Lisias Posted December 27, 2024 Share Posted December 27, 2024 (edited) 10 minutes ago, Trollkowski said: Thanks for the suggestion! I double checked and it was set to sea level kerbin. Sadly seems to be an overall problem with the craft I'm building as I just tried adding a stock engine to it and it still displays it as 0.00, so not at all related to ap+ My guess is an Exception being raised on Editor, screwing a thread that so dies, leading work undone. Reproduce the problem and send me the KSP.log . With a bit of luck, I will find something smelly there Please remember to quit KSP to prevent the log from being truncated! Edited December 27, 2024 by Lisias Trumcated Quote Link to comment Share on other sites More sharing options...
Trollkowski Posted December 27, 2024 Share Posted December 27, 2024 22 minutes ago, Lisias said: My guess is an Exception being raised on Editor, screwing a thread that so dies, leading work undone. Reproduce the problem and send me the KSP.log . With a bit of luck, I will find something smelly there Please remember to quit KSP to prevent the log from being truncated! I appreciate you taking a look! Heres my latest log (i played for a bit so it might be long, let me know if you just want me to launch ksp > go to sph > pick engine and launch) https://drive.google.com/file/d/1csCuZ_k3HIjUZ5lpjB5AdX_sPmDbYTFB/view Quote Link to comment Share on other sites More sharing options...
Lisias Posted December 28, 2024 Share Posted December 28, 2024 21 hours ago, Trollkowski said: I appreciate you taking a look! Heres my latest log (i played for a bit so it might be long, let me know if you just want me to launch ksp > go to sph > pick engine and launch) https://drive.google.com/file/d/1csCuZ_k3HIjUZ5lpjB5AdX_sPmDbYTFB/view I regretfully inform you that I didn't found anything obviously fishing involved the part. (would be something I did wrong, you can bet your favorite Yoke I would had fixed it right now). Your log suggests that the DBArmory need some seriously care, as I had lost the number of errors and exceptions involving it in you log, but I didn't managed to correlate it to this case. One quick (but destructive) test you can do is to remove BDArmory (and everything that depends on it) from your rig and see if something changes. Please do it on a copy (literally, CTRL-C your KSP directory, and CTRL-V on Desktop for example) and then butch the copy to do the tests. Let me know if you find something that may help me on diagnosing the problem! Cheers! Quote Link to comment Share on other sites More sharing options...
BGYT Posted December 29, 2024 Share Posted December 29, 2024 Idk if it a glitch or an intended feature but i cant flip the hozizontal half fuselages upside down so that i can have a flat top Quote Link to comment Share on other sites More sharing options...
Lisias Posted December 29, 2024 Share Posted December 29, 2024 2 hours ago, BGYT said: Idk if it a glitch or an intended feature but i cant flip the hozizontal half fuselages upside down so that i can have a flat top Can you give us a screenshot of the problem? Just to be sure about exactly what the problem is, as I'm finding it weird not being able to rotate the part. Did you tried the rotation tool (that 4 small buttons on top right of the Editor view, I think the shortcut is 2 or 3...) Quote Link to comment Share on other sites More sharing options...
BGYT Posted December 30, 2024 Share Posted December 30, 2024 On 12/29/2024 at 3:26 AM, Lisias said: Can you give us a screenshot of the problem? Just to be sure about exactly what the problem is, as I'm finding it weird not being able to rotate the part. Did you tried the rotation tool (that 4 small buttons on top right of the Editor view, I think the shortcut is 2 or 3...) i was bein stupid and managed to get it to turn around I figured out that I didn't have a root part for it to attach to it was only attached radially Quote Link to comment Share on other sites More sharing options...
