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Everything posted by allista
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You can, actually: http://forum.kerbalspaceprogram.com/threads/43513-Blender-mu-import-export-addon Sorry I haven't mentioned it yet in the HOWTO; haven't got to the "convert to hangar" part yet.
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Currently I don't see any errors that are directly connected with the Hangar. Most exceptions are from KConfigDocumentationGenerator.GenerateAssemblyDocumentation call, which is a part of B9. But I don't know if these exceptions cause any visible problems. The exception that bothers me more is from VerneTech\FieldScientistPack which occurs right after initialization of the flight mode and could, in principal, cause the described symptoms. You see, when a vessel is loaded, it is initialized in sequece: part by part, module by module. And if some module dies with an exception, the initialization process stops altogether. Everything that follows this module -- other modules of that part, and other parts -- is not initialized at all; as you can imagine, this may cause many and many different symptoms that often appear as bugs in the parts that just weren't initialized. I will look more into the matter, but meanwhile try to remove this VerneTech thing and see if it changes anything.
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I'm working on it. I just have much hosework at weekends; and I've promised the HOWTO looong ago, so it was a priority at the moment.
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So, here's the beginning of the Modders' HOWTO. Please remember, that it is a work in progress, and I'll expand it and add more information when I have time. But it is still better than nothing, I suppose Also, If you have questions about the already written part, please ask.
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Thanks, Enceos) You became my last drop: I'm starting to write HOWTO for Modders at last. As for your question: to make hangars from these, configs are not enough. But I hope I'll post the HOWTO about converting other parts to hangars today...
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Oh boy... does Karbonite have liquid hydrogen too, now? I just can't keep up with other mods
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I mean the thing Errol talked about just after previous release. If you were trying to surface-attach something inside an inline hangar, it was snapping to the empty space at the center. Liquid hydrogen from RealFuels? I haven't wrote the config for RF yet; only for karbonite and kethane. Will do...
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Hangar v2.2.1 for KSP 0.90 is released All download links are in the main post of the thread. This minor update fixes the problem with surface-attachable parts snapping to hangar triggers in editor.
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I've found the cause: CKAN parser is unaware of the standard version notation (which is v1.2.3.4) and thinks that the version "v2.0.2.1" is senior to the "2.0.2.2" and all others because of the v. I've renamed Hangar-v2.0.2.1.ckan to Hangar-2.0.2.1.ckan and made a pull-request, so this should soon be fixed.
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TCA v2.1.0 with the new landing autopilot is released. All download links are in the main post of the thread.
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Hm... I've checked the CKAN metadata repository, and the latest version does seem to be indexed 3 days ago: https://github.com/KSP-CKAN/CKAN-meta/tree/master/Hangar So it's really strange that you ckan.exe does not see it. Do you have the latest ckan version?
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Enable Hangar button in the Toolbar (or uninstall Toolbar if you don't use it) and open the Hangar GUI window. All controls are there, not in the part menu. And consider looking through the documentation: the mod became fairly complex in the past months...
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A pity, but I can't do anything about it: as I understand, it's just their bot that can't keep up with the updates of all indexed mods. From my side, I've updated my .netkan metadata file 3 days ago and they merged it instantly.
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The "conflict" with the ART is that it uses asteroid's mass in a very different manner than the Hangar, and frankly, I don't like the ART's way. It's too cheaty to my taste. I could communicate with the ART either by directly linking against it, or by using reflections (which is a pain and susceptible to changes in the ART), but to what end? What I do is simply forbid my machinery to work when the ART is already using an asteroid, and vice versa -- remove ART modules from the asteroid as soon as the drilling starts, so that the ART machinery could not function on that asteroid. It's not a conflict, really, it is a segregation of ecological niches So, if you are using ART, it's ok; just don't use it on the same asteroid as hangar's drill.
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Thanks) It's a pleasure to finally have some time for this.
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Thanks for the suggestion! Done. UPD: also in the next release the header of the tank manager window will look like this: "Available Volume: 34m3 of 117m3"
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No, I haven't, thanks! They describe the same situation from a different perspective: they use trigger colliders as "walls" transparent for physical objects, but solid for raycasts. And that's exactly what happens, when you're trying to surface-attach a part: the editor casts a ray from the camera in the direction of the mouse pointer and places the part on any surface that the ray hits. My trigger collider, though invisible and transparent for rigid bodies, catches the ray and the part snaps onto it. I'll try to figure out how to prevent it: no part is snapped onto airlock or ladder trigger-colliders because they are on a different object layer than other models; but if I place my trigger on that layer it stops act as a trigger. I haven't looked into the code of airlocks yet, so maybe I will be able to implement hangar triggering in the same way after all... EDIT: I removed links to the patched models, as the problem was solved in the v2.2.1
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Ah, I understand what you mean. The problem is hangar trigger: the invisible collider at the center. Surface-attached parts, unfortunately, may be attached to it as well. But as cargo bays have limited functionality, they don't really need the trigger. I will remove it and post the patch!
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Are you sure you need them? As far as I tested, nothing prevents the regular stock use of cargo bays: the only difference is that the doors are opened using hangar GUI, not part menu.
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Definitely not! You don't want your rover to be launched on its side or wheels up Well, you may do that... But there's a zip file under releases (at github; and on KerbalStuff) with just the needed stuff.
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Hangar v2.2.0 for KSP 0.90 is released All download links are in the main post of the thread. Changes are plenty, but most important are: New spaceplane hangars and parts. Everything (except ground hangars) was retextured in a grey-metallic style, closer to stock look&feel. Space hangars (inline, spaceport, etc.) now automatically position stored vessels. No more headache with orientation of the root part.
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Nah, I'm just trying to make a hangar that looks and functions like fairings: it is light, resizable, can store only a single ship in editor, is activated through staging and automatically launches its content with some forward push. It also has dynamic crew capacity to accommodate the crew of a stored "stage". But there're still many problems. E.g. I need to somehow transfer all maneuver nodes to the launched ship.
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I'm working on the full-featured fairings with hangar functionality, but it's still in alpha state...
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I'm afraid it's not so simple: the module relies on a particular model design and will do nothing without it. I'm struggling with the "howto for modders" and with the new release, but currently have little time for anything but my main work
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I've found a way to store such vessels regardless of the root (or any other part) orientation. Unfortunately, while testing it before release I've encountered several unrelated but nasty bugs which I'm trying to overcome. But right now I have only 1-2 hours a day for this, at best.
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