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PT

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Everything posted by PT

  1. That forklift is amazing! Add KAS/KIS ground attachment things and rail should stop bouncing on low gravity. Have you thought about doing track loop around asteroid?
  2. I do not want to decouple. I want to remove many parts in many places. And them add parts back again when I will feel like doing so. As I wrote earlier, I did read KIS sources where adding parts is complex solution, working in complex and weird api of KSP intestines, where child is not certain to be child of its parent. Haven't thought about stealing ideas from launchpad mod.
  3. Part tree in game is almost proper tree. You have Part->AttachmentNode->Part, no id's at all. However editing this tree is horror from what I saw in KAS/KIS code. Check out CreatePart (line 306) in KIS_Sharded.cs. It appears KIS is chasing targeted attachment node with new part until game allows coupling to happen. Part tree will get more and more convulted with each docking, decoupling or KAS/KIS operation. And then you risk awakening some sort of kraken when physics kicks in again for changed vessel. In .sfs save file part tree is flattened to list, just open it in notepad and search for your VESSEL by name ( in my lib it is root.Find("GAME\\FLIGHTSTATE").Select("VESSEL","name","<vessel name")[0].Select("PART"), or you can just use LINQ instead of those ugly constructs, but LINQ/foreach in Mono leaves tons of garbage in memory ). In PART entries you have "parent = <parent_id>" , "attN = <node name>, <other_part_id>" and "surfaceN = surface, <parent_id>" (I forgot exact keys for surface attachment). "parent" is most important, required to build proper part tree when save is loaded, with incorrect values you get uncontrollable rocket. Proper values "attN" are needed only for rocket to retain its shape. With incorrect part id in "attN" I got, for example, quad-symmetry radial Thuds to decouple from rocket (zero force) and sit all in same spot (in place where I clicked in VAB). Cleaning will always be necessary when editing .sfs, because removing part in middle changes id's of every part after it. So you need to update parent id in children and its attachment nodes as well as child id in parent attachment nodes. Not the best format I had to work with. There is problem with finding part you clicked on in .sfs. There is no unique id to use, we would need to first add custom field with our own unique id to part you clicked, then find it in .sfs. From what i understand it should be doable. If all else fails, it could be done by custom resource (hide id in amount).. I'll upload my code later today, when I'll be at my computer.
  4. I think you need to part.Decouple every part you want to keep. You might also want to rename decoupled parts. That's how KAS/KIS does it. However, if you want to remove part in middle but keep ship intact, part coupling will be necessary, and that is overly complicated. I picked different approach in my project. Save game Edit .sfs Save modified .sfs Load game (mods can save and load saves) Of course there are other problems, as .sfs format can hardly be called format. More than half of its content does nothing. I am making little ugly .sfs editor library. As of now I can recursively delete parts from part tree with it. Sometimes modified .sfs can even be loaded correctly in game Using that sfs library I managed to delete parts from cargo bay inner nodes (named top2 and bottom2), sum their mass (I still need to find way to get weight of resources in part), add/remove resources and so on. Oh, I also can .Open() .Close() on cargo bay parts After playing with first version of my lib I learned enough to make second edition, which should be able to delete parts without breaking part tree. Which is not a tree. It is list, with references to other item. And of course references are in various forms. Node attachments are both ways (parent<->child) while surface attachments are one way (child->parent). Oh, and of course there are no part id's specified in part itself, it is just index of PART entry in VESSEL entry in save file, so order is important (looks like someone hit graph with sledgehammer few dozen times to flatten it). All this trash means that removing part requires recalculating id's of every part in order to attachment node info. Ugh. Adding parts will require calculating position, but it does not seem hard as it is relative to root or parent part if I am not mistaken. If you are interested I can share my proof of concept code. Proper release must wait for code I won't be ashamed of.
  5. New Horizons suffers from Kerbin reparenting bug introduced in newest Kopernicus for KSP 1.1.3. Long story short, do not leave stuff in Kerbin orbit or go back to 1.1.2
  6. How to delete/add part from/to (current) ship? As in: Poof, nothing left. Poof, suddenly part hangs from node. I made button in context menu on part, I got child part from attachment node (which of course is not a child of attachment node owner even if it is root part, ugh). But actual handling appears to be more complex than simple calling Remove(child). I dug out ProtoPartSnapshot, cloned part with it, then filled out attachedPart, called Couple(). And game freezes to death. So I checked KAS/KIS sources, found a lot of dark magic inside. Is all that initializing/synchronizing magic really necessary? Is there no simpler way?
