peteletroll

[1.7.*, 1.6.*, 1.5.*, 1.4.*] DockRotate - lightweight robotics - rotational control on docking ports (plus NodeRotate, make any part rotate)

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9 hours ago, Stelith61 said:

Would it be possible to allow the ports to freely rotate as hinges?

I've been curious about this option as well, but I been thinking about using a docking port as a 5th wheel trailer hitch.

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Posted (edited)
10 hours ago, Stelith61 said:

Would it be possible to allow the ports to freely rotate as hinges?

Not soon™. Motor rotation and free rotation are very different things from a ConfigurableJoint point of view. 

Edited by peteletroll
... sorry...

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Posted (edited)

@peteletroll

 

Could you add an indicator / marker showing the orientation of the docking port while its selected? Example: Its home position vs its current position. This would help properly align objects both in the VAB and orbit.

 

Thank you in advance! 

 

Redacted

Edited by Redacted

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Posted (edited)
1 hour ago, Redacted said:

Could you add an indicator / marker showing the orientation of the docking port while its selected?

The angle between docking ports should visible in the right click menu when the rotation is enabled.

Make sure you have the latest release of DockRotate.

Edited by peteletroll

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Tried the latest release only to have a blackscreen after all mods / patches have loaded.

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7 hours ago, Redacted said:

Tried the latest release only to have a blackscreen after all mods / patches have loaded.

That's weird... Can you share your KSP.log?

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Didnt have a log as my screen was black. Had to kill KSP and then verify the base files. When i tried a second time same result. Dropping the mod, everything loaded up fine.

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3 hours ago, Redacted said:

Didnt have a log as my screen was black. Had to kill KSP and then verify the base files. When i tried a second time same result. Dropping the mod, everything loaded up fine.

There should always be a log unless your system isn't starting KSP.  Check in your game folder for KSP.log.  Also you can read this post to find the output_txt.log file based on your operating system.

If you can, follow these instructions when you report a problem.  The info in the files can make it much easier for mod authors and others to help you.

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Posted (edited)

Edit: here are the installed mods minus yours...

KSP: 1.6.1 (Win64) - Unity: 2017.1.3p1 - OS: Windows 10  (10.0.0) 64bit
ClickThroughBlocker - 0.1.7.1
Filter Extensions - 3.2.2.15
B9 Part Switch - 2.6
Better Science Labs Continued - 0.1.10.2
BetterSRBs - 1.0.5
Chatterer - 0.9.96.2332
Community Category Kit - 4.1
Community Resource Pack - 1.1
CommunityTechTree - 3.3.6
CryoEngines - 0.6.5
CryoTanks - 1.1.1
Community Terrain Texture Pack - 1.0.4
DeployableEngines - 1.0
DistantObjectEnhancement - 1.9.1
DMagic Orbital Science - 1.4.2
DynamicBatteryStorage - 1.4
Easy Vessel Switch - 1.10.6933.41006
Environmental Visual Enhancements - 1.4.2.2
HeatControl - 0.4.10
HideEmptyTechTreeNodes - 1.1
RasterPropMonitor - 0.30.6
KerbalAtomics - 0.5.5
Kerbal Engineer Redux - 1.1.5.7
Kerbal Inventory System - 1.18.6971.42939
<b><color=#CA7B3C>Kopernicus</color></b> - 1.6.1.2
KSP-AVC Plugin - 1.2.0.7
MarkIVSystem - 3.0.4
ModularFlightIntegrator - 1.2.6
NearFutureAeronautics - 1.0.4
NearFutureConstruction - 1.0.6
NearFutureElectrical - 0.10.6
NearFutureLaunchVehicles - 1.1.10
NearFutureProps - 0.5
NearFuturePropulsion - 1.0.7
NearFutureSolar - 0.8.15
NearFutureSpacecraft - 1.0.3
Precise Node - 1.2.10
RealChute - 1.4.7.3
SCANsat - 1.1.8.10
Science Relay - 1.0.5.1
Spacetux - 0.3.12.4
StationPartsExpansionRedux - 1.1
Stock Visual Enhancements - 1.3.0.4
Stock Visual Terrain - 2.1.4.1
TextureReplacer - 3.7
Tracking Station Evolved - 1.0.4.1
USI Alcubierre Drive - 1.1
Universal Storage 2 - 1.5.1.9
Kerbal Actuators - 1.7.1
[x] Science! - 5.20

Will DL and try the mod again shortly.

-Redacted

Edited by Redacted

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Tried the mod again and was able to load in. Yet the mod doesn't appear to be working correctly.

47331081621_51182e78a3_b.jpg

Tried to upload the log and the txt file is HUGE. Would have to Paistebin it if you still want it.

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OK, have a chance and was able to verify that it works while in the VAB.

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Hi @peteletroll , I've got some trouble with dock rotate on 1.6.1, when I rotate my docked ports, just after the rotation, they reset to the position they were first.. Both ports have rotation enabled

I've got KJR (recompile), and restock mod (changes stock texture, so docking ports textures are changed, but not how they behave/work)

Any idea?

Thanks :)

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On 3/8/2019 at 3:24 AM, peteletroll said:

Not soon™. Motor rotation and free rotation are very different things from a ConfigurableJoint point of view. 

Ah, bugger. Thanks for your excellent work on this mod though, it's still really handy! (Even if I can't build a plane-catching-trebuchet.)

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12 minutes ago, kurgut said:

when I rotate my docked ports, just after the rotation, they reset to the position they were first..

Is DockRotate (and NodeRotate) mentioned in your KJR config.xml? @linuxgurugamer's KJR fork should be OK, you can try copying config.xml from there.

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Posted (edited)
11 minutes ago, peteletroll said:

Is DockRotate (and NodeRotate) mentioned in your KJR config.xml? @linuxgurugamer's KJR fork should be OK, you can try copying config.xml from there.

Seems no,

Here it is in case

Spoiler

INRzm6s.png

Gonna grab it then, thanks :)

I can't find his fork on github, do you have any kind of link to it?

@peteletroll

Edited by kurgut

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Help! I can preview the rotation in the hangar, but nothing happens in flight. I am not using KJR or Tweakable Everything, so I'm very confused. The angle gauge on the right-click menu displays very small (fractions of a degree) changes in rotation, but nothing visible. No rotation sounds either. Has this been addressed before?

Thanks in advance!

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