YANFRET

[1.6.1] Chaka Monkey 161

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[quote name='NathanKell']Yes, when I woke up in the morning three weeks ago my overriding concern that day was [I]I must break Chaka.[/I] Curses, my evil plot was revealed!

...oh wait.[/QUOTE]




[IMG]http://cdn.meme.am/instances/250x250/65373651.jpg[/IMG] Edited by YANFRET

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[quote name='NathanKell']Yes, when I woke up in the morning three weeks ago my overriding concern that day was [I]I must break Chaka.[/I] Curses, my evil plot was revealed!

...oh wait.[/QUOTE]

The dastardly cur reveals himself! :P


But no, you have to admit the frustration is warranted. While the poly issue appears to be limited to just Chaka (and by extension Bob's old mods) and was more or less inevitable, the collider issue has pretty much broken all the big rocket packs in pretty significant ways.

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Actually Orion (and Bobcat) are off the hook for [I]"255 Gate"[/I], it was the lower rounded DCS tank and a few Aerojet Kerbodyne models, as well as NOS Altair (we expected that, it's history is coloured by a hard drive failure during development at the manufacturer's facility)

Both of those issues could be overcome but we're still left with the service module "Collider Gate", which could be overcome by using procedural fairings instead, but that would mean some really strange modifications to Orion's nodes and possibly some ugly parts.

And that just gets us into orbit, I'm afraid to even test the Duna systems. Edited by YANFRET

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[B][FONT=Arial][SIZE=7]1.0.5 Status Update[/SIZE][/FONT][/B]

As we speak the Chaka Emergency Technical Response Team has been activated and is working the latest issues.


[IMG]http://www.nasa.gov/images/content/755129main_jsc2013e058784.jpg[/IMG]


The 1.0.5. technical challenges are not simple but well within the "solvable" category. Stay tuned for further updates and thank you for your patience.

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Yes, I get that there's frustration, and I don't mean to belittle it as such, just the idea that it was some mustache-twirling moment for Squad here. I'm frankly mystified why it's breaking when there was neither a Unity version change nor any code change of which I'm aware that would do it.

I'm very happy YANFRET has a way forward, though. :)

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@NathanKell: The mod-breaking change was that colliders now need to be convex, and before 1.0.5, many mods used non-convex colliders, a) because the actual shape is represented exactly by the collider, b) because it's easier to simply use those colliders for certain parts, like Fairings or interstages, rather than building an exact shape of the object with basic convex colliders (like cubes), and c), I believe that Ferram Aerospace Research calculates drag etc based on the shape of the colliders, and with convex colliders it's harder to represent a smooth model, as I said.
Everything else seems to work pretty fine.

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[B][FONT=Arial][SIZE=7]1.0.5 Chaka Return to Flight[/SIZE][/FONT][/B]


[B]
Thanks to Kartoffelkuchen, the SDHI Chaka fairings are fixed and we are Kerbal Certified to orbit. [/B]


Here is the test flight ( also featuring revised sep motor config and [I]Gentle Staging[/I] [SIZE=1][B]TM[/B][/SIZE] upper stage ignition profile )



[CENTER]
[IMG]http://imageshack.com/a/img905/7098/YHHgPp.jpg[/IMG]
[IMG]http://imageshack.com/a/img633/1127/kkO9v3.jpg[/IMG]
[IMG]http://imageshack.com/a/img907/7859/52RwIG.jpg[/IMG]
[IMG]http://imageshack.com/a/img905/3190/ZRyhae.jpg[/IMG]
[IMG]http://imageshack.com/a/img911/5540/6SX1bv.jpg[/IMG]
[/CENTER]



Also thank you to the entire Chaka Emergency Technical Response Team ( MeCripp, blackheart612, noonespecial, Kartoffelkuchen, NathanKell, KasperVld, frizzank, sumghai ) for their expert assistance with this update.

There are a few challenges ahead: NOS Altiar and the Chaka / Aerojet Kerbodyne DCS lower tank, but we are confident these parts will be in service soon. Edited by YANFRET

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Kartoffelkuchen: I'm aware that that is the end result, yes. What I am not aware of, is why that occurred--I don't know of any code change we made, and AFAIK 1.0.4 used the same version of Unity.

YANFRET, great! :)

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A PSA on colliders.