Lisias Posted December 30, 2024 Share Posted December 30, 2024 20 minutes ago, BGYT said: i was bein stupid and managed to get it to turn around I figured out that I didn't have a root part for it to attach to it was only attached radially Welcome to KSP. Believe me, we do it all the time. It only happens that we do it in a more convoluted way. I once got flabbergasted because my plane was twice the weight it should - it took me some hours until I realized that I had attached a part in mirror symmetry on the same parent node, and from that point everything I attached on that subassembly was diplicated in mirror symmetry. I only realized the problem when I finally noticed some texturing fighting, and after trying to debugging the rig for some texture switch problem (when you forget to install a part switch, all the textures are drawn at the same time). Spoiler Quote Link to comment Share on other sites More sharing options...
ballistic9028 Posted February 10 Share Posted February 10 I have a problem with the 2.5 m strucural hull and cargo bay. My payload is entirely inside the hull but it still has loads of drag. Does anyone know what causes this? Screenshots: https://imgur.com/a/5JucBEL Quote Link to comment Share on other sites More sharing options...
RB101 Posted Sunday at 10:35 PM Share Posted Sunday at 10:35 PM On 2/10/2025 at 10:24 AM, ballistic9028 said: I have a problem with the 2.5 m strucural hull and cargo bay. My payload is entirely inside the hull but it still has loads of drag. Does anyone know what causes this? Screenshots: https://imgur.com/a/5JucBEL The service/cargo bays don't have their area setup meaning that they can't shield parts inside them from physics. Quote Link to comment Share on other sites More sharing options...
ballistic9028 Posted Monday at 09:26 AM Share Posted Monday at 09:26 AM 10 hours ago, RB101 said: The service/cargo bays don't have their area setup meaning that they can't shield parts inside them from physics. Ah thats a shame. Is there any way I can fix it? Im not an experienced coder but im willing to give it a shot if necessary. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted Monday at 11:14 AM Share Posted Monday at 11:14 AM 1 hour ago, ballistic9028 said: Ah thats a shame. Is there any way I can fix it? Im not an experienced coder but im willing to give it a shot if necessary. It's not coding, it's 3d modeling. I can't advise on this, not my area of expertise. A good modeler might be able to give some advice or even fix it, if they were so inclined. Since the original files aren't available, it would have to be done in Blender 2.83, using an addon which is only compatible up to that version. There are a number of threads talking about how to do this, do a search for blender in the forum. This is the Addon thread: Quote Link to comment Share on other sites More sharing options...
Manul Posted Monday at 03:22 PM Share Posted Monday at 03:22 PM (edited) 4 hours ago, linuxgurugamer said: It's not coding, it's 3d modeling. 3d mesh has nothing to do with dragshielding, it's the ModuleCaroBay and strict rules of part attachment that trigger the cargo bay to provide shielding. On 2/10/2025 at 1:24 PM, ballistic9028 said: I have a problem with the 2.5 m strucural hull and cargo bay. My payload is entirely inside the hull but it still has loads of drag. Does anyone know what causes this? Screenshots: https://imgur.com/a/5JucBEL In order to trigger the dragshielding mechanics you need to assemble the cargo bay correctly so that the game "knows" that it is sealed from both ends. 1) Fuselage parts should be attached to OUTER nodes of a cargobay, not to anything else. 2)Cargo bay segments should be attached together with their outer nodes. Sometimes they get attached with their inner nodes instead. The easiest way to check it is to keep inner nodes busy by attaching Mk0 nosecones facing inside the cargo bay segment. And only after this you stack the cargo bay segments together. 3)Parts attached to outer nodes of the cargo bay should have equal or bigger size of their attachment nodes. If the cargo bay has size2 outer nodes and it is shielded by a fuselage part with size1 node - there is no dragshielding. The major problem with Airpalne plus is that some Size2 parts have size1 nodes and Mk1 parts have size0 nodes while Mk1 cargobays still have size1 nodes. Edited Monday at 03:25 PM by Manul Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted Monday at 04:11 PM Share Posted Monday at 04:11 PM 48 minutes ago, Manul said: The major problem with Airpalne plus is that some Size2 parts have size1 nodes and Mk1 parts have size0 nodes while Mk1 cargobays still have size1 nodes. I see. If you could provide a list of those parts that have the wrong size nodes, I'd be happy to write a patch that fixes it. That's not difficult, and i could fit it in between some other work I'm doing. I just don't have time to sit with the entire mod and look at all the parts Quote Link to comment Share on other sites More sharing options...
