flywlyx 178 Posted March 8, 2017 Author Share Posted March 8, 2017 10 hours ago, freakneek said: No problem. :-) That is precisely what i am doing at the present. thanks for the response and your efforts on this mod. :-) It is my pleasure. 7 hours ago, strongest_2hu said: How would fixing ACA to be compatible with KSPWheel make ACA dependent on KSPWheel? Because you need to grab the wheel instead of grab the collider. I am considering the ability to grab anything, just wondering if it is going to be inconvenient. Quote Link to post Share on other sites
SpannerMonkey(smce) 3,030 Posted March 8, 2017 Share Posted March 8, 2017 13 minutes ago, flywlyx said: Because you need to grab the wheel instead of grab the collider. I am considering the ability to grab anything, just wondering if it is going to be inconvenient. Hi a note re this, the only two colliders present in a kspw wheel is the attach point collider and the KSPWheel collider, the code specifically strips out any other colliders, so that unlike a stock wheel there are no mesh colliders or collision enhancers. All that leaves is the actual mesh, can you grab something that has no collider? Quote Link to post Share on other sites
flywlyx 178 Posted March 8, 2017 Author Share Posted March 8, 2017 35 minutes ago, SpannerMonkey(smce) said: Hi a note re this, the only two colliders present in a kspw wheel is the attach point collider and the KSPWheel collider, the code specifically strips out any other colliders, so that unlike a stock wheel there are no mesh colliders or collision enhancers. All that leaves is the actual mesh, can you grab something that has no collider? I don't know if trigger collider can get Wheelcollider. If not, yeah, there is no way I could get it. Quote Link to post Share on other sites
TheUltimateJimbob 0 Posted April 1, 2017 Share Posted April 1, 2017 On 3/8/2017 at 10:28 AM, flywlyx said: I don't know if trigger collider can get Wheelcollider. If not, yeah, there is no way I could get it. Does this mean that ALG is fundamentally incompatible? Quote Link to post Share on other sites
Sgt Doomball 71 Posted April 19, 2017 Share Posted April 19, 2017 Could you tell me how to lower the elevators on the Enterprise, for some reason it does not appear on the RMB UI? Quote Link to post Share on other sites
CrayzeeMonkey 51 Posted May 13, 2017 Share Posted May 13, 2017 (edited) This is a great mod and the parts work perfectly. Great work. I myself was trying to develop an arrestor hook system with the dynamic cables, but I wasn't sure how it should handle physics and I abandoned it. Does this mod have a code repository (like Github) of some kind? I had to go into the code and make a copy of the Catapult class you made but with a toggle setting so that the catapult doesn't grab everything all the time when it's disabled by the user (On an aircraft carrier I use, the same platform is used for landing and takeoff). I would have made a pull request and I don't want to just post the new plugin file so I posted this. Also, please include the .csproj file in your Source.rar file if you are willing to. It's so that people can just open the project in whatever IDE they are using and start looking at it. Thanks! EDIT: Made it change color on enable/disable change. Edited May 13, 2017 by CrayzeeMonkey Quote Link to post Share on other sites
njmksr 236 Posted May 18, 2017 Share Posted May 18, 2017 What's this screenshot from? The carrier looks like a cool, futuristic carrier. Quote Link to post Share on other sites
flywlyx 178 Posted May 18, 2017 Author Share Posted May 18, 2017 10 hours ago, njmksr said: What's this screenshot from? The carrier looks like a cool, futuristic carrier. Retribution from COD:IW Only a test platform, not even finished. On 5/13/2017 at 3:14 PM, CrayzeeMonkey said: This is a great mod and the parts work perfectly. Great work. I myself was trying to develop an arrestor hook system with the dynamic cables, but I wasn't sure how it should handle physics and I abandoned it. Does this mod have a code repository (like Github) of some kind? I had to go into the code and make a copy of the Catapult class you made but with a toggle setting so that the catapult doesn't grab everything all the time when it's disabled by the user (On an aircraft carrier I use, the same platform is used for landing and takeoff). I would have made a pull request and I don't want to just post the new plugin file so I posted this. Also, please include the .csproj file in your Source.rar file if you are willing to. It's so that people can just open the project in whatever IDE they are using and start looking at it. Thanks! EDIT: Made it change color on enable/disable change. Thank you for feed back, I plan to add switches on all the parts on next update for 1.3(if it roll out fast). Quote Link to post Share on other sites
