allista

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About allista

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    Sr. Spacecraft Engineer

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  1. allista

    [1.4.3] Ground Construction 2

    Alas, that didn't work. I will have to dive into the internals of configurable joints and part joints (and underlying Unity mechanics) to make it work properly; if at all possible...
  2. allista

    [1.4.3] Ground Construction 2

    Thanks, I'll try that! But as I'm saying in the video, it seems the kit just returns to the position of the part joint at the moment of docking. Although ModuleDockinNode doesn't seem to save anything related...
  3. allista

    [1.4.3] Ground Construction 2

    I'm afraid I'll have to first recompile against 1.4.4 and then test it. Some progress on orbital construction...
  4. allista

    [1.4.3] Ground Construction 2

    The limit exists, it just seems to be too close to the colliders; or there's a problem in estimating kit's dimensions beforehand. I'll experiment with this and tune it, thanks.
  5. allista

    [1.4.3] Hangar

    It's too tedious for me to write/illustrate it, so I'll just make a video. And you'll have to suffer from my lousy english and stuttering
  6. allista

    [1.4.3] Ground Construction 2

    Well, there's no real background in KSP, so it's really a catch-up: all the "background" work is done the instance you switch to the workshop. But in effect it should be almost the same: a started construction should continue and progress. Could you describe in detail what has happened?
  7. allista

    [1.3] - Modular Kolonization System (MKS)

    That would be me who messed things up; it's my pull-request with these files. It's strange, though, as I put there the exact same files from the archive from SpaceDock as you have downloaded. What exactly is not working? And could you please share the output-log.txt file (Player.log on linux/mac).
  8. allista

    [1.4.3] Configurable Containers

    Oh, no-no-no, name should be lowercase
  9. allista

    [1.4.3] Configurable Containers

    First of all, I see a syntax error here: @PART[SXTWingSmallHalf]::HAS -- there is two colons instead of one. I'm not sure what the result of that would be, but that has to be fixed anyway. Second, attributes are case-sensitive, so "volume" is not equal to "Volume"; thus, your tank managers are configured with the total Volume of -1 (default value) m3, of which 100% goes to the sole TANK.
  10. allista

    [1.4.3] Ground Construction 2

    Version 2.0.1 for Kerbal Space Program 1.4.3 Released on 2018-06-18 New ISRU patches by @Critter79606 Several bugfixes Download
  11. allista

    [1.4.3] Ground Construction 2

    It's Teaser Time! Watch how G in GC slowly becomes "Global" and we're moving into orbit
  12. allista

    [1.4.3] Ground Construction 2

    It will not; 100 units of machinery is required for the assembly line to work, but it is not consumed in the process. On the other hand, using a working assembly line you can produce new assembly lines by making enough spare machinery and a kit. In a sense, it's the living matter principle: you can't start from scratch, but you can bring a small seed of your civilization and spawn from it. Nah, there's no way to disable this short of modifying GroundAssemblyLine.cfg What could be done, though, is one can include Machinery in non-strippable recourse list, so that DIY Kits created in Editor will retain the machinery in parts where it is stored (like the assembly line). The kits will be heavier, of course, but that will simplify the logistics. Oh... I have another thought; the whole process of stripping resources may be user-controllable. So when you make a kit, you can make a choice of what resources to remove and what to keep in the kit. Also, MKS bundled GC most likely will not have neither the Part Printer nor the Replicator.
  13. allista

    [1.4.3] Ground Construction 2

    Positions of construction windows are saved per-part, so you'll have to move each of them first, then they'll remember.
  14. allista

    [1.4.3] Ground Construction 2

    First, all but a few resources are stripped, so it's the mostly dry ship cost we're comparing with. Then, for each part of the ship a parameter named complexity is calculated as a function of mass/cost ratio and number of modules the part has and such. The function is hyperbolic in nature. So, the complexity is a number between 0 and 1. And the cost (and mass) of the part in the kit is (1-complexity) times smaller than that of the dry part + non-stripped resources, if any. Unfortunately, this log doesn't tell much. But in any case you need to carefully check the installation. Everything inside the GameData folder in the archive should be present in your KSP's GameData. This includes 000_AT_Utils (and everything in it), ConfigurableContainers (several configs only) and GroundConstruction itself.
  15. allista

    [1.4.3] Ground Construction 2

    If by compacted rockets you mean the kits, they always cost LESS than the dry ships stored in them. Otherwise you need to be more specific.