drtedastro Posted October 12, 2016 Share Posted October 12, 2016 Ah Ha. That's why there are no 1.2 versions shown.... The plot thickens... Thanks. Link to comment Share on other sites More sharing options...
antiwesley Posted October 15, 2016 Share Posted October 15, 2016 Hey, just a quick question. Fresh install on the 64 bit 1.2. I seem to be choking on CxA_SleepHabV6_Internal. I've sat here for about 5 minutes on it. Is there a half-size texture for it, or should I just temporarily remove it from the directory? Link to comment Share on other sites More sharing options...
cxg2827 Posted October 15, 2016 Author Share Posted October 15, 2016 @antiwesley that's a first. Try replacing the texture with the half resolution one packaged in the download like you suggest. Not sure if deleting with cause any issues but give that a shot if the half rez still hangs up Link to comment Share on other sites More sharing options...
antiwesley Posted October 15, 2016 Share Posted October 15, 2016 (edited) I thought at first that it might be a RasterPropMonitor error because it wasn't installed, but that's not the case. I replaced with the half resolution and still choking on it. Here's the error in output.log: PartLoader: Compiling Internal Space 'CxAerospace/Station Parts/Spaces/CxA_SleepHabV6_Internal/CxA_SleepHabV6_Internal/CxA_SleepHabV6_Internal' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at PartUpgradeHandler.LinkUpgrades () [0x00000] in <filename unknown>:0 at PartLoader+<CompileAll>c__Iterator61.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) I'll try removing the file and just see where it goes from there as well. EDIT: now it chokes on V4. I don't really use internals, so I wonder if I can just do away with them Further edit: I removed the internals, and it loads just fine now. Edited October 15, 2016 by antiwesley Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted October 15, 2016 Share Posted October 15, 2016 On 5/4/2016 at 11:31 PM, cxg2827 said: Not at all. Docking magnetism kicks in just like stock, the only difference is that it wouldn't engage until it snaps in the correct angles. Sometimes it is a bit finicky, but if you give it a wiggle/slight rotation back and forth so it passes over the snapping points, it locks in. Then I must be doing something very wrong. I have m/f correct and all angles at 0, but it still won't dock. It just yo-yo's a couple of times and then drifts apart. Also, MechJeb's docking autopilot keeps thinking the center of the port is about half a meter Z- from where it actually is. Please advise. Link to comment Share on other sites More sharing options...
cxg2827 Posted October 15, 2016 Author Share Posted October 15, 2016 @AdmiralSirJohn could you be specific on the active and passive variants so i can test it out myself? i just booted up and was able to dock an APAC(active) with an APAS(passive) Mk1-2. not sure if there is some issue with mechjeb that is making it do what you describe. Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted October 15, 2016 Share Posted October 15, 2016 ACBM/PCBM, PCBM present in "on-orbit" module, ACBM on "approaching" module. As for the MechJeb problems, I'm thinking it's deliberate, as the last few releases have become increasingly less able to auto-dock, requiring more user input. Link to comment Share on other sites More sharing options...
SilverlightPony Posted October 18, 2016 Share Posted October 18, 2016 I had the docking problem as well. Station with nothing but APAS(passive), fuel tanker with APAS(active), tried both MJ docking autopilot and manual docking; would not lock, just kept bouncing off. KSP 1.1.2. Link to comment Share on other sites More sharing options...
cxg2827 Posted October 18, 2016 Author Share Posted October 18, 2016 4 hours ago, SilverlightPony said: I had the docking problem as well. Station with nothing but APAS(passive), fuel tanker with APAS(active), tried both MJ docking autopilot and manual docking; would not lock, just kept bouncing off. KSP 1.1.2. For pre 1.2 installs make sure to use version 1.3.2. I'll look into into the issue some more but so far I couldn't recreate the issue on my install Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted October 18, 2016 Share Posted October 18, 2016 I had to switch to the Contares docking port. I wonder if it might be an x64 specific thing... (1.2 x64) Link to comment Share on other sites More sharing options...
cxg2827 Posted October 18, 2016 Author Share Posted October 18, 2016 (edited) Not sure, I've just been running 32bit. I'll be investigating the ports a bit over the next 2 weeks. There are some new features available for docking ports now as well so I'll be messing with parameters to see if any of those can help in any way. Addendum: A possible option is to remove the guide fin colliders and APAS capture ring and provide that as alternate .mu files for those with docking issues. Edited October 18, 2016 by cxg2827 Link to comment Share on other sites More sharing options...
V8jester Posted October 18, 2016 Share Posted October 18, 2016 56 minutes ago, cxg2827 said: .... Addendum: A possible option is to remove the guide fin colliders and APAS capture ring and provide that as alternate .mu files for those with docking issues. Me personally, I like the fact you made the docking ring force you to (a) use proper ports on either side (b) properly align said ports (c) receive minimal assistance from magnetic forces. If we want "easy" docking there are plenty of ports for that but you set out to make a highly detailed port that acts like the real thing in my opinion \o/ Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted October 18, 2016 Share Posted October 18, 2016 2 minutes ago, V8jester said: Me personally, I like the fact you made the docking ring force you to (a) use proper ports on either side (b) properly align said ports (c) receive minimal assistance from magnetic forces. If we want "easy" docking there are plenty of ports for that but you set out to make a highly detailed port that acts like the real thing in my opinion \o/ That would be great, if it actually worked. If you check one of my earlier posts, I was lined up PERFECTLY, yet it still wouldn't dock. Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 18, 2016 Share Posted October 18, 2016 5 minutes ago, AdmiralSirJohn said: That would be great, if it actually worked. If you check one of my earlier posts, I was lined up PERFECTLY, yet it still wouldn't dock. To be fair, you are dealing with a subpar mod author ayyyyyyyyyyyyyyyyyyyyyyyyyy Link to comment Share on other sites More sharing options...
