pmoffitt
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
pmoffitt replied to IgorZ's topic in KSP1 Mod Releases
Ok, I can't seem to insert a picture directly into the forum. Here is a link to the file on google drive: https://drive.google.com/file/d/1ADXZYjRT11LWiAL6Ct_J5YdfOumTe0it/view?usp=sharing hope you can actually view it (ksp2.png is the file name). This shows a 6 way connector (size 2) that has non-stock clamp attaching it to the ground. I had attached the EL Survey Module, the adapter and the disposable pad via KAS and they were all vertically aligned (by eye at least). Now they are not aligned. It is a pain to get a Kerbal up there to grab and reattach it so I haven't done it as it would probably just wander around again anyway. I just checked to ensure that autostrut was not enabled. Most movement issues are with ships that I have docked and can be corrected by saving and reloading. They pop into the correct place as the base goes on rails. But this isn't the same. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
pmoffitt replied to IgorZ's topic in KSP1 Mod Releases
I am sure this has been addressed somewhere but I have spent several hours trying to find it in the forums. (Found all sorts of other information of interest while searching the forums, so not a real waste of time.) When I attach parts using KAS, they tend to slide around not staying with the part they were attached to when the vessel moves (part of a ground base on Minimus docked using RTS1). This doesn't happen with the same parts if they were built in place using EL (using the pads) or attached in the VAB/SPH and these parts on not the spring attached robotics parts. (Now that I think about it, they may not be stock parts but KIS / EL parts but I don't think it matters.) It is almost like the part isn't part of the vessel and physics is moving them it independently of the part it was attached to. It isn't breaking the connection, the parts are just separating (or it doesn't normally break the connection, it might if they get too far apart). There are no other parts attached to the part just attached that is moving (relative to the part it was attached to) so the forces on it should be minimal. Is there a way to control the connection when a Kerbal attaches a part using the Screw Driver or Wrench (is there a difference?) to make it a more solid connection? I have seen references to USI's welding of parts, not sure I want to load more mods as I have seen some strange issues with a few mods stepping on each other (specifically, Restock+ removes stackable from some KIS parts, I should probably post that in the Restock and KIS topics in the forums if it isn't already known). And I am already getting annoyed with how long it takes to load the game (this laptop shouldn't have such issues as it is an I7, 16 GB ram, SSD, RTX 2060 video running Win 10 Home). -
I Installed Diamond Grid, those parts are handy. I may have to use your models to create some of my own. Different sized and see if I can create an offset. Ok, maybe I will do that someday (dreaming). The trick of a disposable part coming down to the ground is handy. That helps me with several issues including getting rovers to be right side up with they are created. That would also work nicely for creating brand new vessels on the ground. However, at this point I am mostly adding on to existing vessels on the ground. The Micro-Pads are giving me fits with orientation. Either they don't really orient correctly or I just don't understand them. But it seems to not mater how I set the orientation in the VAB or SPH they always come out the same and the pointer directions on the pads don't seem to matter. Setting the point direction by having an Engineer reorient them is a pain as you can't completely see the direction they are pointing until you attach them (and they aren't near the ground to work on). The parts being attached always seem to orient themselves based on the default direction of the root part of the vessel in the VAB/SPH (select root part and hit space to return the vessel to it's default orientation). Using +x direction posts have helped me with some of my orientation issues with brand new vessels (at least now I can keep them from being built into existing things and blowing up and rovers don't have to drive through things to get anywhere). I attempted to build a 6 way connector with the launch clamp connected to the bottom of the 6-way connector with a micro-pad. No matter what I tried it ended up with the launch clamp being created coming out horizontally (not going down to the ground). That may be because the clamp wants to connect on the side not on the bottom of the 6-way (or not using the top of the clamp but the side at a right angle). I had to connect the clamp to the side of the 6-way, it appears to spawn with the launch clamp going down to the ground that way. It would be nice to have better control of spawn orientation. I have no idea how one would do that without adding more complication to building things onto a vessel. I have built on a greater flat on Minimus. 1.5 km away is a place that has metal ore. Funny how I can drive a rover out that, stop it, engage parking break and target the main base the navball tells me that the rover is moving 0.2 m/s relative to the target. In theory, they are the same distance from the center of Minimus and should be "orbiting" at the same velocity about the center of mass. Things that don't solidly snap to a mount point in the VAB/SPH (like servos) end up moving off of where they were attached. (Makes adding a useful crane to the top of a vessel difficult to say the least.) I have only been playing KSP for about 6 months (starting with KSP version 1.9 from Steam with both Breaking Ground and Making History). I almost finished a complete Career Mode game before I started installing mods (finished as in having most of the Tech Tree completed). I really like the idea of creating and launching ships without having to get them out of the gravity well of Kerbin. So, I have started playing sandbox mode to learn how to use MechJeb and now how to build a functional base. First on Minimus to mine the resources needed and then maybe an orbital base that I can feed materials to. I still haven't figured out how you guys create such nice looking bases. Maybe that is a failure of imagination on my part. At this point, I do have a functioning base that can sustain itself and create ships. It takes it some time to build the rocket parts and then the ships. But, I can build small single stage ships on Minimus that have easily 4000+ deltaV using LFO and they don't need to burn it all just to get to obit. (Need to figure out how to mine / make Xenon for the Ion engine.) Thanks for listening to me go on. Also thanks for the Mods and ideas. (I may be spending too much time trying to make things in KSP and not enough time taking care of real life. But that is always an issue with playing with computers and games.)
