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Posts posted by allista
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On 5/5/2022 at 7:04 PM, Forked Camphor said:
Is that the reason why hangars can only be scaled or streched?
The reason is the doors animation:
If you scale a model anisotropically with respect to rotation axis of a door, it would change its size while rotating. This... looks awkward, to say the least
Like this:
[____ ____] -> [ ] -> ____[ ]____
| | <-the doors here are much shorterOn 5/5/2022 at 6:48 PM, damerell said:So I think what this means is that I make a model in Blender with the "three very important objects" described in the HOWTO, which are just shapes, not surfaces. I try and make it the size and shape I think the inside of my target part is (which, thankfully, is "a big cuboid"). I import that into Unity doing something a bit like the HOWTO, and then I smoosh the results into the original part doing something like what the MM patch above does to the Mk2 bay.
Is that right? Likely to be nightmarishly hard above and beyond the usual fun-with-Blender?
Quite right.
Add to this that you can use the great https://github.com/taniwha/io_object_mu importer/exporter, which allows you to first import the part itself and use its meshes as the basis for the new ones (that's what I did with Mk2/3), and then to export the new meshes directly into .mu file without ever needing to launch Unity Editor.
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1 hour ago, Firebird989 said:
The cargo bays from OPT or NFT Launch Vehicules will be ideal.
The patch in Hangar/MM/Squad.cfg converts the stock Mk2 cargo bay into a hangar.Maybe is just as simple as copying that patch to other parts? I'll check and report back if it workedScratch that, just read the patch and it uses a modified Mk2/3 cargo bay model
Not modified, but the additional models that are added to the part via MODEL nodes of its config.
The original model stays as is, but to the tree transform several invisible meshes and colliders are added for the Hangar module to work.
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22 hours ago, Grumpy_Bud said:
Maybe it is a bug... The miner never fixed, only the gate.
Only the hatch is fixed to the asteroid, providing the docking port for the Factory. So the factory can travel from one asteroid with a hatch to another.
For the Factory to work, though, it has to be docked to a fixed hatch, optionally through a corresponding docking adapter.
Don't know about the crash; this requires an investigation of the Player.log and may be unrelated.
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10 hours ago, Makrom said:
Hello, I did a new install (ksp 1.12.2) and used the 2.7.0 version, because Ckan doesn´t show the last version as available so I did it manually, but then in Ckan GC appears as AD but the version it shows is 2.7.1 for ksp 1.12.3 (!), besides that, I got the strange thing of not being able to close the assembly door, it loads the assembly line unit with the door open and I can´t close it so I can´t build anything.
Oh thanks for the report!
Indeed, the .version file has 1.12.3 KSP version instead of 1.12.2
This should be the reason why CKAN prevents you from installing; but you may configure accepted KSP versions in CKAN client itself.
As for the assembly line door (I presume you're talking about the ground variant), I need to check that; and it would also help to see the contents of your Player.log.
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4 hours ago, mark7 said:
Upon further testing, I found that this issue is related both to the height of the ship, and part mods.
When using pure stock parts:
Test005 ship with a height of 18 meters hovers to a stop at 29.2m.
Test006 ship with a height of 25 meters hovers to a stop at 33.8m.
When using SEP's starship pack, test007 ship with a height of 19.6m hovers to a stop at 43m
The craft file can be found here: https://1drv.ms/u/s!Aq22_Z2fFDpnktBVa_FVWN_wApatmg?e=bZyLE0
And the mod I am using is TCA, mj, SEP's starship pack, all installed from ckan.
As for the RO situation, I am still testing.
Great, thanks a lot, that's just what I need. I'll take it from here; it does look like some sort of a bug in the landing logic.
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19 hours ago, mark7 said:
I tried the latest release of TCA with KSP 1.12.3 and found the auto land function is a bit weird. It tend to stabilize my ship at 200m and using 0.8m/s instead of 10m/s to finish the rest of the trip. I'm not sure it is due to incompatibility or just my settings are off though.
Also, landing with RO engines tend to launch straight to orbit.
I'll investigate as soon as I can the issue with 1.12.3, but I need a .craft file with a stock-parts-based ship that reproduces this behaviour.
As for RO, I never got to install it, so have no idea what could be wrong there. I reckon, many things may. But again, a .craft or .sfs file with minimum of other mods to reproduce the issue on my side would help greatly.
Thanks for the report!
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16 hours ago, OmegaConstruct said:
Hi! I found a minor typo in the tooltip when you hover over AutoBrakes.
Thanks!
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2 hours ago, SkyFall2489 said:
AT_Utils is some plugin by @allista, that might help
That's a common library for all my plugins.