cxg2827 Posted October 18, 2016 Author Share Posted October 18, 2016 (edited) 2 minutes ago, CobaltWolf said: To be fair, you are dealing with a subpar mod author ayyyyyyyyyyyyyyyyyyyyyyyyyy Time2Abandon mod 10 minutes ago, AdmiralSirJohn said: That would be great, if it actually worked. If you check one of my earlier posts, I was lined up PERFECTLY, yet it still wouldn't dock. I've had colliders on the docking ports since 6/28, with no complaints for over three months, just sayin. Edited October 18, 2016 by cxg2827 Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted October 18, 2016 Share Posted October 18, 2016 The modules themselves are great. It's just the docking ports that need a revamp (or at least some kind of tweak, since other m/f ports seem to work). Abandoning the mod would be unfortunate, IMHO... I may complain about things (actually got a language warning about the MM Nyan cat - I hate that thing), but I do appreciate the work various authors and developers put into them. Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 18, 2016 Share Posted October 18, 2016 10 minutes ago, cxg2827 said: Time 2abandon mod 4 minutes ago, AdmiralSirJohn said: The modules themselves are great. It's just the docking ports that need a revamp (or at least some kind of tweak, since other m/f ports seem to work). Abandoning the mod would be unfortunate, IMHO... I may complain about things (actually got a language warning about the MM Nyan cat - I hate that thing), but I do appreciate the work various authors and developers put into them. No, don't stop. You've got your boot on his throat. Now's the time to press down harder! Link to comment Share on other sites More sharing options...
JoseEduardo Posted October 18, 2016 Share Posted October 18, 2016 14 minutes ago, CobaltWolf said: To be fair, you are dealing with a subpar mod author ayyyyyyyyyyyyyyyyyyyyyyyyyy 12 minutes ago, cxg2827 said: Time2Abandon mod 2 minutes ago, CobaltWolf said: No, don't stop. You've got your boot on his throat. Now's the time to press down harder! sorry, but I had to post this btw, about the APAS, I added them to SSTU pods (which are a one-part piece) and they still worked great back in 1.1.3, no docking problems even though it had everything to go wrong (there's just 3 parts in the pic, one of them is the Orion pod with Cx's APAS port) haven't tested in 1.2 yet though, but in 1.1.3 I didn't have any issue with them, be as the welded pods or as regular stand-alone parts Link to comment Share on other sites More sharing options...
SilverlightPony Posted October 18, 2016 Share Posted October 18, 2016 5 hours ago, cxg2827 said: For pre 1.2 installs make sure to use version 1.3.2. I'll look into into the issue some more but so far I couldn't recreate the issue on my install In that case, I think CKAN metadata may need to be updated; it lists CXA v 1.1 as the last version that works with 1.1.2. Link to comment Share on other sites More sharing options...
cxg2827 Posted October 18, 2016 Author Share Posted October 18, 2016 4 minutes ago, SilverlightPony said: In that case, I think CKAN metadata may need to be updated; it lists CXA v 1.1 as the last version that works with 1.1.2. someone needs to step up their metadata updating game (ckan not supported here so V0V) Link to comment Share on other sites More sharing options...
SilverlightPony Posted October 18, 2016 Share Posted October 18, 2016 8 minutes ago, cxg2827 said: someone needs to step up their metadata updating game (ckan not supported here so V0V) May I ask your reason for not supporting CKAN? (I'm just curious.) Link to comment Share on other sites More sharing options...
cxg2827 Posted October 18, 2016 Author Share Posted October 18, 2016 I don't use it and I don't care for updating metadata. I test the mod using a manual install, and delete the old folder if major changes require it. Link to comment Share on other sites More sharing options...
V8jester Posted October 18, 2016 Share Posted October 18, 2016 (edited) Question... I'm out and about right now so I don't have the name right infornt of me. But the new "docking port", the one made of 4 small mounts. Could you please make that surface attachable? I had the idea to use it in a shuttle bay as a mount for a payload pallet. (I could also just use a structural mount or tweak the cfg) just a suggestion. Edited October 18, 2016 by V8jester Link to comment Share on other sites More sharing options...
AdmiralSirJohn Posted October 18, 2016 Share Posted October 18, 2016 1 minute ago, V8jester said: Question... I'm out and about right now so I don't have the name right infornt of me. But the new "docking port", the one made of 4 small mounts. Could you please make that surface attachable? I had the idea to use it in a shuttle bay as a mount for a payload pallet. (I could also just use a structural mount or tweak the cfg) just a suggestion. I'm getting around that by using the small radial mount and then attaching it. It leaves a little gap, but that's not noticeable at a distance. Link to comment Share on other sites More sharing options...
cxg2827 Posted October 18, 2016 Author Share Posted October 18, 2016 4 minutes ago, V8jester said: Question... I'm out and about right now so I don't have the name right infornt of me. But the new "docking port", the one made of 4 small mounts. Could you please make that surface attachable? I had the idea to use it in a shuttle bay as a mount for a payload pallet. (I could also just use a structural mount or tweak the cfg) just a suggestion. Yea, that's a quick cfg edit. I'll include it in the next release Link to comment Share on other sites More sharing options...
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