Esendis Posted November 28, 2017 Share Posted November 28, 2017 I picked a hell of a time to start a new game... I don't have any old saves so no old asteroids and the new ones can't stay in one shape with the asteroid fix. Any suggestions so i can get rolling again with an asteroid hangar? Quote Link to comment Share on other sites More sharing options...
allista Posted November 28, 2017 Author Share Posted November 28, 2017 35 minutes ago, Esendis said: I picked a hell of a time to start a new game... I don't have any old saves so no old asteroids and the new ones can't stay in one shape with the asteroid fix. Any suggestions so i can get rolling again with an asteroid hangar? Are you sure the fix is installed properly? Latest AT_Utils + MM + stock asteroids. Because I'm not seeing the shape shifting on my install. Anyway, we all have to wait until Squad makes new release; as I said earlier, this bug affects more than just asteroids. Quote Link to comment Share on other sites More sharing options...
Riurik Posted November 28, 2017 Share Posted November 28, 2017 Im having an issue with Kerbal Foundries tracks in KSP 1.3.1. They appear way bigger in the hangar than they are in game. I use a lot of mods so I clean reinstaled only the latest KF and the latest Hangar with Module Manager 2.8.1 and tried again with same results. The issue happens with all of the track kind "wheel". Spoiler Simply try to load a vessel with tracks inside a hangar and see it's huge model. Quote Link to comment Share on other sites More sharing options...
allista Posted November 29, 2017 Author Share Posted November 29, 2017 9 hours ago, Riurik said: Im having an issue with Kerbal Foundries tracks in KSP 1.3.1. They appear way bigger in the hangar than they are in game. I use a lot of mods so I clean reinstaled only the latest KF and the latest Hangar with Module Manager 2.8.1 and tried again with same results. The issue happens with all of the track kind "wheel". Hide contents Simply try to load a vessel with tracks inside a hangar and see it's huge model. Noted. I'll look at the KF models/parts, but my first guess is that they use some kind of model scale multiplier the the Hangar does not take into account. Quote Link to comment Share on other sites More sharing options...
Riurik Posted November 29, 2017 Share Posted November 29, 2017 I had the feeling I fit vessels with tracks in hangars before, so I just tried Hangar 3.3.2 and it work perfectly fine, the traks fits it real size inside the hangar. I hope that help you find the problem. Quote Link to comment Share on other sites More sharing options...
allista Posted November 29, 2017 Author Share Posted November 29, 2017 7 minutes ago, Riurik said: I had the feeling I fit vessels with tracks in hangars before, so I just tried Hangar 3.3.2 and it work perfectly fine, the traks fits it real size inside the hangar. I hope that help you find the problem. That pretty much narrows it down, thanks. Quote Link to comment Share on other sites More sharing options...
Esendis Posted November 30, 2017 Share Posted November 30, 2017 On 11/28/2017 at 10:21 PM, allista said: Are you sure the fix is installed properly? Latest AT_Utils + MM + stock asteroids. Because I'm not seeing the shape shifting on my install. Anyway, we all have to wait until Squad makes new release; as I said earlier, this bug affects more than just asteroids. Stock asteroids? Guessing that RoverDude's ART doesn't qualify as stock... Decisions decisions... Thanks for the quick reply Quote Link to comment Share on other sites More sharing options...
allista Posted November 30, 2017 Author Share Posted November 30, 2017 1 hour ago, Esendis said: Stock asteroids? Guessing that RoverDude's ART doesn't qualify as stock... Decisions decisions... Thanks for the quick reply No, they qualify alright, I mean mods like Custom Asteroids. Quote Link to comment Share on other sites More sharing options...
DualDesertEagle Posted December 5, 2017 Share Posted December 5, 2017 Sounds and looks like a fine addition to my game but since I can't upgrade from 1.0.2 I hae to ask "does the mod still support 1.0.2?" Quote Link to comment Share on other sites More sharing options...
0111narwhalz Posted December 5, 2017 Share Posted December 5, 2017 4 hours ago, DualDesertEagle said: Sounds and looks like a fine addition to my game but since I can't upgrade from 1.0.2 I hae to ask "does the mod still support 1.0.2?" 1.0.x? Almost certainly not. You'll have to dig deep in the GH release history, and many of the modern features will be missing or embryonic. Don't expect support. Quote Link to comment Share on other sites More sharing options...