njmksr 236 Posted May 24, 2017 Share Posted May 24, 2017 On 5/18/2017 at 11:40 AM, flywlyx said: Retribution from COD:IW Only a test platform, not even finished. Thank you for feed back, I plan to add switches on all the parts on next update for 1.3(if it roll out fast). Do you want testers? Quote Link to post Share on other sites
flywlyx 178 Posted June 1, 2017 Author Share Posted June 1, 2017 On 2017-5-24 at 5:57 PM, njmksr said: Do you want testers? I will send u a test version as soon as I update it to 1.3. Quote Link to post Share on other sites
Damaske 44 Posted June 1, 2017 Share Posted June 1, 2017 @flywlyx, I can test out compatibility with other mods if that is something you are interested it. I currently am doing my own non asked for tests with BDArmory as with other weapons mods. I foresee people trying to use a weapon mod with your aircraft mod, as with other water based craft for aircraft carriers I can test them with this system. Quote Link to post Share on other sites
SkyKaptn 240 Posted June 1, 2017 Share Posted June 1, 2017 I have 3 kerbals stationed on the Enterprise, as the minimum required crew to operate it. But there are no portraits of crew members. Also, there are is no "crew hatch" or similar on the ship, so how does one transfer crew back and forth? Quote Link to post Share on other sites
flywlyx 178 Posted June 1, 2017 Author Share Posted June 1, 2017 5 hours ago, SkyKaptn said: I have 3 kerbals stationed on the Enterprise, as the minimum required crew to operate it. But there are no portraits of crew members. Also, there are is no "crew hatch" or similar on the ship, so how does one transfer crew back and forth? All the crew operation is supposed through Hangar MOD, since it is not updated, I will include a hatch Next update. Quote Link to post Share on other sites
Toonu 84 Posted June 13, 2017 Share Posted June 13, 2017 (edited) Is this compatible with ALG(Adjustable Landing Gear, now Kerbal Foundries or Kerbal Wheel I guess)? Because that gear can't lock onto catapult, when I've tried it. Also, some Git link so I can do some pull req? Also when launchign vessel with catapult, it jumps into air with first wheel before moving forward. It always destroys whole back of my plane. Any idea how to fix? Edited June 13, 2017 by Toonu Quote Link to post Share on other sites
flywlyx 178 Posted June 14, 2017 Author Share Posted June 14, 2017 (edited) On 6/13/2017 at 5:37 AM, Toonu said: Is this compatible with ALG(Adjustable Landing Gear, now Kerbal Foundries or Kerbal Wheel I guess)? Because that gear can't lock onto catapult, when I've tried it. Also, some Git link so I can do some pull req? Also when launchign vessel with catapult, it jumps into air with first wheel before moving forward. It always destroys whole back of my plane. Any idea how to fix? I will upload a fix later today. An exponential growth down force should fix it. @ToonuHow is everything now? Edited June 15, 2017 by flywlyx Quote Link to post Share on other sites
Toonu 84 Posted June 20, 2017 Share Posted June 20, 2017 (edited) On 14. 6. 2017 at 10:48 PM, flywlyx said: I will upload a fix later today. An exponential growth down force should fix it. @ToonuHow is everything now? Actually, the game crashed, because I didn't noticed its 1.3 version. And because most of mods still isn't on 1.3, I can't try it with my carrier setup. Will it be hard to make this change for older (1.2.2) version of your mod? I'll try make some changes in mods and try it on 1.3 through.... @flywlyx Edited June 20, 2017 by Toonu Quote Link to post Share on other sites
panarchist 626 Posted June 20, 2017 Share Posted June 20, 2017 10 hours ago, Toonu said: Actually, the game crashed, because I didn't noticed its 1.3 version. And because most of mods still isn't on 1.3, I can't try it with my carrier setup. Will it be hard to make this change for older (1.2.2) version of your mod? I'll try make some changes in mods and try it on 1.3 through.... @flywlyx Seems to work fine on 1.3 from all the playing I've been doing. Granted, I'm not using the Enterprise, I'm using OLS, catapult, and arresting gear resized to 27% on the deck of Angel-125's Heisenberg airship mod. All the parts have been working flawlessly in 1.3. Quote Link to post Share on other sites
