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allista

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Everything posted by allista

  1. Went even further: it is logical to assemble some resources, like Machinery, from SpecializedParts; but not so with Ablator, which is actually a material. So I've added a choice: some resources may be assembled in assembly workshops from SP, yet others may be constructed in construction workshops from MaterialKits. https://github.com/allista/GroundConstruction/blob/development/GameData/GroundConstruction/KitResources.cfg How's that?
  2. In that case I can just make it all, still screencasting for the profit of other modders It's not much work, really.
  3. Definitely can be. It's a matter of making the mesh for internal space,+ a launch transform, and exporting it all as .mu, then patching the part via MODEL node in its config, like I did it for the stock Mk2/3 bays: https://github.com/allista/hangar/blob/master/GameData/Hangar/MM/Squad.cfg Then replacing generic animator with the hangar's MultiGeometryAnimator and adding modules for storage and hangar machinery. When you're up to it, I propose to make a screencast where I do it for one part to explain all aspects.
  4. Sure, why not? Depending on your settings you may need to purchase the parts in tech tree nodes, though.
  5. So here's how it'll work: resources mentioned here: https://github.com/allista/GroundConstruction/blob/ablator/GameData/GroundConstruction/AssembleResources.cfg (and in other ConfigNodes with the same name; not even MM is required) will be added as a pseudo-parts to the kit and will be constructed from SpecializedParts by mass.
  6. While I'm in a talkative mood, trying to learn to use Discord for real-time mod-related discussions: https://discord.gg/W7xMsW (valid until Jun 13, 10am UTC)
  7. While I'm in a talkative mood, trying to learn to use Discord for real-time mod-related discussions: https://discord.gg/W7xMsW (valid until Jun 13, 10am UTC)
  8. Also, while I'm in a talkative mood, trying to learn to use Discord for real-time mod-related discussions: https://discord.gg/W7xMsW (valid until Jun 13, 10am UTC)
  9. But I have to admit, I would be glad to return to modeling for a change! Programming as a job and programming as a hobby takes its toll
  10. So basically a smaller version of the Space Dock with an extendable ramp? Does Mk2 still have the inline cockpit? And for the cylindrical versions I'll have to learn the new model switching framework (aka part variants). It would be hard to model, though. I still remember what it took me to make the hydraulics for the Rover Lander and even more for the permanent variant of the Klaw... BTW, no one mentioned the asteroids I understand that to use them one must first catch them, which is a feat in itself. But I wonder if hangar building in asteroids ever gets used at all? They're probably using procedural parts instead
  11. No that is actually a bug report as this is obviously not supposed to happen!
  12. @DStaal what about inflatables, both ground and space, as a way to park utility crafts and transfer resources? Of course the later may not be an issue in USI world with wireless distribution (don't know, never tried it). Still, that's what I mostly use myself. I've tried to solve the problem of a rover hanger for long rovers more than once; but that means an inline part with dorsal/ventral architecture and an animation that moves parts of it away from the axis... and then it becomes too complicated with the limitation of animations vs attach nodes. But I'm still trying My biggest problem is of course that I've forgot how to play I even made the rule to play KSP no less than a week after each release
  13. Thanks for verbosity! I really miss comprehensive user feedback a lot. I like the idea of dedicated status UI that can tell different things in parallel. As I mentioned earlier, I'm in the (long and painful) process of reimplementing the UI completely using uGUI. This means, among other things, more expressive power could be put into UI using icons and animation and such. So there's one thing to make differently. I'll try to solve the "forgot that new module" problem, but the situation here is complicated by the default configs that include info about which modules are enabled. Still, I also often return to editor for that... Balancing -- have to meditate on this. Seems to be purely UI/UX problem, and I don't have designer skills, as much as I often need them. The CPS launching ship up? I would also like to know why it does this; but the complexity of the logic behind it (its a sort of FSM) is such that only repeated observation of the same situation with debug logging could provide something close to explanation. Usually it boils down to "I've calculated that you're gonna collide with that high wall sooner than you can climb up to pass above it, so I preemptively fired everything we have and started to brake at the same time..." The problem there is of course the fact that you would collide at some 2-3m/s, but you won't since you're actually just wobbling about a point where you're trying to land. But a hand-crafted FSM is never a good situation classifier.
  14. Looking at the code right now... It seems that it never respected nontransferability in the first place, so it should be able to transfer anything that is present in the constructing vessel and for which there's space in the construct. Yay!
  15. Can't help noticing that the Hangar is by far the least popular of my mods. Naturally, I wonder why: is it just a narrow ecological niche, since part count is not such a big problem now? Or some points in the mod have to be drastically improved to make in more usable?
  16. Maybe implement both then? I don't actually want to make dedicated ablator synthesiser, even if by patching isru. As for the exploits, GC as it is already provides ample possibilities. Fair game is a choice.
  17. The whole framework for that was added after heated discussion here about how TCA's UI is overcrowded with functions that no one uses, because they only needed the basic engine balancing
  18. Planning on making some tutorial videos for TCA What topics should I pick first?
  19. We'll never know what's actually hidden in a container with SpecializedParts Yep, like with resources that are kept in a kit on Kerbin, this would be a proper .cfg file that is subject to MM patches as any other. I can transfer non-transferable resources using my transfer window; but there would still be a problem of producing them. In other words, I like the patchable config better.
  20. Well, Ablator is kept in a kit if the kit is assembled at Kerbin. But when you assemble a kit elsewhere, all the resources are stripped indiscriminately. And indeed there's no converter that can produce it. But even if there was one, you won't be able to transfer it because of its config (made by Squad). So as it is now, some things you can only produce on and bring from Kerbin. Ablative shields, counterintuitively, are among them. What I can do is to add some exceptions to stripping resources in the latter case; judging that these are not resources per se. I would need help in identifying such cases, though. Everyone: what non-producible non-transferable resources should be produced from SpecializedParts during assembly?
  21. Working on reimplementation of the TCA UI using the "new" Unity GUI framework based on RectTransforms, which is event-based and is much faster than the legacy procedural GUILayout. Not a UI designer myself, so I mostly make it look the same as before. But while I do it and it's easy to make some changes, I'm open to suggestions. Here's how it looks like right now:
  22. Yep, my fault, UnityEngine dlls were accidentally included due to the "Local Copy" flag that is on by default for referenced assemblies. I've already removed them from the archive on github (and thus from CKAN installations), but it still exists in bundled versions on spacedock. You may remove it safely. SubmodelResizer.dll is part of full AT_Utils, but it's not included in bundles since it's not used by my mods, but is made by request for another mod. UPD: to clarify; AT_Utils consists of several mostly independent assemblies, which only get bundled in a mod if required. So you may also notice the absence of other dlls compared to the full version.
  23. Do you have the Kerbal Joint Reinforcement installed or autostruts on?
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