The parts listed in the log, @SkyFall2489 , are all stock, as far as I remember; and the only meaning of that list is to show which parts have to be treated differently when the library calculates their volumes and convex hulls. The term "bad parts" is poorly chosen.
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12 hours ago, loverevolutionary said:
When I launch a dockable kit in docked mode, it eats the docking port. Not a big deal, but I lost three docking ports before I figured out what was going on and just started launching new craft in undocked mode. Am I doing something wrong?
Unrelated question, how hard would it be to make your Hangers into construction areas? I'd love to build in the big ground hangers.
Love this and all your mods Allista!
Thanks, glad to hear
Adding MM patches for Hangars to use them as Assembly Spaces seems doable. I'll consider it.
The "eating" of docking ports is optional and configurable from the construction window of a Construction Workshop. Click on the kit being constructed and switch the "After construction: Launch/Dock" to Dock, then, below, in the "Dock via:" part toggle the switch "Wield" so that it is not active (not green if you use the default color scheme).
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12 hours ago, Choc113 said:
Quick question from a noob guys. Can you expand the workshop space to build things on planets/moons that are to big for the workshop that makes the kit boxes? I tried chaining 2 together and that didn't work.
On surface you don't need to build inside the workshop space. You can create an empty container, place near the assembly line, then build a kit of any size in this container, then transport the container to the construction workshop, deploy it and build the final construct.
You just need the ground assembly line for that to work. Orbital one only works with containers docked to its ship.
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5 hours ago, GoldForest said:
@allista Github doesn't have the latest zip file. Spacedock does, just wanted to let you know that the 3.8.0 git doesn't have the zip folder.
Fixed.
For TCA as well as several other mods.
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6 minutes ago, GoldForest said:
@allista Github doesn't have the latest zip file. Spacedock does, just wanted to let you know that the 3.8.0 git doesn't have the zip folder.
Oh, thanks a lot! I see I messed up my release automation script, and it uploaded the ".log" instead of the ".zip"
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44 minutes ago, MaikC said:
I also use this mod in KSP 1.12.9 and haven't found any problems so far. Is there a reason why I shouldn't use it for 1.12.9?
Nope. It's just that I haven't recompiled and tested it under 1.12 yet.
It's quite possible there isn't any conflicts with the 1.12 API and in this case, with the way C# dlls are loaded, all should work.
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6 hours ago, tremonthedgehog said:
all the pods say TCA: unavailable
Ah, so the module is installed, but it's disabled. Maybe it's a career game and you just haven't purchased it yet?
I need more context. Maybe the Player.log would tell (just don't post the whole thing here, use GDrive/Dropbox/whatever)
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21 minutes ago, tremonthedgehog said:
one last question and I'll stop would there be a way to change the config files so that every pod has TCA installed even though this is not the intention of the mod?
Currently all pods should have TCA. Is there a problem with your ModuleManager installation?
To be exact, all parts with ModuleCommand should have TCA, including all pods, cores and such.
@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ModuleTCA]]:FOR[ThrottleControlledAvionics] { MODULE { name = ModuleTCA } }
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5 hours ago, tremonthedgehog said:
thanks a lot
btw for some reason now no pods have tca available
I'm not sure if current version is compatible with KSP-1.12.*
I currently don't have any capacity to prepare an update; looking for a new job right now.
But as soon as I'm past that, I'll resume the development. Have so many ideas for new things!
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On 3/4/2022 at 10:15 PM, tremonthedgehog said:
Could someone help me I can't figure out how to open up the add or remove modules window do you know what button or keybind this is the TCA button in the editor just opens up what colors i want the buttons
Colors dialog is opened with RMB, while the main interface is LMB.
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I'll create a new thread for the 1.0 release that is to come next.
For now it's just another (BIG) step toward it.
Consider it to be BETA
v0.3.0
- KSP: 1.11.1
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Orbital Accelerator
- integrated textures made by @JadeOfMaar
- lowered mean density to 1.5t/m3
- decreased deployment and construction speed
- improved model in-game performance
- added all colliders
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UI:
- Added Construction Window to control segment construction
- Construction can now be aborted via UI at any stage
- Extended the range of PAW controls to 500m
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Added remote connection capability: no more need to enter the loading chamber
to communicate with an accelerator - Workforce is updated on vessel change (e.g. on dock) as well as on crew change
- Fixed FPS drop in CONSTRUCTION state
Contributors
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It's been too long
This is the release of work I've been doing before I had to pause.
But later is better than never, I guess.
The KSP-1.12 compatibility update is on its way after this, but I won't give you any estimates on time.
