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Felson

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Everything posted by Felson

  1. I know it's hard enough just to get RSS to work, but has anyone had any luck getting it to work with Principia? I can get either to work as long as the other isn't there. Game crashes when trying to start a new game.
  2. any chance to get this updated in CKAN? Sorry. just saw that this is mentioned in the the tittle section of the first post...
  3. Any chance someone can update this in CKAN? Would be handy. @SilentWindOfDoom Thanks for posting the link back the the older post. that saved me ALOT of pain.
  4. @IgorZ Awesome. Thanks. Easy fix, I will just add a node to my config, and posted the answer in EPLs forum.
  5. I have been having the issue where the Survey Stakes would not attach to the ground. After some chatting in the KIS thread, IgorZ found the answer. Adding the following to the part.cfg file for the Survey Stakes fixes the issue. node_stack_bottom = 0.0, -0.19, 0.0, 0.0, -1.0, 0.0, 0
  6. Thanks for the replies. @IgorZ As Aqua said, EPL = Extraplanetary Launchpads. The thread for that mod has another person bringing this up, but no solution except to downgrade. I tried to see if I could find a configuration change that would fix the issue, but had not luck. My best guess, is that there is something in EPL that is wrong, since the concrete base from KIS, the pylon from KAS and the peaceable light from MKS/OKS all work correctly. However, even changing the Survey Stakes to have the same settings as known working parts, it still doesn't function. For issue 2, you might be right. I have 'allot' of mods running. I suspect that it should be a rather common set, but there are still a fair number of them. MechJeb KIS/KAS Extraplanetary Launchpads Kolonization (MKS/OKS) Karbonite Karbonite Plus SCANSat ScienceAlert [x] Science KerbalStats TweakScale KerbalAlarmClock Add-on Version Checker Toolbar Also a number of dependencies that came with the listed mods, and a patch for ScienceAlert that fixed a can't transmit data bug. I did see the line in the config that referenced KASModuleStrut, and obviously that is meant to allow the struts to stack. Fixing this is rather simple, so really, the only reason I mentioned it was because I was already making a post regarding a bug... Removing all my mods, and testing is a bit of a pain, but I may give this a shot later in the week, adding back one mod at a time till it fails. @taniwha Thanks in advance for looking. As a software developer, I know that these kinds of issues can be a huge pain to figure out. Add that to the fact that you are doing all this in your spare time... I have I HUGE appreciation for guys like you that put in this much time for little to no financial reward.
  7. Realized I should have posted this here instead of on curse. Found 2 bugs. 1) EPL Survey Stakes wont "Attach" to the ground as of 1.2.4, but will in 1.2.3. I tried making the "ModuleKISItem" settings the same as kis_concreteBase1, and it still doesn't work. 2) Struts don't stack in inventory. Adding "partName = KAS_Strut1" to the StackableItemOverride in the settings.cfg file fixes this one.
  8. Thanks. That was it. Would it be hard to replace the amount detected with "Locked" for when it isn't unlocked?
  9. I can't seem to find any API docs. I was wondering, since SCANtype/sensorType are bitwise numbers, can I have a single SCANsat module that can do multiple resources/scan type. EG: 2 = Colour Altimeter 8 = Biome 16 = Anomaly 128 = Ore 8192 = Water So 8474 does all 5?
  10. Not sure if this is the source, but all my [crust] sensors now read ether 100% or 0.1000% in all locations. The other sensor types seem to work correctly, that is Atmo, Ocean or IntPl.
  11. Did you delete it once? It "usually" defaults to 0.5 for me. I have found that if I change settings on something once, it seems to take that as the new permanent setting. Once in a very rare while, it will change to a new setting if I change it again, but usually it stays set to my first custom setting when I launch new vessels.
