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bcqJC

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Posts posted by bcqJC

  1. Because the kit box will not fit in the GroundAssemblyLine, you need to create an empty kit.  Click the "Create Empty Kit" button next to the "Builtin Assembly Space" text.  Make sure "Ground Kit Container" is selected when you do this.  This will create an empty kit.  The empty kit will be pushed out of the GroundAssemblyLine.  The empty kit is treated as another vessel.  You must switch back to your GroundAssembly line vessel.

    The workshop window should now show Builtin Assembly Space AND Container.  Select Container, then select the vessel/assembly/part you want to build.  The animation will transform your empty kit to the oversize box needed to contain the parts for your build.

    It's a good idea to move the empty kit some distance away before selecting something to build.  This way, the resulting box will not block the Builtin Assembly Space - allowing you to build more stuff.

  2. Looks like the box fairing hangar is equipped with an anchor.  And the anchor doesn't seem to have any actions you can set in the editor.  Before you launch the rocket, bring up the PAW of the hangar and detach the anchor.

  3. I still remember a time when I had to slap on a MJ controller on a craft and make sure it was oriented properly :)

    Have you tried disabling the CFG file that places MJ on all parts with [ModuleCommand]?  That way, you can selectively have MJ on any craft.

    EDIT:  Silly me :)  There is a MechJeb toggle on [ModuleCommand] parts.  Try setting that to disabled to see if BetterController takes over.  But then, that also disables the rest of the MJ features for that craft.

  4. On 6/22/2022 at 2:44 AM, Winchester said:

    OK, so I managed to get the plane airborne... but I'm not going to space, because MechJeb doesn't fly right anymore. 

    Argh. I used to be able to build a plane, put some fuel and oxidizer in it, slap some solar panels, radiators and a mechjeb module on, turn the autopilot on and let Mechjeb take it to orbit.. Why are my planes not flying right anymore... :(

    I use MJ Aircraft Autopilot to fly my OPT SSTO to orbit - Heading=90, Vertical Speed Hold=300m/s.  It works ok.  But then, I just got back to playing KSP after a bit of a pause.  So I started fresh and mods I use were installed from scratch.  Also, I use the Epstein Drives from the MEVFusionTek mod.  Once in space - those things have insane ISP.  I use a quad of OPT Valkyries to get me to altitudes where the Epstein Drive will work.

  5. On 5/27/2022 at 8:17 PM, JadeOfMaar said:

    @gilflo "Toggle Engine" is not a button (by that name) that appears in flight. It's basically the "Activate/Shutdown Engine" button. Multiple "Toggle Engine" buttons is a weird thing that happens on some engines for some reason because of them being multi-mode and the effect of something I did to give them more functionality. What the condition for that is, I don't know. It helps to activate all your engines at least once via staging as not doing so can lead to a rough spot when using action groups to toggle them.

    Found out the the multiple instance of the "Toggle Engine" in the editor is caused by setting the engine to "Manual Switching" instead of "Automatic Switching".  Reverting back to "Automatic Switching" makes the extra "Toggle Engine" action entry go away.

  6. I had a similar problem when I used the OPT-E WarpJet MARGE.  They drain almost 190 ec/sec.  I used the OPT-E VS01-250 Power Core to generate electricity - 600 ec/sec.  But I had 4 of the MARGE. 

    So I had to have a large battery to tide me over peak usage.  I used the ConfigurableContainers mod to partition the OPT Pylons so that aside from fuel, they also have room for batteries (lower fuel capacity for the part but lower part count on the plus side).

    Don't forget to use Thermal Control Systems instead of Radiators to manage the temps generated by the Power Core.  Using TCS gives you "central cooling" - flexible placement of the TCS.

  7. I'm also on KSP 1.12.2.  So far, the mod has been working ok for me.

    It is a pain but you probably need to uninstall-reinstall the mods you use a few at a time to isolate which one disagrees with NavUtilities.

    FWIW, here's a list of the mods I have installed.  It may help lessen the list of stuff you guys have to eliminate.

