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bcqJC

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Posts posted by bcqJC

  1. 19 hours ago, Tokamak said:

    I'm still getting to know this delightfully useful mod, and I had a question. Is there a way to tell how far along a kit is in its deployment process? I ask because I have a station expansion kit attached to a station of mine, and it's status has been "deploying" for quite some time, but it doesn't appear to be getting larger anymore. Is there a progress display I'm missing or something similar?

    I assume the slow deploy speed is to stop the physics from freaking out, yeah? Relatedly, I note that while it is deploying, my station keeps picking up angular momentum in seemingly random directions, and when I arrest it, it just starts happening again. Is this just kerbal's physics being slightly confused as it expands?

     

    Edit: To clarify, "quite some time" means that I let it sit and do its thing at 1x speed for about 30-40 minutes

    "Hidden feature"...  This only applies to DIYKit based builds...  Switch to the kit.  Display the kit's PAW and click on "show deployment hint".  Then go back to the GC screen and start the deployment.  The kit will grow until it encloses the space defined by the deployment hint.  That's the indication how far along the deployment is.  Then time-warp to minimize the drift.

  2. Another option, which I use a lot, is using the RadialHangar.  In gravity environments, it doesn't have the issue of payloads passing through.  However, it sounds like you're set on using a disposable hangar, hence the fairings.

    Does your payload appear to shake when it is spawned after fairing is deployed?  If so, read on...

    Spoiler

    Maybe the problem during the spawn is due to the autostruts of the parts of the payload.  I had similar problems when I was in my Asteroid Harvesting and Asteroid Base stage.  I had to initially ferry heavy payloads, my AsteroidCatcher ship, and later, harvesting and base components.

    Short story...  If the payload is massive, try setting the autostrut of the parts furthest from the CoM to autostrut=Heaviest.  For my builds, I stick by the following principles - the long story:

    1. Root must not autostrut.
    2. Everything else must be autostrut=Grandparent.  I use FullAutoStrut to enforce #1 and #2.  However, FAS always set anything attached to root as autostrut=Disabled.  I have to remember to set those to autostrut=Grandparent.
    3. My guess is #1 and #2 works for me by minimizing the wobble of parts during spawning (and also docking).
    4. For extra support, I have Recoupler and QuantumStruts.  I use Recoupler when I can, to "recouple" the stack nodes of parts that are at 3 levels away - 1 further than Grandparent.  That way, I reduce part usage by minimizing strut parts.  But if that is not possible, then I use QuantumStruts, again, to a part 1 further than the Grandparent - stock struts are limited by distance.
    5. Because of #1, #2, #3, #4, I've never had the need to use rigid autostruts.  The joints need a bit of a give to dampen the forces exerted on the joint.  Using autostruts with Recoupler and QuantumStruts means that the forces are spread out amongst the joint itself, the Grandparent (via autostrut), the GreatGrandparents (via Recoupler and/or QuantumStruts).
    6. If all else fails, especially when you see the parts farthest from the CoM being whipped around, then use autostrut=Heaviest.
    7. Reason I stay away from autostrut=Root and Heaviest is because when docking, KSP re-roots the combined ship, and recalculates the CoM.  This will cause stuff to shift and will cause a wave of movement to spread out from CoM outwards.  This is just the result of the engine having to calculate stuff in sequence.  When a part gets overstressed, it will explode.  That explosion will propagate and you'll have a cascade.  Which is why distributing the stresses is key.  So how to counteract the stresses on the docking port (I realize this is digressing already)...  QuantumStruts to the rescue.  Use the toggle function of QS.  Set up QS nodes in at least 1 of the ships so that the QS, when toggled, will attach to a portion of the other ship.  That will spread the stresses across both docked ships.

    Back to your case, similar events happen when spawning a payload.  The root is already known, but the CoM still has to be determined, as if the ship appeared 1 part at a time starting from the root.  That's why in addition to the above, I try to mitigate the effects of this CoM recalculation by having similar amount of parts branching out from a ship's root.  If I can do that and make the root as close to the CoM too, then the ship is really in a good place.  This means either re-rooting a ship while in Editor; or starting a build with a drone core and making sure the part subtrees are as even as I can make them.

    BTW, on the subject of ship roots... Don't classify any of your ships as Base or Station, even if you intend them to be a Base or Station.  That way, before docking ships, you can designate the minor ship as a probe, and the major ship, the one which you want to be the root, as a Base or Station.  There's a whole hornet's nest on re-rooting, but that was my takeaway after reading stuff and watching YouTube videos.

     

  3. 15 hours ago, linuxgurugamer said:

    After testing this on stream, using both the older version and my new version, I see that the selected waypoint IS showing in the navball.  This test was with a minimal install, so even though you may think you have a clean log, I still need to see it in order to get an idea of what might be going on

    Thanks for looking.  The logs are here... https://www.dropbox.com/s/02he5zvu15jlz2t/KSP_logs.zip?dl=0

     

  4. Thank you for looking into it.  It's not a biggie.  I just use the "Attach anchor" now only when necessary - when GC issues the message where it cannot assemble/construct because the ship is moving.  And I make sure to detach anchors before saving.

