-
Posts
2,208 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by allista
-
Version 2.5.1 for Kerbal Space Program 1.8.1 Released on 2019-11-30 Better Recycling Recycler UI: Part tree may be filtered by part name Search term is case insensitive and will match any part whose title contains it. Filtering is started in 0.5s after you stopped typing. Filtering is not instant: when the search term is yellow (configurable color) the search is in progress; when it becomes green (configurable color) the search is complete and the filtered part tree is displayed. Parts that do not match the term are not shown in the part tree unless they are ancestors to those that match. Matched parts that has children remain togglable, so that you can access their subtree. Other parts of the filtered tree are not togglable. Recycling in the filtered tree works exactly the same. A part is highlighted when mouse hovers over corresponding part tree node Added spotlights to the Space Crane Added AutoSave option to the Main GC Window (as suggested by @jd284) Fixed detection of the Orbital Container by workshops (thanks @ChrisF0001 for the report) Download
- 1,554 replies
-
- 2
-
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
Version 3.6.0 for Kerbal Space Program 1.8.1 Released on 2019-11-30 Status UI Added Status Panel It replaces the status string that was located at the top of the main TCA window. All statuses are displayed on the panel as a grid of small indicators with icons and tooltips. Indicators are divided into two groups: the top row contains indicators common for all situations and is shown always; below there are indicators relevant to VTOL flight on the surface. Most indicators belong to corresponding TCA modules and in career game will be missing until the backend module is installed on the ship. An indicator may be in 3 different states: Inactive: almost transparent. The indicator is irrelevant right now. Passive: grey icon. The situation that it should indicate is not present. Active: red, yellow or green (configurable); sometimes blinking; sometimes with a sound alert (can be disabled). Added Info Panel It replaces the information pane that was located at the bottom of the main TCA window. It shows any info that TCA modules need to display, like trajectory search progress. Its position may be set by dragging it when it displays a message. When nothing is displayed you can open the Advanced Tab and press the InfoPanel button to display sample message. As before, some messages disappear after a short time and some are displayed until you click on them. Show collapsed TCA window after 300ms of mouse hovering. Hide it after 500ms when mouse left its bounds. This prevents flickering when mouse accidentally passes through collapsed window. When the Anchor program is activated above a building, the anchor whaypoint is placed on top of that building rather than on the ground below it. Added progress indication for initial scans when Rendezvous Autopilot. starts to search for possible transfers. Do not display up/down arrow in Vertical Flight HUD for |v.speed| < 0.01 When Rendezvous Autopilot is aborted its trajectory calculation tasks are canceled. Fixed "Getting control 0's position in a group with only 0 controls" exception that appeared each time TCA window was shown-on-hover. Fixed relative altitude and velocity calculation. Download
-
They most certainly do not But this should not have any impact on the game, as these parts are never instantiated from prefabs and are only looked for by their names when TCA decides what modules are currently available. This is both true and not: If you look at conventional distribution archives (read SpaceDock) there's no such thing as CC-core, and both CC and TCA depend on AT_Utils. But in CKAN the packages are split as follows: CC-core (contains core CC-configs only) <- AT_Utils (contains CC.dll that requires those configs, thus the dependance) <- everything else... They're very inconvenient to use for such a trivial matter. With MEGA, Dropbox etc. I don't have to even open a browser; I just copy the image to a synced folder and immediately get the link. While with Imgur I have to open the tab, reauthenticate, go to the upload page, wait for the upload, copy the link...
-
Tired this patch and it worked both for space and ground inflatable hangers. And I've changed the tech tree limits as follows: generalConstruction: size/aspect [0.75, 1.5] miniaturization: size/aspect [0.5 precisionEngineering: size/aspect [0.1 advConstruction: size/aspect 3] specializedConstruction: size/aspect 6] composites: size/aspect 12] metaMaterials: size/aspect 1000]
- 1,632 replies
-
- 2
-
-
- part count
- storage
-
(and 1 more)
Tagged with:
-
[1] The MM patch seems right to me; it should effectively increase the maximum allowed size for the InflatableSpaceHangar to 14. What seems wrong is that on the screenshot I don't see the Inflatable Space Hangar, but the Inflatable Ground Hangar which is not affected by this patch. [2] No requirements. The plane just needs to fit physically inside. Anyways, I'll consider to increase the resize limits for career game, as it seems often the case that one needs to fit something gargantuan inside.
- 1,632 replies
-
- 1
-
-
- part count
- storage
-
(and 1 more)
Tagged with:
-
I confirm this. Thanks for your report. Here's the issue to track: https://github.com/allista/groundconstruction/issues/67
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
There's nothing obviously wrong in what you describe. It shouldn't matter how far (in terms of intermediate parts) it is docked, as it is searched for recursively through entire vessel. Things to double check: construction port should be marked on the container with arrows. Available workforce should be displayed at the top of the workshop window of the construction workshop; although even if there's 0, containers should still be visible in the list. I'll try to reproduce this...
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
Could you please test this version of MultiAnimators to see if it fixes the issue with cargo bays? https://mega.nz/#!D9RBiQLQ!ad_Xie-ZPg1T2DY2oKtI06v1fjmfBAcDK8WEEoMahSY md5: ddbecd7c426dd9e7b7b51ebf90658301 To test: Restore the Hangar/MM/Squad.cfg Replace the GameData/000_AT_Utils/Plugins/002_MultiAnimators.dll with the version above. Test your SSTO.
