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Everything posted by allista
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Thanks for the feedback. I think I'll make a second texture pack after all, as yours is not the first question about them But not in the nearest weeks, I'm afraid, -- too much to do at work now. As for the attachment nodes: To be able to attach inline hangars radially, with symmetry, but in parallel with the vessel's main axis? If so, I like the idea and will see to it! Well, inline hangars are made so that their attachment nodes fit stock parts of the size indicated by the resizer (1, 2, 3 and 4). But they themselves are wider to be able to store vessels of the same size type as they are. For example, smaller hangar by default has attachment nodes of size1 which are 1.25m in diameter as all stock parts of that size. I agree that Pod Mk1 doesn't fit right, but compare this with how it fits with the stock fuel tank (FL-T400 e.g.) and you'll see the same thing. On the other hand, both Cockpits fit just fine. The thing I don't like myself is the texturing of the attach nodes. The rims of the white circles are pain to the eye when you make a hangar bigger a little. So I plan to retexture them. Just don't know how yet.
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Did you tried today's update? I've made a fix just for that case: scrollbars for the hangars and vessels lists.
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I was unable to reproduce either of the bugs on my side. Both Joint Reinforcement and Procedural Parts (batteries included) work nicely with hangars. Still, in the logs you provided I've found an exception responcible for the "buggy copy of the ship appears in the VAB". As I understand it, the exception occurred when you tried to load a ship that either contained some missing parts or some of the parts' modules were unable to initialize properly. I added some additional checks before vessel loading into a hangar, so (I hope) this should not happen again. But. Your Unitylog weights 121Mb. That's way, way too much. And it's filled with the three exceptions in long series, all from other mods (see below). This alone should make the game much less responsive, more luggy and unstable. No wonder the game has crashed. So I would check these mods, probably disable them and see if the game becomes more stable. [TR.TextureReplacer] System.TypeLoadException: Could not load type 'CrewRoster' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. at TextureReplacer.Personaliser.personaliseIVA (.Vessel vessel) [0x00000] in <filename unknown>:0 at TextureReplacer.Personaliser.replaceKerbalSkins () [0x00000] in <filename unknown>:0 at TextureReplacer.Personaliser.updateScene () [0x00000] in <filename unknown>:0 at TextureReplacer.TextureReplacer.LateUpdate () [0x00000] in <filename unknown>:0 *** ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[ModuleScienceContainer].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at ForScience.ForScience.TransferScience () [0x00000] in <filename unknown>:0 at ForScience.ForScience.Update () [0x00000] in <filename unknown>:0 *** NullReferenceException: Object reference not set to an instance of an object at ModuleDockingNode.<SetupFSM>m__141 () [0x00000] in <filename unknown>:0 at KerbalFSM.FixedUpdateFSM () [0x00000] in <filename unknown>:0 at ModuleDockingNode.FixedUpdate () [0x00000] in <filename unknown>:0
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This may be. I'll check it as well.
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Glad to hear! There are also some lessons here for me: 1) I accidentally distributed my own config.xml with the package, which is not good 2) because this may of course happen again, I need to implement some checks on window positioning. Thanks!
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That's strange. Can't think of a thing right now that may cause this. The code here is simple and strightforward: if there's a root part in Editor dimensions are calculated and the window is displayed. Except... maybe the window is out of the screen boundaries? Check GameData/Hangar/Plugins/PluginData/Hangar/config.xml The file may be opened and edited in any text editor (Notepad, etc.). The node you need is: <rect name="HangarWindow-eWindowPos"> <xmin>277</xmin> <xmax>577</xmax> <ymin>952</ymin> <ymax>1078</ymax> </rect> Try to change min-max values to fit your screen resolution.
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Thanks for the report and crash logs! I've made an issue on GitHub and will investigate. Never used Procedural Parts myself.
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If you enable the Hangar's GUI (through the Toolbar button) in VAB/SPH, It'll show the window with just that information.
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I've just posted some images of the Rover Lander. See the first page with the embedded Imgur album.
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Github releases download count checker
allista replied to Snjo's topic in KSP1 Tools and Applications
Great! Many thanks! I used curl for that out of lazyness, but to construct the right GET request was a pain. -
At the moment of storing it calculates the actual dimensions of a vessel using all the meshes of all parts. So if any mesh is changed by animation (like in antennas, solar panels or IR parts), it it's taken into account.
