terrendos Posted July 7, 2020 Share Posted July 7, 2020 13 hours ago, allista said: No, only that these resources are also put into the kit along with the stuff needed to build parts. The UI window of the assembly workshop has the buttons to close assembly spaces. At some point this was also fixed by automatically closing the gates when you press the "create empty kit" button, but I don't remember when exactly. Oh, and @terrendos, you can share the logs obtained after you've tried to spawn a container. It'll help in case this is a bug. @allista Okay, well, that button doesn't seem to do anything for me. When I press it, nothing happens. I can try to build something without the doors closing, but I can't Finalize any build because the doors are open. I attached a screenshot. https://imgur.com/a/3ionUcX I'd be happy to paste logs, but I don't know where they would be generated. This isn't causing a crash or anything, it's just that nothing happens. This is a station I cheated into orbit for testing, but I don't know how that would be relevant. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted July 7, 2020 Share Posted July 7, 2020 4 hours ago, terrendos said: I'd be happy to paste logs, but I don't know where they would be generated. See this topic for info. Location of the log file is OS dependent. Quote Link to comment Share on other sites More sharing options...
starkllr Posted July 7, 2020 Share Posted July 7, 2020 (edited) Is there anywhere with a written/screenshot step by step guide to building things with this mod? I watched the videos and couldn't really follow/didn't see the same things going on in my game. I managed to build a couple of things in orbit, but I think it was by accident more than anything else that I got it to work a little bit, and I feel like an utter moron, so I hope someone can help me. Even after watching the videos, I don't know what parts to attach to what, whether I need DIY kits already preloaded before launch, and if so, where they should be attached so that I can actually, you know, build the stuff in them in orbit. I'm sure I'm missing some really obvious basic things here... This is what I assembled, and I can't figure out what I did wrong. There''s another DIY container attached on the other side of the Orbital Workshop, by the way. Edited July 7, 2020 by starkllr Quote Link to comment Share on other sites More sharing options...
terrendos Posted July 7, 2020 Share Posted July 7, 2020 12 hours ago, Brigadier said: See this topic for info. Location of the log file is OS dependent. Wonderful, thanks! @allista here's the log I pulled: https://filebin.net/vocwenw95lq5t2vb Quote Link to comment Share on other sites More sharing options...
bcqJC Posted July 7, 2020 Share Posted July 7, 2020 (edited) 4 hours ago, starkllr said: Is there anywhere with a written/screenshot step by step guide to building things with this mod? I watched the videos and couldn't really follow/didn't see the same things going on in my game. I managed to build a couple of things in orbit, but I think it was by accident more than anything else that I got it to work a little bit, and I feel like an utter moron, so I hope someone can help me. Even after watching the videos, I don't know what parts to attach to what, whether I need DIY kits already preloaded before launch, and if so, where they should be attached so that I can actually, you know, build the stuff in them in orbit. I'm sure I'm missing some really obvious basic things here... The videos in https://www.youtube.com/user/allistau pretty much covers the how-tos. From your screenshot, I see that the DockableKitContainer is docked using the wrong end. The stripes on the side of the kit serve a purpose. They tell you which end is which. Note that one end of the stripe has a D in a triangle. That's the "Construction Dock" end - or "Dock", for short. Which means the other end is the "Transport Dock" end. So when moving it around, your SpaceCrane should be docked to the Transport end. In your screenshot, it is docked to the Construction end. So if you flip the Kit around so that the Construction end - the one with a D - is docked to your Workshop, then the Kit should be ready for construction, assuming that the kit has been assembled. Edited July 7, 2020 by bcqJC typos Quote Link to comment Share on other sites More sharing options...
starkllr Posted July 8, 2020 Share Posted July 8, 2020 Thanks! That definitely helped! Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted July 11, 2020 Share Posted July 11, 2020 (edited) Can someone using GC in KSP 1.10 x64 confirm that they can add a vessel to a Ground Kit Container in the VAB? I can Select a part or sub-assembly from the container PAW, but when trying to Select a vessel, the Stock KSP load menu comes up and neither Load nor Merge has any effect. Is there a GC loading GUI that's supposed to appear, like there are for parts and sub-assemblies? EDIT: Nevermind. I see someone caught this earlier as GitHub Bug #77. Edited July 11, 2020 by KSPrynk Quote Link to comment Share on other sites More sharing options...