    Spoiler

    Mod DLLs found:
    Stock assembly: Assembly-CSharp v0.0.0.0
    ModuleManager v4.2.1.0
    000_AT_Utils v1.9.6.0
    001_AnisotropicPartResizer v1.4.1.0
    002_MultiAnimators v1.2.1.0
    0_00_AT_Utils_UI v1.0.0.0
    CC.UI v1.0.0.0
    ConfigurableContainers v2.6.1.0
    ClickThroughBlocker v0.1.10.17
    BlendshapeModelLoader v1.0.0.0
    TexturesUnlimited v0.0.0.0
    aaa_Toolbar v1.8.0.7
    ToolbarControl v0.1.9.6
    AECS-Motion-Suppressor v1.3.3.0 / v1.3.3
    AllYAll v0.11.19.0 / v1.0.0.0
    AmazingCurveEditor v1.3.0.0
    AttitudeAdjuster v1.0.0.0
    B9PartSwitch v2.18.0.0 / vv2.18.0
    B9-PWings-Fork v0.43.0.10
    PlanetsideExplorationTechnologies v1.0.0.0
    CommNetVisualisation v1.0.0.0 / v1.0.4
    CCK v5.1.0.0 / v5.1.0.0 for KSP v1
    EasyVesselSwitch v2.3.7852.41352 / v2.3 for KSP v1.11+
    KSPDev_Utils.2.6-EVS v2.6.0.0 / v2.6 for KSP v1 - EVS build
    KSP_Log v0.1.1.6 / v1.0.0.0
    ButtonManager v0.0.1.0 / v1.0.0.0
    FillitUp v0.2.0.2
    HangerExtenderExtended v3.6.0.1
    GC.UI v1.0.0.0
    GroundConstruction v2.6.4.1
    Hangar v3.6.2.0
    IXSWarpshipOS v0.5.1.2
    JanitorsCloset v0.3.7.7 / v1.0.0.0
    KAS-API-v2 v2.0.7239.35367 / vKAS API v2
    KAS v1.9.7852.42225 / v1.9 for KSP v1
    KSPDev_Utils.2.6-KAS v2.6.0.0 / v2.6 for KSP v1 - KAS build
    KerbalEngineer.Unity v1.0.0.0
    KerbalEngineer v1.1.9.0
    HyperEdit v1.5.8.0 / v1.5.8
    KIS v1.28.7685.40880 / v1.28 for KSP v1.11+
    KSPDev_Utils.2.4 v2.4.7504.27510 / v2.4 for KSP v1
    MiniAVC-V2 v2.0.0.0
    KSPWheel v0.0.0.0
    LightsOutRelit v0.3.0.2
    BetterManeuvering v1.0.5.0 / v5.0
    BetterManeuvering.Unity v1.0.5.0
    MechJeb2 v2.5.1.0 / v / v2.12.1.0
    System.Buffers v4.0.3.0 / v4.6.28619.01 @BuiltBy: dlab14-DDVSOWINAGE069 @Branch: release/2.1 @SrcCode: https://github.com/dotnet/corefx/tree/7601f4f6225089ffb291dc7d58293c7bbf5c5d4f / v4.6.28619.01
    NavballDockAlignIndCE v1.1.1.1
    NavUtilLib v0.7.2.0
    NavUtilRPM v0.7.2.0
    DockingPortAlignmentIndicator v6.9.2.2
    DPAI_RPM v1.0.0.2
    ModuleDockingNodeNamed v1.0.0.2
    NFPropUtils v1.0.0.0
    PartCommanderCont v1.1.6.3
    PartInfo v0.0.6.2
    KSP_ColorPicker v0.1.0.3 / v1.0.0.0
    KSP_PartHighlighter v0.1.0.8 / v1.0.0.0
    PWBFuelBalancerRestored v0.2.1.6 / v0.1.4.0
    QuantumStrutsContinued v1.7.5.2
    ReCoupler v1.0.0.0
    SCANsat v1.20.4.0 / vv20.4
    SCANmechjeb v1.20.4.0 / vv20.4
    SCANsat.Unity v1.20.4.0
    ScienceAlert v1.9.9.3
    CLSInterfaces v2.0.0.6
    ShipManifest v6.0.2.0
    SMInterface v6.0.2.0
    SimpleLogistics v2.0.4.0 / v2.0.3.9
    SpaceTuxUtility v0.0.3.0 / v1.0.0.0
    VesselModuleSave v0.0.1.1 / v1.0.0.0
    Collide-o-Scope v1.3.1.0 / v1.3.1+Branch.tags-v1.3.1.Sha.be8f18c959e6203eda10bda6439ee775867afd14
    HabUtils v1.0.0.0
    KSPDev_Utils.2.6-Lights v2.6.0.0 / v2.6 for KSP v1 - Surface Lights build
    SurfaceLights v1.19.7854.4854 / v1.19 for KSP v1.11+
    TCA.UI v1.0.0.0
    ThrottleControlledAvionics v3.7.2.0
    ToadicusTools v0.22.4.3 / v1.0.0.0
    BetterTracking v1.0.5.0 / v5.0
    BetterTracking.Unity v1.0.5.0
    Trajectories v2.4.1.0
    TweakableDeployablePanels v0.2.0.1
    TweakableDockingNode v0.2.0.1
    TweakableEVA v0.2.0.1
    TweakableFuelPumps v0.2.0.1
    TweakableGimbals v0.2.0.1
    TweakableIntakes v0.2.0.1
    TweakableParachutes v0.2.0.1
    TweakableReactionWheels v0.2.0.1
    TweakableSAS v0.2.0.1
    UniversalStorage2 v1.8.0.0 / vv1.8.0.0
    UniversalStorage2.Unity v1.8.0.0
    VesselMover v1.10.0.0
    Waterfall v0.0.0.0
    WaypointManager v2.8.3.1 / v2.8.1
    WorldStabilizer v1.0.7275.3032
    FullAutoStrut v3.0.1.0
    KSP-AVC v1.0.0.0
    ZeroMiniAVC v1.1.1.0
    [x]_Science! v6.0.0.8

