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bcqJC

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Posts posted by bcqJC

  1. 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.

  2. 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.
  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. On the ground, SimpleLogistics allows you to refuel without even touching another craft.  Unfortunately, it doesn't work in space because it requires both craft to be landed.

    In space, you can mount any of the grapplers to a robotics piston so that you can grab any external part of another ship which effectively docks with said ship. Personally, I use SPXR crew tubes for docking.

  8. 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.

  9. This is hopefully the last update on the spawn issue for a while.  Unless I encounter any game-breaking issue, I'll stay put with the current state of mods I have.

    Installed the latest Tweakscale update yesterday - TS 2.4.4.5.  Also EVS 2.2.

    The spawning issue is gone.  I've switched over to a default config for WorldStabilizer to see if I can get rid of the CFG customizations.  My OPT Humpback SSTO now launches without hiccups.

    I don't know which of those 2 updates fixed the issue.  Things are stable so far.  Looking forward to some gameplay this weekend.

  10. 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 settings are in WorldStabilizer.cfg.  By doing this, WS ran for about 10 seconds on my laptop before I got the "World has been stabilized" message.

    On the Humpback ssto, give WS some discrete targets to use as reference points when it moves the craft up/down on spawning.  I used a couple of M-2x2 Structural panels as the targets.  These are attached to docking ports that are offset so that the structural panel is level with the landing gear.  Make it so that those targets are easily discarded - I set the docking ports to decouple by staging.  Basically, when the craft spawns, it should rest on the landing gear and the structural panels.

    On launching the craft from Editor, give WS a second to get its bearings.  As long as everything is above or flush with the runway, hit stage to decouple the structural panels before WS can finish. The ssto will calmly settle on the runway.

    Here's a screenshot of my ssto in the Editor to showing the placement of the structural panels.  They look larger because I'm using Tweakscale to bump up the size to 200%.

     

    Spoiler

    JuZG1Xe.png

    I don't know whether this will work for all cases.  YMMV.  As you can see, I'm using KerbalFoundries for my landing gear.  I don't know whether that is the reason why I ended up having to use the structural panels.  KF landing gear don't have colliders while stock landing gear have.  I did not spend time to try out the stock landing gear because I'm not a fan of them anyway.

  11. 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 when it lands/crashes back on the water.

    So... "Make sure your landing gear is stowed and the SAS is OFF."

  12. On 1/8/2021 at 6:28 PM, Daniel Prates said:

    I thought world stabilizer had become useless/inert (or whatever one wishes to call it) after 1.11. Isn't it so?

    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.

  13. On 1/2/2021 at 8:27 PM, Lisias said:

    It's a bug on the Launching Code.

    If you spawn the craft using Vessel Mover, things work fine. My guess is that Squad forgot to initialise some things about heat on the PartModule (perhaps while reading the mesh).

    There's a more or less comprehensive report on KAX and Impossible Innovation threads.

    @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 Humpback Cargo Ramp.  Thank you, @JadeOfMaar, for keeping OPT updated.

  14. On 11/5/2020 at 10:50 PM, Grimmas said:

    I can't get TCA to spin up my main engine (set to manual control) once I get to the "cruise mode" part of the video. In theory it seems that TCA should use that engine for horizontal thrust...

    ...I noted that the thrust limiter of the main engine is always set to zero or close to zero, in flight and in SPH. If I adjust it manually it spins up the engine but TCA does not control it.

    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 parlance, Thrust means the engine is focused on providing lift, keeping your craft hovering.  Maneuver is directed in the horizontal, either for moving laterally or rotating, moving your craft around.

    It would also be nice to put some RCS thrusters on your craft so that it can easily rotate and translate rather than relying on tilting the entire craft to redirect thrust.  You might need some mods that provide you with RCS thrusters that share the same fuel with your engines.

    Once you've set it up that way, "cruising" around will be possible using TCA.  Don't forget to set your maximum horizontal speed to get your craft moving in cruise mode.  And remember that Stop means ALL STOP.  Your craft will refuse to budge.  If you want to nudge your aircraft around, Stop, then once stopped, toggle Stop off.

    But if you want to use Manual Control for horizontal engines instead...

    A note when setting Role=Manual Control.  TCA uses Thrust Limiter to control engine output.  To do this, TCA will set the throttle for that engine to 100% (Full Throttle) then fiddle with the Thrust Limiter to control engine output.

    For manual control engines, always set the their Thrust Limiter to zero in the editor or in the TCA Engine Profile.  You don't want your horizontal engines in full burn when you turn on TCA.  To control the manually controlled engines, bring up the TCA window, click on Engines Control, and toggle Show Manual Engines.  It would be nice to be able to assign manual engines to a custom Axis Control Group - hint,hint @allista :)

  15. 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.

    Spoiler

    You'll be dealing with 2 liquids, IntakeLqd and Liquids (aka CompressedLiquid).  IntakeLqd is used to push the boat around.  Liquids is ballast - used to sink your boat in a controlled manner.

    To make your boat sink or float, you have to take in Liquids/ballast and store it in tanks; or release it from the tanks.  Key is to minimize the number of ballast tanks you have to manage.

    You need 3 ballast tanks, 1 forward/fore/front of the vessel; 1 midships/middle; 1 aft/rear.  Attach them to the middle line at the bottom of your vessel, fore, midships, and aft.  Again, just one in each area.  And make sure they all have the same capacity.  Don't worry about placing the fore and aft tanks at equal distances from the middle.  That's the ideal solution.  But KSP, just like the real world, is not ideal.  It's all kinds of messy.