Benjamin Kerman Posted December 5, 2017 Share Posted December 5, 2017 4 hours ago, DualDesertEagle said: Sounds and looks like a fine addition to my game but since I can't upgrade from 1.0.2 I hae to ask "does the mod still support 1.0.2?" If you ask in Technical Support, they might be able to help you upgrade to the latest version of KSP. Quote Link to comment Share on other sites More sharing options...
DualDesertEagle Posted December 5, 2017 Share Posted December 5, 2017 52 minutes ago, Benjamin Kerman said: If you ask in Technical Support, they might be able to help you upgrade to the latest version of KSP. Already did, no working solution found. Quote Link to comment Share on other sites More sharing options...
0111narwhalz Posted December 5, 2017 Share Posted December 5, 2017 2 hours ago, DualDesertEagle said: Already did, no working solution found. Have you lost access to your Steam or KSPStore account? In that case you should go to those support channels. Quote Link to comment Share on other sites More sharing options...
DualDesertEagle Posted December 5, 2017 Share Posted December 5, 2017 1 hour ago, 0111narwhalz said: Have you lost access to your Steam or KSPStore account? In that case you should go to those support channels. I have the standalone version. Someday my e-mail-address that I also used for the purchase simply stopped working for some reason. I've already settled with buying the game again when I finally have a proper PC again. Quote Link to comment Share on other sites More sharing options...
allista Posted December 6, 2017 Author Share Posted December 6, 2017 19 hours ago, DualDesertEagle said: Sounds and looks like a fine addition to my game but since I can't upgrade from 1.0.2 I hae to ask "does the mod still support 1.0.2?" See the changes page at SpaceDock. I don't remember how far the version history goes there. Or try GitHub, as @0111narwhalz suggests. As a last resort, I may have even older release archives on my hard drive, need to check this, though. Quote Link to comment Share on other sites More sharing options...
whale_2 Posted December 6, 2017 Share Posted December 6, 2017 Hey @allista, Foremost, thank you for the great mod, it really enriches the gameplay. Seems like this is recurring problem - vessel does not fit even if vehicle dimensions as reported by Hangar are smaller than the size of the hangar (as reported by Hangar). Also, there's an odd point in the wireframe which is significantly off of the percepted vessel shape. Another odd thing is that I've chosen the size of the hangar so that this vessel fit into it, but since then seems like I've upgraded the mod (or KSP, 1.3.0 -> 1.3.1). Any advice? Even maybe particular place in the code I should look into? I'm currently setting up all the dependencies to be able to build debug version. The vessel: Spoiler The hangar: Spoiler Quote Link to comment Share on other sites More sharing options...
allista Posted December 6, 2017 Author Share Posted December 6, 2017 23 minutes ago, whale_2 said: Hey @allista, Foremost, thank you for the great mod, it really enriches the gameplay. Seems like this is recurring problem - vessel does not fit even if vehicle dimensions as reported by Hangar are smaller than the size of the hangar (as reported by Hangar). Also, there's an odd point in the wireframe which is significantly off of the percepted vessel shape. Another odd thing is that I've chosen the size of the hangar so that this vessel fit into it, but since then seems like I've upgraded the mod (or KSP, 1.3.0 -> 1.3.1). Any advice? Even maybe particular place in the code I should look into? I'm currently setting up all the dependencies to be able to build debug version. This looks to be the same problem as with Kerbal Foundries tractors. Compared to v1.3.0 the Metric class in AT_Utils (which calculates the dimensions and convex hull of the vessel) started to include both MeshFilter and SkinnedMeshRenderer in calculation. So the bug is probably there. I see the vessel that you're trying to pack into hangar is all (or almost) stock. Could you share the .craft file so that I could test the code with it? Quote Link to comment Share on other sites More sharing options...
