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nli2work

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Posts posted by nli2work

  1. LF/OX tank needs to be directly attached to the converter, or be connected with fuel lines. The converter will stop LF/OX conversion when LF/OX tank(s) directly connected to it is full, even if you have other empty tanks on the vessel. One way to simplify all this is use TAC fuel balancer and set it to Balance All... that way any outputs from the converter is automatically distributed over the entire vessel. stock fuel transfer in KSP is pretty tedious.

  2. as it is in your screencap the converter don't do anything except output monopropellant, it has no place to output the LF and OX. I tend to put a small Kethane tank on the bottom, a large converter above it, then a medium to large LF/OX tank on top. Monopropellant tank isn't as picky since it has all vessel flow, and can be placed anywhere. You generally will convert much faster than you can mine, unless you are using Kethane generators to power multiple large drills.


  3. I scaled it up in the config, hence the feet slipping.

    I'm looking at the crittercrawler source code, looks like it's overriding the steeringmode to ManualSteer on all the wheel modules. wouldn't it make sense to set the steeringmode to TankSteer like the huge rover wheels? That should allow it to turn in-place without having to move forward or backward no?

    And regarding the screencap of unity setup

    FrontLegTransform_Left/Right are special? they show the steering direction? LegTransform are oriented like the body? or to their local space, Y-up, Z-forward, X-out?

    LegBase_002 is root of the entire leg?

    Armature_002 is the container for Bone 4 and 5?

    What are Bone 4 and 5? are those just the IK rig setup in animation software? These are the visible mesh of the two leg joints?

    LegBoneTarget_ is at the tip of the leg, where it touches ground?

    The wheel colliders remains inside the body at all times? or are they moved to where the LegBoneTargets are while in Deployed state?
  4. Orbital Tug DEV v0.4

    https://kerbalstuff.com/mod/408/Space%20Tug

    Extract to KSP/GameData to install; requires updated Firespitter (fix for thrustReverse) by Snjo (included), and JSIPartUtilities Library by Mihara (included)

    • use included windowsTemplate.png for creating your own window textures and decals.
    • drop a PNG into OrbitalTug/Flags to use ingame.
    • delete from same folder to remove a custom texture/decal.
    • you will be able to use any PNG in any Flags or Agencies folder from within GameData as custom window color/decal and stripe texture.
    • Window Color texture is only visible from outside and will not affect IVA visibility. Window Decal will block visibility in IVA so beware of transparency when make your own textures.

    • 1.25m command pod (no IVA yet)
    • 1.25m stack grabber unit
    • 0.6m nuclear thermal engine on retractable arm.

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    Release Thread w/ download links

    Retro Future

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    Transparent Pods

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  5. hm... after testing a bunch of different set ups, the only way I've been able to get it to work is with the transform Y at 0. The X doesn't seem to matter, the game forces it to 0 once on the launchpad. The actual trigger box can be off center and flat. Kerbal spawns at 0,0, transform.z. Z position also must be negative, behind the CoM. really strange how it works.

    eB1Xb8j.jpg

  6. So working a command pod part... everything's working, except Airlock and ladder. I read the wiki entry couple of dozen times now and I've tried to place the hatch and ladder triggers like the copula pod. I'm using Unity Box collider for ladder up the middle, and airlock on either side. but wherever I place the Airlock pivots, inside or outside the physics collider, I get the hatch obstruction error. The closes I get to a working airlock is the Kerbal spawns at the COM of the pod, and gets ejected outside.

    The Pod requires compound colliders, but I made sure the airlock triggers are only intersecting top convex collider.

    U2YPKz6.jpg

    where should the airlock pivot be placed? how big should the airlock trigger be? It looks like the Kerbal is spawned where the trigger's pivot is, but that doesn't seem to work when the pivot is outside of the pod's collider.

  7. I am trying to understand what might be going on here. I think I may need you to upload your entire log somewhere and PM me the link.

    A search with the error message:

    AssemblyLoader: Exception loading 'SCANsatRPM':  System.Reflection.ReflectionTypeLoadException: The classes in the module  cannot be loaded.

    reveals some similar problems from last year with MechJebRPM, and Mihara of RPM fame telling a user to check to make sure only one RasterPropMonitor.dll is found anywhere inside GameData. While you're at it, please check to make sure that there is only one SCANsatRPM.dll found anywhere in GameData.

    I think I can infer that the reason that JSISCANsatRPM and MapMarkupLine are the only things mentioned is that they are the only classes exported by SCANsatRPM.dll.

    I suspect you must have two copies of one of these DLLs somewhere. A complete log (uploaded to some file sharing service) and/or a complete listing of the contents of your GameData directory would help.

    edit: looking at the documentation for GetTypes(...), it seems like the only time it throws an exception is when an assembly is unavailable at the time GetTypes(...) is called. This further points to either duplicate DLLs or misplaced DLLs.

    I'll search for duplicates. I tested an instance of just SCANsat and RPM and everything works. so it's conflicting with something else I have. This helps narrowing it down the search. Thanks!

  8. I got a rover built, weighed down by KAS anchors, another alternative for under water explorations... a lot of test launches to find the right amount of ballast. runs at a reasonable 10~20m/s under water; powered by 0.625 Interstellar reactor. lots of light, looks quite nice in IVA mode. Now Squad needs to place some easter eggs under the oceans.

  9. Yes.

    this is from the logs... maybe hlepful?

    [ERR 22:56:34.832] AssemblyLoader: Exception loading 'SCANsatRPM': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

    at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)

    at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0

    at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0

    Additional information about this exception:

    System.TypeLoadException: Could not load type 'SCANsatRPM.JSISCANsatRPM' from assembly 'SCANsatRPM, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

    System.TypeLoadException: Could not load type 'MapMarkupLine' from assembly 'SCANsatRPM, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

    a conflict with Kethane mod?

    [WRN 22:57:34.421] [Kethane] Error inspecting assembly 'SCANsatRPM':

    System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

    at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)

    at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0

    at Kethane.MapOverlay.findToolbar () [0x00000] in <filename unknown>:0

    Edit: removed Kethane to test, still the same as before

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