     

  8. I use the small Epstein drive a lot.  Here's the patch I came up with to deal with the missing plumes in cruise mode.  Placed it in GameData/__LOCAL.

    Seemed to me that the issue was caused by Cruise and Overdrive sharing the same effects.  So the patch I came up with creates a new effect - running_open - by cloning the existing one and changing the plume model.  It then assigns the new effect to the definition Cruise mode.

    Spoiler

    @PART[EpsteinDriveV4]:FINAL
    {
        @EFFECTS
        {
            running_open
            {
                AUDIO
                {
                    channel = Ship
                    clip = sound_rocket_hard
                    volume = 0.0 0.0
                    volume = 0.05 0.6
                    volume = 1.0 1.5
                    pitch = 0.0 1.2
                    pitch = 1.0 2.0
                    loop = true
                }
                MODEL_MULTI_PARTICLE
                {
                    modelName = Squad/FX/IonPlume
                    transformName = thrustTransform
                    emission = 0.0 0.0
                    emission = 0.1 0.5
                    emission = 1.0 1.0
                    speed = 0.0 0.8
                    speed = 1.0 1.0
                    localPosition = 0, 0, 0.08
                }
            }
        }
        @MODULE[ModuleEnginesFX]:HAS[#engineID[Cruise]]
        {
            @runningEffectName = running_open
        }

    }

     

  9. Aside from its own parts, Hangar only provides models for stock parts.

    But if you don't have any qualms regarding clipping parts (some people do), you can radially attach hangars inside OPT cargo bays (or any other similar bays).

    In the craft below, I shoehorned a resized Radial Hangar to fit inside a OPT Humpback craft.

    Because the part I used, Radial Hangar, doesn't allow crew transfers, I had to do the following MM patch to allow the Radial Hangar to transfer crews into craft inside the hangar.

    Spoiler

    @PART[RadialHangar]
    {
        @MODULE[Hangar] {
            -NoCrewTransfers = true
        }
    }

    Spoiler

    OULSlje.png

    X1lbMoo.png

    pKUtAtQ.png

     

  10. On 7/26/2021 at 7:02 AM, mikerl said:

    I don't know if anyone has asked for this or not, but could it be possible to get a sea level overlay?  It would be great on the biome map.  It would only need to indicate above or below sea level.

    One way to achieve this now is to play around with the color palette in ScanSat's Settings/Color Management section. 

    You can use the color palette for Kerbin as a guide.  The color map for Kerbin uses a separate color for water/sea level - blue with the gradient getting darker - that's why it's easier to tell the sea level parts when you're viewing a hi-res altimetry map. 

    You can do the same for the moons and planets you are interested in.

  11. Save your game, preferably from the Space Center.  Then load the save you just created and go back to flying your craft.  The game should recognize your Engineers now.

    My experience is that every time I move the Engineers around to  or from the Workshop or the Assembly Line parts, the mod seems to lose track of them.  I'm playing 1.11.2.  So I've made it a habit to save and load before I try to use the Workshop or Assembly line.

  12. I'm on 1.11.2 and am using the most recent stable release of TweakScale.  I'm aware that TS is not supported in 1.11.x.  For those who are ok with workarounds...  Below are the issues I've encountered and how I've worked around them.