Manul Posted Monday at 05:47 PM Share Posted Monday at 05:47 PM 1 hour ago, linuxgurugamer said: I see. If you could provide a list of those parts that have the wrong size nodes, I'd be happy to write a patch that fixes it. That's not difficult, and i could fit it in between some other work I'm doing. I just don't have time to sit with the entire mod and look at all the parts Which version of Airplane+ are you working on? The latest A+ fork by @Lisias is already 151 commit and 990 changes ahead of @blackheart612 version, that scares me There were other issues with ModuleCargoBay parameters as well. I had been fixing these things in my install since KSP v1.4 (and far before I learned how to write MM patches instead of cfg editing) so I don't remember which parts I fixed over these years. I need to download the latest version (need to know which one) and check it again. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Monday at 05:52 PM Share Posted Monday at 05:52 PM (edited) 8 hours ago, ballistic9028 said: Ah thats a shame. Is there any way I can fix it? Im not an experienced coder but im willing to give it a shot if necessary. Hi. This should fix the part maked as Structural Hull S2. They were correct when they said it had not been set up as a cargo hold. Most parts simply require the right module with the right data inputed in order to do something. The "lookupRadius" in the module I have added is actually the diameter of the area considered to be protected between the front inside pointing node and the rear inside pointing node. Both of which I have added. They are at the exact same co-ordinates as the outers but facing in opposite directions. The Bolded writing in the following config is what I have added. Open a new text document and copy and paste what I have in the spoiler into it and save. Then open the "size2hull.cfg" and either add just what I have added to it or overwrite the whole thing. Your choice. Just don't turn it into a new part config unless you change the unique name at the top of the config. Spoiler PART { name = S2Hull module = Part author = blackheart612/neistridlar rescaleFactor = 1 node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top2 = 0.0, 0.9375, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom2 = 0.0, -0.9375, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 1.25, 0.0, 0.0, 0.0, 0.0, 1.0, 1 TechRequired = supersonicFlight entryCost = 2500 cost = 250 category = Structural subcategory = 0 title = Structural Hull S2 manufacturer = Kerbal Standard description = A standard Size 2 Hull. Used for carrying cargo and carries no fuel; is there merely as a structural element. As such, it's lighter and more solid due to reinforcements. attachRules = 1,1,1,1,0 mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 10 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 // = 3000 fuelCrossFeed = True bulkheadProfiles = size2, srf tags = aircraft airplane hollow jet size2 pipe plane tube MODEL { model = AirplanePlus/Parts/Structure and Fuel/size2cargo/modelhull //texture = size2cargotex1 , AirplanePlus/Parts/Structure and Fuel/size2cargo/size2cargotex1 } DRAG_CUBE { cube = Default, 4.865,0.7701,1.345, 4.865,0.7701,1.345, 4.853,0.9716,0.1598, 4.853,0.9716,0.1598, 4.865,0.77,1.345, 4.865,0.77,1.345, -1.744E-06,3.876E-07,-2.422E-07, 2.5,1.9375,2.5 // half y lenth of autogenerated for size 2 liquid fuel tank } MODULE { name = FSmeshSwitch moduleID = 0 buttonName = Next previousButtonName = Previous objectDisplayNames = Standard;Adapter objects = body1;body2 updateSymmetry = true } MODULE { name = FStextureSwitch2 moduleID = 1 //showListButton = True nextButtonText = Next Paint prevButtonText = Previous Paint statusText = Current Paint textureRootFolder = AirplanePlus\Parts\Structure and Fuel\ textureNames = size2cargo\size2cargotex1;size2cargo\size2cargotex2;size2cargo\size2cargotex3 objectNames = body1;body2 textureDisplayNames = Standard;Striped;End switchableInFlight = false repaintableEVA = false debugMode = false showInfo = false } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 2.6 partTypeName = Cargo bay nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } } Edited Monday at 06:01 PM by ColdJ Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Monday at 06:07 PM Share Posted Monday at 06:07 PM 6 hours ago, linuxgurugamer said: It's not coding, it's 3d modeling. I can't advise on this, not my area of expertise. A good modeler might be able to give some advice or even fix it, if they were so inclined. Since the original files aren't available, it would have to be done in Blender 2.83, using an addon which is only compatible up to that version. There are a number of threads talking about how to do this, do a search for blender in the forum. Hi this is no longer valid. @taniwha updates the GitHub as they add things but does not do versions. As such the current download of the plugin requires Blender 4.0 or greater in order to work. The only way to use it on previous blenders is if you have saves of previous iterations, like I do. Quote Link to comment Share on other sites More sharing options...