    Why 3?  If you had just 1, it has to be exactly below the CoM.  You then have to make sure that your CoM doesn't change.

    You can get away with 2, fore and aft, if you have a short boat.  Then if the boat tips forward, you either load more ballast aft, if you want the rear of the boat to sink to level the boat; or release forward ballast to float the front of the boat level with the rear.

    Long boats need 3 so that you can load ballast at the front, middle and/or rear, as you see fit.  Using just front and rear ballast on a long boat will break it because the middle part want to float while the ends want to sink.  So having 3 ballast tanks distributes the forces acting on the boat.

    The engines have their own Liquids tanks.  Tip, if you're using multiple MOIST engines, disable their Liquids tanks by disabling crossfeed.  This will prevent them from filling up.  And of course, make sure they're empty.  And while you're at it, familiarize yourself with how to enable/disable crossfeed for each tank both in the editor and in-flight.  You'll be doing it a lot.

    Why disable the engine ballast tank? they're extra tanks that you have to manage.  But if you have just 1 MOIST engine you can keep the Liquids tank on that.  Normally the engine is aft of the vessel.  So the engine will double as your aft ballast tank.

    Don't forget to place 1 small and 1 large intake vent at the bottom of your vessel.  Attach them to any part that you're sure will be in contact with water ALL the time.  You use the large vent to take large gulps of ballast.  The small vent is for sipping ballast - fine-tune adjustments.  And make sure they're both closed in the editor. 

    Part of the frustration of using MOIST mod is the panic of seeing your boat sink like a stone the moment it hits the water.  Making sure they're initially closed keeps your boat from ingesting ballast.

    It's better if you do things "by hand" first.  Then you can decide later what you want to automate using action groups.

    Start by placing your boat in the water.  I just mount my boat on a couple of TT18-A Launch Stability Enhancers to hold it up in the air.  The use the Vessel Mover mod to snap up and place it on the water.  You can worry about designing VTOL crafts in a separate exercise.

    Once on the water, bring up the PAWs for your ballast tanks and your intake vents.  I'm hoping you know how to do that and keep them all up.  Personally, I arrange the ballast tanks PAWs in sequence, from left to right, I have rear, middle, and front tanks.  I have the PAW for the large vent on the left, and the small vent on the right.

    Assuming you did the prep work closing the vents in the editor, your boat should be floating now.  Make sure you did not forget to disable the crossfeed of your engine ballast tanks.

    NOTE:  Intake vents have 2 sets of states in their PAW.  "Status" - Open or Closed - tells you if the vent is taking in ballast.  "Exhaust Vent" - Active or Inactive - tells you if the vent is expelling ballast.  The large vent actually has 2 "Exhaust Vents", SLOW and FAST.  Keep in mind that "Status" and "Exhaust Vent" are 2 separate mechanisms.  So it is possible that a vent is taking in ballast and expelling it, both at the same time.

    STEP 0:  TURN OFF SAS

    • SAS keeps the boat level, forcefully.  You don't want to artificially level a boat while you're still messing around with the ballast.  Keep it OFF!  Turn it on AFTER you've locked-in your ballast settings and you're already moving.  When you stop, keep SAS off.

    STEP 1:  Take on ballast.

    • Make sure all your ballast tanks have crossfeed enabled.  We want them to initially take on the same amount of ballast.  Then "Open Intake" on the large intake vent.  
    • If you laid out the ballast tanks like the recommendations above, you'll see your boat slowly sink.

    STEP 2:  Keep the boat level.

    • At around the point where 1/3 of your boat is under water, "Close Intake" on all vents.  Check them 2x.  Now you know why the crew echos commands in those submarine scenes in movies (and IRL).  They shout the command back as they execute it. Play those scenes in your head when you control your boat and each time, check your PAWs.
    • Look at how the boat is tipping.  If you need to adjust to level off, disable crossfeed on the middle tank and the tank closest to the tipping end. 
    • For example, if the front is down, disable crossfeed of the fore tank so that ballast goes to the rear when you "Open Intake".
    • Then "Open Intake" on the big or small vent depending on how much of a change you want and how quickly you want it to happen.

    Cycle between steps 1 and 2 until you have about 95% of the boat under water. When just a small portion of the boat is above water, close ALL vents and disable ALL crossfeeds on the ballast tanks.  You don't want something messing around with the settings you just laboured to produce.

    You can turn on your MOIST engines now and cruise the ocean deep (around 280 meters if you have pressure limits on).

    How to surface.  "Close Intake" on ALL vents.  "Enable Crossfeed" on ALL ballast tanks.  "Exhaust ballast" on any or all vents depending on how quick you want to surface.

    NOTE:  When using the PAWs of the intake vents, "Open Intake"/"Close Intake" refer to taking in ballast. "Exhaust ballast" and "Close Vents" refer to expelling ballast.  One of these days, I'll see about figuring out a way to use the KAL-1000 controller with the Custom Axis Groups to have an integrated control that handles both Open/Close Intake and Exhaust ballast/Close Vents.  That way, I just have to keep the PAWs of the ballast tanks up to control the crossfeeds.

    Almost forgot, like a plane, you need control surfaces to steer the boat.  Strategically placed MOIST Thruster Blocks (aka RCS) also help.

     

  16. 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.

  17. @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!

  18. 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.

  19. 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-2.4.8.18.zip (Feb 2020)
    • TexturesUnlimited-1.5.10.25.zip (May 2020)
    • KSPWheel-0.16.14.33.zip (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.

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