Antstar Posted January 10, 2018 Share Posted January 10, 2018 (edited) 9 hours ago, whale_2 said: Released 0.8.0 with support for KAS pylons / concrete blocks. I somehow missed the fact that they can form physical connection to the ground. Now if such pylon is found, it is detached before raising the vessel and re-attached when stabilization stops. It works fine on Kerbin with default settings for stabilization ticks but might result in blocks permanently floating above surface if there are too few ticks, minimum downward movement set for something big or if surface gravity is weak. I plan to rework this part. https://ufile.io/u5xmu So its a definite improvement. The pylons now appear at a random height above the surface, up to about twice what you can see in the screenshot, or about half a kerbal height. Since they are not higher each time it is not braking my base now, so I am happy to use it as is (thanks for the mod). Just an FYI that its still not actually attaching at surface level. Just saw last post. Ill try 0.8.1 Edited January 10, 2018 by Antstar Quote Link to comment Share on other sites More sharing options...
whale_2 Posted January 10, 2018 Author Share Posted January 10, 2018 24 minutes ago, Antstar said: https://ufile.io/u5xmu So its a definite improvement. The pylons now appear at a random height above the surface, up to about twice what you can see in the screenshot, or about half a kerbal height. Since they are not higher each time it is not braking my base now, so I am happy to use it as is (thanks for the mod). Just an FYI that its still not actually attaching at surface level. Just saw last post. Ill try 0.8.1 0.8.1 unlikely would help with floating pylons, but I have a plan Quote Link to comment Share on other sites More sharing options...
whale_2 Posted January 13, 2018 Author Share Posted January 13, 2018 On 1/10/2018 at 11:41 PM, Antstar said: ... The pylons now appear at a random height above the surface, up to about twice what you can see in the screenshot, or about half a kerbal height. Just an FYI that its still not actually attaching at surface level. Fixed in 0.8.2. Now re-attaching happens only when triggered by actual ground contact. Same with harpoon mooring. Quote Link to comment Share on other sites More sharing options...
Runescope Posted January 13, 2018 Share Posted January 13, 2018 Hey, so I've installed the mod and I've still got a jet that's bouncing WAY off the ground when I try to load another jet nearby, as you can see from the picture.Flipping Out I can't find any controls in-game for the mod, and I REALLY don't like messing with cfg files. Might it be interfering with Physics Range Extender? I need that for BDArmory. Any thoughts would be appreciated. Here's the craft file:Fighter Jet I have a lot of mods installed, but I think the only ones used by this craft would be BDArmory and Physics Range Extender Thank you for your time and attention to this post.. Quote Link to comment Share on other sites More sharing options...
whale_2 Posted January 14, 2018 Author Share Posted January 14, 2018 24 minutes ago, Runescope said: Hey, so I've installed the mod and I've still got a jet that's bouncing WAY off the ground when I try to load another jet nearby, as you can see from the picture.Flipping Out I can't find any controls in-game for the mod, and I REALLY don't like messing with cfg files. Might it be interfering with Physics Range Extender? I need that for BDArmory. Any thoughts would be appreciated. Here's the craft file:Fighter Jet I have a lot of mods installed, but I think the only ones used by this craft would be BDArmory and Physics Range Extender Thank you for your time and attention to this post.. Please post the log file. https://forum.kerbalspaceprogram.com/index.php?/topic/168940-where-do-i-find-the-log-file/ Quote Link to comment Share on other sites More sharing options...
Runescope Posted January 14, 2018 Share Posted January 14, 2018 47 minutes ago, whale_2 said: Please post the log file. https://forum.kerbalspaceprogram.com/index.php?/topic/168940-where-do-i-find-the-log-file/ Dang ... I knew I forgot about something. Here you go: output_log.txt Quote Link to comment Share on other sites More sharing options...
whale_2 Posted January 14, 2018 Author Share Posted January 14, 2018 2 minutes ago, Runescope said: Dang ... I knew I forgot about something. Here you go: output_log.txt Seems like I know the reason, cut some corners and that didn't end well. Turned out I introduced a hard dependency on KIS/KAS. Meanwhile you can try previous versions - 0.8.1 or 0.8.0 Quote Link to comment Share on other sites More sharing options...