Lisias Posted Monday at 06:16 PM Share Posted Monday at 06:16 PM 21 minutes ago, Manul said: Which version of Airplane+ are you working on? The latest A+ fork by @Lisias is already 151 commit and 990 changes ahead of @blackheart612 version, that scares me I had fixed the nodes already. At that time, I had wrongly concluded that MH had made a mistake, but followed suit anyway (I just remembered that one). Later I realized that MH was fine, it just took another path than I was expecting * - but since I had stick with Stock, no harm was done. https://github.com/search?q=repo%3Anet-lisias-ksp%2FAirplanePlus+nodes&type=commits - - - - - - * IMHO upgrading a 1.5 part to a node 2 would make these parts slightly stronger than I think it should, and would allow a size2 part to be attattached to it without penalty, besides the looks of a Size2 part attached to a Size1.5 part being... how I would say... "worst looking" than a Size1.5 part attached to a Size1. But in the end, it was just a design decision, and my personal preferences don't take precedence over already established standards, and so I followed suit with MH. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Monday at 06:23 PM Share Posted Monday at 06:23 PM 4 minutes ago, Lisias said: I had fixed the nodes already. I just went and found a version I already had, not sure how long ago I got it. I assumed the poster must be using similar to have the problem. If you have already fixed the parts then best to just get them to download your latest version. Quote Link to comment Share on other sites More sharing options...
Lisias Posted Monday at 06:25 PM Share Posted Monday at 06:25 PM (edited) 37 minutes ago, ColdJ said: Open a new text document and copy and paste what I have in the spoiler into it and save. Then open the "size2hull.cfg" and either add just what I have added to it or overwrite the whole thing. Your choice. Just don't turn it into a new part config unless you change the unique name at the top of the config. I would recommend using this file instead: https://github.com/net-lisias-ksp/AirplanePlus/blob/master/GameData/AirplanePlus/Parts/Structure-and-Fuel/size2cargo/size2hull.cfg I found some copy & paste mistakes on it! I'm adding the CargoBay module on A+ on all pertinent parts tonight! 5 minutes ago, ColdJ said: If you have already fixed the parts then best to just get them to download your latest version. Here!! https://github.com/net-lisias-ksp/AirplanePlus/releases/tag/RELEASE%2FEXPERIMENTAL%2F26.6.2.3 EDIT: I didn't published some fixes yet.I will push this tonight Edited Monday at 06:29 PM by Lisias brute force post merge Quote Link to comment Share on other sites More sharing options...
