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allista

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Everything posted by allista

  1. As I see from your screenshots (the red dot on the icon), you have enabled TCA. But TCA does it's work by constantly tweaking thrust limiters. No wonder it conflicts with the kOS commands. Just doable TCA during the kOS program execution and all should be fine. *also, TCA does little for a ship with a single engine.
  2. I like the idea. After I hunt down all the recent bugs, I'll try to implement it.
  3. It is strange that logs don't show anything. Even the output_log.txt (Player.log on linux)? This log should at least have a crash backtrace at the top somewhere. And I can't think of a way by which TCA could crash the game at loading screen, considering the addon is started only in the flight scene.
  4. Thanks for such thorough testing! Will try to reproduce it myself tomorrow and report back.
  5. B9 has some very efficient and powerful engines, I guess)
  6. Do you also confirm this for v2.3.1? Because I cannot reproduce it now.
  7. Unfortunately, current architecture of TCA does not allow it, as TCA is an addon, meaning there's only one instance of it running that handles only the active vessel. If it was implemented as a part module, it could do it, but I don't know how several instances running at once would affect performance. I expect that 3-4 instances would already cause a frame rate drop. And there's also a compatibility problem: converting to a part would deprive all current vessels from TCA functionality. Need to think about it.
  8. Gonna go hang myself... *I did test it over Minmus and several planets
  9. Hangar v2.3.1 for KSP 0.90 is released All download links are in the main post of the thread. This update fixes the problem with vessels launched in orbit around distant planets. In addition there's an optional package with the new Radial Hangar. To use it comfortably, though, you will probably need TCA.
  10. This happens strangely often. But I still can't figure it out, as there's no errors in any logs and I couldn't reproduce it yet. Still, things to check, including obvious: 1) vessel has engines 2) if in career mode you have purchased TCA upgrade in R&D 3) you have enabled TCA button in Toolbar for Flight scene If all the above is true, try to delete/rename Toolbar's configuration file in GameData: the last person who encountered this problem fixed it that way.
  11. TCA v2.2.0 with the new engine modes system is released. All download links are in the main post of the thread.
  12. Bloody Kraken! Now I can confirm it too. I just love physics in KSP
  13. Really strange! Unless it is somehow connected with the floating point errors... I'll investigate, thanks for the report. Btw, could anyone confirm this?
  14. I've fixed it, but as the primary goal of the next release is engines groups, it is still in the dev branch. You may grab the debug version from the previous page, though. Log messages there should not affect performance, and the bug is fixed.
  15. Why, looks good to me! Thanks! I'll make a hangar part out of it and publish it separately, crediting you. *btw: 5m diameter limit may be changed in GameData/Hangar/Globals.cfg
  16. My mistake, I've confused another log with yours. The right one shows just what is expected, no surprises.
  17. So the issue with the TB is gone? Great! Strange though: in your log I only saw plenty of exceptions from AntennaRange. Are you sure you've used the debug version? Mmm, I'm not quite sure I understand about the TWR. You mean "in some maneuvers TWR becomes <1"? If so, have your craft some reserve of TWR? Because if the initial TWR is, say, around 1.5, it may not be enough for when some engines are dethrottled in the maneuver.
  18. I've updated the debug version of TCA, including several log messages that should trace the process of button creation. Please, download it from the link above and test the whole thing again, then share the log.
  19. By radial hangar I meant something along this line:
  20. 1. In other words, you want a smaller version of the Spaceport. Because if you have a stack-attached hangar with doors at its front, it has to be the top part of a rocket, meaning no cockpit. And there's also the problem of door animation and non-uniform resizing: basically, if you want to change the length, the only animation you could use there is the flat-sliding-doors (like in Asteroid Gateway). So you would have a ship that ends with the flat-topped barrel. Looks strange... Maybe it could be made as a surface-attachable part? 2. This seems reasonable enough. But how large such a thing should be to be usable for rockets? And how would you transport it into place (unless you build it with ExLP on site)? 3. But small MechJeb probes always have a core with short-range transceiver, have they not? This should always allow to send a signal to open the antenna through a mother ship. And this should also be tricky to program. 4. I don't quite understand the concept of "swapping engines", could you explain a little more?
  21. I would be grateful if you'd explained a little bit about that "hard to add it to a ship design" part. Aside from that, I could only welcome your modeling, and if you finish it I'll easily add it as another hangar, if that is your wish. Hmm... that's an interesting point! Many thanks again! - - - Updated - - - For that you would need to add two additional meshes and an empty transform to the model; It may be done through part.cfg using separate model and the MODEL node. Look, for example, at the Hangar/MM/Squad.cfg where stock Mk3 cargo bays are converted into hangars using an additional model Hangar/Parts/Models/Mk3CargoBayHangarConversion. Oh heavens, when will I have the time to finish the Modder's HOWTO?! - - - Updated - - - I've released the hotfix for Components tank type by Thorbane.
  22. I would just try to remove the resources one by one and see which is the problem. - - - Updated - - - As I said earlier (much earlier), I can't argue with all that. It's just that my time and abilities are limited; and it is much more tiresome (and produces more bugs) to remade something, than to make new from scratch. Yea, that would help, thank you. But you may find that textures (or, to be more precise, whole submodels) are more often shared than not: * all round-orange-rimmed-windows share the same texture (in any of the models) * orange-rmmed-doors (in any of the models) * all radial adapters and station-hub * all hangr-extensions and resource tanks * inline hangars * ground hangars UPD: * radial engines Maybe others too, I don't remember it all.
  23. Oh boy... This means that I've screwed up the configuration of the Components tank type. You have ExLP and/or MKS/OKS installed, but some of the resources that they should be providing are missing. Or maybe I've misspelled them. You may look at the config for yourself: https://github.com/allista/hangar/blob/master/GameData/Hangar/TankTypes.cfg Unfortunately, as it is now, this also means that until the configuration is totally valid, you will not have this tank type in the game. I'll look into it when I will have time for the development again...
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