  7. And that's why I like to use quad symmetry mini boosters as landing/escape stage. Tricky part is keeping "nose" up in "air". 1. Transfer all fuel to two you are resting on. 2. Decouple "top" two boosters. 3. Ignite on your home moon made sleds. 4. Take off from exploding cloud of debris!
  8. I tried to make a simple plugin for KSP. KSP API refused to cooperate. Apparently in KSP child is not necessarily a child of its parent. Hmm. Then I accidentally hit space on my test vehicle. It flew quite well for a barn door.
  9. Meh. You have window with no inclination once per week (~14 days orbital period). No need to match inclination at all.
  10. On first page there is list of supported planet packs: As far as I understand inner workings of Kopernicus, KASE looks safe, however have in mind that Kopernicus 1.1.3 for KSP 1.1.3 is having issues with New Horizons 2 (read last page or two). So if you are playing in KSP 1.1.3, expect bugs. If you want multiple planet packs, you might want to check
  11. Kopernicus 1.1.3 is having issues in KSP 1.1.3 (unfortunate version numbers). I did some testing on my KSP 1.1.2 with NH 2.0: If I am not mistaken, I am still using ancient Kopernicus 1.0.5 without new bugs
  12. It appears to be working fine in KSP 1.1.2 Apparently I still use Kopernicus 1.0.5 (MD5 of Kopernicus.dll 661207801F36FE6F564B3206949A6FB3)
  13. It kinda looks like you have four stages, not single, just forgot to decouple
  14. Are you running KSP 1.1.2 or 1.1.3 (Kopernicus have some issues in 1.1.3, you might have found one more )? How and at what altitude do you measure it? Going by mod files it should have ~10 times of Kerbin/Serran atmosphere at 0m (so 9atm sounds about right). I'll check with hyperedit tomorrow on my 1.1.2 (not today because it just crashed in VAB again ). For the record:
  15. Its cute! In the meantime I learned why docking is always "bugged" or otherwise behaving retarded. After hour of futile docking attempts, just before I smashed ALT+F4 in rage, I decided to align lights on docking helper plate and suddenly it worked. Then I remembered something I saw, and here it is, revealed by one of mods (Tweakable Everything?).... by default docking ports need to be aligned in roll, with tolerance of 90 degree... This missing piece of information explained why I couldn't "learn" how to dock in all those years... It also explains why topics about docking problems usually ends with "oh it finally worked". From left to right: Serran escape craft for 3 Kerbs. Will land with pilot only. Entered Kerbin orbit with half of delta-V by consuming single Jumbo+Skipper as booster. I plan to parachute it to surface with (almost) full fuel load on top of rover at end of mission. Mothership with tons of snack and sizable crew module (boosts habitat time over 1 year). Will stay in orbit with other pilot. A rover with acrobatic capabilities. Loaded with science, habitat and noms. Should be capable to elcano Serran. Remainings of rover delivery rocket. Its meant to take my all three pilots (I keep rescuing engineers ) back to surface to deliver rest of modules. By standardizing launcher I get spare fuel (that striped Jumbo got here at 30%), so it seems escape craft won't require dedicated refueling mission. I still need to launch module with some comm-sats (RemoteTech complicates things) and nuclear engine cluster. And maybe some plants. ~2years total habitat, but mere 200 days of snacks (for 4 Kerbs). -------------- Docking lights from MRS part pack. (8 lights, 45 degree between them) Considering size, part count and amount of mods I see on screenshots here, I dare to say it is as stable as it will get.
  16. Bunch of planets have "Surface" biome. Check out "biome hack" in ALT+F12, "surface" will be area without color overlay. Eli craters are indeed crater biome. KER gives correct biome names. @KillAshley: I just noticed, Science Archives do not show bonus planets (not like anyone cares, right? :)).
  17. Does that occur for ships on non-Kerbin orbit as well (eg, Serran or any other moon?)
  18. My launchpad checklist begins with "ALT+F5". And then I end up launching KAS/KIS upgrade mission anyway. At least I have use for those spare engineers from rescue contracts.
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