Runescope Posted January 14, 2018 Share Posted January 14, 2018 20 minutes ago, whale_2 said: Seems like I know the reason, cut some corners and that didn't end well. Turned out I introduced a hard dependency on KIS/KAS. Meanwhile you can try previous versions - 0.8.1 or 0.8.0 Well ... If it's dependent on KIS/KAS, that shouldn't be a problem. I do have the mods installed. Or do you mean the only way ships don't bounce is if they're anchored with KIS/KAS? Quote Link to comment Share on other sites More sharing options...
whale_2 Posted January 14, 2018 Author Share Posted January 14, 2018 43 minutes ago, Runescope said: Well ... If it's dependent on KIS/KAS, that shouldn't be a problem. I do have the mods installed. Or do you mean the only way ships don't bounce is if they're anchored with KIS/KAS? No, not anchored. Apparently, 0.8.2 depends on specific version of KIS/KAS, the latest as of writing this. I'll remove this dependency later, meanwhile you can try previous versions. Quote Link to comment Share on other sites More sharing options...
Runescope Posted January 14, 2018 Share Posted January 14, 2018 10 minutes ago, whale_2 said: No, not anchored. Apparently, 0.8.2 depends on specific version of KIS/KAS, the latest as of writing this. I'll remove this dependency later, meanwhile you can try previous versions. Funny you should say that. I anchored my plane with a grapple and it worked. lol Oh well, I'll give a previous version a try as well. Thanks for the help! Quote Link to comment Share on other sites More sharing options...
whale_2 Posted January 15, 2018 Author Share Posted January 15, 2018 0.8.3 is out. Main changes - I've accidentally made 0.8.2 dependent on specific KIS/KAS version. Now this is dropped. Pylons and hangars are reattached on ground contact, this was actually done in 0.8.2, but had little chance to work. Lot of black magic done around moored vessels. Some progress is here - at least the test stock lander with added winches stays moored after exiting timewarp or entering the scene. Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted January 17, 2018 Share Posted January 17, 2018 (edited) so I have an issue when using this mod "worldstablizer8.2"..(see video)(I am not sure what version this started in)http://teamdemonic.com/photo/KSP/1-18/ws/KSPworldstablizerPassThru.mp4 it seems that any detachable cargo within the cargo hold, when released and switched to, in the tracking station. now falls thru the cargo hold and in the video [see start 1:30 {rover rolls on surface}and skip too 8:15-8:30 ouchy] you see the cargo goes under the large craft on spawn. this craft was used without this problem previously, as it just had a little bouncing. the rover's do not leave the cargo hold when worldstabilizer mod is removed and I can unload all of them including the tank cart's. can this be looked at? Thanks Jammer mod list:: 11/01/2017 12:40 PM <DIR> 000_AT_Utils 11/01/2017 12:35 PM <DIR> 000_USITools 10/30/2017 06:46 PM <DIR> AmpYear 11/17/2017 10:16 PM <DIR> B9PartSwitch 10/30/2017 07:41 PM <DIR> Better Science Labs 12/31/2017 09:40 AM <DIR> BetterTimeWarp 10/30/2017 07:17 PM <DIR> Chatterer 12/30/2017 12:12 PM <DIR> CommunityCategoryKit 12/20/2017 05:12 PM <DIR> CommunityResourcePack 12/31/2017 12:20 PM <DIR> DefaultActionGroups 12/17/2017 02:28 PM <DIR> DMagicOrbitalScience 11/08/2017 06:29 PM <DIR> EasyVesselSwitch 11/01/2017 12:48 PM <DIR> Firespitter 10/30/2017 07:44 PM <DIR> FlexoDocking 10/30/2017 07:44 PM <DIR> ForScience 10/30/2017 07:44 PM <DIR> GroundConstruction 12/20/2017 05:51 PM <DIR> InterstellarFuelSwitch 10/30/2017 07:44 PM <DIR> JSI 10/30/2017 07:44 PM <DIR> KAS 10/30/2017 07:44 PM <DIR> KAS-1.0 10/30/2017 07:44 PM <DIR> kdata 12/03/2017 12:50 PM <DIR> Kerbal Electric 01/10/2018 07:31 PM <DIR> KerbetrotterLtd 10/30/2017 07:48 PM <DIR> kerbodynePlus 12/31/2017 08:38 AM <DIR> KIS 10/30/2017 07:49 PM <DIR> KWRocketry 10/30/2017 07:49 PM <DIR> LBSI 10/30/2017 07:49 PM <DIR> MagicSmokeIndustries 12/17/2017 02:31 PM <DIR> ManeuverNodeEvolved 01/09/2018 05:56 PM <DIR> MechJeb2 10/30/2017 07:49 PM <DIR> MechJeb2 Embedded by Dennis6492 11/18/2017 08:38 AM <DIR> ModRocketSys 10/30/2017 07:49 PM <DIR> ModuleAnimateEmissive 12/20/2017 05:28 PM 101,888 ModuleManager.3.0.1.dll 10/30/2017 07:49 PM <DIR> NearFutureConstruction 12/03/2017 12:50 PM <DIR> NearFuturePropulsion 10/30/2017 06:43 PM <DIR> OPT 