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whale_2

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Everything posted by whale_2

  1. TBH, I didn't test locking to other craft at all. Locking parts of the same vessel should survive saving/loading cycle, "works on my pc" at least
  2. Another application example - here the Kanadarm-like manipulator is being held by Inner Lock so it won't swing back and forth while stowed:
  3. Uhm, I meant "niche" as the one, rarely finding an application, but still glad you're finding it "nice"
  4. It was released not so long ago, but before 1.7 was out. Most likely it would work out of the box, however I'm going to update it soon-ish. [1.3.1, 1.5.1, 1.6.1] Inner Lock - lock your inner parts It is really a niche mod, so I'm glad it sparks some interest
  5. Needs another mod to connect joystick to IR controls
  6. That's just fantastic. Very cool. However, someone had to close a runway or two until the next release of yours
  7. Actually, I just done setting up multi-version build for another mod, so duplicating it here was a no-brainer. Chances are, however, that I broke CKAN installs and/or how AVC behaves. Please tell me if it is so. Releases on GitHub, including 1.6.1 recompile
  8. Not really sure what helped but so far the combo of having AttachNode with PartJoint and additional ConfigurableJoint seems getting the job done. What I still don't is the rigidity of the joint - it still moves under pressure whatever other joint tweaks I try.
  9. Hey @Tidal Stream Thanks for keeping this mod alive. I've submitted an issue to GitHub, in two words - attempting to re-root vessel with new root being a part, surface-attached to procedural tank, hangs the game. https://github.com/Tidal-Stream/ProceduralParts/issues/15 Ping me if you need more details.
  10. This is rather niche mod and can be of interest if you make some complex contraptions with Infernal Robotics (both "Classic" and "Next", and note, "Classic" has an unofficial recompile for 1.6.1) and/or DockRotate or similar stuff with lots of moving parts. Infernal Robotics is infamous for its wobbly parts that also drift apart after time warp or scene change. This mod partly solves this issue by doing following things: - First, it allows internal collisions between certain parts, so if you stow one moving part against some base part, chances are fair that after time warp it will remain in the same place. - Second, it creates a joint between "lock halves", and it increases chances even more. - Third, by creating said joint it can enhance the stiffness of your contraption in general while allowing movement when it is necessary. In that this mod is akin to ActiveStruts, but with internal collision feature it also can enforce some fixed predefined position. Super-neat lock model was created by @ZodiusInfuser in his marvelous style of Infernal Robotics Model Rework. Update - version 0.1.1 - Fix part config allowing locking between different vessels - Lock alignment is checked in a more strict way now - Minor in-editor fixes Update - version 0.1.0 - New part from ZodiusInfuser - a lock that looks even more surface-attachable - "Launch locked" feature. Align lock halves in SPH/VAB and they will be launched in already locked state. - Lock is now stronger, an autostrut-like joint is created between parts the lock halves are attached to. Some examples how this could be used: Models and textures licensed under CC BY-NC-ND 4.0 Code and everything else licensed under MIT License Development Thread Source code Download from GitHub Download from SpaceDock Known issues: - When unlocking, sometimes lock halves go through each other, if you move them apart and back again, they will continue to work as before. - Lock in general is not super-strong, avoid hanging heavy stuff on it Bug reports are welcome as usual. Some more parts are planned for future - like rails and bogies that could slide on them. This could make stuff like telescopic ladders or gantries more stiff and robust. Bonus content: There's a patches.zip file on release page, extract it under GameData if you want internal collisions between stock trusses and most cargo bays, for instance, if you don't want stuff to protrude through cargo bay walls. Examples could be found in development thread.
  11. In fact, I tried not to create a ConfigurableJoint, but AttachmentNode instead and so far it seems to behave much better.
  12. While nothing's going on here, I took the courage and unofficially recompiled the current state of Infernal Robotics GitHub master branch for 1.6.1. At the first glance it just works. Try it, but no promises. InfernalRobotics.dll Install as usual and replace the .dll
  13. So I loaded your save in 1.6.1 + Making History, however, didn't try it on OS X yet. Things are ridiculously weird even without World Stabilizer - when I undock the rover, one part of it starts flying through the rest of the vessel and when I cycle through other vessels back to MOM, that part is where it should be. If I try to undock it second time, game crashes. I'd suggest trying rebuild the vessel as it is now in VAB, hyperedit it to the Mün or spawn it there with Vessel Mover and see what's gonna happen - previous versions had a tendency to break part hierarchy when docking, though that happened rather seldom, may be here's the similar issue. BTW, do you feel you need WST at all? Stock game seems smooth enough.
  14. Went briefly through your log file - it does not contain usual debug entries of WorldStabilizer at all - either the log didn't capture the moment of breakage or there's some other problem. I'll try to replicate it myself.
  15. Quite a long ago I've starting writing a mod that implements locking between parts Link ZodiusInfuser even made a shiny model for the part. The mod sort of works, it creates ConfigurableJoint between lock parts and its behavior is reasonable, unless I try to load a scene where lock is engaged - the part joint (that one that connects the part to its parent) destroyed despite of having 'Unbreakable Joints' on. The lock joint is recreated when fired 'VesselGoOffRails', and part joint destroyed right after that. I feel like I'm missing something simple, but my experience is limited. Current code is here: https://github.com/whale2/InnerLock/tree/fsm , actual module code is this: https://github.com/whale2/InnerLock/blob/fsm/InnerLock/LockMechanism2.cs Any ideas will be greatly appreciated.
  16. TBH, never tried that, but curious of the outcome. WST deals only with local scene, so odds are it should work fine, but if not, send me a log file, I'll do my best to fix it.
  17. I'd rather make it work because I've spent quite a time making support for KIS/KAS. It works in my setup (mostly) but I could not test all possible configurations. It detects attached parts, disconnects them, then connects back upon ground contact. For instance, this works fine with my Gilly base and ships that are being held by KAS harpoons and winches. So far you can disable the mod for particular vessels (see top post), but if you send me the simplest craft with KAS that doesn't work for you (even better along with a video, how exactly it behaves), I can try fixing it.
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