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allista

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Everything posted by allista

  1. I was able to, but it will take some time to reimplement this inside the Containers. Correct, a tank needs to be empty in flight; I'll fix that for editor. The criteria is pretty arbitrary: the volume is < 8m3 = simple tank; otherwise tank manager. I'm not sure if it's even reasonable to make this distinction at all. It just seemed to me that small stock tanks with a single resource should not be allowed the partitioning.
  2. This is a known bug which I've already fixed in the development branch. I will publish the updated version within a day!
  3. They should. I've recompiled everything against 1.2.1 and no problem arized. As soon as I test the basic functionality, I'll publish the updates.
  4. What new patch? Edit: agrh! Couldn't they update the game a little less often?
  5. It has: custom tank setups can be cycled through with these arrows for management: you can overwrite or delete a custom setup, when it is selected there.
  6. LFO as any custom tank setups should be in the same dropdown list as basic tank types.
  7. There it is: https://www.dropbox.com/s/h830umvni1gn2f5/TestShipHangar.zip?dl=0 The archive contains the complete part with model, texture and configuration; and all the assets that I used to make it, including blender model, fbx export, unity materials and the scene. And here how it works:
  8. Hm... I still don't understand what do you need multiple launch positions for: to be able to store/launch some vessels that don't "fit" when they really fit? I say, that's a bug that should be addressed in the code by me, not a thing you should try to solve with MM patches. And I want to explain once again, as it seems I didn't make it clear for the first time: the SpawnOffset setting is not for "finer" adjustments; it is not for adjustments at all. The components of this vector are not in meters, they're relative to the stored/launched vessel size. If you place the SpawnTransform at the bottom of your hangar, then set the SpawnOffset to (0, 0, -1), any launched vessel will be placed so that its bottom boundary will be level with the SpawnTransform. Let me make a simple demonstration hangar with the characteristics you've provided so that you could see how it works for yourself.
  9. I see. Thanks for the report! The "Control from here" should have worked, so this is a bug.
  10. Ah, sorry, this is a debugging code I forgot to remove. Before KSP-1.2, each time TCA calculates a close-to-circular orbit, it needed to correct the epoche as it got drifted on Orbit creation due to undefined periapsis. In 1.2 it seems this was somehow fixed, though I haven't figured out how from KSP code. So I was trying to gather statistics on the amount of correction that need to be made now. This file contains these corrections (in seconds), and if there's no entries greater than 1, I would assume I can remove the correction part.
  11. I'm sorry I was holding the answer for so long 0) Two sets of arrows are: one for the whole vessel (to know how such vessel will be oriented during strict positioning); the other for the launch transform of the HangarStorage. I'll try to differentiate between the two visually somehow. 1) AutoPositionVessel is an option of HangarStorage that, if set to true, forces the Storage to only use position of that transform and search for the orientation in which a vessel fits best. Otherwise (Strict Positioning) the storage spawns a vessel oriented as SpawnTransform. The latter is mostly needed for on-planet hangars where you what the wheels of a spawned vessel to be always pointed to the ground. 2) Launch position markers are there (see 0). And I'm working on hangar space display in editor. It's not that simple as naive direct mesh construction and rendering causes stable OOM crashes. 3) A craft is centered using the center of its bounding box, i.e. it is geometrically centered. And HangarStorage has the SpawnOffset option to offset this position in terms of vessel extents: offset of (1, 0.5, 0) will move a vessel to (half-width, quater-height, 0) from the SpawnTransform. 4) Multi spawn transforms are doable. But we need to discuss specifics before I commit to it. And if all you're trying to do is to place any vessel near the floor, use SpawnOffset for that: place the SpawnTransform at the floor and the Offset to (0,0,1), if I'm not mistaken.
  12. Updated GitHub release: https://github.com/qfeys/ThrottleControlledAvionics/releases/latest
  13. Sorry, I haven't updated GitHub releases in a while. Only SpaceDock and CKAN provide current versions.
  14. @Vorg, I see the problem. You have installed the new ConfigurableContainers and the AT_Utils (which are bundled with the Containers) atop the old ones, without removing the folders. Hence, you have some old .dlls in AT_Utils (which does not matter much), and the two sets of patches in ConfigurableContainer/Parts folder. I recommend you to reinstall from scratch. Note: If you have the ConfigurableContainer/VolumeConfigs.user file, move it somewhere and then place back after reinstallation.
  15. Thanks! But next time could you, please, upload it zipped to a fileshare or cloud storage? This much text in a forum post kills the browser Edit: in fact, could you delete the spoiler? I've already copied its content.
  16. The strangest thing I've saw! Maybe some mod conflict? I need to see the logs to find out.
  17. Don't think so: first, I've already updated the ToolbarWrapper, which should have fixed that bug; second, stock AppLauncher is not affected at all. Maybe something's wrong with the installation?
  18. It seems I've found a bug in metadata for CC and, hopefully, fixed it. We'll have to wait until CKAN re-reads it, though.
  19. 2 edit buttons??? This is definitely a bug. This means the tank has two ModuleTankManager MODULEs. Could you post some screenshots? And thanks for the report! *considering volume difference -- I'm not to blame. Rare part developer bothers to actually calculate part's volume and the amount of resources the part can hold. They just type in the number out of the blue. When CC convert an existing part, it does not change the amount of resources defined in the original config, but rather calculates the corresponding part's "volume"; thus you can have two identical models with very different "volume" inside them. See my previous post for more details.
  20. 1) Currently, the volume in RESOURCE_DEFINITION is not used by anything, neither by Squad, nor by any other mod I know of. So the way I would do it is this: If this is a real substance and there's no such resource in other mods, define the density in tons/liter (like all the densities in CommunityResourcePack), then made your model so that its internal volume (as computed by your modelling software) was enough to hold the required amount: neededVolume(m3) = neededAmount(unit = L)*1000 If it's something totally fictional and you're at liberty to define density as you like, then again, define it as tons/liter and use the same conversion as above. If it is an existing resource, things get worse: to produce a viable TANK definition you need to calculate the in-part densities (I use Blender + mu-import-export plugin to calculate volume) for parts in the mods that use this resource. As a rule, these densities differs a lot. One mod may have 100u of SomeResource in a cylinder, while the other may have 1000u in a sphere of the same volume. Then you have to decide what density to use (on of the mod's, some average or what?). I do this all the time 2) Indeed. Ratios, initial amounts and so on.
  21. Nope, middle button is captured by the camera to pan the view, so I don't get the MouseDown event. Thus, left control + left mouse button it is. And for heaven's sake, I don't want to make it configurable! Edit: heck! Left control is occupied by main throttle. Alt...
  22. I was thinking more like middle mouse button, really. Then again, I don't know how Mac users manage with their cyclop-mutant mice Well, you can do it even now: since waypoints have altitude, when you place it on top of a building, it stays right on top (try with VAB); but you will still have troubles with auto-landing, until you fly low enough.
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