    • Scaled part reverting to defaults when copied.
      • Workaround.  With the part still attached, I rescale it 1 step down, then scale it back up to my desired scale.  Somehow, this forces TS to re-do its magic and I end up with the target values for that scale, i.e. recalculated ISP, thrust, etc.
    • Offsetted parts reverting to the attachment node when reloading a craft.
      • For example...  Scale up a part, partA; then attach another part, partB, to one of the attachment nodes.  Then offset partB and attach another part, partC, to partB.
      • When you reload the craft, you'll see that partB is no longer offset from the attachment nodes.  Of course, anything attached to partB, partC in this case, has also moved.
      • Workaround.  Leave partB alone since it insists on going back to the attachment node.  Just offset partC instead.  This is where you'll learn the virtues of using the tiny Cubic Octagonal Strut.  It's small enough to be practically invisible.
  13. WOW! I'm also experiencing this alt-copy reducing PAW to a slit (still works but the window is literally a slit); and copied parts spawning below VAB (only found out about it because I use Hangar Extender) issues.   I've just dealt with it by exiting editor to the space center and coming back.  It mostly happens to me when copying SPXR labs (Aqua and Greenhouse) so I though SPXR was to blame.  But since I have a workaround, didn't bother reporting it.  Never even mildly suspected it was Snacks.

  14. Whenever you get the chance, do a "Full Save".  Go to the Space Center, press F5 to save.  After the save completes, re-load the saved file.

    When you do a full save, you're saving the game state with the vessels not active.  So KSP is just saving the last location and state of each vessel.  Re-loading the save effectively resets the game.  For me, this minimized Krakens, letting me enjoy the game longer without restarting.  I have about 100+ mods installed.  So restarts are a big deal for me.

    Keep your part counts low.  This makes for smoother gameplay.  Less parts for your PC to keep track of in flight.  So any mod that allows me to minimize part count, is a plus.  TweakScale lets me size up parts - why use 3 engines when you can size 1 up to give you 3x the thrust?  Hangar let me carry vessels in a packed state.  When you carry a docked vessel, each and every part of that docked vessel is simulated even though it's not in use.  Configurable Containers lets me partition 1 tank to carry multiple types of resources vs 1 tank for each resource.

    Related to keeping part counts low...  Avoid docking ships if you can.  When you dock, 2 ships become 1.  Ergo, more parts.  Also, I read somewhere that KSP uses 1 thread/vessel.  So by keeping vessels separate most of the time, you're using the multi-threading capabilities of your machine.

    Autostruts.  Almost always, Autostrut to Grandparent (I use FullAutoStrut to enforce this).  This gives a part 2 or more "attachment" strut points - the point of attachment, and its grandparent - making it less likely to detach when stressed.  The "or more" occurs when the grand parent is symmetrical.  When the grandparent is a symmetrical part, each occurence of the symmetrical part IS a strut point.  You can see this by displaying autostruts - from Cheat menu/Physics, select visualize autostruts.  Experiment using Radial Symmetry and using at least a 3 part symmetry - the lines overlap when you use a 2 part symmetry so you don't see the extra strut lines.  By doing this, you are adding additional struts that act as a scaffolding around your ship WITHOUT increasing part count.

  15. Look at the TankTypes.CFG in GameData\000_AT_Utils.  It has settings to add LqdMethane as a valid resource IF WarpPlugin mod is present.  But it also adds a slew of other stuff. 

    So... You can either create a WarpPlugin folder in GameData to trick CC into thinking that WarpPlugin (aka KSPIE) mod is installed - if you don't want to install KSPIE.

    OR install KSPIE.

    OR modify/replace TankTypes.CFG with a copy that includes LqdMethane in the list of "PossibleResources" for "CryoCooling" and "Cryogenic" tanks.

  16. Check that your installation has all the requirements.

    For me, this works in 1.11.1. I've gone through the cycle of capturing an asteroid, mining it for Ore, converted that Ore to Material kits using ISRUs, then coverting the MatKits to SpecializedParts, and eventually constructing craft.

  17. The heat exchangers really good at drawing heat away from a part - 600x more efficient; and they can hold on to a ton of heat. This makes the attached part(s) (it only affects parts in its immediate vicinity) survive longer as long as the heat exchanger itself doesn't fail.

    But they're not as good at getting rid of that absorbed heat - 25% less efficient.  That is why you need radiators - preferably Thermal Control Systems- to get rid of all that absorbed heat.

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