Angelo Kerman Posted August 5, 2016 Author Share Posted August 5, 2016 1 hour ago, RocketSquid said: I have now updated all mods that had new versions pending. Is there any news on why my mods are derping? Not sure what is going on. I would make a copy of KSP, remove all mods except the Squad folder, download and install DSEV, then download and install the latest WildBlueTools. See if that fixes it. Then start adding mods back in until see the problem, or you get a stable configuration. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted August 5, 2016 Share Posted August 5, 2016 (edited) 3 minutes ago, Angel-125 said: Not sure what is going on. I would make a copy of KSP, remove all mods except the Squad folder, download and install DSEV, then download and install the latest WildBlueTools. See if that fixes it. Then start adding mods back in until see the problem, or you get a stable configuration. Darn it! Not again! It takes 10+ minutes to copy my install... Edited August 5, 2016 by RocketSquid Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted August 5, 2016 Share Posted August 5, 2016 I feel so very very very very very... Spoiler ...very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very... ...stupid. While I was going through my GameData folder copying over mods I noticed a free-floating DSEV file. In addition to being redundant and in the wrong place it was an older version. When I removed it the problems went away. I am so sorry for all of the inconvenience I caused you. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 5, 2016 Author Share Posted August 5, 2016 10 minutes ago, RocketSquid said: I feel so very very very very very... Reveal hidden contents ...very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very... ...stupid. While I was going through my GameData folder copying over mods I noticed a free-floating DSEV file. In addition to being redundant and in the wrong place it was an older version. When I removed it the problems went away. I am so sorry for all of the inconvenience I caused you. Hey at least we figured it out. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 11, 2016 Author Share Posted August 11, 2016 DSEV 1.2.3 is now available - Updated to latest WBT. - You can now change the configration on tanks with symmetrical parts. In the SPH/VAB it will happen automatically when you select a new configuration. After launch, you'll have the option to change symmetrical tanks. Quote Link to comment Share on other sites More sharing options...
DStaal Posted August 16, 2016 Share Posted August 16, 2016 A quick note: I'm having issues with switching the configuration of the trusses. Attempting a switch gets me an exception (as noted by Exception Detector), and nothing happening. I'll try to remember to grab a log next time I see it happen. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 16, 2016 Author Share Posted August 16, 2016 Try 1.2.4, see if that fixes it if you're also using Pathfinder or MOLE. Quote Link to comment Share on other sites More sharing options...
DStaal Posted August 17, 2016 Share Posted August 17, 2016 18 hours ago, Angel-125 said: Try 1.2.4, see if that fixes it if you're also using Pathfinder or MOLE. Just to clarify: You mean to downgrade WildBlueTools, right? (That's the difference I see between that link and my current install of DSEV.) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 17, 2016 Author Share Posted August 17, 2016 2 minutes ago, DStaal said: Just to clarify: You mean to downgrade WildBlueTools, right? (That's the difference I see between that link and my current install of DSEV.) No. sorry, what I meant was try 1.2.4 with the latest WBT. If that isn't working then there's something else going on. Quote Link to comment Share on other sites More sharing options...
DStaal Posted August 20, 2016 Share Posted August 20, 2016 On 8/17/2016 at 2:15 PM, Angel-125 said: No. sorry, what I meant was try 1.2.4 with the latest WBT. If that isn't working then there's something else going on. Ok, here are logs, as promised: http://www.magehandbook.com/KSP/DSEV.KSP.log (Note that's a direct link, and my server's upload speed may not be great - I assume clicking 'save as' will be a good idea.) I didn't do much in that session - just loaded and played around in the VAB a bit - but I've got a lot of mods in there. Quote Link to comment Share on other sites More sharing options...
Montieth Posted August 22, 2016 Share Posted August 22, 2016 I found an issue with CLS and the HexPort Docking Module. It apparently does NOT allow passage. Making a MM_CLS.cfg file in the DSEV/Parts/Utility folder with the following: Quote @PART[WBI_HexPort]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true } } Apparently solves the issue. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 23, 2016 Author Share Posted August 23, 2016 (edited) 2 hours ago, Montieth said: I found an issue with CLS and the HexPort Docking Module. It apparently does NOT allow passage. Making a MM_CLS.cfg file in the DSEV/Parts/Utility folder with the following: Apparently solves the issue. Hm. Actually DSEV does appear to have support for CLS. I'll expand it. Edited August 23, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Montieth Posted August 23, 2016 Share Posted August 23, 2016 (edited) I guess the CLS mm*.cfg file in the structural parts folder works but doesn't affect the hexport docking module in the utilities folder. I found this with a station I put together and tested further on the ground with a variety of parts. I can reproduce tomorrow if you'd like. Edited August 23, 2016 by Montieth Quote Link to comment Share on other sites More sharing options...
