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Everything posted by Yargnit
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Kerbal Space Program update 1.4 Grand Discussion thread.
Yargnit replied to UomoCapra's topic in KSP1 Discussion
@RoverDude With the new decouplers/seperators, is there any chance we could get their colliders tweaked a bit for 1.4.1/MH (also the new 5m decoupler if it shares the same collider). In this picture you can see the 3.75m version of the decoupler/seperator on the left with it's collider, and the 1.25m on the far right. In the middle are two 1.25m parts (structural fuselage and doughnut tank) showing example colliders. It would be extremely helpful for advanced building techniques if we could get the decoupler/seperator colliders to be tweaked to do something more in-line with how the fuselage or doughnut's collders are. (Basically so the collider hugs the inside shape of the ring instead of only having the hollow square in the middle) This would, among other uses, allow for using them for portals to docking bays and so forth for orbital stations. Much appreciated! <3- 665 replies
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Honestly, I just use it as A/B, if i want two hinges to go in the same direction I set them both to one or the other, and if i need them opposite I pick opposing directions. I'm not even completely sure which perspective it measures the direction of rotation from. It's faster for me to launch the craft and just test the rotation that to figure out which direction is clockwise/counterclockwise. And then once I know the 1st one I just orient the others based off of it as needed.
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Sweet, i'll be glad to stress test (aka break) it for you if you'd like ;P I already have plans to make a push/pull rod out of it as well. And the lift was just a test model to lay out the mechanics for a lift for my aircraft carrier. Maybe something like a spiderbot in the future? Who knows I may be read it wrong, but I didn't think @PTNLemay issue had anything to do with undocking during rotation? I was reading it as just the inaccuracies of the mechanisms hitting precise angles. (like even using the reset button I'll often find it off .5-1 degree) And needing a way to more precisely make sure it hits absolute 0,90, whatever.
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@peteletroll So doing some testing, I think the problem I am seeing is only the 1st (therefore primary) port to be docked correctly is granted the rotate ability by the mod. secondary ports that are docked are not given the ability. This means you can make multi-dockings work if they are all docked as primary and then strutted together to make a single cohesive unit with standard struts, but not if they are already built as a single unit with 1 main, and 1 or more secondary ports. This explains why i was able to strut my two rotating wings on my vtol together to stabilize them without issue, but not make a lift. Also a better way to force back to true 0/90/whatever (action groupable?) would be nice i notice with my VTOL the wings never get back quite right, and you cant really right click in flight each port to reset to 0 very easily,
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Here ya go; https://www.dropbox.com/s/g2t9z55grovzz80/lift test.craft?dl=0 I've tried it with or without struts, autostruts, and/or rigid attach. Nothing makes a difference. It works fine if I drag the secondary ports so only the primary is connected though. Action groups 1 and 2 actuate it up and down respectively.
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Well now I feel silly. But I've come across another issue. Trying to make a scissor lift... This is what it is doing: The video shows 3 attempts, the 1st and 3rd are what is happening, the 2nd is what should be happening (to show you that everything is configured properly) The only way to get it to not go all explody is to only connect one of the docking ports. (which only works because it's in hack gravity currently) I can't figure out why it's acting up when they're all connected. Everything is mirrored properly, and the range of motions are set correctly. (90 degrees for the top and bottom hinges, 180 degrees with double the movement speed for the center hinges) Any idea? Also the only reason it has so many struts are to try and fix it. I did try it not strutted to heck the 1st time, and I've done it with rigid both on and off as well.
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Ok 1st off, this is amazing. I've wanted a SIMPLE rotator mod forever. IR just has too MUCH. Now for a couple notes. I'm sure you know this, but the nodes of docking ports are weak. What I mean by that is they flex like mad. That means that using this for any kind of VTOL's requires very tricky timing or planning because if you use it while the engines are on (thus disabling auto-strut) everything flexes like mad from the force of the engines, and can lead to scenarios like this https://i.imgur.com/DuOadX1.jpg (note that's AFTER auto-struts re-engaged and locked it like that) I'm not sure if the solution would be to re-set physics on the parts after rotating (like what happens when you trigger time warp) or if there's a way to lock the joints so they don't flex when rotating, or what? Currently you either need to be able to shut off the engines during rotation, or have a hole in the craft you can run a strut between to connect to engine pods somehow) The other thing is symmetry. if you're rotating a pair of engines, you can't place the ports in symmetry because even with mirror mode, you need one set to rotate in reverse of the other if you want to have the engines rotate properly for VTOL mode. breaking symmetry is a work around, but for complex craft having to break symmetry makes future changes much more frustrating at times. Finally, and chance for a high speed continuous rotation option that can be used for props/rotors? currently it maxes at 180 degrees per tick, and not nearly fast enough for a prop. a simple start/stop toggle and a button that multiples rotation speed by like 10x would be amazing. Seriously though, sweet work.
