bcqJC
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"Hidden feature"... This only applies to DIYKit based builds... Switch to the kit. Display the kit's PAW and click on "show deployment hint". Then go back to the GC screen and start the deployment. The kit will grow until it encloses the space defined by the deployment hint. That's the indication how far along the deployment is. Then time-warp to minimize the drift.
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Another option, which I use a lot, is using the RadialHangar. In gravity environments, it doesn't have the issue of payloads passing through. However, it sounds like you're set on using a disposable hangar, hence the fairings. Does your payload appear to shake when it is spawned after fairing is deployed? If so, read on...
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[1.12.x] Waypoint Manager - New Dependency added
bcqJC replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for looking. The logs are here... https://www.dropbox.com/s/02he5zvu15jlz2t/KSP_logs.zip?dl=0 -
Thank you for looking into it. It's not a biggie. I just use the "Attach anchor" now only when necessary - when GC issues the message where it cannot assemble/construct because the ship is moving. And I make sure to detach anchors before saving. I've also upgraded my existing vessels to have those stock friction pads for those with landing gears - I just retract the landing gears so they sit on the friction pads. Have VesselMover to thank for that So now, thanks to Hangar, GC, CC and TCA, I've built the support structures of my Munar base. Started by bringing in an InlineWorkshop, a Forklift ship, a DIYkit for a GroundAssemblyLine, and all the MaterialKits I can carry to construct the GroundAssemblyLine from the kit. Then assembled and constructed a full sized MobileWorkshop - had to make several trips to bring in SpecParts and MatKits. From there, it was just a matter of time to set up a mining facility, depot for making MatKits, depot and docking facilities for SpecParts production (the GroundAssemblyLine is mobile and docks with the SpecParts depot when SpecParts are low), and power stations. Thanks to SimpleLogistics, I didn't have to deal with the minutiae of laying down pipes/connections. Now, I'll work on base itself. When 1.9 came out, I was too lazy to revert back to 1.8. Holding off playing until you published 1.9 versions of your mods was worth the wait. Thanks!
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Hi @allista. I'm trying to build a Munar base by building modules on site. I had my GroundAssemblyLine on an incline and cannot build stuff because it keeps slipping. That's when I noticed that the GroundAssemblyLine has an "Attach anchor" command. That's cool! I made a patch to add ATGroundAnchor to parts that contain a ModuleCommand - did it in the __LOCAL folder so it gets executed last. So far, nothing has exploded and all my ships now have "Attach anchor" capability. Are there any known issues that I should be aware off? So far, the only thing I noticed is that when loading a save, ships in a scene start a few meters off the ground and take a while to settle - which is ok with me.
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[1.12.x] Waypoint Manager - New Dependency added
bcqJC replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you for taking this on. I have a minor issue... Selected waypoint is not showing for me in the navball. Not a biggie as I mentioned. I worked around it by installing NavballHUD. NavballHUD displays the waypoint so all's well for me. Just posting it here so that others are aware of the workaround. The logs are clean as far was WaypointManager is concerned. But then, I have 109 other mods installed -
It actually looks prettier now that I'm able to play with the aspect. Size=30, Aspect=0.2 is looking nice. It's not a "thin-crust-pizza" but it's not too high to be prohibitive. Will have to look for a nice flat crater now and start my Mun base :D
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@allista, I've been using the mod for a while now. But this is my first time trying out the Ground VTOL Hangar. I'm hoping to be able to use it in a Mun base I'm building. I tried using it and found out the following things. The dark square (landing pad) in the middle determines the size of the craft that the hangar will accomodate. I was hoping to land my VTOL SSTOs on it. As you can see below, I needed to size it up to 24 before I could fit my SSTO in it. Is there a way to configure the ratio of the area of that landing pad with respect to the area of the top of the hangar? Right now, it seems to be using 1/9 of the top area. By increasing the size of the hangar, the height also changed significantly. Is there a way to limit the change in height? Maybe have the hangar burrow into the ground so that it doesn't stick up as much? Related to #2, can you make the VTOL hangar similar to the Asteroid hangar in that mining will increase the useable volume of the hangar? Thanks!
