler. Have to think about it...

    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.

  8. 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.


  9. 2 hours ago, Stone Blue said:

    Hmmm... WorldStabilizer is highly recommended right nao as a band-aid fix for several of the <broken> parts in OPT Main and Legacy... :(

    Number 1, being the exact Humpback Cargo Tail you show in that pic @bcqJC ... without WS installed, any craft using that cargo tail, will spawn 1km altitude upon launch from the editor

    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.


  10. 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.

  11. 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.


  12. 1 hour ago, betaking said:

    wish we had an IL-2 style multi-lever throttle quad/thingy. (so there would be an easier time seeing things like throttle position, prop-pitch position, mixture-control, and all that fun stuff..)

    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.

  13. 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.

  14. 1 hour ago, XLjedi said:

     ...and there are two variants for each blade, one for CW engines and one for CCW, make sure you're using the right ones for the direction your engines are turning.


    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.

  15. 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.

  16. @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.


  17. 9 hours ago, Anth said:

    When using hangar my greatest problem with it is that I jam too large ships in too small hangars. They fit inside the hangar going in, but more often than not instantly collide with the mothership coming out of the hangar:) 
    Also, like said above, some hangars do not fit the visual style of the ships.

    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 :)

  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. 3 hours ago, allista said:
    • Added Show button that displays content hint for a short time
      • this is actually a step toward user-controlled orientation of the payload