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allista

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Everything posted by allista

  1. The limit exists, it just seems to be too close to the colliders; or there's a problem in estimating kit's dimensions beforehand. I'll experiment with this and tune it, thanks.
  2. It's too tedious for me to write/illustrate it, so I'll just make a video. And you'll have to suffer from my lousy english and stuttering
  3. Well, there's no real background in KSP, so it's really a catch-up: all the "background" work is done the instance you switch to the workshop. But in effect it should be almost the same: a started construction should continue and progress. Could you describe in detail what has happened?
  4. That would be me who messed things up; it's my pull-request with these files. It's strange, though, as I put there the exact same files from the archive from SpaceDock as you have downloaded. What exactly is not working? And could you please share the output-log.txt file (Player.log on linux/mac).
  5. Oh, no-no-no, name should be lowercase
  6. First of all, I see a syntax error here: @PART[SXTWingSmallHalf]::HAS -- there is two colons instead of one. I'm not sure what the result of that would be, but that has to be fixed anyway. Second, attributes are case-sensitive, so "volume" is not equal to "Volume"; thus, your tank managers are configured with the total Volume of -1 (default value) m3, of which 100% goes to the sole TANK.
  7. Version 2.0.1 for Kerbal Space Program 1.4.3 Released on 2018-06-18 New ISRU patches by @Critter79606 Several bugfixes Download
  8. It's Teaser Time! Watch how G in GC slowly becomes "Global" and we're moving into orbit
  9. It will not; 100 units of machinery is required for the assembly line to work, but it is not consumed in the process. On the other hand, using a working assembly line you can produce new assembly lines by making enough spare machinery and a kit. In a sense, it's the living matter principle: you can't start from scratch, but you can bring a small seed of your civilization and spawn from it. Nah, there's no way to disable this short of modifying GroundAssemblyLine.cfg What could be done, though, is one can include Machinery in non-strippable recourse list, so that DIY Kits created in Editor will retain the machinery in parts where it is stored (like the assembly line). The kits will be heavier, of course, but that will simplify the logistics. Oh... I have another thought; the whole process of stripping resources may be user-controllable. So when you make a kit, you can make a choice of what resources to remove and what to keep in the kit. Also, MKS bundled GC most likely will not have neither the Part Printer nor the Replicator.
  10. Positions of construction windows are saved per-part, so you'll have to move each of them first, then they'll remember.
  11. First, all but a few resources are stripped, so it's the mostly dry ship cost we're comparing with. Then, for each part of the ship a parameter named complexity is calculated as a function of mass/cost ratio and number of modules the part has and such. The function is hyperbolic in nature. So, the complexity is a number between 0 and 1. And the cost (and mass) of the part in the kit is (1-complexity) times smaller than that of the dry part + non-stripped resources, if any. Unfortunately, this log doesn't tell much. But in any case you need to carefully check the installation. Everything inside the GameData folder in the archive should be present in your KSP's GameData. This includes 000_AT_Utils (and everything in it), ConfigurableContainers (several configs only) and GroundConstruction itself.
  12. If by compacted rockets you mean the kits, they always cost LESS than the dry ships stored in them. Otherwise you need to be more specific.
  13. There's already a PR with GC2 that is ready for merge into MKS repo. Just wait for the next MKS release.
  14. GC detects crew transfers through the standard GameEvents.onVesselCrewWasModified event, that is fired by both stock crew transfer and a kerbal going through an airlock. It seems that Crew Manifest does not use it, hence GC cannot track the change. So I guess it's better to pass that issue to the Crew Manifest devs.
  15. This looks like installation problem; share the KSP_Data\output_log.txt and we'll see what's wrong.
  16. Yea, I've made a pull request to MKS repo to include the new GC. It won't have the Mobile Workshop or Inline Workshop, but the Assembly Line will be there. Just give @RoverDude some time.
