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Haifi

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Everything posted by Haifi

  1. Hi allista No drifting so far, but Im not sure how conclusive this is. In the last version, the hatches did not start to drift right off the bat. I had a feeling that using more claws ( also stock ones on the same asteroid) did accelerate the drifting... Save Idle and load cycles will also matter. As of now, everything looks stable. Edit: I loaded a save with a drift into the test game and it seems I cannot "unclaw" the Hatch for repositioning it will do the animations for "try fix" and "try arm" but no actual undocking option shows up. Regards Haifi
  2. @allista I'll set up a test install tomorrow and get back to you after some testing. The grapple will work as the standard one does?
  3. What also could be a possibility for the hatch; something like your ground construction mod does. Surface connect some package on the asteroid with KIS and build the hatch "in situ".
  4. Ok, thats understandable. But that's exactly the point, because of the partdrift I lost a hatch. And therefore all the space the drill had dug out. I guess stored vessels and tanks would also be lost if a hatch got destroyed?
  5. Ok, maybe I did get it wrong. But I thought it had a humorous touch very often. If it's that bad to use it I'll change it to something with more understandable meaning.
  6. Umm, Im not a native speaker, but its an interjection, and meaning wise its something like Oh!
  7. Hi allista With some config file modifications I was finally able to get the hatch surface attached directly to an asteroid. I then modified the hatch to fixed in a savefile, and... Bugger it! It works The drill works, and the hatch gets storage space as the drill digs out ore. Which leads to my next question, why do the hatches have seperate space calculations? It would be far better to have them adding up the available space, so you could dig at one hatch and use the space on another for hangar or tank purposes... Regards Haifi
  8. Had KF updated yesterday, just to be sure I just downloaded and installed the KSPWheel plugin again. With motor lock and track steering lock ticked, the tracks have still force applied on turning. Btw. nice work on the DustFX really nice to have it back.
  9. Hi Shadowmage Sorry, I already posted this on KF. The track steering lock seems not to be working. There's still force applied to the tracks when turning, with motor- and track steering lock active.
  10. @Shadowmage I need a second pair of tracks on a trailer that do nothing but roll along. Normally motor lock and tank steering lock should do the trick if I got it right? Motor lock is working but tank steering lock on the tracks does not seem to work. I get a torque reading on the tracks when I'm steering and the trailer swivels around wildly.
  11. Hi RealGecko Could you please add Support for Its way better than the stock wheel module. I'd love to use your mod, but as of Unity5 the stock wheels have become even more useless imho. Maybe you could have a look at it. Best Regards Haifi
  12. Thank you for your hard work! Not only for doing miracles with KSPWheel but also for keeping KF alive.
  13. Sorry, I'm not trying to be pushy! Just trying to come up with Ideas that might help in finding a working solution, without the need of reinventing the wheel.
  14. @allista I've had a look at your source, especially the SingleUseGrappleNode. Im not very good at coding, but eventually would it be possible to do something like a node switch on fixing the hatch? To remove the grapple node completely and use a regular node / joint instead?
  15. Hey there So, today I tested to mount the asteroid hatch without the claw... I simply added a forward node to it and used a radial attachment point and 2 konstruction ports to weld it to the asteroid, its now firmly in place. But your code seems to query specifically for the claw attachment, or it gets confused because the hatch is not directly connected to the asteroid, but to the radial attachment point. The fix hatch permanently option will not work, it tells me that there is nothing to fix to. Maybe a slim, light frame hatch that can be handled by 2 Kerbals on EVA would be the best option, surface attachable like the radial attachment point. Best regards Haifi
  16. Hmm, you actually don't need it as dependency, I was thinking of it more like an alternate part, my method should work with the hatch as it is now... I just don't know if the grapple module would conflict the attachment. And if I connect without using the grapple, if the rest of your modules will work? I'll do some testing tomorrow and report my experiences.
  17. I use the stock BZ-52 Radial Attachment Point and mount, once fixed to the asteroid, a docking port to it. Quite bland solution, but works sufficiently well. Lately im using USI Konstruction ports, by compressing these i can so to say weld anything directly to the attachment point.
  18. Ehh... Sorry, its Me again. I've got another problem. I'm not sure but this could also be a problem of the claw nature of the asteroid hatches (so stock bug maybe?). The Hatch is still connected to the asteroid. As you can see, the hatches move away from their initial positions. Time warp could be the culprit here, although i never timewarped while viewing the asteroid. The shifting is getting worse over time, when i look at the asteroid in several savestates, the gaps and distortions become more and more pronounced... The hatches sat flush once. I guess the claw was never intended for long term -fixed- connections... Edit: Just had an idea, maybe we could get a KIS attachable hatch (so no claw involved), because all other station parts I mounted to the asteroid using KIS don't drift.
  19. Thx for the hotfix, everything seems to be working like a charm now
  20. I Have no idea mate, I'm not using ART tho. Because allista stated on the first page: I'm not sure but I thought this to be valid still.
  21. Hey allista I have an issue with my asteroid mining base, which uses the equipment you provide. Im using Version 3.2.1 of Hangars, a heap of other mods, including USI, KSPIE... As it seems it has something to do with AT_Utils Any Ideas as to why it behaves this way? Thx in advance Haifi
  22. See the x shape on the wheels and the doubled track textures. And the Tiny wheels sink into the ground up to the nave, they turn, but the crafts wont budge.
  23. Hey lo-fi. That sadly did not help. I removed all Foundries files, double checked and cloned back from Github. Still mirrored textures on Meccanumwheel and TTTrack, and Tinywheel is sinking into the ground. Mabe a conflicting mod? As mentioned im running close to 60 mods. What I dont get is why the small tracks, rbi tiny tracks or the medium wheels work without a flaw. Cheers
  24. Hey lo-fi On 1.8 and git versions some tracks / wheels stopped working and some are throwing errors for me. As far as ive checked its Da Tony wheel, and the meccanum wheel that are not working, the wheels are turning but there is no momentum. The meccanum wheel and TT tracks seem to have mirrored itself (mirrored textures) so with 2 tracks placed it looks like 4 (tt track looks like an M). The messages start in SPH already I get a Part Warning: part KF.TrackRBITiny is not a child of rover body, and on launch thetracks and wheels produce some "WheelCollider requires an attached Rigidbody to function". with others there are no errors at all... Best regards
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