peteletroll Posted May 15, 2019 Author Share Posted May 15, 2019 (edited) New release! This fixes a NodeRotate related bug. Please upgrade! Edited May 15, 2019 by peteletroll Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 4, 2019 Author Share Posted June 4, 2019 I got a bug report about current DockRotate version incompatibility with KJR Continued. I tried a fix, could anybody please help by testing this new dll with KJR Continued? https://www.dropbox.com/s/c0f3rbg58td8lh9/DockRotate.dll?dl=0 Thanks in advance! Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted June 13, 2019 Share Posted June 13, 2019 (edited) With all of these brand-new BG expansion robot parts, my mind immediately drifted back to DockRotate--not the least of which because of the awesome sounds you incorporated. It's one of the first mods I've re-added to my new career setup. As with Chatterer, wheel sounds, etc. Much of KSP's atmosphere is wildly improved with some audio cues. Any notion of what it would take to plug some sounds into the new parts? I've not looked into their files much yet. Edited June 13, 2019 by Beetlecat Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 13, 2019 Author Share Posted June 13, 2019 8 hours ago, Beetlecat said: Any notion of what it would take to plug some sounds into the new parts? There's a soundClip entry in the ModuleDockRotate and ModuleNodeRotate cfg. It doesn't appear in the cfg files in the distribution, but you can see it in the savefiles. By the way, the DockRotate sound is stolen from Infernal Robotics Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted June 13, 2019 Share Posted June 13, 2019 3 hours ago, peteletroll said: There's a soundClip entry in the ModuleDockRotate and ModuleNodeRotate cfg. It doesn't appear in the cfg files in the distribution, but you can see it in the savefiles. By the way, the DockRotate sound is stolen from Infernal Robotics Heh. You can see how much of an IR user I was... That definitely seems the like the better tree to bark up. TY! Quote Link to comment Share on other sites More sharing options...
Miracle Magician Posted June 18, 2019 Share Posted June 18, 2019 I think, whether this mod will gain further compability with KJRnext because of the new robotic part state API in 1.7.2?(https://forum.kerbalspaceprogram.com/index.php?/topic/184025-wip-kerbal-joint-reinforcement-next/ seems to be mentioned in the "Info For Developers" section) As far as I've seen currently this mod just excludes all the docking ports from KJRn (Welp... Actually I can't confirm this), making crafts more wobbly. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 18, 2019 Author Share Posted June 18, 2019 1 hour ago, Miracle Magician said: I think, whether this mod will gain further compability with KJRnext because of the new robotic part state API in 1.7.2? @Rudolf Meier and I have been working on this for a while. Most of the work is done, I just need some time to properly test it before release. 1 hour ago, Miracle Magician said: As far as I've seen currently this mod just excludes all the docking ports from KJRn You're probably referring to KJR Continued here. Quote Link to comment Share on other sites More sharing options...
Miracle Magician Posted June 18, 2019 Share Posted June 18, 2019 (edited) Hmmm... Maybe I'm using an outdated version of KJRn Edit: OK, I have big stupid... I added ModuleDockRotate to KJRn's exclude file, not knowing it is just meant to fix incompatibility with KJRc Edited June 18, 2019 by Miracle Magician Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted June 18, 2019 Share Posted June 18, 2019 Hi! Any chance of finishing restricted mode? (no rotation controls for snapped docking ports, only auto correction)? Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 18, 2019 Author Share Posted June 18, 2019 3 minutes ago, Psycho_zs said: Any chance of finishing restricted mode? I experimented a little with this, I just have to remember to finish it... Quote Link to comment Share on other sites More sharing options...
spritefun Posted June 18, 2019 Share Posted June 18, 2019 Thanks for the update, @peteletroll!!!!! Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 19, 2019 Author Share Posted June 19, 2019 KJR Next integration successfully tested. Expect release soon™. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 19, 2019 Author Share Posted June 19, 2019 (edited) New release! Full KJR compatibility, both Continued and Next. Added some explicit cfg parameters for sound control, see the included cfg files. Many thanks to @Rudolf Meier for his help! @Psycho_zs, I'm working on restricted control and autoalign at docking. Edited June 19, 2019 by peteletroll Quote Link to comment Share on other sites More sharing options...
peteletroll Posted July 10, 2019 Author Share Posted July 10, 2019 @Psycho_zs, I have a test version of autoalignment with disabled controls. Do you want to test an experimental release? Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted July 10, 2019 Share Posted July 10, 2019 Cool! It's in current master I presume? I will try it within a day. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted July 10, 2019 Author Share Posted July 10, 2019 (edited) 2 minutes ago, Psycho_zs said: It's in current master I presume? Yes, I can send you a recompiled version if you need. There's the new module parameters autoSnap and hideCommands. Edited July 10, 2019 by peteletroll Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted July 10, 2019 Share Posted July 10, 2019 1 minute ago, peteletroll said: Yes, I can send you a recompiled version if you need. Maybe a pre-release? Github allows tagging as such. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted July 10, 2019 Author Share Posted July 10, 2019 1 hour ago, Psycho_zs said: Maybe a pre-release? AFK now, I'll make a prerelease in a couple of hours. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted July 10, 2019 Author Share Posted July 10, 2019 @Psycho_zs, I published a pre-release here. If you use the debug dll you will have access to autoSnap and hideCommands from the PAW for easy testing. Let me know if it works for you, and if you need changes. Have fun! Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted July 10, 2019 Share Posted July 10, 2019 Some controls are still visible in PAW. Ports have: captureMinRollDot:NEEDS[DockRotate] = 0.99904822 snapRotation = true DockRotate.cfg has: autoSnap = true hideCommands = true What does autoSnap do exactly? In one attempt with autoSnap=true in config I've got 179 degrees, but in other attempts with debug version and both switching autoSnap back and forth, I always had round numbers. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted July 11, 2019 Author Share Posted July 11, 2019 @Psycho_zs, what's the snapOffset value? Currently hideCommands disables the rotation commands: rotate CW, CCW and snap. Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted July 11, 2019 Share Posted July 11, 2019 6 hours ago, peteletroll said: what's the snapOffset value? 30, same as in realism config. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted July 11, 2019 Author Share Posted July 11, 2019 And which controls you want to keep? None at all, not even rotation enabled/disabled? Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted July 11, 2019 Share Posted July 11, 2019 Yes, full realism. Snapped ports autocorrect to the nearest snapOffset to simulate docking latches. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted July 15, 2019 Author Share Posted July 15, 2019 @Psycho_zs, I prepared a new prerelease here. This still have PAW entries visible, but I'd like to know if the rotation activation and angle works as expected. If it doesn't, please send logs! Quote Link to comment Share on other sites More sharing options...
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.