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
bcqJC replied to JadeOfMaar's topic in KSP1 Mod Releases
Have you installed the applicable version (to your KSP version) of Community Resource Pack. I had a similar issue before and installing the latest CRP stopped B9PartSwitch from spewing errors. I'm on KSP1.9 with CRP1.3. -
New to me as well. The thread dates back to 2014 so maybe ScanSat has evolved since then. I haven't gone interplanetary yet so my experience is deploying satellites within the Kerbin system - Kerbin, Mun, Minmus. I use the "Best" altitude for determining the height of the orbit. Then I use 90 - FoV to determine the minimum inclination of the orbit. If I'm combining several scanners into 1 satellite, I combine scanners with the same "Best" altitude and use the smallest FoV value of the lot to determine the minimum inclination.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
bcqJC replied to IgorZ's topic in KSP1 Mod Releases
The KLAW is a part that can attach to anything. That will be the basis of the workaround/hack. If you want something smaller than stock KLAW, use Tweakscale or WBI/Servos' Micro Klaw. Then the next thing is to attach it to a Winch. Use a Winch + JS1 + Klaw combo like so - W<J. Note that the pointy end of the bracket corresponds to the "dockable" part of the JS1 connector. Just remember to arm the Klaw before you extend the cable. Once you extend the cable, the JS1+Klaw combo is no longer part of the ship the winch is attached to. You'll have to reel it back in and "dock" the JS1 to arm the Klaw. Which brings us to the next combo... Winch + JS1 + probecore + Klaw. This way, you have control of the Klaw when extended. For combo 3... Attach an Ant engine to the core and you now have a "Harpoon" of sorts. If the probe core you used has SAS, you can extend the cable, aim the JS1+probecore+Ant+Klaw combo independently and launch towards your target. And lastly, do not detach your microship (the JS1+stuff combo) from the winch. If you do, you'll have to send out a Kerbal to re-attach the cable to the microship. -
I had the "OPTATM" issue as well. Solved it by installing the latest CRP version. Note: I didn't need KGEx.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
bcqJC replied to Nertea's topic in KSP1 Mod Releases
Check the CFG file of the affected parts. ModuleDeployableCentrifuge has a setting called SpinRate. You can create a custom CFG in GameData\__LOCAL to overide the setting. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
bcqJC replied to IgorZ's topic in KSP1 Mod Releases
You'll have to dig into the logs. Ships exploding in flight can have various reasons for doing so. For strut related issues, I found that following these guidelines helped reduce the possibility of explosions. You can do this for ships already in flight or being built in VAB/SPH. Do not autostrut the root part. After docking, 2 ships become 1. Since there can only be 1 root part, KSP decides which root to pick between the 2 original ships and then redo all the autostruts based on the new root. That's where things can go wrong. You want to minimize the effects of re-rooting by eliminating any autostruts connected to the root part. Do not autostrut TO the root part. Since the root can change, do not set any other part to autostrut to root. Do not autostrut to the heaviest part. Similar to the root, the heaviest part can change. With landing gears, you don't have a choice, they're all locked to autostrut to the heaviest part and you can't change that. DO autostrut to grandparent. You can do this with any part that allows autostrut except for those directly attached to the root. If a part is directly attached to the root, then it's parent is the root, and the grandparent is...? Precisely. You don't want KSP to deal with that dilema because most of the time, explosions will occur after a re-root. I found that if I stick to those rules, I don't even have to worry about setting autostruts to rigid. I do use QuantumStruts so that I can toggle struts on/off depending on what I'm docked to. I also use ReCoupler together with some well placed girders to stiffen some areas. -
Found out today that QuantumStruts has an undocumented feature... You can point them to the ground and use them as anchors. Just remember the following: In the VAB/SPH, set the initial state of the QS that you want to use as anchors as "deactivated". In Action Groups, assign the "deactivate" action of the anchors to the Landing Gear group. This will prevent your ship from being torn apart if you extend the landing gear (from a retracted state of course) and the QS "anchors" are active. Conversely, if you retract the landing gear while the QS "anchors" are active, your ship will remain suspended mid-air as the landing gears are retracted. Hopefully, this undocumented feature of QS doesn't get "fixed". It's a nice feature especially when parking a ship on a slope.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
bcqJC replied to IgorZ's topic in KSP1 Mod Releases