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KSP doesn't say anything it just doesn't move past real time most of the time. If I am controlling the main base or anything near it on Minimus, when I push the period button, the time warp bar in the upper left will become visible but not increase. Sometimes, if I switch vehicles (using [ or ]) and then push the period, it will actually increase warp and then I can switch back to the main base. When that happens, the period will increase time warp without issue. It feels like some rover thinks it is moving and is blocking time warp form starting or maybe it is an issue with KerbalAlarmClock, I really don't know. Nothing in the KSP log that says what is happening. I should probably turn on verbose logging and see if I can find something. As for "bolting things down" I played with Launch Clamps, they did help some but there were some issues with it like that they adjusted the height of the part from what I has it set to when buildt and I didn't like that. And even then, things were moving. The root part of the base should be the lightest piece of the base and all parts are connected using the KAS Resource Transfer Station with link set to dock. All the pieces are on KAS Pylons in an attempt to make things more stable. There isn't much motion going on but there is some.
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I have been having issues of not being able to time warp when at my base on Minimus or any vessel near there. Not sure if it is due to this mod or another I have installed (or a combination of mods) and not sure I want to take the time to figure that out. I am able to time warp in other places such as the space center or tracking station (and maybe on flights not near the base). I don't see any hints in the logs. (I haven't turned on verbose logging.) Anyone else seen this behavior? Still wish there was a good way to keep everything from moving around when it's on the ground. It seems to be somewhat under control but somethings still move and break things. I did just manage to lunch my first ship from the Minimus base I have been trying to build up. (Woot, Minimus now has communication satellites.)
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This works but leaves a bunch of temp sed files in the default directory where the command line runs from (they all start with sed). Not sure how to fix that at the moment. Makes backup files of the ones that are changed by putting an e on the end of the filename extension like sfse (it's a sed thing that I have no idea how to turn off and didn't feel like writing more code to remove them). For Windows 10: Install grep and sed from http://gnuwin32.sourceforge.net/ Save the following as a .cmd file updating the varible KSP Open a command prompt and run the command you just saved followed by a space and the save game you wish to modify (example: ELFix.cmd mysave) REM EL fix for version 6.8.1 for Windows REM Written by Pat Moffitt 9/7/2020 based on taniwha's line of code from https://forum.kerbalspaceprogram.com/index.php?/topic/54284-18-110-extraplanetary-launchpads-v681/page/233/&tab=comments#comment-3849847 REM Leaves a bunch of sed temp files in the default folder you will probably want to delete them REM Also creates backups of changed files by adding an e to the end of the extension (.sfse or .crafte) you may want to delete them too. @echo off rem test input if no paramater provide tell the user and end if "%1 "==" " goto noinput REM set the following to your Kerbal Space Program install\saves folder currently set for the default for Steam set KSP=C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\saves REM Set to the Game Folder Set SG=%KSP%\%1 REM Test input to see if it exists if not exist "%SG%" goto nofolder REM This adds the gnuwin32 bin folder to your path statement so they will run without specifing the path before them REM I rem'd out this line cause it kept adding it to the path over and over again, only needs to be done once take out the rem if grep or sed can't be found REM set path=%path%;C:\Program Files (x86)\GnuWin32\bin REM search the game folder for sfs files that contain the EL text that needs updated using grep and then changes adds EL to the beginning of that text using sed for /r "%SG%" %%f in (*.sfs) do grep -q "Auger\|Magnetometer\|OMD\|RocketBuilder\|Smelter" "%%f" && sed -ie "s/\<\(Auger\|SmallAuger\|TinyAuger\|Magnetometer\|OMD\|RocketBuilder\|Smelter\|SmallSmelter\|TinySmelter\)/EL\1/g" "%%f" REM Same then for craft files for /r "%SG%" %%f in (*.craft) do grep -q "Auger\|Magnetometer\|OMD\|RocketBuilder\|Smelter" "%%f" && sed -ie "s/\<\(Auger\|SmallAuger\|TinyAuger\|Magnetometer\|OMD\|RocketBuilder\|Smelter\|SmallSmelter\|TinySmelter\)/EL\1/g" "%%f" REM all done go to the end of file and exit goto :EOF :noinput ECHO You mush enter a save file to update for this script to work goto :EOF :nofolder ECHO Your save game folder does not exist: %SG% goto :EOF