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allista

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Everything posted by allista

  1. Looks like installation issue. You're probably missing the GameData/ConfigurableContainers/TankTypes.cfg (or the whole folder, for that matter). Please, download the distribution from the SpaceDock and merge the content with your GameData folder. There should be three subfolders installed: 000_AT_Utils, ConfigurableContainers, GroundConstruction (I haven't changed the name of the GC folder lest not to brake compatibility with other mods).
  2. I myself maintain the version of GC that's bundled with MKS. I made a pull request to their repo today with this update; we'll just have to wait when it's merged and the MKS itself is updated. Meanwhile, you can always use the standalone version of GC alongside with MKS; all MKS parts that have GC functionality should work fine, but you'll have additional parts (like the Space Crane) and resource conversion shortcuts (compared to the ones MKS provides; but you're free to ignore them).
  3. Second microphone and another input gladly did the trick! Also I'm not so tired today, so I hope I've made a better work of explaining things this time. Updated the links in the post and on SpaceDock. Cheers
  4. Thanks for the feedback. Don't know what happened with the soundcard or mic or whatever; this terrible background noise like broken fan -- it's not in the room, but it's in the record If I figure out what's the cause and have time to, I'll make another try.
  5. Version 2.4.3.3 for Kerbal Space Program 1.4.5 Released on 2018-09-13 Using latest AT_Utils Download
  6. Version 3.3.4.4 for Kerbal Space Program 1.4.5 Released on 2018-09-13 Fixed thrust effects of the 5-way RCS thruster Using latest AT_Utils Download
  7. Version 3.5.2.3 for Kerbal Space Program 1.4.5 Released on 2018-09-13 Using latest AT_Utils Download
  8. Version 2.1 for Kerbal Space Program 1.4.5 Released on 2018-09-13 Empty kit containers can be used as assembly spaces They can be created in Editor as well as inside some assembly spaces. This completely lifts the limitation on the final mass and size of the vessel you construct. New DIY Kits can be created in orbit For that you need the new Orbital Assembly Line, And the separate Orbital Assembly Space. Vessels can be constructed from DIY Kits in orbit For that you have to use a new type of kit container -- the Orbital Kit Container, And the new Orbital Workshop part. Orbital Kit Container is limited in that it cannot store kits with launch clamps (for obvious reasons). In an assembly line interface you can chose what type of the kit container to spawn or use for the kit you assemble. Deploy hint is drawn as a 3D box rather than 2D "shadow" to accommodate orbital construction. Download
  9. Hmm... that's an interesting scenario, I haven't thought about it. When ships are docked (or otherwise changed with respect to their part content) the active TCA instance is re-elected as the simply the instance of the first part in vessel.Parts list that has TCA installed. This unfortunately means that not only you can "switch" from the more advanced instance to less advanced, but, because the configuration is synchronized among TCA instances of the same vessel, the former may become "reprogrammed" by the latter. What we need is 1) a proper election mechanism that selects the "best" TCA available and 2) a way to retain configuration between docking/undocking. Yea, that would work alright.
  10. I'm a bit late, sorry. But this 100m mark seems awfully familiar. Don't you have the Astronomer's Visual Pack installed by any chance, do you? There's a known incompatibility with this mod that causes a whole lot of wired issues. That aside, what really matters for TCA to be able to balance the thrust is the number of distinct engine parts on different sides of the CoM. For example, that VTOL engine on your plane's tail have two nozzles, but it's still a single part; and TCA cannot (that's a technical limitation of KSP itself) control those nozzles separately. So if you have, say, two such engines -- one in front, one aft -- you actually have just a single lever with two points to apply force to. It's enough for 2D, but is unstable in 3D without additional torque providers for other axis. So to have a stable VTOL craft you need at least three engine parts to have two axis (pitch and roll) controlled by thrust differential.