BigFatStupidHead Posted July 14, 2020 Share Posted July 14, 2020 On 7/11/2020 at 3:30 PM, KSPrynk said: Can someone using GC in KSP 1.10 x64 confirm that they can add a vessel to a Ground Kit Container in the VAB? I can Select a part or sub-assembly from the container PAW, but when trying to Select a vessel, the Stock KSP load menu comes up and neither Load nor Merge has any effect. Is there a GC loading GUI that's supposed to appear, like there are for parts and sub-assemblies? EDIT: Nevermind. I see someone caught this earlier as GitHub Bug #77. I think this may be part of a stock 1.10 bug, where the merge button in the construction buildings doesn't work. Quote Link to comment Share on other sites More sharing options...
allista Posted July 22, 2020 Author Share Posted July 22, 2020 Version 2.6.4 for Kerbal Space Program 1.10.0 Released on 2020-07-22 Fixed ship loading into kits Fixed the same vessel collision if deployed check Using new uGUI dialogs from AT_Utils Adapted to changes in AT_Utils Download (15.87 MiB) Quote Link to comment Share on other sites More sharing options...
BigFatStupidHead Posted July 24, 2020 Share Posted July 24, 2020 Now that this is updated to 1.10, I can finally ask... Is anyone else having issues with orbital containers not deploying, or subassemblies not being oriented properly in orbital containers with their open nodes towards the D side? Quote Link to comment Share on other sites More sharing options...
allista Posted July 24, 2020 Author Share Posted July 24, 2020 42 minutes ago, BigFatStupidHead said: Now that this is updated to 1.10 This is actually a second release for 1.10 43 minutes ago, BigFatStupidHead said: orbital containers not deploying, or subassemblies not being oriented properly in orbital containers with their open nodes towards the D side Sounds frightening. But I've not encountered anything like it. A save file with reproducible issue would help a lot with debugging. Quote Link to comment Share on other sites More sharing options...
BigFatStupidHead Posted July 25, 2020 Share Posted July 25, 2020 (edited) On 7/24/2020 at 2:31 PM, allista said: A save file with reproducible issue would help a lot with debugging. I shoved my savegame up to my github. The only mod needed to load the orbital station is https://spacedock.info/mod/2384/Stockish Project Orion. Updated the save with a modless station. And this time I made sure the upload actually commited. Go me! Thanks for taking a look! Edited July 27, 2020 by BigFatStupidHead Quote Link to comment Share on other sites More sharing options...
DefenderX1 Posted July 26, 2020 Share Posted July 26, 2020 (edited) Hi all, I updated to GC to 2.6.4 but I still can't load anything into the kits in the SPH/VAB. When I select a vessel, the stock load screen comes up and the load button does nothing. When I try to load an assembly it brings up the custom load menu, clicking a listing there does something... i loads the assembly in the editor (in full, the parts/model are visible). The kit doesn't change, the stats don't update and all the game functions disable. I can't exit, save, create a new vessel or exit in any way. KSP version 1.10. Logs: https://drive.google.com/file/d/1lM8yMvfMfWSoABxpgUCXYYMWJX7G737V/view?usp=sharinghttps://drive.google.com/file/d/1K5ah5Oua8SOHX_94_dVToEeHmp579cUB/view?usp=sharing Edit: I think my older version of AT_Utils might have caused that. I managed to load a vehicle after updating. However, upon launch game crashed. Updated logs: https://drive.google.com/file/d/1qNFHuQUDIvj8btIldxZM8VJyFPYUFGRp/view?usp=sharinghttps://drive.google.com/file/d/1bUsRNTMt0BmeDSCp-XwHyGBNZEodLA4e/view?usp=sharing 2nd Edit: Hmm, deployed ok this time. Edited July 26, 2020 by DefenderX1 Quote Link to comment Share on other sites More sharing options...
Xithyl515 Posted July 28, 2020 Share Posted July 28, 2020 Hi I'm trying to use the part printer in orbit around kerbin to print specialized parts so I can configure my already attached DIY kits. Problem is, it instantly fills up my machinery storage and stops printing. I even have enough storage for 2500 machinery. So I'm sitting there clicking "Jettison Tank Contents" ten times a second to get any specialized parts. Anyone have a fix for this? I just want the specialized parts. Quote Link to comment Share on other sites More sharing options...