Thomas P. found the source of the issue: In preparation for Unity 5 (which does not support concave colliders), the new mu importer in KSP 1.0.5 will ignore a collider's concavity setting and force it to convex. While Thomas has demonstration code written to force colliders back to being concave, it's a bit of a moot point because 1.1 is coming, where concavity is no longer supported at all.

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[quote name='NathanKell']A PSA on colliders.

Thomas P. found the source of the issue: In preparation for Unity 5 (which does not support concave colliders), the new mu importer in KSP 1.0.5 will ignore a collider's concavity setting and force it to convex. While Thomas has demonstration code written to force colliders back to being concave, it's a bit of a moot point because 1.1 is coming, where concavity is no longer supported at all.[/QUOTE]

I know I'm smart at a few things in life, but I guess this techno speak you are referring to sounds like it will make the game run a lot smoother?

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Convex colliders are faster, AFAIK, but the main thing is that that's all Unity 5 supports anyway, just modders are being forced to make an earlier start on converting to convex-only than planned. :]

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Since I don't make mods, I can only speculate on the work that's going to be entailed to make that conversion. I'm sure to some it will be easy, while others (as seen in the OP's replies on this mod) will find it difficult to track down everything to convert it. I've used Chaka for the longest time and admire the work that's been put into this mod (esp. that nos munar lander, i loved that thing).

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[quote name='lynwoodm']Since I don't make mods, I can only speculate on the work that's going to be entailed to make that conversion. I'm sure to some it will be easy, while others (as seen in the OP's replies on this mod) will find it difficult to track down everything to convert it. I've used Chaka for the longest time and admire the work that's been put into this mod (esp. that nos munar lander, i loved that thing).[/QUOTE]

[IMG]http://cdn.meme.am/instances/55471789.jpg[/IMG]

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[quote name='NathanKell']A PSA on colliders.

Thomas P. found the source of the issue: In preparation for Unity 5 (which does not support concave colliders), the new mu importer in KSP 1.0.5 will ignore a collider's concavity setting and force it to convex. While Thomas has demonstration code written to force colliders back to being concave, it's a bit of a moot point because 1.1 is coming, where concavity is no longer supported at all.[/QUOTE]

I'm going to interpret this as your personal guarantee that when 1.1 drops we can take the weekend off, tick up our version number and relax knowing there won't be a single action ticket for Chaka to read that day!

Lol

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[quote name='YANFRET']I'm going to interpret this as your personal guarantee that when 1.1 drops we can take the weekend off, tick up our version number and relax knowing there won't be a single action ticket for Chaka to read that day!

Lol[/QUOTE]

That sounded like it had some BAWLS to it.... brass ones too..

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Introducing:


[B][FONT=Arial][SIZE=7]Monkey-Tron Interim Docking Adapter[/SIZE][/FONT][/B]


♦ Works in 1.0.5
♦ Is very nice
♦ Uses Clamp-O-Tron model
♦ Snaps onto Bobcat Classic Dock Port
♦ Provides rigid docking



[CENTER]
[IMG]http://imageshack.com/a/img911/6181/ZuOv3l.jpg[/IMG]
[IMG]http://imageshack.com/a/img903/4466/XXHRbo.jpg[/IMG]
[IMG]http://imageshack.com/a/img907/4273/k30A7X.jpg[/IMG]
[IMG]http://imageshack.com/a/img907/1485/ygL2h2.jpg[/IMG]
[IMG]http://imageshack.com/a/img907/4290/3PRwOQ.jpg[/IMG]
[IMG]http://imageshack.com/a/img908/4595/fuwEks.jpg[/IMG]
[IMG]http://imageshack.com/a/img633/9092/eqnHXx.jpg[/IMG]
[IMG]http://imageshack.com/a/img633/1707/FWLOaF.jpg[/IMG]
[IMG]http://imageshack.com/a/img905/5458/BaNkxH.jpg[/IMG][/CENTER] Edited by YANFRET

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What was the problem with the BobCat Orion docking ports? The colliders or something else?