whale_2 Posted December 6, 2017 Share Posted December 6, 2017 (edited) 1 hour ago, allista said: This looks to be the same problem as with Kerbal Foundries tractors. Compared to v1.3.0 the Metric class in AT_Utils (which calculates the dimensions and convex hull of the vessel) started to include both MeshFilter and SkinnedMeshRenderer in calculation. So the bug is probably there. I see the vessel that you're trying to pack into hangar is all (or almost) stock. Could you share the .craft file so that I could test the code with it? It has some IR actuators and trusses, lights from B9 and SDHI. Here's the link: https://kerbalx.com/whale2/3d-printer or https://kerbalx.com/download/craft/36286 *EDIT (The second link does not open in case you're not logged in on KerbalX) Edited December 6, 2017 by whale_2 Fixed the link Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted December 19, 2017 Share Posted December 19, 2017 For what it's worth, I've got one of these too: https://www.dropbox.com/s/1yu0zil2a1u288e/screenshot98.png?dl=0 Made me laugh a bit when I realized it was including the deployed antenna (from DMagic Orbital Science) in the calculations. Needless to say, the vessel is NOT that big. I can give you the vessel itself to test if you want, but with all the mod parts I have, it's probably easier to download DOS yourself and use the "Undersized Signals Intelligence Satellite" on... pretty much anything. Quote Link to comment Share on other sites More sharing options...
FirroSeranel Posted December 22, 2017 Share Posted December 22, 2017 (edited) I'm having a strange issue with the stock short Mk 2 cargo bay. Everything works as intended, but when I launch a vessel from the hangar it completely refills the fuel on the mothership. I've used the fairing hangars so far in this save with no trouble. The only mod I can think might be interfering is KSP Interstellar Extended, as it adds a radiator functionality to the cargo bay doors, so it's modifying the same config as Hangar is. Any ideas? Edit: The inline hangar is now doing the same thing... Edited December 23, 2017 by FirroSeranel Quote Link to comment Share on other sites More sharing options...
InterplanetJanet Posted January 6, 2018 Share Posted January 6, 2018 So so SO glad you made this mod, Allista; my no-I-can't-do-things-the-smart-way gazillion-part multimission launches now run on our 'gaming' computer like a three-legged dog, rather than a no-legged dog having epileptic convulsions - a tremendous improvement! Now if you could just write a mod that would add some RAM to the computer... =) Quote Link to comment Share on other sites More sharing options...
mivanit Posted January 13, 2018 Share Posted January 13, 2018 Sorry if this has been answered before, but for the inline hangar, how does the scale of the hangar affect what docking ports can be used? I have a small ship with a bunch of scientific instruments that I want to be able to dock to the hangar itself, but the inline hangar is of size 1.6 or 1.7 so im not sure what docking port to use on the small ship Quote Link to comment Share on other sites More sharing options...
drhay53 Posted January 15, 2018 Share Posted January 15, 2018 (edited) Haven't played in a couple months, so I updated everything and fired KSP up. It looks like no matter what I put in the inline hangar fairing, when I try to jettison the payload, nothing comes out. I have used hangar forever, it's not a problem with the object not fitting; it's clearly there in the VAB. Is this a known issue? I saw some perhaps-relevant discussion a page back, but I'm using hangar 3.3.3 and I'm still having the issue. edit: it looks like the craft shows up on the map view, and can be switched to from there, it just doesn't seem to show up visually, and can't be cycled through with the usual square bracket keybinding right when it is jettisoned. Edited January 15, 2018 by drhay53 Quote Link to comment Share on other sites More sharing options...
qwertyza Posted February 4, 2018 Share Posted February 4, 2018 On 22.12.2017 at 8:14 AM, FirroSeranel said: I'm having a strange issue with the stock short Mk 2 cargo bay. Everything works as intended, but when I launch a vessel from the hangar it completely refills the fuel on the mothership. I've used the fairing hangars so far in this save with no trouble. The only mod I can think might be interfering is KSP Interstellar Extended, as it adds a radiator functionality to the cargo bay doors, so it's modifying the same config as Hangar is. Any ideas? Edit: The inline hangar is now doing the same thing... Try "Disable Crossfeed" option before activating hangar in flight, got the same issue Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 5, 2018 Share Posted February 5, 2018 hi again is there any news about asteroid shape issue? .. since that one I'm uncertain about playing along with KSP 1.3.1 because I don't know what it affects beside the astro's. distorted asteroids are a very sure security issue for stability haha regards Quote Link to comment Share on other sites More sharing options...
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