  12. LOL I think the only stock part on the vessels I am trying to build is the docking port. The simplest one is using the base and drill from USI, Struts from B9, and a tank that I made using a USI model. The part I made is rather simple, just the USI tank (White cardboard tube) set to be equivalent to it's max settings with tweekscale, and Proxy Logistics module added to it. I do have a question about distance though. I think read that it is 100m? I was trying to place the object about 70m out. I noticed that when I do try to build something over 100m out, but within the 2km render range, it behaves exactly like I described regardless of plan type.
  13. ok. New problem for me. I have 2 stakes set to Origin. No other stakes paced anywhere. When I finalize build, the vessel shows up correctly where it should between the stakes, then suddenly relocates to the survey station that it was built at, in a "not quite" random orientation. The "not quite" part is that it is the same no matter how many times I try, but it is not the same as the stakes, or the station, and none of the axis are directly vertical. Built from SPH. I mention that, because I had the same issue about a month ago when I first started using this mod, and switching to use Sub-Assembly parts only seemed to fix it for me. - - - Updated - - - Ok. I can confirm that building the same craft from Sub-Assembly plans worked, and SPH would not.
  14. 1) Ya... That was the problem... 2) WOW Just WOW... I had never even considered using them. Didn't see it in the thread anywhere. I feel like a knob... Obvious, intuitive, and from a user perspective, simple. Good job.
  15. @taniwha Ok. I get how it is supposed to work now, but I still don't see how I can use that to safely build on ground with a non-zero slope. If I change Y, it will just lay down my vessel. There is no way I can see to change roll/pitch by 5 degrees of some such.
  16. @taniwha I have a hard time visualizing what you describe, so I made an image that defined the various positions and rotations of a craft. Just to confuse things, I used NASA definitions for XYZ, so for you, since KSP+Unity works out differently, X=Y Y=Z Z=X... Also, Even though I got the rotation ball from a KSP screenshot, it doesn't necessarily line up with with reality in the game. Eg. Red/Blue intersection might not be Fore/Aft in game. So, if I understand your description, If you use a Z+ stake, it turns the Z+ face of your craft to point and the position that the Z+ stakes average. This would work very well for setting Yaw, but for Pitch and Roll, unless you want to lay the vessel down, it would be very hard to set. I had a thought last night after I went to bed... Why don't we (we being you ) set the Pitch+Roll using the Origin stakes so that Z- (your Y-) is always directly facing ground. If there is 1 Origin stake, it's easy, just use the Pitch+Roll orientation of the stake as the default orientation. If there is more then 1, it gets a bit more complex, but still doable. With 3 or more, you can work out the average slope to the centre, and define a plane base on that. This "could" still result in our craft being placed in the ground with poorly placed stakes. eg, stakes placed around the base of a hill. Of course, if you do that, you deserve to have your craft rapidly de-construct. Not sure what to do with 2 though, since 2 don't give you enough information to define a plane, and can be placed wildly different angles from what is under centre. I do wonder if it possible to get the game engine to tell you the orientation of the ground? KAS places items on ground with the expected orientation, so it might be. That would be much less complex then what I descried above. For Yaw, have a second stake setting called 'Heading'. Then adjust X+ (your Z+) to face the position marked by heading, only changing the value of Yaw. - - - Updated - - - @Mystique 5.0.0 introduced the idea of skilled workers. I am unsure if the ETA takes that into account. Do you have any levelled engineers in your workshop?