Version 2.7.0 for Kerbal Space Program 1.11.1
Released on 2022-02-19
- KSP: 1.11.1
- Added support of attach nodes in Part Variants for construct docking
- The construct from Docked Container is wielded to the base ship excluding the docking port
- When construction is started, the required crew is automatically transferred into the workshop if not present
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UI
- Added Get Crew and Dismiss Crew buttons to the Workshop Window
- Added Warp to Deployed button to the Workshop Window
- Updating Editor UI on ship naming change
- Corrected ETA display
- The deployment of a container does not decrease container size
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Fixed
- task synchronization of tasks between workshops in Workshop Manger
- recycling report on failed resource trasfers
- kit mass calculation
- NRE in Docked Kit Container UI
- AOR exception in Jobs+stage derived methods/properties
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This compatibility release is still for KSP-1.11.1
The work was mostly done a year ago, but the release never came due to RL circumstances.
I plan to work on the release for KSP-1.12 next, but won't promise any particular date.
Version 2.6.2 for Kerbal Space Program 1.11.1
Released on 2022-02-19
- Compatible with KSP-1.11.1
- UI: using G9 formatter instead of R for better performance
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API: removed
ITankManager.AvailableVolumePercent
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This is just a compatibility release for KSP-1.11.1
But it's here and it incorporates some important internal changes in AT_Utils.
The work on the release for KSP-1.12 is still in progress.
Version 3.6.2.1 for Kerbal Space Program 1.11.1
Released on 2022-02-19
Compatible with KSP-1.11.1
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It's been too long
This is the release of work I've been doing before I had to pause.
But later is better than never, I guess.
The KSP-1.12 compatibility update is on its way after this, but I won't give you any estimates on time. I'll just try not to overdo it once again
Version 3.8.0 for Kerbal Space Program 1.11.1
Released on 2022-02-19
- KSP: 1.11.1
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UI
- Advanced Tab: added Show CoM toggle to visualize the CoM with an Icon
- Indicator sounds are paused with the game
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REN:
- improved calculation of the best in-plane ascent orbit
- fixed NRE
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ToOrbit:
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reimplemented
- gravity turn logic
- target correction logic
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added
- Max AoA and Max Dyn.Pressure settings
- First ApA setting
- correctly handling gravity turn in case we passed suborbital ApA
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reimplemented
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Engines:
- fixed the order of calculations in InitState
- added WeightedThrustMod calculation
- added isThruster and thrustLimiterLocked flags
- ThrustM differentiates between throttleLocked and thrustLimiterLocked
- ThrustAtAlt respectes thrustLimiterLocked flag
- UpdateCurrentTorque sets throttle to 1 if engine.throttleLocked
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Merge pull request #102 from HebaruSan/patch-1
- Fix version file compatibility (KSP 1.10)
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3 hours ago, Cap Arcona said:
This mod is frickin' incredible. Unfortunately no matter what I do, TCA wants to point my ship into the ground unless I have an actual engine fitted. Some tiny craft are better with just RCS, so it renders those useless since the pilot is sitting on his head.
Well, RCS are not engines, they are controlled differently, so, indeed, TCA cannot handle them as such. But there is a monopropellant-fueled engine (Vernier it's called, if I'm not mistaken) with the same Isp as conventual RCS thrusters.
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9 hours ago, Daveroski said:
At launch tap east a couple of times just to move prograde in the right direction.
At 150mps set SAS to prograde.
Activate staging as required.
Wait until Pe is over 70K
Done.
And look at how much fuel remains.
Ok, l didn't try this particular approach, but I should be able to reproduce it with the new settings I've already introduced into ToOrbit.
Looking at the remaining dV I realize that the drag indeed eats much fuel.
I wonder what would following prograde do for heavy and powerful rocket with respect to fuel efficiency...
But there's one thing I didn't mention about the orbit I achieved: it has 5.1deg inclination, witch also costs some fuel, both as is and for continuous correction.
Even more, inclination correction requires more than 2-3 deg deviation from prograde to be efficient.
[1.9-1.10] Hangar
in KSP1 Mod Releases
Posted
I didn't use it myself for a long time, but it adds the controls to Blender that allow to set various properties to objects, making them, for example, into colliders. I know that many part modders use it solely, without Unity, for complete workflow. So I suggest you to read their forum thread for instructions:
Why does your model for hangar adaptation has animations? If the original has, it should animate the doors and their colliders as is; the adaptation usually only adds the inner space mesh and the trigger collider, which are not animated (at least not in any hangar I know of).
Then again, I never had any difficulty with exporting animations through FBX 6.1, you just need to export with the "default take" option.