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allista

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Everything posted by allista

  1. So far I was unable to reproduce it. So if you can do it again, it would be a great help if you could describe the steps to reproduce it.
  2. No, but this doesn't sound good I'll try to reproduce it, thanks!
  3. From TCA config file: You need to look for a blue box with letters "TCA" on it near the beginning of the Tech Tree. The third node through either of the two paths from the Start, if I'm not mistaken.
  4. Thanks a lot! Yep, I'll add the grace period for that case.
  5. !!! Announcement !!! The decision to make Ground Construction fully compatible with MKS/Konstruction forces me to change the resource that GC uses for construction from Metals to MaterialKits. In order to affect as few users as possible, I decided to perform that switch ASAP, that is in the next release. What will be the consequences for current users: All workshops (based on stock parts or any other) will instantly switch to the new resource. So in order to begin the new construction or continue with an ongoing one your bases will have to provide MaterialKits. Any progress that was made during construction with Metals will remain. The Mobile Workshop part will have a preconfigured tank for MaterialKits rather than for Metals. But any Mobile Workshop currently in the field will keep its Metals tank and will not have space for MaterialKits. The ISRUs will also convert Ore into MaterialKits, not into Metals. This change will affect the units in the field. To help with obvious inconvenience of that change I will provide a limited option to instantly convert Metals into MaterialKits in-place, from any workshop in any vessel nearby. I will provide a short video on how to do this, but essentially this will be a matter of pushing 2 buttons per converted vessel. Yes, this could be used as a cheat; but if anyone want to cheat they would do it anyway. Everyone else, I believe, will use this tool only as intended: to save their bases from rebuilding. Also, this will not be a lossless procedure. Configurable Container users will lose in maximum stored mass, as MaterialKits are less dense than Metals. The users of simple containers for Metals (are there any?) will not lose in stored mass, but the change to simple container cannot be made permanent: such containers will end up having space for both Metals (empty after conversion) and MaterialKits.
  6. @ThunderDH, better yet, could you test a beta-version with the fix and try to reproduce the fall-through? https://www.dropbox.com/s/rj6taei1y2pwffb/GroundConstruction-v1.0.0.2.zip?dl=0 Just move the existing AT_Utils, ConfigurableContainers and GroundConstruction folders away from the GameData for the time being, and replace them with the ones from the archive. Note, that if you have Hangar installed, it will probably become broken (.dll will not load) during the test; but this will not break anything in any savegame and will be fixed as soon as you revert to currently installed versions.
  7. Alas! I was able to reproduce the floating Kit bug; and I was able to fix it (will publish the fix in the next release). But even when it was floating, the time-warp did not cause the fall through the ground. So yet again, the reason is elsewhere. Could you post your mod list, so that I could cross-reference it with that of TheKurgan?
  8. Sorry, but it was indeed removed. I had to focus on getting the mod running again after the long pause between KSP 0.90 and 1.2, so most of the non-essential parts were left behind You can still find the models and part configs in the repo's history, though.
  9. Thank you for the report! I'll try to reproduce these circumstances and see what happens.
  10. There shouldn't be any problem with using both. And for your notice, we're currently working with @RoverDude on integration of Ground Construction with MKS and Konstruction.
  11. GC won't change this. Hangar will by being able to disassemble stored ships (any debris actually) into parts, then reassemble them into new vessels. The idea is to also integrate it with KIS so that disassembled parts were accessible through KIS inventory; and so that parts for construction could be brought on-board by kerbals and in KIS containers. This is not a production line as ELP, but gives pretty much the same feeling. And we could always add some sort of part production pipeline in an asteroid base...
  12. This is also something that we're working on. But it's much more complicated than GC integration.
  13. Ah, fairings! Yes, fairings is a single-vessel hangar (which is stated in the extended part-tooltip in Editor). You can only launch once from it, because its hull (the panels) is destroyed in the process. How would you like it if an empty space in front of your rocket would spit away ships? As for Hangar-1/Hangar-2, have you managed to switch between them in flight, or have you found some workaround?
  14. Maybe both hangars are just named the same? I'll check it out though.
  15. When you open the Hangar's UI window there should be a chooser for hangars existing on the ship. Right below storage info pane, above stored vessel chooser.
  16. Well, no. So I guess ART just saves the initial asteroid mass and calculates the amount of space from the current mass. BTW, this is the reason I say they "not compatible". There's no technical conflicts per-se (both mods could work on the same install independently), but there's no interface between them, so the results of mining the same asteroid with both mods is unpredictable. You're doing this at your own risk
  17. You meaning the last version? It should be. If it it's not, the CKAN probably just being slow again. Wait a little. This is definitely possible: for that you have the "+1" button in the list of stored vessels when you change hangar's content in Editor. If this button "doesn't work", an on-screen message should appear, explaining why: there's not enough room in the hangar for the second (third.. whichever) ship. Resize the hangar to fit in more of them. And bear in mind that the percent of volume used indicates only how well the ships are packed inside a hangar, not the useful volume still left. Like when you fit a cylinder or a sphere in a cube, there's always some space left. Edit: yep, CKAN definitely has problems right now.
  18. Well, as it is now, it's not much. Gimbals are not disabled by TCA anymore and work as they should; while TCA is coping by deliberately not taking the resulting variations in thrust direction into account. In my tests this has no perceivable drawbacks, while maneuverability is somewhat improved; but users always manage to find a way to break things find bugs .
  19. Yep. But no such logs have been posted, so the only list I have is the full list of mods; which is big. Still, maybe I'll sift through it one day... Ground Construction v1.0.0.1 for KSP 1.2.2 (2017.01.04) ChangeLog:
  20. Configurable Containers v2.4.0.2 for KSP 1.2.2 (2017.01.04) ChangeLog:
  21. Hangar v3.2.1.2 for KSP 1.2.2 (2017.01.04) !!! HOTFIX !!! ChangeLog:
  22. TCA v3.3.3 for KSP 1.2.2 (2017.01.04) ChangeLog:
  23. Could you, please, post the list of the mods that's still left then? Maybe I could test them some time. Glad to hear!
  24. Well, no, sorry. I've explained this on the previous page. The Kit is not just a collection of parts. There's no way it could be assembled inside a hangar. At least not in any old hangar. But I'll think about ground hangars...
  25. I've tried everything, but couldn't reproduce it. Everything works fine. So this must be some mod conflict. Sorry.
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