BigFatStupidHead Posted July 28, 2020 Share Posted July 28, 2020 6 hours ago, Xithyl515 said: Hi I'm trying to use the part printer in orbit around kerbin to print specialized parts so I can configure my already attached DIY kits. Problem is, it instantly fills up my machinery storage and stops printing. I even have enough storage for 2500 machinery. So I'm sitting there clicking "Jettison Tank Contents" ten times a second to get any specialized parts. Anyone have a fix for this? I just want the specialized parts. Can you not just turn off the machinery storage tanks? You know, with the little button that's beside it? Quote Link to comment Share on other sites More sharing options...
HansAcker Posted July 28, 2020 Share Posted July 28, 2020 9 hours ago, Xithyl515 said: Hi I'm trying to use the part printer in orbit around kerbin to print specialized parts so I can configure my already attached DIY kits. Problem is, it instantly fills up my machinery storage and stops printing. Huh? That should be two different converters. The "Part Printer" does not produce machinery, the "Replicator" does. (see config). If you "vent" your Machinery, the replicator will use up SpecializedParts and MaterialKits to produce more. You probably don't need that much Machinery storage, anyway, as it's not being consumed by the assembly (unless you build another assembly). So, stop the "Replicator" and let the "Part Printer" run. Quote Link to comment Share on other sites More sharing options...
Xithyl515 Posted July 28, 2020 Share Posted July 28, 2020 (edited) 11 hours ago, HansAcker said: Huh? That should be two different converters. The "Part Printer" does not produce machinery, the "Replicator" does. (see config). If you "vent" your Machinery, the replicator will use up SpecializedParts and MaterialKits to produce more. You probably don't need that much Machinery storage, anyway, as it's not being consumed by the assembly (unless you build another assembly). So, stop the "Replicator" and let the "Part Printer" run. https://i.imgur.com/GxgZNbc.gifv As you can see my replicator is inactive and my part printer keeps having the error "machinery full" to make any specialized parts I keep having to jettison tank contents. And I do have materialkits on the other parts of my station. Transferring them directly to the assembly line did not fix anything. Edited July 28, 2020 by Xithyl515 To clarify Quote Link to comment Share on other sites More sharing options...
allista Posted July 29, 2020 Author Share Posted July 29, 2020 8 hours ago, Xithyl515 said: https://i.imgur.com/GxgZNbc.gifv As you can see my replicator is inactive and my part printer keeps having the error "machinery full" to make any specialized parts I keep having to jettison tank contents. And I do have materialkits on the other parts of my station. Transferring them directly to the assembly line did not fix anything. Wow This looks bizarre. Part Printer resource converter is not configured to produce machinery at all, let alone in this quantity. Could you share your OrbitalAssemblyLine.cfg and the Player.log? Quote Link to comment Share on other sites More sharing options...
Xithyl515 Posted July 29, 2020 Share Posted July 29, 2020 I will send them when I get home, but how do I access my player.log? Quote Link to comment Share on other sites More sharing options...
allista Posted July 29, 2020 Author Share Posted July 29, 2020 2 hours ago, Xithyl515 said: I will send them when I get home, but how do I access my player.log? https://docs.unity3d.com/Manual/LogFiles.html The Player section Quote Link to comment Share on other sites More sharing options...
allista Posted July 29, 2020 Author Share Posted July 29, 2020 (edited) 2 hours ago, Xithyl515 said: I will send them when I get home, but how do I access my player.log? Anyways, I can confirm this; which means you've found yet another regression bug in squad's codebase, since nothing has changed in ModuleResourceConverter configuration since 1.9 Edited July 29, 2020 by allista Quote Link to comment Share on other sites More sharing options...
allista Posted July 29, 2020 Author Share Posted July 29, 2020 20 hours ago, Xithyl515 said: As you can see my replicator is inactive and my part printer keeps having the error "machinery full" to make any specialized parts I keep having to jettison tank contents. And I do have materialkits on the other parts of my station. Transferring them directly to the assembly line did not fix anything. Ok, found what is wrong and worked around by re-configuring the converters. Thanks again for the report! Quote Link to comment Share on other sites More sharing options...
