peteletroll Posted March 28, 2019 Author Share Posted March 28, 2019 @cjones, your log shows some NRE. Here's a link to a new DockRotate.dll: https://drive.google.com/open?id=1QEH-c98fAUcCww1XPeK_sY5MF9fC8Rpx I can't test it until I get back home. Can you let me know if it works better for you? Thanks for your help! Thanks @Redacted! I'll keep you posted. Quote Link to comment Share on other sites More sharing options...
Redacted Posted March 28, 2019 Share Posted March 28, 2019 (edited) Captured the error after i re-joined the Harvester to the station. You don't see this in the video but I'm pressing the action groups for the engines to get them to rotate and nothing is happening. However you can clearly see that the CC and CCW buttons are not shown. LOG https://drive.google.com/file/d/1c7IojrAZbDvHI-u1tajgCv-hzCYZv0qh/view?usp=sharing Video Edited March 28, 2019 by Redacted Quote Link to comment Share on other sites More sharing options...
peteletroll Posted March 28, 2019 Author Share Posted March 28, 2019 @Redacted, I can't access your log... Quote Link to comment Share on other sites More sharing options...
Redacted Posted March 28, 2019 Share Posted March 28, 2019 Ok, i reset the file privileges. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted March 28, 2019 Author Share Posted March 28, 2019 @Redacted, I see the same NRE @cjones has. Could you try using the dll I posted right before your video? Quote Link to comment Share on other sites More sharing options...
Redacted Posted March 28, 2019 Share Posted March 28, 2019 Check the video as you can see that verbos mode is active. Far as i know of i never removed the debug.ddl in the hopes that I’d catch a failure. Can recheck tomorrow... Btw, it looks to me that this takes place when two craft merge. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 28, 2019 Share Posted March 28, 2019 (edited) @peteletroll I am thinking of making a custom part that would use NodeRotate. It would work like a hinge joint. What axis is the part rotated on so I can properly setup my attachment node? BTW, I use your mod in my 1.3.1 game and it works great. Edited March 28, 2019 by Angel-125 Quote Link to comment Share on other sites More sharing options...
peteletroll Posted March 28, 2019 Author Share Posted March 28, 2019 (edited) @Angel-125, the rotation axis is the node axis. I can help with that. Edited March 28, 2019 by peteletroll Quote Link to comment Share on other sites More sharing options...
cjones Posted March 28, 2019 Share Posted March 28, 2019 12 hours ago, peteletroll said: @cjones, your log shows some NRE. Here's a link to a new DockRotate.dll: https://drive.google.com/open?id=1QEH-c98fAUcCww1XPeK_sY5MF9fC8Rpx I can't test it until I get back home. Can you let me know if it works better for you? Thanks for your help! Thanks @Redacted! I'll keep you posted. @peteletroll, that did the trick! Everything is back to normal on the ships I know had the problem before. I'll let you know if I see any others. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted March 29, 2019 Author Share Posted March 29, 2019 New release! This fixes a bug @Redacted and @cjones found and helped me fix. Please update! Quote Link to comment Share on other sites More sharing options...
peteletroll Posted March 29, 2019 Author Share Posted March 29, 2019 New release! This fixes a little UI bug I introduced a couple versions ago: the "Stop Rotation" PAW entry now doesn't move the "Rotate Clockwise" and "Rotate Counterclockwise" buttons when it appears, for easier multi-click rotation. Quote Link to comment Share on other sites More sharing options...
Redacted Posted March 29, 2019 Share Posted March 29, 2019 Awesome m8! Will DL and try this on the save that has the stuck ports. Kevin Quote Link to comment Share on other sites More sharing options...
Redacted Posted March 30, 2019 Share Posted March 30, 2019 So far It works... (does a little dance!) Quote Link to comment Share on other sites More sharing options...
peteletroll Posted April 3, 2019 Author Share Posted April 3, 2019 On 3/28/2019 at 9:45 PM, Angel-125 said: I am thinking of making a custom part that would use NodeRotate. It would work like a hinge joint. Any news, @Angel-125? I'm curious... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 3, 2019 Share Posted April 3, 2019 6 hours ago, peteletroll said: Any news, @Angel-125? I'm curious... Well, things are still in planning. What I want to do is make a rotating service tower. Back a rocket onto the structure, dock with it. Then rotate the tower vertical. Think Falcon 9. I haven’t had a chance to flesh that out yet though. It would be for an X-33 type mod, but the concept could also apply to traditional rockets too. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted April 3, 2019 Share Posted April 3, 2019 (edited) X-33 Strongbacc? I can see the OPT crowd jumping on this... https://twitter.com/elonmusk/status/949075475036487680/video/1 Edited April 3, 2019 by Stone Blue Quote Link to comment Share on other sites More sharing options...
peteletroll Posted April 7, 2019 Author Share Posted April 7, 2019 (edited) @Devoblue, I'm trying to add kOS readable fields. Wanna test a dll? Edited April 7, 2019 by peteletroll spelling Quote Link to comment Share on other sites More sharing options...
peteletroll Posted April 11, 2019 Author Share Posted April 11, 2019 Made a quick test, it seems to be working on 1.7.0. Quote Link to comment Share on other sites More sharing options...
Devoblue Posted April 11, 2019 Share Posted April 11, 2019 On 4/8/2019 at 3:07 AM, peteletroll said: @Devoblue, I'm trying to add kOS readable fields. Wanna test a dll? Can do. Where do I get it? Quote Link to comment Share on other sites More sharing options...
peteletroll Posted April 11, 2019 Author Share Posted April 11, 2019 1 hour ago, Devoblue said: Can do. Where do I get it? Here: https://drive.google.com/file/d/1PvU91wQ5B2Ukjo1uCQcvPw3UVEZgvgII/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Atlas Gaming Posted April 13, 2019 Share Posted April 13, 2019 Best Mod EVER! so many otherwise non-buildable things! Works with 1.7 in my testing. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted April 14, 2019 Author Share Posted April 14, 2019 New release! Recompiled for 1.7.0, just in case... Quote Link to comment Share on other sites More sharing options...
peteletroll Posted April 19, 2019 Author Share Posted April 19, 2019 New release! Better kOS integration: anglePosition, angleVelocity and angleIsMoving available to kOS scripts. @Devoblue, does it work for you? Quote Link to comment Share on other sites More sharing options...
Atlas Gaming Posted April 22, 2019 Share Posted April 22, 2019 Sweet! Looking forward to kOS control once they release the patch that makes kOS not work with wind tunnel. Meanwhile... can I suggest a smaller size version (-1) of the motors. For some operations they seem too big vs. real world. Here is an example of unfolding solar arms in orbit. It works fine, but motors are a bit too large - even the smallest ones. Speed is minimal to keep it from shaking. BTW I just got Infernal robotics 3.x to work on 1.7, and while they have more parts, this is a MUCH better motor mod that handles time warp and acceleration. Quote Link to comment Share on other sites More sharing options...
peteletroll Posted April 22, 2019 Author Share Posted April 22, 2019 (edited) Thanks @Atlas Gaming, much appreciated! About motor size: I've heard DockRotate works fine with PicoPorts. Making new motors is very easy if you're good at graphics. @Psycho_zs contributed the parts included in the distribution, but really any part can be converted to a motor: I'll be happy to help with that, but we need a part designer first... Edited April 22, 2019 by peteletroll Quote Link to comment Share on other sites More sharing options...
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