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[STOCK] Messier 1-Leg Powered Helicopter
Yargnit replied to Bubbadevlin's topic in KSP1 The Spacecraft Exchange
That micro version is quite impressive So just as my luck is, the entire thing exploded mid-flight on the way back to the runway after taking that picture. One of the legs over-stressed, but I'm not quite sure why, I wasn't doing anything fancy. & Thanks, you'd think at that size landing on it would be pretty easy right? Nope, not really. Could really use another 100m of runway length & a bit more width for non-vtol landings, but that starts jumping the part count crazy fast. Here's hoping for some larger flat parts with making history lol. -
[STOCK] Messier 1-Leg Powered Helicopter
Yargnit replied to Bubbadevlin's topic in KSP1 The Spacecraft Exchange
Wow, it's actually significantly larger than I expected. Taking off on an empty runway doesn't really do the size justice, I flew it out to my aircraft carrier (also stock) parked in the bay north of KSC, and the size really became more apparent. (Carrier is over 215m long bow to stern) It was also amazingly controllable vtoling it down, and I had no real trouble setting it down on the deck, although taking the engines above 50% throttle seemed like a very bad idea. Quite impressive. I'd be curious if there is any way to shrink the mechanism to fit on a smaller plane, or enable re-docking into a single craft so one could be used for Duna/Eve exploration. (pretty sure it wouldn't fly on Duna as is, but the mechanism itself should work with a different body) Here it is landed on my carrier; -
Here you go; You can see how it's supposed to work on both ends when I move the right side (the side I placed 1st) at the beginning. Then you see what happens when I try to move the left side. The left side can't properly have movement enabled. Rotate works fine, but not translate. If I uninstall EE it works fine. There's no null refs or anything in the log.
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[1.2.2] StationKeeping - Precise Synchronous Orbits
Yargnit replied to HenryBlatbugIII's topic in KSP1 Mod Releases
Thanks, and fair enough. An odd note btw, if you start keep from a shortcut, Station Keeping uses the "start in" section of the shortcut, not KSP's actual location in the HD when looking for its toolbar icon, so if this doesn't match up for some reason the plugin will not show in game. This took me about 30 min to figure out because I've never seen another mod use this in any way, and KSP doesn't care at all if it is correct. -
[1.2.2] StationKeeping - Precise Synchronous Orbits
Yargnit replied to HenryBlatbugIII's topic in KSP1 Mod Releases
1st off, fantastic. Nice and simple, does one needed thing, without a lot of excess fluff, perfect. Couple issues though If you have any Rapiers on your craft, such as from an SSTO docked to a station, it won't work because it tries to use them in airbreathing mode because in that mode they have the highest ISP. (Even if they are currently set to rocket mode) It should ignore any engines that require air intake to function. Also, on a similar note, it will not work if all you have is RCS thrusters/vernors because it doesn't treat them as a valid source of thrust, even though they are perfect for performing station keeping. And a suggestion, and way of getting it to actually burn the orbits to be more circular? If I set SMA to 75km for instance, it often will put it in like a 74.8km by 75.2km orbit, rather than 75km circular. This may not matter for relay sats in huge orbits, but if you're trying to sync say several space stations up so they are in orbit a few KM away from each other it can have a large impact in how much they fluctuate throughout the orbit, even if they do fluctuate around the same SMA overall. Thx -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Yargnit replied to DMagic's topic in KSP1 Mod Releases
I was actually ok with the infinite ability just to keep it simple, but re-positioning either end would work as well, then I could just ship a craft up with a bunch on it and just move them off as needed. KIS is just way overblown for just trying to do EVA struts IMO, the whole reason I like your stuff is because it does one thing well, and nothing else. KIS does a ton of things (Entire inventory system, tools, etc) Regardless if this can be done, your work is much appriciated -
[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Yargnit replied to DMagic's topic in KSP1 Mod Releases
@DMagicQuestion man, I love the simplicity of your little modlets, and was wondering if it would be possible to have one that functioned as an addition to EVA Struts (and possibly EVA Resource Transfer as well) that makes it so you can place the origination point of the strut on EVA as well instead of having to place the starter point in the VAB/SPH? Maybe just like an ini assignable hotkey that when pressed makes it so the starter node of one of your EVA struts appears where you click next? (or click and existing one after hitting the same key to remove it?) Basically the ability to place them in EVA without all the inventory management or extra stuff that KIS adds. Not sure if this is something do able in your scope, but figured I may as well ask based off your excellent work so far. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Yargnit replied to ferram4's topic in KSP1 Mod Releases
I've been trying to run a 1.2.2 build off the github source, but am not having any luck. I put the files it called for (Assembly-CSharp.dll, UnityEngine.dll, UnityEngine.UI.dll) in the same folder as KerbalJointReinforcement.sln and tried to build it as I've done with other mods, but it's still saying it can't find them. anyone able to help figure out how to get it to build while we wait for ferram to get a proper update out?- 2,647 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yargnit replied to Galileo's topic in KSP1 Mod Releases
