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Everything posted by [email protected]

  1. Ah dang it nevermind, it was just because I only had one engineer in the woirkshop
  2. Also it happened when I attached a launchpad (the big one) to the rest of my main base via pipes, trying to see if I can undo it
  3. Okay awesome, thanks a bunch for the additional info I'll see what else I can learn about what's going on. I'm getting another strange bug now, where when I start a build it immediately says it's completed but hasn't started and will not progress. Can restart and reset but the same thing happens even after moving stakes around or switching launchpads
  4. So I solved the problem with a rather unusual hack. Scaling the survey stakes 20x in the Y direction and moving the node attach point up to -5 again in the Y seems to have raised the spawn point by about as much distance dY in meters. This makes me think that the spawn origin point is based on the location of the stake's reference frame (it's own XYZ origin) rather than the point to which it hits the ground, which is definitely incorrect, as the spawn point should be referencing the ground frame XYZ coordinates, regardless of how far in the ground or out or how tall the stake is. The XYZ point that should matter is the one in the middle of the circle made by the intersection of the surface of the world and the stake's planar geometry, or even just the node point translated into planet frame space. I hope this makes sense. I've been looking through the survey station code and have not yet located where this is occurring, but will keep looking. My guess is that somehow the 0x0y0z of the stake is being used as the origin as opposed to the point where it meets the surface. Otherwise, my changing of the node location and scale would have changed nothing about the spawn point.
  5. Are there any mods that would conflict with survey builds or affect the spawn location? possibly ground construction or MKS? I'm still trying to get the makefile system working, can help out once I get it working
  6. I usually use VIsual Studio, is there any way to modify the mod using that system? I was able to open the cs files and review the code but not compile using the make file... Very cool mod btw, I appreciate your efforts, thank you
  7. Hmm... I will figure out how to get that working, I've never used a makefile so might take a bit of time, is there any chance you could send me the current experimental build already compiled? I would be happy to test it out and let you know of any bugs I find
  8. Forgive me for being a noob, but using the git project do I just compile a .dll and replace to apply updates to my in game build? I don't mind testing the build, or even attempting fixes myself. Personally I think since for the launchpad you have an adjustable y offset, perhaps add this directly to the cfg of the stake also or even as part of the in game console, so when modifying a survey stake in game, just as you can set direction and bounds you can also modify the origins height off the ground itself, the position xz set by stake location, andyou can essentially spawn higher or lower to totally avoid / adjust for the spawn problems.
  9. I think the irregularly flat ground may be causing a problem because it's literally dead flat for 200m in all directions on those giant flatlands of minimus. My moon base has quirks where if I make a build it will no longer consider the bounds stakes if i build again with the same stakes.
  10. I have had significant problems with finalizing the build, objects will spawn underground, and the area is totally flat so I cant find any hills to use Y- bounds on... any suggestions? I even modified the cfg file so I can attach stakes to buildings but that didn't work either... Why not just add an XYZ offset option in the interface before building? That way if someone spawns something and it comes out in the ground they can just adjust directly and try again? Is there anyway to modify the cfg files to change default spawn height relative to origin?
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