leatherneck6017 Posted February 14, 2020 Share Posted February 14, 2020 Just now, peteletroll said: It works on 1.9.0. Haven't used this since 1.7.x, going to install it for a new 1.9 career. Do we still have to edit the KJR config file? Quote Link to comment Share on other sites More sharing options...
peteletroll Posted February 14, 2020 Author Share Posted February 14, 2020 40 minutes ago, leatherneck6017 said: Do we still have to edit the KJR config file? Not if you use KJR Next. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted February 15, 2020 Author Share Posted February 15, 2020 New release! Recompiled for 1.9.0, just in case. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted March 7, 2020 Author Share Posted March 7, 2020 New release! Recompiled for 1.9.1, just in case. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted March 20, 2020 Author Share Posted March 20, 2020 New release! Taken care of some performance details. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted March 27, 2020 Author Share Posted March 27, 2020 Experimenting with PAW groups: less clutter when not needed. Opinions? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 27, 2020 Share Posted March 27, 2020 Personally I like it. Is there a mass limit for NodeRotate? I am researching ways to set up a launchpad such that you back the rocket onto the strongback and then rotate the strongback. I can get it to work with BG robotics but I'm also looking at NodeRotate as an alternative. Context: This vehicle's dry mass is 50 metric tons. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted March 27, 2020 Author Share Posted March 27, 2020 56 minutes ago, Angel-125 said: Is there a mass limit for NodeRotate? DockRotate and NodeRotate don't change joint strength: if your strongback doesn't break without NodeRotate, it won't break with NodeRotate. Some autostruts are removed during motion though, so the structure may be weaker while moving. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 27, 2020 Share Posted March 27, 2020 52 minutes ago, peteletroll said: DockRotate and NodeRotate don't change joint strength: if your strongback doesn't break without NodeRotate, it won't break with NodeRotate. Some autostruts are removed during motion though, so the structure may be weaker while moving. Awesome! That means that I can make two versions of the launchpad, one suited for BG robotics and one suited for NodeRotate. Thanks again Quote Link to comment Share on other sites More sharing options...
peteletroll Posted March 29, 2020 Author Share Posted March 29, 2020 New release! PAW rotation controls are now in a group, see image in a previous comment. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted March 29, 2020 Share Posted March 29, 2020 21 minutes ago, peteletroll said: New release! Whoops!... Looks like the release package .zip didnt make it to the releases page... Only the two Source .zips are there. vOv Quote Link to comment Share on other sites More sharing options...
peteletroll Posted March 29, 2020 Author Share Posted March 29, 2020 44 minutes ago, Stone Blue said: Looks like the release package .zip didnt make it to the releases page ... fixed! Quote Link to comment Share on other sites More sharing options...
peteletroll Posted April 25, 2020 Author Share Posted April 25, 2020 New release! Small fixes. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 23, 2020 Author Share Posted June 23, 2020 After being hit by the undock bug (undocking ports doesn't work, and may cause null reference exceptions), I'm including some sanity checks. DockRotate can highlight the "troublesome" docking port configurations in red, based on my experience while recovering my precious savefile. It helped me a lot. This could be in next release. Anybody interested? Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 25, 2020 Author Share Posted June 25, 2020 (edited) Looks like a missing valorization of ModuleDockingNode.otherNode causes bugs with multiple docking crafts. Filling it with ModuleDockingNode.FindOtherNode() appears to fix them. Some more testing, and I'll include the fix in the next release. Edited June 25, 2020 by peteletroll Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 25, 2020 Share Posted June 25, 2020 On 6/23/2020 at 6:24 AM, peteletroll said: After being hit by the undock bug (undocking ports doesn't work, and may cause null reference exceptions), I'm including some sanity checks. DockRotate can highlight the "troublesome" docking port configurations in red, based on my experience while recovering my precious savefile. It helped me a lot. This could be in next release. Anybody interested? Yes, please 32 minutes ago, peteletroll said: Some more testing, and I'll include the fix in the next release Do you have an ETA? Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 25, 2020 Author Share Posted June 25, 2020 2 hours ago, linuxgurugamer said: Do you have an ETA? Here's a dll especially for you: https://drive.google.com/file/d/1iwryKSolAZsfNkjlsHBIuUI8Jpiqf15i/view?usp=sharing It doesn't try to fix the issues it finds (yet), but highlights problematic ports in red and shows useful info in the log. Try typing "/dr check" in the debug console for extra data. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 25, 2020 Share Posted June 25, 2020 14 minutes ago, peteletroll said: Here's a dll especially for you: https://drive.google.com/file/d/1iwryKSolAZsfNkjlsHBIuUI8Jpiqf15i/view?usp=sharing It doesn't try to fix the issues it finds (yet), but highlights problematic ports in red and shows useful info in the log. Try typing "/dr check" in the debug console for extra data. Lol, I won't be able to do anything until Sunday at the earliest, but thanks. Was only trying to get an idea of when you would release, didn't mean to have it seem like any pressure Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 25, 2020 Author Share Posted June 25, 2020 Of course, being watched by the mighty @linuxgurugamer is no pressure at all. Seriously, thank you for all your mod work. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 26, 2020 Author Share Posted June 26, 2020 New release! This will help you find docking ports that can't undock, so fixing the quicksave will be easier. It also fixes a multiple docking related KSP bug. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 28, 2020 Share Posted June 28, 2020 @peteletroll I am seeing this message every time I load a couple different craft DockRotate found problems with some docking ports *** Check the Log ***. The messages in the log are meaningless to me without more explanation even if the explanation is just on your github wiki. I think throwing scary messages at the general player is just going to freak them out and generate more support questions than it's worth. Personally I've had docking port problems twice in thousands of hours. I do not have any issues currently, so the message is a nuisance. The situation that I think is triggering it in my case is using a docking port as a one time decoupler. I do this frequently and two of the craft throwing this error are using docking ports in this manner. Instead of running this check every time a scene loads I think a better implementation would be to run it on demand as a PAW Menu option: "Port Debug Inspection". Also the red highlighting times out too quickly. My craft that get flagged are very big making it hard to figure out what is being flagged before it times out. The highlighter should be an on/off toggle or much longer timeout. It is short enough I haven't been able to get a handle on all the problem ports or even a decent screencap on the station below, but the ones I've seen have all been ones with parts attached. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted June 28, 2020 Share Posted June 28, 2020 Checking for buggy docking ports may be useful, but I think it'd make more sense as a separate mod that can be installed independently of DockRotate. Having it here seems like scope creep. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 28, 2020 Author Share Posted June 28, 2020 Thanks @Tonka Crash, your observation about docking ports used as decouplers is very useful. @Wyzard, separating the functions makes definitely sense, but it would be harder for me to maintain. I'm working on a more configurable check. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted June 29, 2020 Author Share Posted June 29, 2020 (edited) New release! This fixes @Tonka Crash's bug. Edited June 29, 2020 by peteletroll Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 29, 2020 Share Posted June 29, 2020 5 hours ago, peteletroll said: New release! This fixes @Tonka Crash's bug. Had a problem last night (logs are lost). A modded career, I had a docking port on the front of the Mk1-3, and another docking port inside a KIS container. Not sure where the error was coming from, I'll try to save the logs next time (was in the middle of a stream). Quote Link to comment Share on other sites More sharing options...
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