Environment: Win10 KSP 1.8.1 with all DLCs KAS CommunityCategoryKit (included with KAS) ModuleManager 4.1.3 Steps: Start a Sandbox Game. Go to SPH. Turn on "visualize autostruts". Create a "Rover" vehicle with the following parts: Mk2 Lander Can; variant=Rover; controlPoint=Forward; orient so that the cab/windshield is facing forward. Add 2 pairs of TR-2L Ruggedized Vehicular Wheels at the front and back of the vehicle. Add a JS-1 joint socket at the rear of the vehicle. Make sure that it sticks out so a Kerbal can attach a pipe to it later. Add a some batteries to the rover. Launch the rover and park it to the side of the runway where it won't trigger an error message since you're going to launch another vehicle. Don't forget to put the Rover in "park" so that it doesn't move around. Exit to Space Center. Go to SPH and create an ore tank "Cluster" with the following parts: PPD-12 Cupola Module. Point it upwards. Add a Large Holding Tank to the bottom of the cupola. Set the Ore to maximum. Copy the Large Holding Tank and create a cluster of 6 around the Large Holding Tank attached to the cupola. Place at least 1 RTS-1 Resource Transfer Station at any of the outside tanks. You should end up with a bunch of ore tanks all filled to the max. If they're not, make sure they're filled with ore. Launch the "Cluster". Switch to the "Rover". Release the brakes and move the rover beside the cluster. Set the brakes to park the rover. EVA a Kerbal. Switch to the Kerbal. Get the Kerbal to lay pipe from the RTS-1 to the rover's JS-1 socket. While still controlling the Kerbal, select the JS-1 socket, if the PAW for the JS-1 is not up. You should see that Link Mode=UNDOCKED. Toggle the Link Mode to DOCKED. See the rover jump. -
Yes. However, it seems that 1.8.1 changed the way entries are added. When I started using ScanSAT (actually was the very 1st mod I used because I started out on Science sandbox), it was essential only because I was having problems Alt-Tabbing out to my web browser to view the documentation. Then I discovered the "-popupwindow" command-line switch. After setting up my KSP shortcut with the switch, I just relied on the documentation that came with the mod in SpaceDock.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
bcqJC replied to Nertea's topic in KSP1 Mod Releases
@Yurikus, I'm also experiencing the same issue as you regarding the centrifuges (which is what I hope you meant with "inflatable parts"). Since I'm also using the QuantumStruts mod, I was able to work around the issue by using QuantumStruts where appropriate. @Nertea, I opened issue#215, provided the details how to recreate the issue, and attached the logs there (https://github.com/ChrisAdderley/StationPartsExpansionRedux/issues/215). For me, the issue is minor since I'm already using QuantumStruts for other reasons. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
bcqJC replied to IgorZ's topic in KSP1 Mod Releases
Yes, this happens. Turn on visualize autostruts in the Alt-F12 menu to see. This is why before I dock/join ships, I go the the Alt-F12 menu first to "visualize autostruts" to make sure that each vessel obeys the following rules. #1 Root part must be set to "autostrut disabled". #2 Any part attached to root must have "autostrut disabled". #3 Change any "autostrut to heaviest part" to "autostrut to grandparent" (without violating the 1st and 2nd rule). That way, when they dock, and the combined vessel gets re-rooted, there are no surprises. Of course, for new ships, I already apply those rules in the VAB/SPH. But I still have ships in-game from before I learned those rules. -
Fresh off my 1st Global Construction shipyard, a Hangar/GC/Opt/SSPXR construction ship :) It's actually 2 ships. The aft/engineering module can undock and employ those Dark Drive engines to capture asteroids. It is also equipped with drills and cargo tanks to do initial mining of ore. Afterwards, it can rejoin the main module (Hangar, Assembly, Workshop) and bring everything to the captured asteroid to develop it; build and attach an Asteroid Mining module and eventually a Gateway module to convert the asteroid into a space station.
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@allista, thank you for looking into it. I opened issue #214 in Hangar's github page. I attached a ZIP file to the issue containing the SFS files you requested. I install mods manually. So when I tried to use CKAN, it won't include my installed mods when generating an export file. Here is the screenshot of the Gateway PAWS...
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@allista, what are the requirements to get the Asteroid Hangar working? I've managed to catch an asteroid. Then docked an Asteroid Drill+Hatch to it. Set the Hatch to permanent and mined the asteroid. After hollowing out 8000m3, I built tanks and converted the mined ore. After that, I recycled the drill and built an Asteroid Gateway to use the remaining space. I docked the Gateway to the permanent hatch. The Gateway is not working. No options to Open or Activate the Gateway are available. I don't know how I managed it, but as you can see from the Recycler window in the image, the asteroid ended up as the root node. Is that significant? I also displayed the PAW for the permanent Hatch so you can see that it still has 7000m3 of space left after I built tanks in it. Thanks.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
bcqJC replied to IgorZ's topic in KSP1 Mod Releases
My workaround is to use "The Klaw" and hook it up to the HW-80 Winch using a JS-1 Joint Socket. Actually, it's not just "The Klaw" but a microship comprising of "The Klaw", a OKTO2 probe core (because it is the smallest), a RCS tank and a pair of RV-105 RCS Thrusters to steer the microship while tethered to the winch. Of course, this only works in a low gravity environment. You can use rockets instead of RCS if you want a harpoon-like behaviour. Just remember to keep the microship light and compact. I use Tweakscale to do that. You need a microship instead of just the Klaw because once you release the cable, the Klaw is on its own. So you need to give it a brain to control it and means to propel and steer it. You can only refuel it if it is docked to the winch. -
Yay! My SSTO is now back in service - equipped with a Radial Hangar.
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