    I've also upgraded my existing vessels to have those stock friction pads for those with landing gears - I just retract the landing gears so they sit on the friction pads.  Have VesselMover to thank for that ;)

    So now, thanks to Hangar, GC, CC and TCA, I've built the support structures of my Munar base.  Started by bringing in an InlineWorkshop, a Forklift ship, a DIYkit for a GroundAssemblyLine, and all the MaterialKits I can carry to construct the GroundAssemblyLine from the kit.

    Then assembled and constructed a full sized MobileWorkshop - had to make several trips to bring in SpecParts and MatKits.  From there, it was just a matter of time to set up a mining facility, depot for making MatKits, depot and docking facilities for SpecParts production (the GroundAssemblyLine is mobile and docks with the SpecParts depot when SpecParts are low), and power stations.  Thanks to SimpleLogistics, I didn't have to deal with the minutiae of laying down pipes/connections.  Now, I'll work on base itself.

    When 1.9 came out, I was too lazy to revert back to 1.8.  Holding off playing until you published 1.9 versions of your mods was worth the wait.  Thanks!

  5. Hi @allista.  I'm trying to build a Munar base by building modules on site.  I had my GroundAssemblyLine on an incline and cannot build stuff because it keeps slipping.  That's when I noticed that the GroundAssemblyLine has an "Attach anchor" command.  That's cool!  I made a patch to add ATGroundAnchor to parts that contain a ModuleCommand - did it in the __LOCAL folder so it gets executed last.  So far, nothing has exploded and all my ships now have "Attach anchor" capability.

    Are there any known issues that I should be aware off?  So far, the only thing I noticed is that when loading a save, ships in a scene start a few meters off the ground and take a while to settle - which is ok with me.

  6. Thank you for taking this on.  I have a minor issue...  Selected waypoint is not showing for me in the navball.  Not a biggie as I mentioned.  I worked around it by installing NavballHUD.  NavballHUD displays the waypoint so all's well for me.

    Just posting it here so that others are aware of the workaround.  The logs are clean as far was WaypointManager is concerned.  But then, I have 109 other mods installed :)

  7. It actually looks prettier now that I'm able to play with the aspect.  Size=30, Aspect=0.2 is looking nice.  It's not a "thin-crust-pizza" but it's not too high to be prohibitive.

    Will have to look for a nice flat crater now and start my Mun base :D

  8. @allista, I've been using the mod for a while now.  But this is my first time trying out the Ground VTOL Hangar.  I'm hoping to be able to use it in a Mun base I'm building.

    I tried using it and found out the following things.

    1. The dark square (landing pad) in the middle determines the size of the craft that the hangar will accomodate.  I was hoping to land my VTOL SSTOs on it.  As you can see below, I needed to size it up to 24 before I could fit my SSTO in it.
      • Is there a way to configure the ratio of the area of that landing pad with respect to the area of the top of the hangar?  Right now, it seems to be using 1/9 of the top area.
    2. By increasing the size of the hangar, the height also changed significantly.
      • Is there a way to limit the change in height?  Maybe have the hangar burrow into the ground so that it doesn't stick up as much?
    3. Related to #2, can you make the VTOL hangar similar to the Asteroid hangar in that mining will increase the useable volume of the hangar?

    Thanks!

    ttt2xoq.png

  9. 20 hours ago, Syntax said:

      Can someone help shed some light for me?

    I thought I knew SCANsat... but then I found this, and I honestly don't get it. There is so much data here, and all the people responding are so excited about it... and I don't understand what the data means or why it pleases people or how it could be useful to me as a SCANsat user.

    I know that different scanner parts have different ideal orbit altitudes, and that small adjustments to that altitude will make for more complete scans of the surface, but this... this is something more, no?

    I think of myself as fairly well versed in KSP and its mechanics (orbital mechanics and game mechanics), but the significance of these graphs continues to elude me. I know some have to do with other mods that I don't use (KSPI, MKS, Karbonite, EPL), but what about the base SCANsat stuff?

    For example, what are the "Ideal Zones" graphs about? I don't think I know how to even read them properly, let alone what they describe.

    And what the heck is a resonance structure? (And Sidelaps?)

    And why was it not important to @technogeeky to include the data pertaining to the Kerbin system? Or did he, and I just missed it?

    :/

    Any help with understanding all this will be much appreciated.

     

    New to me as well.  The thread dates back to 2014 so maybe ScanSat has evolved since then.

    I haven't gone interplanetary yet so my experience is deploying satellites within the Kerbin system - Kerbin, Mun, Minmus.  I use the "Best" altitude for determining the height of the orbit.  Then I use 90 - FoV to determine the minimum inclination of the orbit.  If I'm combining several scanners into 1 satellite, I combine scanners with the same "Best" altitude and use the smallest FoV value of the lot to determine the minimum inclination.

