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allista

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Everything posted by allista

  1. @etmoonshade a bit of technical detail When Hangar spawns a vessel-stored-in-editor (as opposed to a vessel stored in flight), it performs all the routine of assembling it from the corresponding ShipConstruct, positioning it, setting its orbit and then physically applying force and torque to conserve linear and angular momentum. During this process the vessel exists in PRELAUNCH state briefly, but the state is changed to that of the launching vessel as soon as the launched one is loaded. @malkuth if you explain me the issue in more detail, I'll try to help to make both mods compatible. E.g. a Hangar, as soon as the vessel is completely launched, sends dedicated KSPEvent -- onLaunchedFromHangar -- to ALL parts of the launched vessel. This may be a signal for a single-shot configuration.
  2. You have angular snapping (15°) on both screenshots. It prevents the parts from attaching to actual collider surfaces. Hangar had nothing to do with this, it's just how the Editor works. Turn snapping of, then the surface attaching should work as you expect it to.
  3. The AMF can't operate on a comet, as it explicitly requires the asteroid (that is a part with ModuleAsteroid) to be attached through the hatch. And the new comets use ModuleComet. Different API. Aside from that, nothing should prevent the stock drills to operate alongside AMF on a normal asteroid. As to the comets, I don't know if the drills should be able to do something with them; although there's the ModuleCometResource that installs random amount of Ore into a comet as soon as you first make physical contact with it. UPD: oh, the drills should work on comets; they have the ModuleCometDrill now
  4. Why, is there a problem? The cargo bays still function as in vanilla game: open the gates and place parts inside using surface attachment without symmetry and snapping; or user internal stock nodes.
  5. No, TCA explicitly controls throttle limiters. But I've tried your saves and see that the landing autopilot is indeed broken in several places: one being the NRE you've encountered near the end of the launch, the other being some laggy and weird trajectories it tries in the middle. So thanks a lot for the report and the saves! I honestly don't know; I mean, yes, it could be some kind of conflict, but without the logs I cannot guess what it is. The only thing I can tell is that I cannot reproduce it yet.
  6. What version of KSP are you running? The3.7.0.1 is for KSP-1.10 and I haven't encounter this problem, having all the expansion. Please, share the Player.log after reproducing the error. And the .sfs+.sfs.meta files of the save in which it happens (right before the start of the Land program). This would allow me to debug.
  7. No, it does not, as the part doesn't exist at all, while in the hangar. KSP recovers the hangar, which modifies it's mass, cost and science accordingly, so you won't loose these. Indeed it does. I hope it's possible to do. I reckon it depends on vessel type. Previously, when hangar fairings spawned its debris (each a vessel and a part in it's own right) it was possible to switch to them. But not anymore, only to the controllable base. Oh, that I have done personally many times. I believe it is, at least if it's at rest.
  8. Hm... there was a non-technical reason behind it, but currently I don't actually think this a good idea anymore. I'd still left them one-ship-only, but definitely reusable. That's not a bug, but a decent feature request. I'm not sure if there's a way, but I'll try to find one. Now that, if you describing what was happening, does look like a bug. 1. the spawned part should be perfectly safe from kraken; this bit is tested extensively 2. the hangar should deactivate itself upon spawning the content, so it shouldn't re-capture it until you activate it through the UI 3. switching is a different matter; you cannot switch to an uncontrollable part, and if the part is considerd debris, it may be garbage-collected by KSP during the vessel switch
  9. I've already found a fix. It's actually a Squad's bug, not mine
  10. I have a server dedicated to my mods and it's easier to discuss and debug things there in real time. Especially voice chat with shared screen helps.
  11. I need to see this. Do you have discord account?
  12. That's what the Land (from orbit) does; albeit a bit more elaborate than just slide...
  13. Don't know; should just try it out
  14. Fair point, but to be honest, the proper answer is a bit complex. First of all, the reasons behind ICBMs being what they are lie... I'd say a bit away from fuel efficiency. Military have the most money of all government branches in most countries; and for ICBM it is crucial to get to the target as fast as possible, leaving as little opportunity for interception as possible. Sure, if you don't have any atmosphere or you do have an aerodynamically good rocket and would want to go to another continent spending less time and less rocket fuel in the process, the ballistic trajectory is what you need. But if you have high-bypass turbofans, wings and a bit more time, you would end up spending much, much less, even for the full circumference of the planet. Gravity's a poodle (c)
  15. @bcqJC as for the UI, I have similar suggestions from @fatcargo (on my discord server; why don't you join us there? ), so I'll be working along those lines. Note, by the way, that the buttons on the first row that list volume, max amount and max mass - are all allow to edit the tank volume in respective units.
  16. That's an interesting suggestion. The limit to edit tank types of existing partitions and to add/remove partitions in flight is a role-playing limitation, so to speak. The idea is that a partition is built - lining, cooling, radioactive shielding, struts for components and all that. So I can't imagine how it would be possible to re-partition a tank without a dry dock, engineers and materials. Sure, we have GC for the latter and Hangar for the former, but I'm not sure right now if how to integrate them with CC. But I'll think about this. I like the idea.
  17. Thanks! There's an NRE in the callback of the CraftBrowserDialog. Need to investigate this...
  18. 1. Horizontal flight: until the latest version you'll need to set horizontal thrusters to "manual control" role. Counterintuitively, but that's the way it was. 2. 60m/s is what your plane can physically do while propelling itself by dividing vertical thrust between lift and horizontal acceleration. Enabling the usage of horizontal thrusters would help there. 3. "Jump To" is not recommended for atmosphere flight, for obvious reasons. It's made to conserve fuel on low gravity zero pressure worlds by using ballistic trajectories. Use "Go To" instead. 4. To use different engines for different situations in different roles you may set up several engine profiles from the Engineers Tab. For example, you may set up the second profile that disables props and enabled rear engines; end switch the profiles while accessing - this won't break the "To Orbit" program. You can even make a macro that'll do this for you when appropriate conditions (say, atmosphere density) are met.
  19. I'm reimplementing the UI with uGUI, but the result seems a bit too visually complex. Any comments or suggestions?
  20. Will do later this evening. @DoktorKrogg we may use this to add the modules required for GC-in-MKS to use logistics.
  21. No, only that these resources are also put into the kit along with the stuff needed to build parts. The UI window of the assembly workshop has the buttons to close assembly spaces. At some point this was also fixed by automatically closing the gates when you press the "create empty kit" button, but I don't remember when exactly. Oh, and @terrendos, you can share the logs obtained after you've tried to spawn a container. It'll help in case this is a bug.
  22. Version 2.6.3.1 for Kerbal Space Program 1.10 Released on 2020-07-05 Compiled and tested for KSP-1.10 Download (15.80 MiB)
  23. Version 2.5.0.1 for Kerbal Space Program 1.10 Released on 2020-07-05 Compiled and tested for KSP-1.10 Download (267.52 KiB)
  24. Version 3.6.0.1 for Kerbal Space Program 1.10 Released on 2020-07-05 Compiled and tested for KSP-1.10 Fixed solar panel config of the Small Ground Hangar Download (30.19 MiB) @bcqJC you may remove your patch. The problem was with the useAnimator setting which is now required to be set to false when there's no animation.
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