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Spaceport early on a tech tree -- that's indeed a bug. I've just hotfixed that in the new release. About coloring: I've thought of making parts all grey and black as stock ones... I even tried to, but couldn't force myself into it. It's just so boring! == Unfortunately, you can't rescale Spaceport as it has cockpit internals. But even the first inline hangar may be scaled to be bigger than the Spaceport (but much heavier for that matter). All in all, I've tried to balance between the need to have hangars as big as it's possible and the ability to launch them into orbit. So yes, hangars can't store every ship one can build. But isn't it an additional challenge to build light and small ships for everyday use?
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Unfortunately, I don't have a 64bit version to check if that is the problem. Last time I tested the mod with KSP 0.24 it worked fine, but many things have changed since and all development is centered on 0.24.2, so backward compatibility could be broken somehow. Check if any of your other mods use KSPAPIExtensions. If so, they should conflict with the one bundled. In any case I'd recomend to upgrade to KSP 0.24.2.
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That's interesting. Still, to dock another ship into the hangar where another one, phisically transparent, already floats in mid air? Not sure if that would increase realism =)
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I thought of that myself, but I'm not sure if it is even possible using KSP API to display just the graphical model of a vessel without loading it into the game with all it's physics. So I preffer the colmo idea of closing hangars befor storing. The only thing -- it'll make operation slower, considering the time needed to close the doors. As for the texture work: I'm more a programmer than a designer, and at this period priorities go to bugfixing. But if you wish to retexture something, go ahead: all source models (I used Blender) and textures are there at GitHub.
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Lights are turned with the "U". Ground hangars and Spaceport have lights inside. I'll add such lights to inline hangars as well.
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The vessels are indeed handled as boxes. And they're filling the inside volume, which is a bounding box of visible inside volume. The filling algorithm is described here: http://www.blackpawn.com/texts/lightmaps/default.html I've just reimplemented it for 3 dimensions instead of 2. That's why big ships usually cannot fill a hangar up to 100% or even near.
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Glad to hear! If anything strange happens again, let me know.
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Do you mean any patch in particular, or just moving from beta?
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AdmiralTigerclaw, could you provided some scatches? I didn't quite captured it through the description. A simple drawing would be enough. Meanwhile, I've created a modified version the small inline hangar that should work like bomber's belly: with sliding doors beneath and a rover launched wheels down. This design still needs side attached engines to land properly on a non-atmospheric worlds, but that's a start. Tmf, mass of stored vessels is added to the mass of hangar, well as their cost. [EDIT] I think I kinda figured out your proposals, Admiral. Will work on them soon.
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Right now it is not so stright forward. The Hangar module that brings the functionality relys on some particular objects in the part model. Namely, to function properly, it needs an empty which transform is used to position the launched vessel, the convex body which determins the position and bounds of the hangar space, and a trigger collider to sence the vessel that has flown into the hangar. If these are not provided through the config node of the module in the part definition, they're guessed from the part center and bounds. Which is so far from perfect that I was thinking to remove this guessing at all. In a "good" case it will result in smaller hangar space that it appears from the part's model. In bad case the launched vessel will intersect with some of the part's colliders and both will explode. In other words: it is quite simple to make new hangar parts. And plugging the Hangar module to existing parts will "work"... but I wouldn't want to look at the results ==
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Sorry for the mess with your station =( I hope you have your save backed up. Am I understand correctely that you stored Moths during construction in VAB? If so, they are probably repacked badly on launch from VAB. I thought I got rid of this bug, but apparantely not. Could you please post a KSP.log somewhere (Pastebin, Dropbox...)?
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Taniwha, even before I started building this I used EL in conjunction with MKS to build a colony and figured that the best way to build colony modules is to use a rover with a small pad (hexagonal one) with its axis oriented horizontally. You position the rover where the module you're building is needed, then link it with KAS to the main base containing the workshop and resources, then build. So even with pads it's quite usable. Smunisto, the only possibility to do that I can think of right now is to implement the abovementioned inflatable light ground hangars. Such hangars should not have any modules (except command, or they'll be destroyed as debris) and are basically tents to shelter rovers. I already made an Issue on GitHub with this proposal, but for now I won't have time to dig into this totally new functionality. Although the MKS implements some inflattable modules, so there I'll go looking for a start.
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Lore friendly building requires adding some resource system. Otherwise where do you get the additional mass from? And that would be a remake of EL, in which case it's easier to use EL itself. But making an inflatable ground hangar of some sort. Now that's an interesting idea. I'll see to it...
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