  17. @taniwha Ok, I spent a bit of time reading your code. Before I start, I have no experience with Unity, and only a little with C#, though I do have about 20 years of other programming. After reading, it looks like it takes the position of the stake (stake.vessel.GetWorldPos3D) sums them up and get an average in the "Points" function. Later, it calls "GetOrientation" which calls "GetDirection". Since the average in "Points" is based on there physical position and angle, and your stakes are likely all placed at the same angle in the ground, "GetDirection" will always be 0. The only way it wouldn't be is if you place the X/Y/Y stakes on a piece of ground that has a different angle to it. Even if you have a variety of angles you can put the stakes at, it would be very difficult to control the end result. I suggest that for the X/Y/Z stakes, instead of trying to do this averaging, do strait addition and subtraction. Each + stake adds 15 degrees, and each - stake removes 15 degrees. Same as VAB rotation when angle snap is set. Alternately, since the name of the stakes aren't actually being used yet, let the name of the stake be the number of degrees to rotate by, provided that a numeric name is used, and ignore it if it isn't numeric. Then you don't need +/- stakes, could just enter -90 or whatever into the name. If for some reason a person puts down more then 1 stake for the same axis, just sum them up. Could take that 1 step further, and allow a number entered into Origin stake name to represent a height offset, ignored if not numeric. Edit: wow that turned into a wall of text... Sorry...
  18. I will try and get you a screen shot in a bit. I get the averaging thing, makes sense. That is why there are 2 origin stakes. My base part is to close to the ground to have a stake under it. Launches into the air when I do that. Rather funny. I will try 1 origin and 1 +Z anyway though, just to check. also, does the build type matter? I am using a "Sub Assembly". I found with 4.5 the other 2 would spawn under ground and garbled, but for some reason Sub Assembly builds worked fine, so all my parts are now sub assembly parts. I haven't tried the other 2 with 5.0.1 yet.
  19. I have been playing with survey stakes, and the +/- xyz don't seem to do anything. I am trying to build on ike, so there are little slopes everywhere. My set up, I have 2 origin stakes named '1' and I have 2 others, also named '1', that I flipped thought being +/- XYZ, always both the same, and none of them had any effect on the orientation of my placed vessel. anyone every get those to work? And if yes, how?
  20. Sorry if that sounded like snark. I posted, it said that I need to wait, which is cool, then then the notification that I need to wait was gone and my post was too. Of course, I then assumed that it had been moderated... Sorry about that.
  21. I asked a question in an Add-on thread about parts contained in that add-on, and the moderator didn't let it pass. Are we not supposed to ask questions about add-ons in the thread for the add-on we have a question about? I see plenty of other questions in the thread. My question was for USI Kolonization Systems about the resource collection and distribution in that add-on. If I did violate some rule with that post, I would really like to know what so I don't do it again.
  22. I have been fighting with this for a while. Did some searches, and only found people trying to use a mod that has this problem, and no suggestions on how to fix it. Problem: When trying to connect an object to another in VAB, the nodes will snap, but the objects stay red, and won't connect. After much playing I have found that ALL nodes fail EXCEPT the last defined orientation and it's opposite. eg: node_stack_top = 0.0, 5.0, 0,0, 0.0, 1.0, 0.0, 6 node_stack_bottom = 0.0, -5.0, 0,0, 0.0, -1.0, 0.0, 6 node_stack_connect01 = 0.0, 0.0, 5,0, 0.0, 0.0, 1.0, 6 node_stack_bottom01 = 0.0, 0.0, -5,0, 0.0, 0.0, -1.0, 6 In this example, Connect01 and bottom01 work, but top and bottom don't. If I change the order they are defined in the config file to have connect01 and bottom01 defined first, it switches which 2 work. If I have more nodes defined matching the working orientation, those also work. The stock "Rockomax HubMax Multi-Point Connector" has this issue as well. in this case, it doesn't matter since it is symmetrical. You can just rotate and find a node that works. After it is placed, you can connect to the other nodes. Attempted work-arounds: I tried the clipping option in the debug menu in VAB. Doesn't change the problem. Place the object using the a working node, change root to it, disconnect the rest of the vessel and connect it to the node you want to use. Change root back to where you want it. This works until you have 2 parts with broken nodes that you want to attach to each other. Make all nodes have the same orientation in config, then rotate them after the are connected in VAB. The last hack works for me, but when "Joe Kerman" in the wild tries the mod, he will most likely not find this answer, because Joe has a rather high stupidity rating. Sorry Joe... Anyone know how to fix this issue? Or do we just need to wait for the bug to be fixed?
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