Manul Posted Monday at 06:27 PM Share Posted Monday at 06:27 PM (edited) 35 minutes ago, ColdJ said: The Bolded writing in the following config is what I have added. This is not going to work 35 minutes ago, ColdJ said: DeployModuleIndex = 0 This is the index of AnimateGeneric module that animates the cargo bay doors, and the first (aka 0) PartModule in this cfg is FSmeshSwitch instead. So there should be a ModuleAnimateGeneric and the DeployModuleIndex should be pointing at it: Spoiler MODEL { model = MSRP/Parts/XF66/Fuselage/XF66tailBay } MODULE { name = ModuleAnimateGeneric animationName = DoorOpen startEventGUIName = Open endEventGUIName = Close actionGUIName = #autoLOC_502078 //#autoLOC_502078 = Toggle bay door //allowDeployLimit = true //revClampDirection = false //revClampSpeed = true //revClampPercent = true } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 1.0 lookupCenter = 0, -0.3, 0 //partTypeName = tailBay } Unfortunately you can't create ModuleAnimateGeneric if there are no animations (I've already tried this), so I had to create a dummy animation for cargobays without doors to create a valid ModuleAnimateGeneric and trick ModuleCargoBay into thinking that there is a door and it's closed. Edited Monday at 06:27 PM by Manul Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Monday at 06:34 PM Share Posted Monday at 06:34 PM 4 minutes ago, Lisias said: I would recommend using this file instead: https://github.com/net-lisias-ksp/AirplanePlus/blob/master/GameData/AirplanePlus/Parts/Structure-and-Fuel/size2cargo/size2hull.cfg I found some copy & paste mistakes on it! That is before the addition of the needed nodes and cargo module. so do you mean get that and then add my changes? 4 minutes ago, Manul said: This is not going to work Yes it will, have used it before. There doesn't need to be an animation, it just needs to believe it is closed from the start. The module index is for pointing the the animation module, if you don't do this your animation wont work. But as you don't have an animation then it doesn't matter if it doesn't work. Quote Link to comment Share on other sites More sharing options...
Manul Posted Monday at 06:34 PM Share Posted Monday at 06:34 PM 6 minutes ago, Lisias said: I'm adding the CargoBay module on A+ on all pertinent parts tonight! You'll have to add dummy animations of nonexistent doors before. I reverse engineered this trick from OPT spaceplanes where every hollow part has a fake animation to act as a cargo bay. Quote Link to comment Share on other sites More sharing options...
Lisias Posted Monday at 06:38 PM Share Posted Monday at 06:38 PM 2 minutes ago, ColdJ said: That is before the addition of the needed nodes and cargo module. so do you mean get that and then add my changes? Yes, as well in any other Cargo part that would need it - so we would never had to revisit this issue again. 1 minute ago, ColdJ said: There doesn't need to be an animation, it just needs to believe it is closed from the start. The module index is for pointing the the animation module, if you don't do this your animation wont work. But as you don't have an animation then it doesn't matter if it doesn't work. 1 minute ago, Manul said: You'll have to add dummy animations of nonexistent doors before. I reverse engineered this trick from OPT spaceplanes where every hollow part has a fake animation to act as a cargo bay. I will try both ways and post the results. There's some interesting lessons to be learn here, and it would be better if we could merge into a better solution by exploring them! Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Monday at 06:44 PM Share Posted Monday at 06:44 PM 2 minutes ago, Lisias said: Yes, as well in any other Cargo part that would need it - so we would never had to revisit this issue again. Just remember to adjust the "lookupRadius" for each part. It should be slightly larger than the diameter of the part itself. Stock 3.5 has it a fair bit bigger while Mk2 is actually slightly smaller and may be one of the things that cause excess drag on Mk2. Quote Link to comment Share on other sites More sharing options...
Lisias Posted Monday at 06:46 PM Share Posted Monday at 06:46 PM (edited) 5 minutes ago, ColdJ said: Just remember to adjust the "lookupRadius" for each part. It should be slightly larger than the diameter of the part itself. Stock 3.5 has it a fair bit bigger while Mk2 is actually slightly smaller and may be one of the things that cause excess drag on Mk2. I will follow suit with Stock parts, I remember a tool I wrote to help on that - it was how I detected and fixed the nodes. Thanks for the advice. ===== POST EDIT ===== For the posterity: https://wiki.kerbalspaceprogram.com/wiki/Module#ModuleCargoBay Edited Monday at 06:49 PM by Lisias POST EDIT Quote Link to comment Share on other sites More sharing options...
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