  17. Version 2.4.3.1 for Kerbal Space Program 1.4.3 Released on 2018-06-15 Recompiled against the new version of AT_Utils SpecializedParts are also used by GC now Download
  18. Version 3.3.4.2 for Kerbal Space Program 1.4.3 Released on 2018-06-15 Using new stuff from AT_Utils 1.6 Fixed content hull mesh rendering on hangar resize. Fixed metric calculation for the stock RadialDrill part. Download
  19. Version 3.5.2.1 for Kerbal Space Program 1.4.3 Released on 2018-06-15 Better handling of gimbal and control surface torque Several small bugfixes Download
  20. Version 2.0.0.0 for Kerbal Space Program 1.4.3 Released on 2018-06-15 Ground Construction 2 - Independence Day! I can't stress this enough: !!! BACK UP YOUR SAVES !!! DIY Kits can now be created on other planets. To build a new kit you'll need the Ground Assembly Line (a new part that you'll have to build from a DIY Kit brought from Kerbin) and a supply of Material Kits. The Assembly Line will first (painfully slow) convert Material Kits to Specialized Parts. Then you can select either a vessel from VAB/SPH, or a subassembly, and build a new DIY Kit using Specialized Parts, Electric Charge and kerbal engineers with Construction Skill. The new kit is then spawned inside the Assembly Line and pushed out. At the top it has a place (marked by a small metal plate at the center) where any stock docking port can couple, so you can use it to grab the kit and transport it elsewhere. Unlike kits produced on Kerbin (in Editor), off-world kits have NO recourses included. None at all. So, for example, if you build a nuclear reactor kit, on Kerbit it will include the radioactive fuel; but anywhere else you will have to find and transfer the fuel yourself. REMOVED workshop functionality from generic crewable parts. This means that all non-GC/non-MKS parts will stop work as workshops. If a base relies on them, you need to build the Mobile Workshop there before installing GC2. Or you can copy MM patch from GC1 after the installation. On the bright side, there's a new Inline Ground Workshop part that has better efficiency than most of the generic workshops. Fixed the deployment of a kit in a time warp; the kit doesn't jump into the air afterwards anymore. Fixed the issue with determining the proper size of the stock RadialDrill. Download
  21. It's the stock RadialDrill part (the big yellow one); its model is completely messed up so its size is calculated somewhat like [3m x 54m x 68m]. I've already addressed the issue and it will be fixed in the upcoming release. I'll also update the MKS-bundled version of GC. Edit: if by any chance you don't have the RadialDrill as a part of the vessel inside that huge box, this meas that some other parts have the same problem; if so, we'll need to find them by elimination, so that I could also include their names in configs.
  22. IR is ok for TCA as it physically rotates engines. As for B9, I don't know the parts, unless they're using non stock modules for engines they should be ok too. Could you describe in more detail what you're trying to achieve? Thanks for the report, this is definitely a bug. Could you please reproduce this once more and share the KSP_Data/output_log.txt afterwards?
  23. Yes *like in (A or B) === True, if A and B are mutually exclusive ModuleConfigs contain runtime state of active modules. I probably wouldn't copy them to a vessel in a different situation. EnabledTCAParts enumerate TCA "modules" (in end user terms) available to the vessel. They're called parts, because a) they correspond to the actual part configs that you see in tech tree as TCA's blue boxes, and b) some of these parts enable several TCAModule classes (in backend terms). I don't have the code at hand right now to be absolutely sure, but as far as I remember, nothing else should be required. First of all, it sounds like you've just downloaded the sources from GitHub. They're not equivalent to distros and won't work as is. Try installing the package from SpaceDock (link in the OP). Make sure to use version compatible with your KSP version (they're shown in grey in changes page). The GameData folder in the archive should be merged with the GameData folder of your KSP. AT_Utils are included, but you have to install ModuleManager separately (you probably already have it).
  24. 1. MKS still bundles an old GC version that is not compatible with KSP 1.4+ 2. GC does not work like this; it's meant to be used to build vessels, not separate to parts. *** @Critter79606 and others who are playing with the latest night build. I want to ask you to test something specific: in particular, if you have some old saves that use GC stable (which have DIY kits in flight, and under construction), please, check that they're not broken by the latest version. When I'm sure it's backwards compatible, I'll release the 2.0 as it is now, so as not to keep things too long under the hood.
  25. Almost. It's indeed 25797.9 MK, but (684.2/sum_over_kerbals_in_workshop(engineer_level)*workshop_efficiency*distance_modifier) hours where distance_modifier is [0, 1] <= [300m to kit, 50m to kit]
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