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Everything posted by allista
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True every time No, not sure; the bundling is poorly maintained. When I have time I make a PR so that their distro included the latest stuff, but more often than not g they're lagging behind. I know nothing about their patches to GC staff. It was supposed to be the "exclude redundant stuff, add your own stuff", not the "modify stuff" relationship Still, I didn't look at their patches directly yet, so can't state anything. BTW, you are using GC 2.4.1 from spacedock, not the beta from Mega, rough? The later is not compatible with KSP<1.7.2 because of the autostrut framework changes.
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@vossiewulf just telling what I saw in the logs is all
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You're running 1.7.1 with many mods that apparently are not compatible with it; to name a few: BDArmory, SSTU, KIS, Kopernucus, WBIRecycler -- all throw exceptions, some tones of them. I don't see any particular trouble with GC itself aside from the fact that it can't save the game for to some discrepancies in contact system; but with so much other exceptions around anything could go wrong. So I suggest to clean up your installation: search for all "Exception:" occurrences in the log (there's about 10k of them, but most are repetitions), see which mod causes then and either remove it, or upgrade or downgrade it to the version compatible with your KSP version. You can do it incrementally to save time.
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Sorry, my capacity to respond is quite limited by my job these days. What you describe looks like trouble with installation; missing dlls most likely. I'd say more from the log, but I'm in mobile for a while, so could you please zip it for me to download?
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The hangar should be activated (in dedicated UI window available via toolbar), the vessel should have relative speed less then 1m/s, and it should fit inside both geometrically and with other vessels that are already docked in this hangar, if any. If any of these requirements are not may, a corresponding on-screen warning is displayed. In principle it could be done using shroud module (like engines do), but I honestly don't like the idea. In any case, currently you can do something like this: Hatch>square port>square-port-adapter>[middle of the vessel with radially mounted engine blocks]<square-port-adapter<Gateway Ah, yes, there's indeed the wiki I made for the mod; asteroid hangars should be covered pretty well, as far as I remember. Unfortunately some of it may be outdated. https://github.com/allista/hangar/wiki/Home
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Oh boy! I've completely forgot about that pathway when I marked the smelter deprecated I'll add the corresponding converter to ISRUs; for now you can edit the Mobile Smelter, changing category to Utility: TechRequired = specializedElectrics category = Utility
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Now that is weird output_log contains much more info than KSP.log, and is crucial to diagnose things. Thanks, I'll look inside... @vossiewulf for some reason you're missing 000_AT_Utils/Plugins/001_AnisotropicPartResizer.dll which is bundled with GC. You should reinstall GC from SpaceDock: https://spacedock.info/mod/1123/Ground Construction/download/2.4.1.0.1
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https://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
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output_log.txt (or Player.log on linux/mac) would help
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Could you explain in more detail how to do it? It's actually a fine feature that I would really like to implement.
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What if there's more than one connected engine? I've talked with Nertea; we'll be solving this on both sides. CryoTanks would skip its patches when CC is present while CC would be reconfigured to closely match boil-off dynamics of CryoTanks.
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@mackie g could you try to reproduce this in stock game (with MM+GC, of course) with stock parts? I wasn't able to so far...