Edited by Phineas Freak

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If anyone uses DockingCam mod [url]http://forum.kerbalspaceprogram.com/threads/138397-1-0-5-Docking-camera-%28KURS-style%29-V-1-4-%2821-nov-15%29[/url] here is a cfg to add it to all docking ports [code]@PART[*]:HAS[@MODULE[ModuleDockingNode],!MODULE[DockingCameraModule]]:Final
{
MODULE
{
name = DockingCameraModule
allowedDistance = 1000
nightVisionArgs = 0.5,0.7,0.5,0.5
targetCrossColor = 0.9,0.0,0.0,1.0
targetCrossColorOLDD = 0.0,0.0,0.9,1.0
noise = true
}
} [/code]

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[FONT=Arial][SIZE=7][B]1.0.5 Monkey Transfer Vehicle[/B][/SIZE][/FONT]



♦ Flight certification for 1.0.5
♦ Sets new record for payload area volume
♦ Shown using new Monkey-Tron TM Interim Docking Adapters
♦ Revised retro sep motors for MLS vehicles
♦ MTV assembly orbit is now 340 KM



[CENTER]

[IMG]http://imageshack.com/a/img907/9396/KwwSWb.jpg[/IMG]
[IMG]http://imageshack.com/a/img905/7959/vnJCEj.jpg[/IMG]
[IMG]http://imageshack.com/a/img910/6449/rTd9PZ.jpg[/IMG]
[IMG]http://imageshack.com/a/img907/3192/SwrkoU.jpg[/IMG]
[IMG]http://imageshack.com/a/img907/7281/RVd2pn.jpg[/IMG]
[IMG]http://imageshack.com/a/img908/2896/6wmPmg.jpg[/IMG]
[IMG]http://imageshack.com/a/img905/6421/IuRuI4.jpg[/IMG]
[IMG]http://imageshack.com/a/img911/7563/FIborl.jpg[/IMG]
[/CENTER] Edited by YANFRET

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[quote name='Jimbodiah']Please check your files, there are tons of copy(1) and copies of copies of the .cfg files in your dirs.[/QUOTE]

This is intentional. There are many situations where we require different sizes and shapes of the same model/texture combo. Rather than using a new part, we will save your memory overhead by re sizing and re using an existing model. Also, the complex craft and mission requirements of chaka dictate multiple versions of similar products.

We apologize for not taking the time to name the cfg files to reflect the part names in game, perhaps that is a great Sunday afternoon project to be undertaken before our next update.

Speaking of updates, we have decided to saturate one of our primary vendors with requests that relate to the true next generation of Chaka, the edition intended for KSP 1.1, rather than focus those resources on 1.0.5 compatibility this week. Really, we could push out a version that works with 1.0.5, but perhaps it's best that we focus on moving things to the next level with exciting new products for 1.1.

If you disagree and you're dying for an ASAP 1.0.5 release, please give us feedback so we can consider the options.

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[quote name='YANFRET']This is intentional. There are many situations where we require different sizes and shapes of the same model/texture combo. Rather than using a new part, we will save your memory overhead by re sizing and re using an existing model. Also, the complex craft and mission requirements of chaka dictate multiple versions of similar products.

We apologize for not taking the time to name the cfg files to reflect the part names in game, perhaps that is a great Sunday afternoon project to be undertaken before our next update.

Speaking of updates, we have decided to saturate one of our primary vendors with requests that relate to the true next generation of Chaka, the edition intended for KSP 1.1, rather than focus those resources on 1.0.5 compatibility this week. Really, we could push out a version that works with 1.0.5, but perhaps it's best that we focus on moving things to the next level with exciting new products for 1.1.

If you disagree and you're dying for an ASAP 1.0.5 release, please give us feedback so we can consider the options.[/QUOTE]

From what I understand from the devs, and I could be wrong, there won't be much to do for the 1.1 update than to make the mods to operate on a 64 bit os. The actual transfer of collision models, thermodynamics and all those things were done with the 1.0.5 patch. I only gathered bits and pieces of info on the gap between these two updates and as I stated before, there maybe more to it than just releasing it for 1.0.5 and having to go back and doing it again with 1.1. But, I also look at it like this: It's your mod, you can do what you want with it. If you feel comfortable waiting and working on 1.1, by all means, wait for the next update. If you feel you can roll a few systems out that's compatible with 1.0.5, that would be great, too. I for one would love to put this mod back into action again, but I also understand that making mods compatible and re doing all your work is a pain. As I stated before, I'm no expert mod maker, I just mod it till it crashes. In any case, do what you feel is right for you. If too many people complain about you not working on your mod and it's dead, you can always ignore them, but I am happy to hear that you are interested in our thoughts on this.

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