10/30/2017 07:59 PM <DIR> OrbitalSurveyPlus 12/20/2017 06:06 PM <DIR> PartTweaks 12/20/2017 05:10 PM <DIR> PlanetaryBaseInc 11/24/2017 06:32 PM <DIR> SCANsat 10/30/2017 07:59 PM <DIR> ShipManifest 11/01/2017 12:25 PM <DIR> SpaceY-Expanded 11/17/2017 10:17 PM <DIR> SpaceY-Lifters 10/30/2017 07:01 PM <DIR> Squad 10/30/2017 08:05 PM <DIR> StationPartsExpansion 11/17/2017 10:17 PM <DIR> StationScience 10/30/2017 08:05 PM <DIR> SurfaceLights 12/17/2017 02:28 PM <DIR> TarsierSpaceTech 10/30/2017 08:05 PM <DIR> TweakScale 11/01/2017 12:35 PM <DIR> UmbraSpaceIndustries 01/14/2018 07:42 AM <DIR> WorldStabilizer Edited January 17, 2018 by Jammer-TD Quote Link to comment Share on other sites More sharing options...
whale_2 Posted January 17, 2018 Author Share Posted January 17, 2018 25 minutes ago, Jammer-TD said: it seems that any detachable cargo within the cargo hold, when released and switched to, in the tracking station. now falls thru the cargo hold and in the video [see start 1:30 {rover rolls on surface}and skip too 8:15-8:30 ouchy] you see the cargo goes under the large craft on spawn. this craft was used without this problem previously, as it just had a little bouncing. the rover's do not leave the cargo hold when worldstabilizer mod is removed and I can unload all of them including the tank cart's. can this be looked at? Please post the log file. Anyway, such situations - one vessel inside another - are tricky. Meanwhile you can put names of vessels you don't want to be affected by the mod in the config file. Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted January 17, 2018 Share Posted January 17, 2018 (edited) 32 minutes ago, whale_2 said: Please post the log file. Anyway, such situations - one vessel inside another - are tricky. Meanwhile you can put names of vessels you don't want to be affected by the mod in the config file. oh sorry here it is http://www.teamdemonic.com/photo/KSP/1-18/ws/KSP.log I can work with that, but how would I name the sub vehicle prior to separation and switch, thanks oops that was the log from the no mod..ill fix that I do have the vid (if you want) of the rover being deployed and I do see the normal feline rover wheel's do embed in the cargo bay slightly and not so much the terrain. my cargo craft are large and usually suffer from the bounce. but I can work with and with out to get my stuff deployed and Jeb on his way. I do luv this mod for most usages so thanks for the help Jammer Edited January 17, 2018 by Jammer-TD spelling Quote Link to comment Share on other sites More sharing options...
whale_2 Posted January 17, 2018 Author Share Posted January 17, 2018 2 minutes ago, Jammer-TD said: oh sorry here it is http://www.teamdemonic.com/photo/KSP/1-18/ws/KSP.log I can't see WorldStabilizer messages here - only this: Deleted : WorldStabilizer/WorldStabilizer.cfg Are you sure the mod is installed? Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted January 17, 2018 Share Posted January 17, 2018 10 minutes ago, whale_2 said: I can't see WorldStabilizer messages here - only this: Deleted : WorldStabilizer/WorldStabilizer.cfg Are you sure the mod is installed? OK I removed that log and replaced it with the correct log using the worldstablizer mod. my apologies. I was trying, lots of things, to get info.. thanks again http://www.teamdemonic.com/photo/KSP/1-18/ws/KSP.log post 11:35am-est Quote Link to comment Share on other sites More sharing options...
whale_2 Posted January 18, 2018 Author Share Posted January 18, 2018 18 hours ago, Jammer-TD said: ... it seems that any detachable cargo within the cargo hold ... Where does that big round cargo compartment come from? Which mod? Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted January 18, 2018 Share Posted January 18, 2018 that is a SpaceY service bay..SYserviceBay7m the mod is SpaceY-Expanded Quote Link to comment Share on other sites More sharing options...
whale_2 Posted January 19, 2018 Author Share Posted January 19, 2018 On 1/18/2018 at 1:40 PM, Jammer-TD said: that is a SpaceY service bay..SYserviceBay7m the mod is SpaceY-Expanded Well, flat out check didn't replicate the issue. Everything was fine here. Can I ask you to help me? Can you strip that ship-rover combo to the bare minimum but keep the issue still reproducible and send me the save file after that? Quote Link to comment Share on other sites More sharing options...