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From Material Kits, but the energy requirement is large, so you don't see the process in normal time. And Machinery is not used, but is required for the converter to work. Naturally, I recommend using Configurable Containers It has some capacity for Material Kits, but not that much. So you probably would want additional storage. A bunch of them, and skilled ones too; otherwise construction would take forever. Final transfer from your workshop to the not-yet-launched construct is done by GC. Everything else: either MKS logistics or KIS+KAS. No, you only need to make the ship or subassembly in editor, not the kit itself. Then you select it (or a single part) from Assembly Line interface and it becomes the kit inside it. Don't do the container-in-container thing without solid reason The kits themselves are intended to be transportable. They're light (compared to what is build from them) and have the docking port on the top. And with KIS/KAS you can move them, given enough kerbals around. All this could be done from the workshop window. It's easier to transfer resources and crew before you unbox the ship from the kit. Otherwise you would have to build some access ways for kerbals and connect it with KAS to the base to fuel up. Because RTG doesn't store or use any resources at all (in game, that is). But for third-party nuclear plants and such you would have to get the radioactive isotopes for them to work; which is not always possible, as not all the mods that add such parts provide the means for refueling them. So you actually can't make the colony completely, fully, absolutely independent from Kerbin. That's life
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Glad to hear! In any case, another thing you may look at to better use TCA the roles assigned to engines. There are several, and they change how engines are balanced and handled. Thrust and maneuver -- engine is used both for thrust and for torque Maneuver -- engine is used like RCS; it is fired only to make torque Balanced -- engines (should always be several) with this role are always balanced to thrust through the CoM and not create any torque UnBalanced -- engine is only used for thrust; only assign this role to completely balanced set of engines or to an engine thrusting through CoM Manual -- engine's thrust limiter may be set manually; in addition, these engines could be used by navigation autopilots (like cruise, nav-points and so on) to provide horizontal thrust
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For that you need an Assembly Line and a source of Specialized Parts. The former comes in two variants -- orbital and ground based. The later is just the plane ISRU (in vanilla GC). Watch the video with detailed explanations here: https://youtu.be/1PFg_s-RwqU
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There's the AutoThrottle switch in the vertical flight HUD window, near the Hover and Follow Terrain. Turn it off to control main throttle yourself. Do note, however, that it may be enabled by autopilots. If you disable both Vertical Speed Control and Altitude Control modules in editor, the switch will be hidden and should always be off, i.e. you should always be able to control the throttle in this case.
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No. So you can actually build something with a corresponding docking port and it will be docked port-to-port, so you can udock it later. Look here: https://youtu.be/hwE37IuI8No?t=1070
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There is: you can create GameData/GroundConstruction/GroundConstruction.user file with corresponding settings that will override the configuration from GameData/GroundConstruction/Plugins/PluginData/GroundConstruction/GroundConstruction.glob Setting names are self-explanatory; you will want to change these AssemblyResource { name = SpecializedParts WorkPerMass = 15 EnergyPerMass = 1000 ComplexityWork = 17 MaxRecycleRatio = 0.3 } ConstructionResource { name = MaterialKits WorkPerMass = 10 EnergyPerMass = 10000 ComplexityWork = 13 MaxRecycleRatio = 0.5 } ComplexityFactor = 1E-04 FinalizationWorkPerMass = 0.5 Note that there's no direct way to influence the amount of resources you need, as they're in any case ton per ton; what you can do is to change the fraction of the part mass that is build using MK versus SP with ComplexityFactor.
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@FredMSloniker current version does work with 1.7.3. The next one has a major new feature and is stuck in QA with one hard-to-debug issue. But you can try it out with nightbuilds stored on Mega (the link is in the thread a few pages back).
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Thanks, that clarifies things. I'll look into the matter.
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Shouldn't be so. Does CryoTanks patch other parts? Does CC cryo behaviour changes if you remove CryoTanks? Cryogenics in CC should work independently without conflict: it's not global, all calculations are made inside the part itself. There should no interaction between it and CC. And you see the boiloff, right? So the code works, just not as you expected. Anyway, I'll test it and ask Nertea.
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The config for cryogenics is here, it has some comments explaining particular figures, and setting names should be self-explanatory: https://github.com/allista/ConfigurableContainers/blob/master/GameData/ConfigurableContainers/Cryogenics.cfg The code that uses it is here: https://github.com/allista/ConfigurableContainers/tree/master/Cryogenics It's modeled as closely to real physics as possible, but physical parameters of, say, insulation may be quite sci-fy.
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Thanks for the suggestion! Naturally, I'll try to diagnose and fix this behavior; but the VTOL pitch limiter is a great idea irrespectively, so will do Care to share those stock crafts for the testing, BTW?
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This one is 17 months, and she's already ordering her own cup of cappuccino in the morning; no sugar And constantly calls her grannies, stealing the wife's phone from her bag It's actually much more fun than I could have expected
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Sadly no; most of my "personal" time is eaten mercilessly by my monster of a daughter. We called her badger for a reason