  11. Place this into a new file GameData/GroundConstruction/GC_for_all.cfg (or something like that) @PART[*]:HAS[#CrewCapacity[*],~CrewCapacity[0],!MODULE[NotGroundWorkshop],!MODULE[GroundWorkshop]]:FINAL { MODULE { name = GroundWorkshop AutoEfficiency = True } }
  12. Glad to hear As for your problem: the spawn orientation is the orientation of the root part of the vessel, so it doesn't matter how you rotate things in Editor (be it VAB or SPH). You can (somewhat) visualize how the vessel will be spawned by using the "Draw spawn directions" switch in the Hangar's window in Editor (twice, first for the rover to see where its axes point, second for the hangar), or by looking at the convex hull of the stored rover (which may or may not tell you where the wheels are, depending on its model). In any case, the way to solve the orientation problem is to re-root the vessel using the corresponding tool (hotkeyed to 3 by default) in Editor. Enable directions drawing in Hangar's window and find a root part that causes the blue (Z) axis to point toward the wheels. I usually root the whole thing to the front-mounted computer-core. Cheers!
  13. The latest versions of AT_Utils/CC may be a problem: they're also compiled against 1.4.5. It's best to use the versions from SpaceDock that are marked as "for 1.4.3" and to use the AT_Utils bundled inside these versions.
  14. Fair point. The thing is, back when I was making the whole CC system, the PartResourceDefinition (the stock representation of a resource) did not have all these fancy attributes; only the mass-per-unit and cost-per-unit were available. Thus I was forced to recalculate everything using real-life volumes of the containers and densities of the resources. It was never easy to calculate proper values. Parts are (still) configured to have particular amounts of resources, not to have useful volume; so even now, when a resource formally have a volume-per-unit attribute, it's not taken into account. The mono-propellant problem? Try to calculate MP density from sock part volumes and corresponding MP amounts stored there and you'll see that they don't agree by a ton. So I also had to spent much of the time to balance things together; even to write a whole python library and a dedicated script to do the calculations en masse. I would consider reimplementing the core system, if not for the fact that 1) it works as it is and 2) I have too little time for KSP these days (and won't have much more, I'm afraid, in foreseeable future), and too many new things to do. So the priority of remaking something that works (and is more-or-less easy to maintain) is obviously low. This tank config is a community's contribution that I have included into CC. It would seems that TAC-LC balance/configs have changed since. You're free to make corrections and contribute them as well. I'm sure everyone'll appreciate it!
  15. Version 2.0.1.1 for Kerbal Space Program 1.4.5 Released on 2018-08-31 Recompiled against KSP-1.4.5 Whitelisted Machinery so that it could be included into DIY Kits Download
  16. Version 2.4.3.2 for Kerbal Space Program 1.4.5 Released on 2018-08-31 Recompiled against KSP-1.4.5 Added Machinery to Components tank type when Ground Construction is installed. Download
  17. Version 3.3.4.3 for Kerbal Space Program 1.4.5 Released on 2018-08-31 Recompiled against KSP-1.4.5 Download
  18. First things first: Version 3.5.2.2 for Kerbal Space Program 1.4.5 Released on 2018-08-31 Compiled against KSP-1.4.5 Download
  19. You mean GW should also use MKSs modules for this? But it would break isolation; GC's designed to be standalone. It provides means (at least it should) to ship machinery to bootstrap the operation; and then to produce it on site (assembly line is equipped with the corresponding converter). So I guess something is still wrong, if not on CC's side, then on GC's. Namely, machinery should probably be whitelisted in KitResources.cfg so that a user could include it into a DIY kit at KSC.
  20. Thanks for the report; this is actually a bug in CC which I'll correct in the next release.
  21. There's actually a workaround; the GameData/000_AT_Utils/Plugins/PluginData/000_AT_Utils/000_AT_Utils.glob file contains the BadParts option that lists part names (separated by spaces) for which an alternative metric calculation approach should be used. Currently there's only the stock RadialDrill; but you may add MKS drills there as well (and tell me their names, so I could include them in the distribution).
  22. So I'm back from the underworld beyond the project deadline... At least have enough time now comment here. Hope to resume development soon
  23. Alas, that didn't work. I will have to dive into the internals of configurable joints and part joints (and underlying Unity mechanics) to make it work properly; if at all possible...
  24. Thanks, I'll try that! But as I'm saying in the video, it seems the kit just returns to the position of the part joint at the moment of docking. Although ModuleDockinNode doesn't seem to save anything related...
  25. I'm afraid I'll have to first recompile against 1.4.4 and then test it. Some progress on orbital construction...
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