Toonu 84 Posted June 21, 2017 Share Posted June 21, 2017 (edited) 12 hours ago, panarchist said: Seems to work fine on 1.3 from all the playing I've been doing. Granted, I'm not using the Enterprise, I'm using OLS, catapult, and arresting gear resized to 27% on the deck of Angel-125's Heisenberg airship mod. All the parts have been working flawlessly in 1.3. Actually, my game crashed on loading screen and when I put back old version, it works. So I guess problem is there, but the game didn't generate any crash log except hundreds of 0x0000. No crash log unfortunately. Maybe it isn't compatible with some of my mods... Still I couldn't tried if it works when the game didn't started... Edited June 21, 2017 by Toonu Quote Link to post Share on other sites
flywlyx 178 Posted June 21, 2017 Author Share Posted June 21, 2017 15 hours ago, Toonu said: Actually, my game crashed on loading screen and when I put back old version, it works. So I guess problem is there, but the game didn't generate any crash log except hundreds of 0x0000. No crash log unfortunately. Maybe it isn't compatible with some of my mods... Still I couldn't tried if it works when the game didn't started... Try to get ksp.log file, in most cases, this is the log file modders are looking for. You can open with text check the last few sentence, most cases, it will indicate a loading error or compiling error about the MOD it try to work with but failed. Quote Link to post Share on other sites
Toonu 84 Posted June 22, 2017 Share Posted June 22, 2017 (edited) Ok, again, no crash log, just KSP.log ... It crashes at Kerbal Foundries wheels loading, maybe you changedsoem compatibility with its wheels for catapults? Log here https://www.dropbox.com/s/g6m1g6i99nihafi/KSP.log?dl=0 Since there aren't your Git, I suggest this pull request... but I didn't write any code for year+ so I'm not sure if its correct End of catapult wheel checking private bool IsWheel(Part IRpart) { foreach (PartModule m in IRpart.Modules) { if (m.moduleName == "ModuleWheelBase" || "KSPWheelAdjustableGear") { Wheel = (ModuleWheelBase)m; if (Wheel.isGrounded) { Debug.Log("Contact"); return true; } } } return false; } Edited June 22, 2017 by Toonu Quote Link to post Share on other sites
flywlyx 178 Posted June 23, 2017 Author Share Posted June 23, 2017 On 6/22/2017 at 2:44 AM, Toonu said: Ok, again, no crash log, just KSP.log ... It crashes at Kerbal Foundries wheels loading, maybe you changedsoem compatibility with its wheels for catapults? Log here https://www.dropbox.com/s/g6m1g6i99nihafi/KSP.log?dl=0 Since there aren't your Git, I suggest this pull request... but I didn't write any code for year+ so I'm not sure if its correct End of catapult wheel checking private bool IsWheel(Part IRpart) { foreach (PartModule m in IRpart.Modules) { if (m.moduleName == "ModuleWheelBase" || "KSPWheelAdjustableGear") { Wheel = (ModuleWheelBase)m; if (Wheel.isGrounded) { Debug.Log("Contact"); return true; } } } return false; } Foundries wheel doesn't have collider, so there is no way to detect it. Only add it to the wheel reorganization process doesn't really help. Quote Link to post Share on other sites
Toonu 84 Posted June 24, 2017 Share Posted June 24, 2017 9 hours ago, flywlyx said: Foundries wheel doesn't have collider, so there is no way to detect it. Only add it to the wheel reorganization process doesn't really help. Ok, my fault... But any news onto crashing? Quote Link to post Share on other sites
flywlyx 178 Posted June 26, 2017 Author Share Posted June 26, 2017 On 2017-6-24 at 2:14 AM, Toonu said: Ok, my fault... But any news onto crashing? You need a 1.2.2 build... It crash on loading foundries wheel, which means parts are fine but .dll needs downgrade. Quote Link to post Share on other sites
Toonu 84 Posted June 26, 2017 Share Posted June 26, 2017 2 hours ago, flywlyx said: You need a 1.2.2 build... It crash on loading foundries wheel, which means parts are fine but .dll needs downgrade. 1.2.2 build of mod? Because KSP are on 1.2.2 version. And when I load back old ACA folder, it works fine... Quote Link to post Share on other sites
flywlyx 178 Posted June 26, 2017 Author Share Posted June 26, 2017 15 hours ago, Toonu said: 1.2.2 build of mod? Because KSP are on 1.2.2 version. And when I load back old ACA folder, it works fine... Yeah, ACA is updated for 1.3 now, 1.2.2 is no longer supported. I could compile an older version for you, but you need to test it yourself. Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.