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Everything posted by allista
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It's just TCA at work It's resizable; if you anticipate that you'll need more space+power, you can make it bigger in editor.
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Couldn't resist the temptation
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Here's how it looks like for now. It does have a docking port in the centre to conserve energy for a long haul. And it does work in Time Warp. So if you grab something in the field and then timewarp, grabbed objects will stay where they are in the field! I didn't have time to show you how to play with kerbals and how to throw objects at high velocity away (basically 0% attenuation, attractor in reverse and moooar power!) but you can imagine
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Yes, I use the good old Space Crane; the difference is the amount of precision required for docking and for grabbing things with "magnetic" field. I'll make a video on weekends. I hope
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What I tried to do about this was integrate with KIS to be able to rebuild ships in hangars. Say, you docked a ship, then disassembled it into parts, then constructed something else from them. But at the time KIS didn't provide any public API GC actually tires to simulate advanced 3D printing (the assembly line) and then the construction from the built parts. But never mind that; the actual problem is that to properly use a hangar as an assembly or construction space (in GC terminology) I would have to link the Hangar.dll against the GroundConstruction.dll or, at best, to make additional .dll that will only load if the GC dll is present. Because even to simply implement the required interfaces one need to reference the other. But you made me think if it couldn't be done somehow. Because, despite me joking around, I most certainly see the discrepancy here. Some way to query other part modules if the part is used in some way that prevents it too be also used as an assembly/construction space... UPD: ok, nothing short of using bare reflection solves this problem; but there's nothing wrong with this per se
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Use an assembly line form GC to build a kit from Specialized Parts It seems you're trying to use that hammer from the wrong end They're not built, they're assembled from a few pre-build pieces. Like you would assemble a bicycle that you have transported with wheels taken off. Both a bicycle and an F1 bolide are built on factory conveyors with complex machinery.
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@bcqJC also what's in the gateway's PAW?
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Not that far into career to produce your kits on site, are you? Many KSP players just consider engineering challenges to be fun And in the days I used to use the ELP myself it felt quite cheaty. Don't know how its mechanics changed since. Anyways, to each their own It doesn't change the fact that a wharf is not a shipyard. They don't build cars in garages, not anymore Thanks for the report. Itdoes look like a bug, because everything is ok with your setup. Could you share the .sfs and the mod list (preferably .ckan)?
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Well, you can always build in the custom-made, single-use shipyard using Global Construction As for the integration of Hangars with any construction framework -- I thought about it many times; but it would be very tricky, as hangar's internal space is meant to contain stored ships, so it is only usable as a shipyard if a hangar is empty and, vice versa, if something is built inside, you shouldn't be able to store anything. If you think about it, it actually makes sense: consider the difference between a berth in a port or a dry dock for a small boat inside of a big one; and the monstrous floating shipyard It would be cool to use hangars for repairs, if such a thing existed in a any meaningful way in KSP. But not for ship building, IMO.
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Looked through the code. It actually should work without problems! Why not use the "Control From Here" of the Construction port? I always dock orbital containers that way with the help of an alignment indicator. It's in orbit I struggle with containers the most. So what I make is a thing that helps to grab/move/attach a container without the need to dock; and without the risk of accidentally spinning it. It's like a magnet bottle for a container that holds it within some volume. It is also able to attract/repulse objects with variable force, so you can grab a container from the ground in the gravity field, then place it gently elsewhere. If anything, it it works almost like the Gravity Gun from Half Life 2
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So, @ChrisF0001, I've played with your test craft; and indeed, US Cores make something very peculiar with attach nodes with their USNodeSwitch module. Fortunately, whatever the nodes, the part tree as defined by Part.parent+Part.children always includes all the parts of a vessel; so now I traverse the vessel via part tree rather than via attach nodes. This works with your test craft and, I hope, should with anything else.
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I always wanted to make my own docking autopilot in TCA
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Can't picture that How the container is attached to the station? Through its docking port, or through the Klaw? If former, it should undock prior to resizing. If later... don't know, haven't tested it. I wonder why -- they're ordinary stock ModuleDockingNode instances. Well, at least the port on the ground container. The NamedDockingPort modules is a simplest derivative of the ModuleDockingNode, so any code that looks for the later will also find the former and won't see the difference. I've worked a lot on the concept of a magnetic "fork lifter" that can grab and hold a container without docking with it (and thus without the need to maneuver precisely); and it works surprisingly well. Later I'll post a demo video of how it looks like. Would appreciate your comments. Now that is strange! --- I'm currently testing this all myself. Will soon be back with the report...