Denko666 Posted August 25, 2016 Share Posted August 25, 2016 Hi Angel, If i have DSEV, Pathfinder, EPL and OSE Workshop installed. And i'm in a sandbox game, do the Supernova drives need Rocketparts to upgrade to Pulsed Plasma mode? Or Material Kits? Grtz Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 25, 2016 Author Share Posted August 25, 2016 3 hours ago, Denko666 said: Hi Angel, If i have DSEV, Pathfinder, EPL and OSE Workshop installed. And i'm in a sandbox game, do the Supernova drives need Rocketparts to upgrade to Pulsed Plasma mode? Or Material Kits? Grtz Yes, in sandbox you'll need RocketParts to upgrade the engine. Quote Link to comment Share on other sites More sharing options...
Denko666 Posted August 25, 2016 Share Posted August 25, 2016 35 minutes ago, Angel-125 said: Yes, in sandbox you'll need RocketParts to upgrade the engine. Strange, cause it keeps saying i dont have the necessary resources. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 26, 2016 Author Share Posted August 26, 2016 20 hours ago, Denko666 said: Strange, cause it keeps saying i dont have the necessary resources. Hm, I thought I fixed that, will take a look. Quote Link to comment Share on other sites More sharing options...
Denko666 Posted August 26, 2016 Share Posted August 26, 2016 3 minutes ago, Angel-125 said: Hm, I thought I fixed that, will take a look. I seemed to remember that too, thats why i asked if maybe i was using the wrong resources. Mods that are installed and that may have an impact are: ExtraPlanetary Launchpads Keridian Dynamics Vessel Assembly Pathfinder (obviously) OSE Workshop Karbonite Karbonite + K&K Planetary Base Systems thats about it for resource chain changing ods i think. There's 154 more mods installed though Want me to make a log file featuring an upgrade attempt? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 26, 2016 Author Share Posted August 26, 2016 41 minutes ago, Denko666 said: I seemed to remember that too, thats why i asked if maybe i was using the wrong resources. Mods that are installed and that may have an impact are: ExtraPlanetary Launchpads Keridian Dynamics Vessel Assembly Pathfinder (obviously) OSE Workshop Karbonite Karbonite + K&K Planetary Base Systems thats about it for resource chain changing ods i think. There's 154 more mods installed though Want me to make a log file featuring an upgrade attempt? I think you might need to check your install. I just downloaded DSEV 1.2.4 and verified that in sandbox, the engine will upgrade properly. I've also verified that the code I wrote is pretty old, heh. I've learned a lot since then... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 3, 2016 Author Share Posted October 3, 2016 (edited) With the help of @Shadowmage showing how to couple parts together and a long day of experimenting to figure out how to move them into position, I finally can solve a long standing issue with building the Discovery II: wobbly trusses! Next update will have welded docking ports that essentially combine the docked vessels into a single vessel. Without the wobbly docking ports, and combined with the new autostrut feature, the trusses should be pretty sturdy. Here are some pics: Hard won victory to get the two parts to join together, but it works! First iteration of how it works: Spoiler //Based on code by Shadowmage. Thanks for showing how it's done, Shadowmage! [KSPEvent(guiName = "Weld Ports", guiActive = true)] public void WeldPorts() { //Check for docking ports if (dockingNode == null) { Debug.Log("Part does not contain a docking node."); return; } if (dockingNode.otherNode == null) { Debug.Log("There is no docked vessel to weld."); return; } //Check for parent parts AttachNode sourceNode = findAttachNode(this.part); AttachNode targetNode = findAttachNode(dockingNode.otherNode.part); Part sourcePart = sourceNode.attachedPart; Part targetPart = targetNode.attachedPart; if (sourceNode == null) { Debug.Log("No parent to weld"); return; } if (targetNode == null) { Debug.Log("Docked port has no parent"); return; } if (sourcePart == null) { Debug.Log("No source part found."); return; } if (targetPart == null) { Debug.Log("No target part found."); return; } //Decouple the ports sourcePart.decouple(0); targetPart.decouple(0); //Calculate the distance between the docking ports float distance = Mathf.Abs(Vector3.Distance(sourceNode.position, dockingNode.referenceNode.position)); distance += Mathf.Abs(Vector3.Distance(targetNode.position, dockingNode.otherNode.referenceNode.position)); //Now move the target part next to the source part targetPart.transform.position = Vector3.MoveTowards(targetPart.transform.position, sourcePart.transform.position, distance); //Weld the parts sourcePart.Couple(targetPart); sourceNode.attachedPart = targetPart; targetNode.attachedPart = sourcePart; sourcePart.fuelLookupTargets.AddUnique(targetPart); targetPart.fuelLookupTargets.AddUnique(sourcePart); //Cleanup FlightGlobals.ForceSetActiveVessel(sourcePart.vessel); UIPartActionController.Instance.Deactivate(); UIPartActionController.Instance.Activate(); dockingNode.otherNode.part.Die(); this.part.Die(); } protected AttachNode findAttachNode(Part searchPart) { foreach (AttachNode attachNode in searchPart.attachNodes) { if (attachNode.attachedPart == searchPart.parent && attachNode.attachedPart != null) { return attachNode; } else { foreach (Part childPart in searchPart.children) { if (attachNode.attachedPart == childPart) { return attachNode; } } } } return null; } Edited October 3, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