Jammer-TD Posted January 20, 2018 Share Posted January 20, 2018 (edited) 8 hours ago, whale_2 said: Well, flat out check didn't replicate the issue. Everything was fine here. Can I ask you to help me? Can you strip that ship-rover combo to the bare minimum but keep the issue still reproducible and send me the save file after that? I do work, so I apologize for my delay in response. I landed the same craft that is in the video "Cargo Tank-Medcenter" without the top assy. and removed all but the one rover. it is all the same pieces. I then landed on Kerbin and I too don't have an issue, although the tires are still slightly sunk in the cargo bay on kerbin, the rover when switched to is fine...(I think this is because the 7.5 is being tweekscaled to 20) The problem only showed up when I was on Duna.. I had kerbin tested her before she flew.<so I retried again and on kerbin is still fine> I use only the stock Kerbal maps and I do have a video of the rover working properly on Duna when I removed the "ws" mod and reused the save game to test and it worked fine then. again I have no issue with adapting to my unique craft's.. lol, but I do enjoy working with you on this.. Edited January 20, 2018 by Jammer-TD Quote Link to comment Share on other sites More sharing options...
whale_2 Posted January 20, 2018 Author Share Posted January 20, 2018 2 minutes ago, Jammer-TD said: ... The problem only showed up when I was on Duna.. I had kerbin tested her before she flew.<so I retried again and on kerbin is still fine> ... Does it behave the same way in some other spot on Duna? There's a slight chance that you were on the border of two biomes, or more generally, two terrain colliders. Quote Link to comment Share on other sites More sharing options...
InterplanetJanet Posted January 20, 2018 Share Posted January 20, 2018 Yet another mod to add to the Absolutely Required list. Thank you whale_2! (and extra thanks for adding it to CKAN). Quote Link to comment Share on other sites More sharing options...
StrandedonEarth Posted January 27, 2018 Share Posted January 27, 2018 On 1/14/2018 at 4:52 PM, whale_2 said: stays moored after exiting timewarp Oh excellent, I was wanting to ask if this mod also works when exiting timewarp, but I think that answers it, thanks for this! I have a MinerRefinerTanker on Gilly that would bounce when loading from quicksave or switching to, but exploded when exiting timewarp. My workaround for the last fillup was to quicksave when full while still at high warp, then (after exiting warp and exploding into zillions of pieces) quickload and landing the inevitable bounce. This after discovering that apparently KAS harpoons are one use? At any rate, I lost the harpoons I used to survive the first fillup. Now I have this mod to try out on my next miner. It sound like it should be a great help, thanks! Quote Link to comment Share on other sites More sharing options...
whale_2 Posted January 28, 2018 Author Share Posted January 28, 2018 (edited) 17 hours ago, StrandedonEarth said: Oh excellent, I was wanting to ask if this mod also works when exiting timewarp, but I think that answers it, thanks for this! I have a MinerRefinerTanker on Gilly that would bounce when loading from quicksave or switching to, but exploded when exiting timewarp. My workaround for the last fillup was to quicksave when full while still at high warp, then (after exiting warp and exploding into zillions of pieces) quickload and landing the inevitable bounce. This after discovering that apparently KAS harpoons are one use? At any rate, I lost the harpoons I used to survive the first fillup. Now I have this mod to try out on my next miner. It sound like it should be a great help, thanks! Just checked with my own base on Gilly. No violence and explosions, but harpoons sometimes not getting reattached. I suggest you to increase checkLandedTimeout in config file, seems like 10 second is not enough for Gilly. I'll add something like g-force modifier in future releases. Edited January 28, 2018 by whale_2 Quote Link to comment Share on other sites More sharing options...
Geonovast Posted February 9, 2018 Share Posted February 9, 2018 I gotta stop reading Add-on releases at work. The next 5 hours are gonna drag. Can't wait to install. Awesome! Quote Link to comment Share on other sites More sharing options...
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