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Great! And the .sfs? That's exactly what I'm trying to figure out Well, an assembly line can assemble a kit inside ground container within assembly space (if it fits in it, of course). But it shouldn't be possible to do it with docked ground container. Anyways, how do you dock the ground container, if it only has one docking port? Ok, via double-port adapter like this... [container]->[port-por]<-station ... but then if you try to set the kit to it to assemble, it'll resize and undock everything from itself. But then you could redock? Need to play with this scenario. Many times I tried to invent something more convenient for transportation. Maybe use the Klaw? That would still require to land it on top though; but with TCA it's not a problem. I'm thinking about making the ATMagneticDumper (a module that holds spawned containers inside assembly space in orbit) into a transportation solution. Or one can use KAS, or Konstruction...
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I honestly doubt it. It is actually vice versa: the container looks through its construction port and walks through AttachNodes and ModuleDockingPorts recursively until it finds both assembly and construction workshops (or until the tree ends). Then it sets its status as assembly/construction ready. I don't remember now why it's done in the "wrong" direction; because only the container knows through which port it is docked, probably. That is unintended!!! Meanwhile, could you, please, share the save and the .ckan mod list (if you're CKAN user, otherwise just listing of the GameData). I'll try to replicate it.
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The legitimate reasons for not being present in construction kit list are: * Docked via the wrong port * Assembly of the kit was not complete I reckon it's time to look at the save + mod list...
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SpaceDock has all the versions from the beginning: check the "Changelog" tab on the mod's page. What you describe is most likely the installation went wrong. Reinstall from SpaceDock and see if it fixes the issue.
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The KSP Interstellar Proxima Centauri Challenge
allista replied to FreeThinker's topic in KSP1 Challenges & Mission ideas
If you're looking for a way to transfer the plane with the mothership, you may just fly the plane slowly into the activated hangar (I would still recommend you to use the space inflatable hangar as it has crew+resources transfer), so that the hangar would store it inside itself for the transit. Then, when you need it again, spawn it and fly away. Let me compose a small demo... -
CKAN SSL problem solved itself out, so I was able to install everything from CKAN and, after that, separately from SpaceDock. In both cases everything works fine now. Including container detection after undocking/redocking to the station via a distant docking port that is 4 parts away from the construction workshop.
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Finally was able to install all mods with CKAN from scratch. Everything works fine O_o
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No, everything is fine with the releases, if you use SD archives. But it looks like CKAN somehow slips you the older version or something like that. Try reinstalling manually from SpaceDock, and I'll try to find out what happened with CKAN installation process...
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@linuxgurugamer, @ChrisF0001, @LTQ90, @bokrif I'm currently unable to download anything from CKAN due to SSL error that wasn't there yesterday. I suggest to reinstall everything manually from SpaceDock, which is the only source of truth for my mods. @ChrisF0001 if it wouldn't work after reinstall from SD, we need to debug this further, as I've checked everything pretty thoroughly before updating.
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Cannot install with CKAN due to SSL error that prevent downloading of any mod for me.
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I cannot reproduce this. Just downloaded and installed everything from SpaceDock and all is loading and working well in the game. Maybe it is not the MechJeb's work to check if another mod's assembly is or isn't "built for this KSP version"? KSP itself does not complain. Ok, I've clearly overreacted. MJ just logs the warning. So it's the update process that is at fault, because I have similar reports in the GC thread as well.
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Version 3.4.1 for Kerbal Space Program 1.8.1 Released on 2019-11-30 Updated Tech Tree limits for Size and Aspect: General Construction: size/aspect [0.75, 1.5] Miniaturization: size/aspect [0.5 Precision Engineering: size/aspect [0.1 Advanced Construction: size/aspect 3] Specialized Construction: size/aspect 6] Composites: size/aspect 12] Meta Materials: size/aspect 1000] Hopefully fixed aerodynamics of stock cargo bays that are patched to be hangars instead. For modders: onLaunchedFromHangar provides additional bool fromFairings == true data field when a vessel is launched from HangarFairings module. This may be needed, because in this case the launched vessel should behave as if it was just the next stage of the carrier. Download
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