- 1,632 replies
-
- part count
- storage
-
(and 1 more)
Tagged with:
-
Unfortunately it doesn't allow me access to the file without an account. Probably something to do with sharing permissions...
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
Ok, so here's the hopefully final variant of the Status Panel, and a little more...
-
I've experienced something similar with Hangar, when a rover is spawned. Haven't been able to pin the cause, except that it's linked with physics and wheel collides; but what helped me is switching to another vessel out of physics range (via the map), or a round trip to KSC and back. Time warp may also help, but I'm not sure. In any case, I'd like to see the logs; maybe it's just some uncaught exceptions mess up part modules...
- 1,554 replies
-
- 1
-
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
The alternative suggested by JadeOfMaar - to wrap the second row, so as not to occupy so much horizontal space - looks much nicer. It also provides for a way to subgroup on-planet indicators by changing their sequence. https://mega.nz/#!HxpUEapR!iAiSM42aktxWcih27Mz0ioVkdPyyJZWSVkUxSVM1Puc
-
@MaxPeck maybe rearrange the indicators into rows of uneven length, so that one row may be hidden completely when in orbit? Like this: https://mega.nz/#!20ozSATJ!Vo0MmKxFRpE9RX0nrB7AD_DXbY5i1JDs335a8OcKdsI I'm not sure if it looks terrible or not... But if I will be adding more indicators in the future (which is quite possible), arranging then nearly would become more and more of a problem.
-
Resizable - yes, but that'll cost some work, and will make all my UI panels resizable. Seeing as this is not the common case (none of the UI windows I see in the stock and mods are resizable), I'm not sure this is a good idea. But I can make it a little smaller; say, 32px per indicator instead of 40px. Then again, that may upset those with huge monitors... Togglable - easy; but as it's not the on-planet-only status panel, I also want to display status text (from the bottom of the main window) as part of that panel below indicators. Which would make hiding it undesirable.
-
I'd like to get the save/craft file and the list of mods to be able to reproduce both issues. Performance hiccup is annoying, but the fact that Recycle button didn't do anything is a real bug.
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
Does the switch with the "speaker" icon to the right counts? It toggles the alarm sounds. I already make invisible the indicators that belong to TCA modules that are not installed in the current vessel. I can make the irrelevant ones almost transparent (it'll cost some per-frame checks, though). But regardless, I'm afraid that the whole panel takes too much real screen estate just to display a dozen indicators that seldom if ever light up.
-
So, finally trying to make this one. So far I've made a separate HUD panel with 12 indicators that show all existing TCA statuses. I even added blinking for some and even the alarm sound for important ones. There are several problems, though: Most of the time most of the indicators stay off, because they indicate problems, not the nominal state. In orbit only 4 of the 12 are relevant at all. But hiding them would live the panel mostly empty, and removing them would cause the remaining to jump from place to place depending on the in-orbit/on-planet situation. Some of the indicators clearly duplicate corresponding switches, which looks redundant. But I'm not sure if it's a good idea to mix switches with indicators on the same panel. Would be grateful for any thoughts on the matter. Here's a short demo video:
-
Hm... I've tested it up to 64 levels, but that was a stack of panels. So maybe it's not the number of levels per se, but something more complex in vessels structure?
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
Version 2.5.0.1 for Kerbal Space Program 1.8.1 Released on 2019-11-17 Fixed Recycler part tree: subtrees no longer overlap Included gc_ui.ksp asset bundle into GC-Core.netkan Changed part filter tooltip to "Global Construction" Download
- 1,554 replies
-
- 6
-
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
Thanks for the report. I'll check the .netkan definitions, maybe I have to explicitly include it. CKAN downloads GC from spacedock, and the archive there has all the files; so meanwhile you can get it manually from there. Edit: fixed it
- 1,554 replies
-
- 1
-
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
Version 3.5.9 for Kerbal Space Program 1.8.1 Released on 2019-11-17 Fixed ToOrbit AP (autopilot) Increased maximum auto time warp factor to 100k. Fixed several bugs in trajectory optimizer that where caused by the same not obvious incompatibility with KSP-1.8. Do not allow to use orbital landing AP from unstable (discontinuous) orbits. Because in general you can't land at a ground target with only one fly-by. Fixed game freeze when trying to find NearestApproach from discontinuous orbit. Added "Max Days to Start" option for in-orbit rendezvous to shorten transfer search on huge orbits (like kerbolcentric). To use: enable the "Max Days to Start" switch and set the desired time span (in days) within which you wish to start the first maneuver. Download
-
Will release a fix today
-
Well, your installation is a mess: you have two different versions of MM (which is pretty bad in itself), and you don't have any version of neither GC nor AT_Utils dlls whatsoever. I suggest you to stick with CKAN for mod management, and only install mods that are compatible with your KSP version.
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
Oh, right, Unity 2019 changed log file location for Windows. Here's a good post explaining where to find it, and many other things about how to troubleshoot problems:
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with:
-
Should be an installation problem. Checke the logs (output_log.txt/Player.log), or share them for us to examine.
- 1,554 replies
-
- ship construction
- launchpad
-
(and 1 more)
Tagged with: