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Everything posted by allista
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No, it's probably not a strict CKAN issue, as I manage my metadata myself. But, when I was updating it I've checked everything. Anyway, will be checking this out.
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So you do want the second WPM after all. Ok, google... Is it not enough to simply add a stock waypoint by pressing a button in TCA window? *and I already agreed to add altitude editing
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Something is wrong with the installation. You're likely missing the ConfigurableContainers/TankTypes.cfg file. I'll look into it.
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@Bit Fiddler, I'm sorry, but it seems you don't want to hear me here Stock waypoints are not the same as TCA waypoints. The difference is in their meaning, in the way they're used. What you ask is not possible not because it is technically difficult, but because the request is in fact meaningless: as if you would ask to combine these two green temperatures with those liquid elephants over there. The simplest solution to the problem would be (with a push of a button) to copy all the locations of the stock waypoints into the new TCA waypoints. Except I can't, because 1) I don't have access to the list of the stock waypoints (so I need to build it myself, the way WPM does); and 2) in which order? I'm sure you would want to control that as well. So what I've done instead is: you can simply activate waypoints one by one in the order you wish, and add each as a TCA path-point (I'm done calling them waypoints, as it only confuses you). Simple! The first probe core does not have internal antenna, so it does not have connection with KSC. Thus, the ship is uncontrollable. The second core, however, has an antenna inside. Instead of adding the second core, just add an antenna.
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1) Currently not possible. I'll think of how to better implement it and will do it, thanks. 2) Yes. When a vessel has no target, and a WP is active, you can push the "Add As Waypoint" button and it will be added to the waypoint list. 3) Routs can be saved inside the "Follow Path" macro. Individual waypoints cannot. And I'm starting to suspect that you what TCA Waypoints to supersede the WaypointManager in functionality FYI: in contrast to the stock/WPM waypoints, TCA waypoints are vessel-specific, individual things. Each vessel has its own waypoint list. Even more, these waypoints are local, they're just coordinates without reference body. So if you have a saved list made for Kerbin, if you fly to the Mun, it will be displayed there as well. Because conceptually these are not "mission locations", but rather the navigation beacons, points along the path. That's why they're removed from the path when are passed by. Still, I'll think about adding common repository of paths to save and share between the vessels. For this indeed seems logical and useful. 4) I know. But WPM does not have a "central WP database". WPM provides an interface to display and change stock waypoints, adding some custom info to them. What's worse, the stock waypoint database is not accessible per se. You can only tap to it via game events, so that you know when the game loads, saves or removes a single WP. Also, as I said earlier, stock waypoints are, conceptually, mission locations; they're not vessel-specific, so they should not be used to program and individual ship's path. You should consider them as a part of relief; as buildings, or rocks, or lakes. They're objects at which you can add the "go there" marker, which is exactly what TCA waypoints are.
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Well, I am in control of my packages' metadata; actually, I've updated it just yesterday. What I cannot influence is when CKAN reprocess updated metadata, or when it gets the new versions. So it's possible that, say, new CC was already available there, while AT_Utils had still the older version. Don't know, really. Thanks for the report. I was sure I've fixed both issues. Will investigate.
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Unfortunately no. TCA UI uses standard Unity styles, and currently I don't even know if I can change, say, fontsize with them. Note that the UI will be massively reworked in v3.3.
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No, nothing special, it's stock and it is there in TankTypes.cfg (just downloaded the distributive from SpaceDock). In the end there should be: TANKTYPE { name = Battery UsefulVolumeRatio = 1 TankCostPerSurface = 0 TankCostPerVolume = 3055.7749 //batteries AddMassPerVolume = 0.1358 PossibleResources = ElectricCharge 2.716; //cfp }
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Logs, please. Something is probably wrong with the installation. Yep. You can look at the patches I've added in this version; they're pretty simple.
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Configurable Containers v2.3.0 for KSP 1.2 (2016.10.26) ChangeLog:
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Hangar v3.0.1 for KSP 1.2 (2016.10.26) ChangeLog:
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TCA v3.2.5 for KSP 1.2 (2016.10.26) ChangeLog:
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You see, the irony here is that CRP is USI: the same old Bob, who, it seems, cares not for realism or balance; at least not outside his mods And your proposal will, unfortunately, backfire. Imagine: you have USI and CryoTanks; and you have flying ships with LH2 that cary 4 times the amount of it. You've built these ships calculating what you'll need. Then you uninstall USI for some reason, and suddenly, all your ships that have not used a half of LH2 lose the excess. And even if I make changes to leave flying parts untouched (which is not that simple), your ship constructs will be affected. So obviously I want the TankTypes to be as much immutable as possible. Yet manages to squeeze two time the volume of liquid hydrogen possible The basic problem is, of course, the whole concept of resource "units" introduced by squad instead of measuring resources in liters or m3. Oh, and KSPIE/IFS use 1.2, which is closest to the real life. And it's at least as big as USI, I'd say. Oh boy...
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@Nori (and anyone using Liquid Hydrogen), I need your advice: LqdHydrogen: USI uses ~4u/L, CryoTanks ~2u/L, KSPIE not checked, but the density given in Community Resource Pack corresponds to 1u/L in real world. What should I use in your opinion?
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This should not be happening. It's a global setting. But it seems it's not being saved to the file. I'll see what's wrong. Thanks for the report.
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VTOL Assist uses Level and Stop, so yes, it is able to interfere. But if you also have used the Anchor, as @FirroSeranel proposed, then, as with any navigation, the CPS was on all the time.
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Lucky you! But no, not yet... too many things to do today.
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So the... same side of the other coin? Edit: my solution is to only push to master a released version, and to develop in another branch; it just got mixed up here because of the splitting of projects
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You're right, it is the CPS, and no, there's no currently any way to disable it (I'll make a switch for that). But it only works when a horizontal speed control is in use. So: Stop, Level (internally it's the same module as Stop; yea, I know ), Cruise and any higher-level autopilots. But, if you go manual (like @FirroSeranel proposed), leaving only the VTOL Mode, it should work. Well, there's only one keybinding that toggles TCA, and sure, it is changeable in "advanced" pane. Push the "Change TCA hotkey" button, then push a button you which.
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Strange. Unless an uncontrollable vessel's parts don't update their modules, it should have. I'll check this out.
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Yes. Currently only the GUI and Squadron commands are disabled for uncontrolled vessel.
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Too bad this was not the one where you hit the slope, because this is different; but no less horrifying, for that matter. And what's worse, I don't know if I could do something about it. The ship in the video have both low control authority and TMR. The only reliable way to slow it down in time is a continuous burn along the velocity vector. But this is something I was unable to acquire an analytical solution for (I mean, to calculate a burn that will finally land you at designated location). I'll try to add some checks for such cases, though. At least now I have a craft to test (BTW, could you send me the file with it?).
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You mean AVC? Sorry about that, I've already pushed the version file to repository, but the release is not ready yet.
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As I've learned earlier, the stock waypoints (witch WPM uses) are not targetable. So there's no way to use them directly for navigation. What I can do, though, is to enable TCA to pick up a location of currently selected stock waypoint and use it in Go/JumpTo programs and to add it as a TCA waypoint for a path navigation (like it works with other ships now). I can also add/remove stock waypoints that would mirror TCA waypoints, so that WPM can see/display them. But I'm not sure if I can make then manageable from there.
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I'll see what I can do about it...