Xithyl515 Posted July 29, 2020 Share Posted July 29, 2020 (edited) 2 hours ago, allista said: Ok, found what is wrong and worked around by re-configuring the converters. Thanks again for the report! how do I fix it myself so I can continue playing with the mod? Edited July 29, 2020 by Xithyl515 Quote Link to comment Share on other sites More sharing options...
allista Posted July 29, 2020 Author Share Posted July 29, 2020 32 minutes ago, Xithyl515 said: how do I fix it myself so I can continue playing with the mod? Replace the OrbitalAssemblyLine.cfg with this one Spoiler PART { name = OrbitalAssemblyLine module = Part author = Allis Tauri MODEL { model = GroundConstruction/Parts/Workshops/Assets/OrbitalAssemblyLine } rescaleFactor = 1.0 scale = 1.0 node_stack_top = 0, 4.82626, 0, 0, 1, 0, 2 node_stack_bottom = 0, -4.82626, 0, 0, -1, 0, 2 TechRequired = metaMaterials category = Pods subcategory = 0 title = Orbital Assembly Line manufacturer = AT Industries description = This state of the art factory is designed specificaly for zero-G conditions. It can rapidly produce everything required to assemble a new DIY Kit, but it requires an assembly space to hold the container. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 entryCost = 700000 cost = 450000 mass = 11.7 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 2.5 crashTolerance = 5 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 fuelCrossFeed = True bulkheadProfiles = size2, size3 INTERNAL { name = Placeholder } CrewCapacity = 4 vesselType = Station MODULE { name = SingleVesselAssemblyWorkshop KitParts = DIYKit,OrbitalKitContainer2 SelectedPart = Dockable Kit Container workshopType = ORBITAL } MODULE { name = ModuleCommand minimumCrew = 1 RESOURCE { name=ElectricCharge rate = 0.03 } } MODULE { name = ModuleProbeControlPoint minimumCrew = 1 multiHop = False } MODULE { name = ModuleKerbNetAccess EnhancedSituationMask = 7 EnhancedMinimumFoV = 175 EnhancedMaximumFoV = 179.5 MinimumFoV = 5 MaximumFoV = 10 AnomalyDetection = 1 DISPLAY_MODES { Mode = Biome Mode = Terrain } } MODULE { name = ModuleDataTransmitter antennaType = RELAY packetInterval = 0.35 packetSize = 4 packetResourceCost = 24.0 requiredResource = ElectricCharge antennaPower = 1000000 antennaCombinable = True } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 3 } } MODULE { name = ModuleTankManager Volume = 23 TANK { TankType = Components CurrentResource = SpecializedParts Volume = 1 } TANK { TankType = Components CurrentResource = MaterialKits Volume = 1 } } MODULE:NEEDS[!KolonyTools] { name = ModuleResourceConverter ConverterName = Part Printer StartActionName = Start Part Printer StopActionName = Stop Part Printer ToggleActionName = Toggle Part Printer Efficiency = 1 AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = ConstructionSkill EfficiencyBonus = 1 // the conversion from masses to units is broken since 1.10 //ConvertByMass = true INPUT_RESOURCE { ResourceName = MaterialKits Ratio = 25 // 0.025 t / 0.001 t/u } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 2.5 } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 95 } OUTPUT_RESOURCE { ResourceName = SpecializedParts Ratio = 4.63 // approx: 0.0175 t / 0.00378 t/u DumpExcess = false } } MODULE:NEEDS[!KolonyTools] { name = ModuleResourceConverter ConverterName = Replicator StartActionName = Start Replicator StopActionName = Stop Replicator ToggleActionName = Toggle Replicator Efficiency = 1 AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = ConstructionSkill EfficiencyBonus = 1 // the conversion from masses to units is broken since 1.10 //ConvertByMass = true INPUT_RESOURCE { ResourceName = MaterialKits Ratio = 60 // 0.06 t / 0.001 t/u } INPUT_RESOURCE { ResourceName = SpecializedParts Ratio = 5.3 // approx: 0.02 t / 0.00378 t/u } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 2.7 } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 95 } OUTPUT_RESOURCE { ResourceName = Machinery Ratio = 15.873 // appros: 0.06 t / 0.00378 t/u DumpExcess = false } } MODULE:NEEDS[USILifeSupport] { name = USILS_LifeSupportRecyclerSwapOption CrewCapacity = 4 RecyclePercent = 0.79 ConverterName = Life Support tag = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 9 } } MODULE:NEEDS[USILifeSupport] { name = USI_SwapController } MODULE:NEEDS[USILifeSupport] { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE:NEEDS[USILifeSupport] { name = USI_Converter UseSpecialistBonus = false } RESOURCE { name = ElectricCharge amount = 5000 maxAmount = 5000 } RESOURCE { name = Machinery amount = 100 maxAmount = 200 } } //:mode=c#: Quote Link to comment Share on other sites More sharing options...
Xithyl515 Posted July 29, 2020 Share Posted July 29, 2020 Fixed! I would need to apply this to a ground assembly line right? Quote Link to comment Share on other sites More sharing options...
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