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Everything posted by allista
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Dunno, we need to test that. But adding a grapple node requires an animation and populates the part menu with several additional buttons. I concur with @DStaal, it's easy enough to just attach the real grapple device to the bottom node if you're planning on using the Space Crane as a tug. Just don't decouple it accidently
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On second thought, I agree. I don't want to remove the decoupler as it's the most useful of the three and was there from the beginning. But adding a grapple node here would require a lot of work, while the main use of the Space Creane is still a one-time delivery, I suppose.
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I've just fixed the issue with RCS FX of the Space Crane, thanks. As for the advanced tweakables and disabling of the staging, I can only say that this is purely stock functionality of the stock ModuleDecouple, so I have no control over this issue. Sorry Or have you tried it with some other decouplers with different results? If so, there may be something in SpaceCrane's config that could be changed to fix this.
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But what would you do with it?
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Hm... without advanced tweakables there's no such option and the crane isn't staged at all:
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Thanks for the report, will check it and fix if possible (or at least will explain what happens). You've also managed to report this in time for the new release for 1.4.3 (which I was about to make yesterday evening... but shamefully fell asleep ) That's not so bad an idea, but the thing is: the stock grapple node is not made for sustained operation. It tends to slide, rotate and even detach during long time warps. So I wouldn't want to use it to build a ship. But maybe, just maybe it's possible (well, with stock modules it is usually not) to have both ModuleJettison AND ModuleGrappleNode in the same part on the same node. I'll experiment with that and if it's feasible, will make some additions and animations to Space Crane model (so it starts to resemble the T4 type cpside even more ).
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Does someone have UnityEditor-2017.1.3p1 at hand? I would love to get my hands on Editor/Data/PlaybackEngines/LinuxStandaloneSupport/Variations/linux64_withgfx_development_mono/LinuxPlayer file in order to make some profiling of TCA's code. Unfortunately, there's no release with this particular version for Linux (there's 2017.1.2 and then 2017.2.0 and so on), so I'm not even sure if the development player will work with my UnityEditor, but at least I'll have development console. Note: this file is included in all distributions of UnityEditor, including Windows and Mac
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Streaming on twitch again. This time it's auto-tests of rendezvous from KSC launchpad to a low-orbit asteroid. The gravity turn algorithm is new and is designed to be more fuel efficient. Rendezvous algorithm is also improved and some bugs are fixed; but some more may be introduced, hence the tests. I tried to animate the camera as best I could to make the video less boring. Enjoy!
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I would actually go further and suppose that it just shows Kit Mass instead of required resources. A typo or an unedited copy/paste of code would have similar symptoms. I'll check this as soon as I can, but right now too busy at work
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It's a good habit to provide some technical information when asking for technical support; namely, the exact TCA and KSP versions and output_log.txt file. The symptoms you describe are most likely due to the incorrect installation. You're probably just missing AT_Utils. But only logs could tell for sure. Thanks for the report. I'll check it out.
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Thanks for the report, I'll try to reproduce it on my side. BTW, do you use KSP-1.4.2 or 1.4.1? There were no release for the former yet.
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Technically you're right, but the law people don't usually care about technical if the letter of the law (read EULA) is broken. I am myself from a country where these things matter little if at all; and personally I see much wrong and unjust in the current copyright laws. But who would want to endanger fellow players? So here's my ricochet id: ricochet:ezvmeusf3dpdvdkb And here's a way to pass a file along. Do what you will with it
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Why, the EULA is pretty standard and clearly states that, well, everything is forbidden Anyway, we could always use an end2end encrypted channel to pass anything, which won't qualify as distributing. Telegram, WhatsApp, etc.
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BTW, does anyone have the History Expansion? If so, could you share part configs (only configs, in a password protected archive if you're serious about copy rights) so that I could make CC patches for the containers there?
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Nah, here's enough. I'll add it in the next release. Thanks for bringing my attention to it.
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RCS balancing as well as engines balancing is in TCA Subsystem itself, so you have it as soon as you get it. There's no option to disable it, though; it's always on.
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Now this is strange: required MK mass should match exactly the difference between Kit Mass and full mass (including non-strippable resources) of a complete vessel. But 64.4+64.4 > 106. It's also strange that kit volume is also 64.4m3, because kit density is always 0.5t/m3, so it should be twice as much. Too much for coincidence; I'll have to investigate this.
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I may be missing something, but from your screenshots I see that the kit requires 64403.9u of MatKits, not 700k I don't know about that MatKit tank either -- it says it has 128ku of MK and weights 800t, so, given the density of MK 1t/ku it should weight 672t dry
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Why don't you just place a horizontally-thrusting engine at craft's tail and set it to "Manual Thrust"? TCA will recognize this as VTOL with horizontal thrust and will use vertical engines to hover and change attitude, while accelerating using the tail engine. Like here:
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AVP does something that messes even trivial calculations, like determining the ship's altitude above terrain. And that is fundamental to many more complicated matters inside TCA. So yes, first of all try without AVP.
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You load the specs and high-tech parts in VAB/SPH, then you bring the kit somewhere and build the thing inside using a workshop and material kits, like a wardrobe from IKEA. If you haven't loaded the rover in VAB/SPH, then nothing could be done. If you have done it, you need to switch to a workshop nearby (closer than 300m from the kit) and open the construction window either from the part menu of the workshop or via main GC window (toolbar button). There you'll have to find your kit in the list of nearby unbuilt kits, add it to construction query and start constructing it. Naturally, the workshop should have access to electric energy, material kits and have some engineers onboard.
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I'm afraid current KSP architecture simply won't allow it. If you look at KSP code in the part where a savegame is loaded and started in detail, you'll see why. The lazy loading could only be implemented in KSP itself, and that would require considerable effort.
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That is not a bug, but a role-playing element. What the mining factory "does" is not only mine resources, but also scrap all the slag and expand the inner space of a mine in a consistent manner, so that its cavity could be used afterwards for dock construction. On the other hand, what stock drills do is they make long thin holes in the asteroid, making it into pumice -- porous, light and fragile; in other words unsuitable for construction needs.
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Introducing the Feature Wishlist for all my mods. >>> Feature Wishlist (for all mods) <<< Rules are simple: Open the spreadsheet, At the bottom find the tab of a mod, Look through requested features, if there's no feature corresponding to your wish, add a record and set the votes to 1 if there is a feature that suits your, vote for it, increasing the number by 1 (please, no cheating, all changes are recorded) At some point I'll look at the lest and try my best to estimate the work cost of the features and comment on the ones I don't like for some reason. Then I prioritize them as votes/cost and will use as a guide in the development. EDIT: to all who use the wishlist, It's very important to describe the feature in detail, otherwise I won't be able to handle it
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