Jump to content

ZodD

New Members
  • Posts

    3
  • Joined

  • Last visited

Everything posted by ZodD

  1. Hi, everyone. I’m dreaming about really small control points for station parts to aim claws to, and with possibility to place them anywhere on hulls. Before I have to use Grapple Fixtures from HabTech, but they are disappeared from HT2 version, and after upgrade I cannot build stations my way. Do you know any substitutions? Why is it cool: - you can set control vector to any direction. Really useful for VTOL landing and rover descents. - you can aim any point on a big and heavy station parts, to grab them by few drones with RCS and move anywhere. After go EVA and cut these control points away. - you can use Docking autopilot of MechJeb for something undockable. For example, to keep to ships straight for refueling by KIS parts. In ideal way, these Control Points shouldn’t have any SAS, or electric charges, or anything else. Just a name, possibility to aim from Docking port and “Control from here” option. Now I’m using PicoPorts, and it is awful... Any ideas? Maybe, somebody can make a small mod for this?
  2. Ok, I will try to make this bug on a really clear version of 1.10 and get all logs. Looks like it appears, if only the ship has few Claws connected to IR parts and these Claws are docked to another ship sequentially.
  3. Guys, I have faced a really big bug with IR! I made a craft with IR parts and 5 Small Claws. It is a kind of Ship Builder, to grab parts of big ships, to hold it tightly and to place them at Construction docking ports. Works perfect and looks like a big spider, cool. Buuuut! If I dock my Ship Builder to any craft and undock it later, the Kraken is coming. IR parts becomes unstable and shivering, after blasting. Why is it so? Because IR parts are moved a bit after ship’s decoupling. And the older of IR parts in save file is became wrong. For example, I have 80 parts in Ship Bullder, and IR parts must be last 10 parts in a row. But after decoupling IR parts are mixed with other 70 in unpredictable order. And coordinates of parts are also moved. Why is it so, I don’t know. I have coded a script on Python to check a specific ship name in save files and check the order of parts. And if order is wrong, the script just copying “initial” configuration to a new save file. And if I load this new save, the ship becomes stable again. So, I really do not know anything about KSP modding, algorithms of coupling and scribing ship statements in game, but Infernal Robotics mod is spoiling ship statements after decoupling for sure. If it is possible to fix, this mod would be really perfect. To be honest, I love it so much and really feel sad because of this bug(((
×
×
  • Create New...