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allista

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Everything posted by allista

  1. Yea... Looks like ToOrbit autopilot is still broken after all Could someone please confirm it?
  2. Version 2.5.0 for Kerbal Space Program 1.8.1 Released on 2019-11-14 Recycling Supports KSP-1.8.1 Recycle nearby vessels back into Mat.Kits and Sp.Parts: Recycling is done by the construction workshops. Nearby means no further than 300m from the workshop, like the construction limit for ground workshops. Recycling is done part-by-part in the order in which the vessel was assembled in VAB/SPH, i.e. along the Part Tree. A vessel may be recycled partially, i.e. you may choose to recycle just one branch of the Part Tree, or even a single leaf part. The obtained resources (MK, SP and anything that was inside of a recycled part) are moved into the recycling vessel and distributed within available storage. If there's no room left for a resource, the part is not recycled, but skipped, and the Recycler moves on and tries to recycle other available parts. If there's crew inside of a part, it is skipped. Orbital Workshop also recycles remotely. The vessel to which the workshop belongs can also be recycled, with the exception of the workshop itself. Creation of an empty kit container consumes resources that would be required to actually assemble and construct it. Added the Final Assembly - last phase of the construction: It represents some work that needs to be done after construction is complete. Does not require any resources but the time. Numerous bugfixes and improvements: Do not allow assembly/construction in the docked container if it is not docked through the construction node. If the effective workforce is zero, the construction is stopped. Deploy hint is disabled when the payload is launched. Added ModuleConstructionKit and DockedKitContainer to ignored PartModules. Improved Docked Kit Container texture. Fixed resizing with KJRn and robotic parts. Fixed NRE in part prefabs of ConstructionWorkshops. Multiple fixes in the assembly/construction framework. Multiple fixes in docked spawning. Several fixes in spawning of empty containers. Fixed infinite loop in WorkshopBase.start_next_item. Corrected some typos. Download
  3. Version 2.4.7 for Kerbal Space Program 1.8.1 Released on 2019-11-14 Supports KSP-1.8.1 IFS is fully compatible with CC patches Rebalanced "Snacks and Soil" tank config to keep 1u food to 1u soil as suggested in #30 by @LouisCyfer Small performance improvements. Download
  4. Version 3.4.0 for Kerbal Space Program 1.8.1 Released on 2019-11-14 ReOrientation Supports KSP-1.8.1 Hangar contents may be rotated both in Editor and in Flight Payload may be rotated in 90 degree steps using the dedicated UI. The orientation is indicated by a translucent arrow drawn along with the content hint. The arrow indicates the bottom and front directions of the payload. In Flight rotation is allowed only if the rotated payload fits inside docking space. And disabled for fairings and single-use hangars. Orientation of each stored vessel is preserved, so if you have docked (in flight), say, nose-forward, that is how the vessel will be launched, unless rotated manually before launch. Note: the orientation will be actually slightly corrected, so that the stored vessel is aligned with the hangar. When a stored vessel is transferred from one storage to the other its orientation is set to the optimal one for the receiving storage. Mobile Smelter is deprecated in favor of the ISRUs. As usual, parts already in flight will be functional, but it wouldn't be available in Editor. Asteroid Hatch creates resource tanks using Material Kits. Existing hatches will still use Metals, only the new parts will be affected. Tanks will cost slightly more, but will weight the same. ISRUs are patched to produce Material Kits the same way they do in Global Construction (unless MKS is installed). Vessels stored in Editor are not spawned-and-stored anymore during the launch, which caused considerable lag. Hangars don't launch stored vessels if any physical object is present within their docking space. Vessel docking is triggered only with dedicated trigger-colliders, rather than with any trigger-colliders on the part, like airlocks and ladders. Added Show Payload button to part menu of fairings to show their content as they don't have the Hangar Window interface. Numerous bugfixes and improvements: Localizing vessel names. Fixed NRE in case a jettisoned fairing is destroyed immediately. Update content_hull_mesh on hangar resize. Fixed UI not showing after launch from hangar if it was destroyed before launch ended. Several performance improvements due to the use of the frameworks from AT_Utils rather than the legacy Hangar code. Showing tooltips in HangarEditor. Added random angular velocities to debris jettisoned from fairings for visual effect. Limit the jettison force for parts decoupled form a fairing when it is itself jettisoned. Fixed content highlighting in Hangar Gateway. Improved hangar fairings texture and model. Removed deprecated Readme.pdf from the distribution. For modders (and for future integration with TCA): Sending the Hangar PartModule as onLaunchedFromHangar KSPEvent to all parts of the launched vessel. Download
  5. Version 3.5.8 for Kerbal Space Program 1.8.1 Released on 2019-11-14 Supports KSP-1.8 Improved engine balancing and attitude control with high-vectoring engines. In Rendezvous autopilot: if target is already in plane with the vessel on the ground, launch immediately. Added RP-1 patch for tech tree parts by @Gordon Dry TCA AppLauncher button is now visible in mapview. Bug fixes: #68 #69 #71 #78 Download
  6. All of my mods (TCA including) are yet to be release for KSP-1.8+, so if you're using the latest KSP, nothing would work. In any case you'll have to wait for the release for 1.8, because I won't be able to support multiple KSP versions. The good thing is: I'm almost done with the updates
  7. Sounds like a bug, but I'll have to reproduce it. The container has two plane and simple docking ports, one on each narrow end. If you don't see them, they're broken somehow...