Hey now, I like the way you set it up. I was just telling him how to change it if he wanted.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yargnit replied to Galileo's topic in KSP1 Mod Releases
It's lower gravity but further out, it's really halfway between Mun and Minmus orbit. Also not being at the same inclination you launch from it's really not any easier to land on than the Mun. That said, you can go into Iota's .cfg (\GameData\GPP\Gael) and change; radius = 100000 geeASL = 0.085 to radius = 200000 geeASL = 0.166 and it will match the Mun's size/gravity.- 7,371 replies
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It does it without OP/Sigma also on another save, and it's only physical warp. I'm 95% sure it's due to it being compiled against a different version of KSP, as I've seen dynamic warp have similar-ish issues in the past when compiled vs old versions. The problem is since the download from linuxgurugamer was just an unofficial fix already, I don't have the source from it to try recompiling to see if that fixes it or not.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yargnit replied to Galileo's topic in KSP1 Mod Releases
Ok, I fixed it. I was apparently a bit to aggressive pruning the content of CommonResources.cfg in the ComminityResourcePack folder and this planet pack didn't like it even though OPM didn't mind. So I ended up leaving that file intact, but then deleted everything except for IntakeLqd out of the ResourceConfigs folder of said pack (used for submarine ballast). That, plus deleting the entire GPP_Resources folder in the GPP folder allowed me to clear both the Kerbnet overlay and the toolbar overlay to only show the Ore resource. Thanks again for the help. I tend to be fairly aggressive cutting parts out of mods to only leave myself with what I need, and it occasionally backfires like this. But I am very particular about performance so anything I'm not using that I can get to make the game run faster I tend to do so. Edit, ok you are such a troll and I LOVE you for it! You don't know how long I've wanted squad to silently make the rocks collide-able without saying anything, and you did it! Not even mad that my rover face planted into a rock and exploded, you are not my HERO!- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yargnit replied to Galileo's topic in KSP1 Mod Releases
I'll have to do a little experimenting then. the USI tools/robitic arm is from RoverDudes Konstruction mod, so I'm fairly confident it's not the issue. I did try to pull all of the extra configs out of the community resource pack so the game wouldn't have a million resources I don't use to flip through, but again it's the exact same config I used with OPM successfully, so I'm not sure why it would be different here. I'll try playing with it and see what happens though. & let you know if I come up with anything.Your screenshots still aren't showing the planetary overlay though, but you are getting the tab to work at least which I can't. Hmm, so I put back the full community resource pack and it fixed it. Odd that OPM doesn't have any issue with me removing park of the configs but Galileo does. Any idea why that would be? I'd love to remove all references to the other resources so they aren't clogging up my interfaces. Thx again for the help .:)- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Yargnit replied to Galileo's topic in KSP1 Mod Releases
Here's the relevant part of the output log when going to the tracking station and viewing the planet; Exception handling event onPlanetariumTargetChange in class KnowledgeBase:System.NullReferenceException: Object reference not set to an instance of an object at ResourceMap.GetResourceItemList (HarvestTypes harvest, .CelestialBody body) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KbApp_PlanetResources.CreateResourceList () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KbApp_PlanetResources.ActivateApp (.MapObject target) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KnowledgeBase.ActivateApps (KbTargetType targetType, .MapObject target) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KnowledgeBase.OnMapFocusChange (.MapObject target) [0x00000] in <filename unknown>:0 at EventData`1[MapObject].Fire (.MapObject data) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at ResourceMap.GetResourceItemList (HarvestTypes harvest, .CelestialBody body) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KbApp_PlanetResources.CreateResourceList () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KbApp_PlanetResources.ActivateApp (.MapObject target) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KnowledgeBase.ActivateApps (KbTargetType targetType, .MapObject target) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.KnowledgeBase.OnMapFocusChange (.MapObject target) [0x00000] in <filename unknown>:0 at EventData`1[MapObject].Fire (.MapObject data) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(MapObject) PlanetariumCamera:SetTarget(MapObject) PlanetariumCamera:SetTarget(Int32) PlanetariumCamera:SetTarget(String) <Start>c__Iterator95:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Line: -1) The full log is over the maximum size pastebin will allow. This is my gamedata folder; http://i.imgur.com/sGJcQBK.png Note that Outer Planets loads the resource overlays correctly with basically the same set of mods installed. (OP has sigma on top of it as well)- 7,371 replies
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