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Everything posted by bcqJC

  1. 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
  2. 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 w
  3. 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 ou
  4. 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.
  5. @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.
  6. 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
  7. 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.
  8. @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...
  9. @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 ast
  10. 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 yo
  11. Yay! My SSTO is now back in service - equipped with a Radial Hangar.
  12. @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),
  13. 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[ModuleR
  14. 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
  15. 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.
  16. 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.
  17. 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 Kerba
  18. 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
  19. @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?
  20. 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.PartSubty
  21. 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.
  22. 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 reinstall
  23. I've created an issue in the WorldStabilizer github page and attached the save file there. Thanks.
  24. 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!
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