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Everything posted by allista
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Thanks! @kerbalfreak, to be honest, I don't like neither the textures nor the models myself. But I'm no artist or designer, so this is really as far as I can get without spending weeks and months on learning the craft and years upon years on developing artistic imagination which I'm totally lacking Naturally, I would welcome any help on the matter: all texture sources and .blend files are available in Hangar's repo, so you can retexture/redesign anything and propose it to the public in the mod's thread. As for the bugs, they're inevitable in a complex project with a single developer. No code review, testing done by the developer, and with KSP there's no CI. So as with any plugin, there's only two things you can do about bugs: report them and wait when I have enough spare time to fix them, or fix them yourself and make a pull-request.
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This looks to be the same problem as with Kerbal Foundries tractors. Compared to v1.3.0 the Metric class in AT_Utils (which calculates the dimensions and convex hull of the vessel) started to include both MeshFilter and SkinnedMeshRenderer in calculation. So the bug is probably there. I see the vessel that you're trying to pack into hangar is all (or almost) stock. Could you share the .craft file so that I could test the code with it?
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Or both. In any case it would help greatly if you provide some screenshots or a short video of what's going wrong.
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See the changes page at SpaceDock. I don't remember how far the version history goes there. Or try GitHub, as @0111narwhalz suggests. As a last resort, I may have even older release archives on my hard drive, need to check this, though.
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Thanks! Will fix ASAP. But it would do MM good to first make a release with some deprecation warnings. One oughtn't break an API like this
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No, they qualify alright, I mean mods like Custom Asteroids.
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Yep, I see the problem now. Thanks for the report. Will be fixed in the next release.
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That pretty much narrows it down, thanks.
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If you enable collapsing with auto-show, the window is only hidden when it's not hovered above by the mode cursor. So, naturally, when you press the up-arrow button, nothing happens until the cursor leaves the window.
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Noted. I'll look at the KF models/parts, but my first guess is that they use some kind of model scale multiplier the the Hangar does not take into account.
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Are you sure the fix is installed properly? Latest AT_Utils + MM + stock asteroids. Because I'm not seeing the shape shifting on my install. Anyway, we all have to wait until Squad makes new release; as I said earlier, this bug affects more than just asteroids.
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You're right, the immediate reason is the lack of WorkshopManager vessel module. And I've found out that some of my own saves happen to contain the same broken state; so it's likely the cause is in GC somewhere. You're a great help here, thanks!
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The low steepness should have made the trajectory much more elongated, so this is probably a bug. Thanks for the report. Nose direction doesn't make much of a difference with stock aerodynamics (less so with FAR) above 50km; while missing apoapsis node may be fatal. But I'll see if that behavior could be improved. Low control authority is not a calculated value, but a fact that TCA simply states. It means that using all your reaction control (including surfaces) it cannot decrease the attitude error to be less than 10 deg for a long enough time. Yes, TCA is configured per ship, so you cannot set the defaults for autopilots. I can think of adding some sort of database for this case, but really, does setting of 3 parameters is so much of a burden? After all, KSP is anything but a strategic game, so the notion of micromanagement is hardly applicable.
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First of all, please, read the manual about Smart Engines. They're made for completely different thing. Second, do you have any terrain enhancement mods installed? There were reports about them breaking TCA's ability to measure altitude. Other problems may be derivatives of this altitude problem.
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Player.log/output_log.txt of a game session were you switch between the ships using GC window. BTW, if the active ship is on the list, underneath would be a list of it's workshops; pushing a name of a workshop would open it's construction window.
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Sounds like a bug Thanks for the report. I'll see through the logs and the sfs in the evening to know more.
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TCA works with the stock ModuleEngines and the modules that directly inherit from it. If it doesn't see an engine at all, this means the module that actually generates thrust is implemented in a different fashion. Unfortunately, in many cases TCA uses ModuleEngines directly, without wrapping it into an abstraction layer. So currently it's not even possible to write a "driver" for a custom thrust provider. If this request gains enough support I would explore the idea of adding the "engine driver" API for other modders to use to add TCA compatibility to custom modules; but I already can tell that in terms of work it would cost a new major release.
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I'm not sure what happens here. The part menu item should always be active if a part has the GroundWorkshop module. Good thing that you've posted the .sfs: I can read through your ship with my eyes, if not load it. Just checking, but have you tried to open the main GC window from the toolbar and access the workshop from there?
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Thanks for the report and for the fix suggestion! You are most likely correct.
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To get any technical support you have to provide the output_log.txt (win) or Player.log (mac, linux). Without it it's hard to tell anything apart from "there's been an NRE somewhere for some reason".
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No, GC is not able to do that, and I fail to estimate the amount of work required to implement it. The nearest I can imagine is a strut-like connection (e.g. KAS tubes) that is wide enough to act like a corridor. I don't know if MKS elastic tubes act like this, or if they stay elastic after attachment. In any case the solution would have to be post-spawn; or you could simply use KIS too grow your base part-by-part. The first and foremost reason is the real terrain we have in KSP.
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Alas, not this one. Some methods in CelestialBody now return coordinates in another reference frame than in 1.3.0. So you can run TCA-3.5 on KSP 1.3, but orbital autopilots would be broken.
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Nope. The API of KSP 1.3.1 is not compatible with that if 1.3.0.
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Does it belongs to GC or to MKS? I don't remember any issues with the root parts
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