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KSP2 Release Notes
Everything posted by gomker
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There must be something else going on, but the logs do not show any errors, may have to throw a debug up. A filter of FILTER { CHECK { type = folder value = BDArmory } } only shows 4 parts
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@Crzyrndm Thanks for updating , FilterExtensions is one of my must have mods as I run so many other mods. I am working with the BDA team to update to 1.2 and noticed during testing that FilterExtensions is only showing 4 parts now for BDArmory - I'd like to try and help fix the issue but I cannot find any docs on how to create a custom mod category - I'm going to try and copy an existing one and fumble through it but wanted to see if you had an example for a new mod as I have a few others I would like to add as well. Thanks,
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I think I made it worse. Vessels I was able to land normally are flying apart I had not tested that much with latest build so not sure if it was more the build or more the rigidAttachment modifier. One thing is for sure we got more problems in 1.2 than we had previously, the loading was fixed somewhat but now the physics are much more hostile overall to larger parts. Off to debug more.
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Yep, I am using them now, I have been doing up to 2 ships at a time so far in my unit tests with a DG build and a few smaller ships. I will try and do 4 and see what happens. I haven't been seeing any issues on load with the DG's they seem to come in and out of physics range without exploding or jumping for my tests so far. I wanted to make sure I am executing a similar scenario as you are. Building a Carrier now to see what happens with the rigidAttachement set to true, I added it to HullBreach code for each call for FixedUpdate()
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@SpannerMonkey(smce) I think I have it set - can you tell me what type of vessel you are testing with, i.e. what part sizes. I was assuming the Carrier size, I have not been seeing too many issues with Small or Medium hulls with the exception of the Hangars always fall off.
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Well this is frustrating - Part.rigidAttachment does not seem to be something I can set in a PartModule but it is a Public Attribute. Popped a question in the 1.2 thread see if anyone can point out what I'm doing wrong
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@SpannerMonkey(smce) I assume we want this true all the time or something we can toggle? bool Part.rigidAttachment
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Lets do it - I'll add it to AirPark to start - its kinda a "vessel stabilizer" mod now. I am starting to see more of these issues as I up the tonnage on my test vessels. Where is this " advanced tweakable switch" code
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@Drew Kerman Awaiting a review from PapaJoe on my Pull Request - this branch has Velocity fixes and Altitude adjustment using Throttle up / Throttle down https://github.com/gomker/VesselMover/tree/development Note this is built for latest 1.2 dev build , experimental to say the least.
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[1.3.1] Carrier Vessel Expansion (CVX) [ver 0.13.1]
gomker replied to Eskandare's topic in KSP1 Mod Releases
@kerbalstar @bekoyim23 Hey guys, sorry to hear you are having issues with AirPark, I am maintaining it now and am working toward updating for 1.2 with some new features. You can hit up this thread for support Would be helpful if you could provide me a download for your KSP.log so I can check versions and for other issues. Current version can be found here for 1.13 -
It's a brave new world I do have autostruts turned off but I have a feeling the rigidity is affected regardless, new part options that need tweaking?
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My build of VesselMover is working well with IgnoreGForces calls in the latest build - I am still seeing things spawn under water, protoVessel is acting very different from 1.13. Still waiting for PapaJoe to take a look at the Pull Request Some parts are doing very strange things, only what I can describe as going "gumby" - they jiggle, move an bounce but never break off. Its only on certain parts like Hangars and the turret platforms from Boomsticks. I wonder if that has anything to do with attachment nodes.
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@Eskandare @SpannerMonkey(smce) I think I figured it out. I had some notes written down from a pre-release thread I was planning on incorporating that into AirPark but it turns out it works nicely for VesselMover as well. I was able to move and drop my biggest ships without issue so far. Going to see what @Papa_Joe thinks in a PR https://github.com/gomker/VesselMover/tree/Issue-12 // Update Still happening intermittently - sometimes I can move OK sometimes they are flying apart. Tweaking the settings to find the sweet spot // Update 2 Auto-Struts are the devil. They are torquing the boat like crazy I do not recommend using them. Identical vessels - AutoStrut On - falls apart, AutoStrut Off - Vessel Mover was working with tweaks
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@Eskandare @SpannerMonkey(smce) I really want to put in a bug report but I don't know how to approach this. Will they want this in the perspective of "stock" only? I am going to pop into this thread and ask Fengist a few things maybe he has seen something similar
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Reading the patch notes I was hopeful it would be better. By the Beard of Zeus, have I just been relying on KJR so long I forgot what stock does? Is this way worse or just the way it was in launching boats before? I am getting the same results you are. I feel like this is a bug but is difficult to say as we are all using modded parts and not space craft and may not get any traction.
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Was working on the same problem with @SpannerMonkey(smce) but I stopped as 1.2 in play now. You can check out what I had so far here I had the auto equip from the first slot of KIS inventory on Eject by doing this public void GetKISInventory() { if (FlightGlobals.ActiveVessel.isEVA) { var kis = FlightGlobals.ActiveVessel.rootPart.FindModuleImplementing<ModuleKISInventory>(); kis.items[0].Equip(); ChuteAdded = true; } This method however will cause you to need to compile against KIS which you may or may not want to do - see this issue As for activating a part in code, check this out, never got around to seeing if it would apply to a chute
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The only reason I need the altitude adjustment in Vessel Mover is that the default 35M height that is hard coded makes it difficult say to drop a plane on an Aircraft Carrier deck. Its just slightly above 35M.
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Was discussing something similar in this issue here as a possible solution to another problem. I have also gotten somewhat familiar with VesselMovers' code and may attempt to code the changes myself and do a PR as Pappajoe is pretty busy with BDArmory. Waiting for 1.2 to settle down a bit, there are some other interesting things popping up during testing.
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[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
gomker replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
@SpannerMonkey(smce) Latest MM patches you gave me are updated in Git / Spacedock @XOC2008 -
[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
gomker replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Build has been updated with new MM patches for NAS and other tweaks. I believe I have resolved the crushing contagiousness - there was a flaw in the logic. No 1.2 just yet - I am just now getting my dev environment updated. -
Good catch. I am working on another issue for Submarines on my HullBreach mod as well and am figuring out some better depth detection code. I guess this is really the same just "negative" relative to sea level?
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Want to make sure it's stable first, too many changes and errors creep in. I have a toolbar GUI ready to go.
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After about 100 forum posts and reading code from a bunch of different mods, I think I may have got it... Just in time for 1.2 GAH! I've learned about all I want to for now about inner workings of KSP and have 20+ bookmarks on all the crazy undocumented things in the API Please review at your pleasure, I have not tested for 1.2 yet https://github.com/gomker/AirPark/tree/devbranch || https://github.com/gomker/AirPark/blob/devbranch/BuildRelease/AirPark_Debug.v0.1.5.4_09142016.zip Relevant code fix was here to set position as we were discussing @dunclaw - https://github.com/gomker/AirPark/blob/devbranch/AirPark.cs#L221 It was adapted from HyperEdit in the same way that he sets landing position. I also threw in the velocity restore just because its still the devbranch for @Ser as it was somewhat working before I went on this escapade. Still working on the VesselModule approach with a Toolbar instead of a Partmodule. Will restart that after 1.2 testing.