  8. @BrettDah, this may be the problem with suspension of the wheels: when launched, wheel's suspension is fully compressed (KSP just works that way); then immediately after launch, when a rover touches the floor, suspension is released and expands explosively. The rover jumps, collides with the hangar and explodes. Everything happens so far that I was able to see what's happening only on the video record, examining it frame by frame. I'm not yet sure if it can be worked around somehow... Thanks for the report and the analysis. I'll need to replicate this to debug properly. I'm the meantime you can always disable staging for a part in VAB/SPH and then launch the content from the fairing through the part menu.
  9. Definitely voodoo, and some amount of thaumaturgy at the top But that work is already planned by the @Stone Blue and @JadeOfMaar and myself. So eventually OPT will be with Hangars. Now that's quite strange, because these patches do not change the weight of the bays, just add the hangars; and the animators, which potentially may mess the aerodynamics. I'll have to test this. Issue for tracking: https://github.com/allista/hangar/issues/206 And yes, removing/commenting out the patch is the correct way to disable the changes.
  10. Good point. Currently there's no way; I always considered it to be a must have safeguard against kraken. But it's easy to add, at least via .user config override file. Maybe via UI as well. Here's the issue for you to track: https://github.com/allista/GroundConstruction/issues/65 Aside from the assembly line you need a construction workshop. You've assembled the kit, deployed it; now you need to construct what's inside, adding all that is produced on site from material kits. So: * Assembly line: created the container, prints essential equipment and sophisticated components and puts them inside. * Then Construction workshop: construct the final product from the kit and material kits, adding structural components, hull plating and such. There's always the question of availability of MM and CRP on which everything depends. Always check the dependency tree to find out why a seemingly compatible mod is not shown as such.
  11. As soon as possible, of course You just need to read it literally
  12. @bcqJC Thank you for the 2 cents I've tried to address the issues you've pointed to the best I can without diving deeper into uGUI intricacies. Here's what it looks like now... *sorry for the black borders -- the KSP window was smaller than the viewport
  13. I'm working on compatibility release right now. Unfortunately, beside the stated changes that were easy to adopt, many things are now broken in various parts of my mods and AT_Utils library. So it'll take some time to fix the obvious, and then some time for users to find less obvious bugs.
  14. Well, it does handle skinned mesh renderers; what is the correct way, though, I don't know. I have some skinned animated models in the Hangar itself which work ok. What I've encountered in the past is some animated models (like stock drills) that have their objects scattered all around the place on frame 0, but gathered properly in place on frame 1. So dimension calculation only work properly after animator module kicks in.
  15. Yes, they're for debugging, but unfortunately they cannot be disabled. I'll rebuild the nightly builds with proper compiler flags.
  16. Thanks for the report! Hm... I'll need the KSP_Data\output_log.txt and probably the savefile where the Airplane is under construction to understand better what happens.
  17. That would be the Throttle Controlled Avionics
  18. Maybe some other autopilots are enabled, like MJ? Disabled TCA does not process flight input state at all, so there's no physical way for it to still affect the controls.
  19. For horizontal flight it is actually recommended to turn TCA off, which may be conveniently done with an actio group. See the video on the Harrier-like VTOL handling with TCA:
  20. Not to the hatch, but to the port attached to the hatch. And that's why it has it's own RCS thrusters and reaction wheel. When you're close enough to the mined asteroid, your can undock it from the carrier, navigate it to the square port attached to the hatch and dock it there. If you have forgotten the port between mining station and the hatch, bring it along with the gateway and use KAS to attach it on site. Be sure to bring enough kerbals for the work: it's heavy. I'm also waiting for the opportunity of enough spare time to fix all issues and release it at last! BTW, only the Workshop recycles, you don't need the Assembly Line. And keep in mind that the more skilled the engines in it, the more resources you recycle from the same part.
  21. That's ok, these are my own directives for MM to disable resource converters when MKS is installed, because the mess up MKS resource pathways.
  22. @beeble42 the first log says that local size calculations produced negative scale, which made the model inverted and invisible; then the JettisonUpdater got an NRE on start; both are serious errors. But the second log has nothing erroneous or unusual, so everything should work, unless you're loading the same invisible shield: the scale is saved in the .craft. Also, do not use hangar's own resizer and the TweakScale on the same part. Won't do you good
  23. Another configuration that came to mind:
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