theJesuit Posted October 3, 2016 Share Posted October 3, 2016 2 hours ago, Angel-125 said: Next update will have welded docking ports that essentially combine the docked vessels into a single vessel. Without the wobbly docking ports, and combined with the new autostrut feature, the trusses should be pretty sturdy. Hard won victory to get the two parts to join together, but it works! This... changes everything! Again! Do you think it would lead to solving the issues of Infernal Robotics and docking construction? Even if not, it could allow for a major implications through your .dll. Awesome and thanks for the hard work leading to hard winning! Peace. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 3, 2016 Share Posted October 3, 2016 (edited) 3 hours ago, Angel-125 said: With the help of @Shadowmage showing how to couple parts together and a long day of experimenting to figure out how to move them into position, I finally can solve a long standing issue with building the Discovery II: wobbly trusses! Next update will have welded docking ports that essentially combine the docked vessels into a single vessel. Without the wobbly docking ports, and combined with the new autostrut feature, the trusses should be pretty sturdy. Here are some pics: Pretty similar to how I did it for the MKS Konstruction bits we streamed over the summer Edited October 3, 2016 by RoverDude Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 3, 2016 Author Share Posted October 3, 2016 (edited) 8 hours ago, theJesuit said: This... changes everything! Again! Do you think it would lead to solving the issues of Infernal Robotics and docking construction? Even if not, it could allow for a major implications through your .dll. Awesome and thanks for the hard work leading to hard winning! Peace. It certainly makes DSEV craft sturdier. To be honest, I'm not familiar with the docking problems in Infernal Robotics. I do recall back in KSP .25 or so building an IR station arm to transfer station modules from KSOS shuttles, and docking them to available ports my station wobbled like crazy, but I could still dock the new part. What are some of the docking issues you've seen? Anyway, I'm excited to finally make progress on the wobbly spacecraft. Its been almost two years. When Das Valdez used DSEV for his Discovery II project, he found that the long trusses wobbled under thrust. I tried reinforcing the docking joints but couldn't get that to work. KIS of course has had the ability to add and remove parts for over a year now, but the current version doesn't lend itself well to being used as as API. So when Shadowmage showed me that it's actually fairly straightforward to couple parts together, the only hard part left was figuring out how to close the gap left by the docking ports. It wouldn't be a problem if I could've left the ports in place but I don't know if the game lets you attach two parts to the same joint. Pardon the long reply, but it's been a long standing issue in DSEV, and I'm excited to finally have a fix. And it also gets me a step closer to Project Sandcastle too. Now that I have a better idea of how moving parts in place and coupling them is done, I can 3D print habitats and such on site in a manner similar to what NASA wants to do, and connect them together, like so: http://www.wired.co.uk/article/giant-nasa-spider-moon-base-sinterhab Definitely new possibilities! Edited October 3, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted October 3, 2016 Share Posted October 3, 2016 11 hours ago, Angel-125 said: Next update will have welded docking ports that essentially combine the docked vessels into a single vessel. Without the wobbly docking ports, and combined with the new autostrut feature, the trusses should be pretty sturdy. Here are some pics: This would be great on the 1.875m docking port in MOLE as well! I use that all the time for station construction. In fact, I could see this as an incredibly useful stand-alone mod. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 3, 2016 Author Share Posted October 3, 2016 1 minute ago, Bombaatu said: This would be great on the 1.875m docking port in MOLE as well! I use that all the time for station construction. In fact, I could see this as an incredibly useful stand-alone mod. Oh yeah, it's built into WBT so MOLE's docking ports will benefit too. I received some feedback and one thing I'll investigate again is leaving the ports in place or making some kind of spacer part. I don't think you can attach two parts on the same stack node but maybe you can surface mount the port into the same location. I would then need to disable the ModuleDockingNode. Another idea came up to only allow engineers on eva to do the weld. Both of these would be options if I can get them to work (engineer on eva is definitely possible). Quote Link to comment Share on other sites More sharing options...
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