  10. The KLAW is a part that can attach to anything.  That will be the basis of the workaround/hack.  If you want something smaller than stock KLAW, use Tweakscale or WBI/Servos' Micro Klaw.

    Then the next thing is to attach it to a Winch.  Use a Winch + JS1 + Klaw combo like so - W<J.  Note that the pointy end of the bracket corresponds to the "dockable" part of the JS1 connector.  Just remember to arm the Klaw before you extend the cable.  Once you extend the cable, the JS1+Klaw combo is no longer part of the ship the winch is attached to.  You'll have to reel it back in and "dock" the JS1 to arm the Klaw.

    Which brings us to the next combo...  Winch + JS1 + probecore + Klaw.  This way, you have control of the Klaw when extended. 

    For combo 3...  Attach an Ant engine to the core and you now have a "Harpoon" of sorts.  If the probe core you used has SAS, you can extend the cable, aim the JS1+probecore+Ant+Klaw combo independently and launch towards your target.

    And lastly, do not detach your microship (the JS1+stuff combo) from the winch.  If you do, you'll have to send out a Kerbal to re-attach the cable to the microship.

  11. 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 eliminating any autostruts connected to the root part.
    • Do not autostrut TO the root part.
      • Since the root can change, do not set any other part to autostrut to root.
    • Do not autostrut to the heaviest part.
      • Similar to the root, the heaviest part can change.
      • With landing gears, you don't have a choice, they're all locked to autostrut to the heaviest part and you can't change that.
    • DO autostrut to grandparent.
      • You can do this with any part that allows autostrut except for those directly attached to the root. If a part is directly attached to the root, then it's parent is the root, and the grandparent is...? Precisely. You don't want KSP to deal with that dilema because most of the time, explosions will occur after a re-root.

    I found that if I stick to those rules, I don't even have to worry about setting autostruts to rigid. I do use QuantumStruts so that I can toggle struts on/off depending on what I'm docked to. I also use ReCoupler together with some well placed girders to stiffen some areas.

  12. On 12/23/2019 at 4:28 AM, pmborg said:

    There is something wrong with the Hangar anchor, is not working and the hangar just move way on the ground...

    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 will remain suspended mid-air as the landing gears are retracted.

    Hopefully, this undocumented feature of QS doesn't get "fixed". It's a nice feature especially when parking a ship on a slope.

  13. On 12/30/2019 at 11:00 PM, IgorZ said:

    I did it too, and it works just fine to me. In fact, that's how I test my mods: I do a clean install. If the mod doesn't work, I'd never publish it the first place. That's why we need your reproduce steps. No reproduce steps, no fix. Sorry.

    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 out so a Kerbal can attach a pipe to it later.
            Add a some batteries to the rover.
        Launch the rover and park it to the side of the runway where it won't trigger an error message since you're going to launch another vehicle.
        Don't forget to put the Rover in "park" so that it doesn't move around.
        Exit to Space Center.
        Go to SPH and create an ore tank "Cluster" with the following parts:
            PPD-12 Cupola Module. Point it upwards.
            Add a Large Holding Tank to the bottom of the cupola. Set the Ore to maximum.
            Copy the Large Holding Tank and create a cluster of 6 around the Large Holding Tank attached to the cupola.
            Place at least 1 RTS-1 Resource Transfer Station at any of the outside tanks.
            You should end up with a bunch of ore tanks all filled to the max. If they're not, make sure they're filled with ore.
        Launch the "Cluster".
        Switch to the "Rover".
        Release the brakes and move the rover beside the cluster.
        Set the brakes to park the rover.
        EVA a Kerbal.
        Switch to the Kerbal.
        Get the Kerbal to lay pipe from the RTS-1 to the rover's JS-1 socket.
        While still controlling the Kerbal, select the JS-1 socket, if the PAW for the JS-1 is not up.
            You should see that Link Mode=UNDOCKED.
        Toggle the Link Mode to DOCKED.
        See the rover jump.

  14. 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.

  15. @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.

  16. 8 hours ago, HansAcker said:

    It's probably the rover wheels' autostruts forcefully detaching from the rover body and attaching to the tank some distance away. "Docked" mode is tricky if there are wheels or legs on either side of the pipe.

    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 apply those rules in the VAB/SPH. But I still have ships in-game from before I learned those rules.

  17. 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.

     

    Z5kG2YW.png

  18. @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...

    Kw9S0yB.png

  19. @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 asteroid ended up as the root node. Is that significant? I also displayed the PAW for the permanent Hatch so you can see that it still has 7000m3 of space left after I built tanks in it.

    Thanks.

    TztwdXt.png

  20. On 12/2/2019 at 5:36 AM, aagun123 said:

    I just want Electro-Magnet back....

    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 you release the cable, the Klaw is on its own. So you need to give it a brain to control it and means to propel and steer it. You can only refuel it if it is docked to the winch.

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