Talavar Posted August 14, 2021 Share Posted August 14, 2021 (edited) Is this currently working in 1.12.2, or are you fellas on an older version? Edited August 14, 2021 by Talavar Quote Link to comment Share on other sites More sharing options...
modus Posted August 14, 2021 Share Posted August 14, 2021 Haven't tried it, but it will probably work. Quote Link to comment Share on other sites More sharing options...
Hohmannson Posted August 19, 2021 Share Posted August 19, 2021 On 8/14/2021 at 8:42 PM, Talavar said: working in 1.12.2 Yes. I can build a DIY kit in assembly line and i can fill the kit and vessel spawns and nobody gets hurt. That's pretty nice because EL is broken for 1.12 and USI KonFab is incomplete. Quote Link to comment Share on other sites More sharing options...
ChrisF0001 Posted August 29, 2021 Share Posted August 29, 2021 Following a couple of other comments (...okay, one of them was mine) - I did think there was some problem with some specific parts causing DIY kits to bug out, as today I again had the 'DIY kit on the ground but invisible to the workshop' thing. ...Then, while I was doing some experiments to work out what to say in here, I discovered that if the (ground) DIY kit is actually docked to the (also ground) workshop, it can be built. So that was odd. I'm also thankful that all those years ago I built that first General Purpose Lander with *two* winches on it, as they eventually became KAS fuel hoses and could be used to chain the container onto the base... Quote Link to comment Share on other sites More sharing options...
jrdurant Posted September 26, 2021 Share Posted September 26, 2021 Hopefully this isn't too silly, but I am adding a vessel to the orbital assembly space. It has the (D) to indicate the vessel can be docked when created, but when I click on the vessel in the assembly space, the options to choose where the vessel will be docked upon construction do not appear. Any ideas? Quote Link to comment Share on other sites More sharing options...
captainjerky Posted October 21, 2021 Share Posted October 21, 2021 On 5/2/2020 at 5:59 AM, allista said: Thanks for the report. It does look like a bug in calculation of container deployment dimensions, but I need to be able to reproduce and test it on my side. Could you, please, provide the .craft file of this station addon? The hard limit is the size of the assembly space. The kit in the container has constant density, so the heavier the kit, the bigger the container. And once the kit is assembled in the assembly space, it have to be spawned inside the assembly space. And if it's bigger, you've got yourself big fat explosion. So before a kit is accepted to the assembly queue, the present assembly spaces are checked for the ability to spawn the resulting container. However, there's a way to work around this: an empty Kit Container is itself an assembly space without any limit, because it is itself resized before assembly begins. So all you have to do is to spawn empty container (orbital if you're building in space, ground otherwise), and, if in orbit, to dock this container with arrows pointing to the docking port. Then the Assembly Workshop will recognize the empty container as yet another assembly space which is always big enough for any kit. Oh, so many thanks for that tidbit!! I've been looking for info on this for a long time. I sent multiple ships over years to Val to build an orbital construction platform to support my activities around Jool but couldn't build any of the vehicles I'd created in the VAB. I was so excited to have my own shipyard in orbit and was disappointed when it didn't work (but without a good explanation why). Thanks for the comment; I'm back in business and building my next deep space mornership to go hit Sarnus and the rest of the Outer Planets Mod using Laythe as my colony home base. Quote Link to comment Share on other sites More sharing options...
tonimark Posted November 24, 2021 Share Posted November 24, 2021 please update for 1.12.2 Quote Link to comment Share on other sites More sharing options...
Marschig Posted November 24, 2021 Share Posted November 24, 2021 2 hours ago, tonimark said: please update for 1.12.2 It works in 1.12.2 Quote Link to comment Share on other sites More sharing options...
Makrom Posted February 7, 2022 Share Posted February 7, 2022 (edited) Hello Anyone using this mod on RSS/RO? I have tried and I can make DIY kits and deploy them, but I can´t add resources (no option available) so I can´t launch the ships and I end with some big useless boxes... FIXED! It seems to work flawlessly on ksp 1.10.1 RSS/RO (science sandbox) Edited February 8, 2022 by Makrom I figured out what I was doing wrong... Quote Link to comment Share on other sites More sharing options...
allista Posted February 19, 2022 Author Share Posted February 19, 2022 It's been too long This is the release of work I've been doing before I had to pause. But later is better than never, I guess. The KSP-1.12 compatibility update is on its way after this, but I won't give you any estimates on time. Version 2.7.0 for Kerbal Space Program 1.11.1 Released on 2022-02-19 KSP: 1.11.1 Added support of attach nodes in Part Variants for construct docking The construct from Docked Container is wielded to the base ship excluding the docking port When construction is started, the required crew is automatically transferred into the workshop if not present UI Added Get Crew and Dismiss Crew buttons to the Workshop Window Added Warp to Deployed button to the Workshop Window Updating Editor UI on ship naming change Corrected ETA display The deployment of a container does not decrease container size Fixed task synchronization of tasks between workshops in Workshop Manger recycling report on failed resource trasfers kit mass calculation NRE in Docked Kit Container UI AOR exception in Jobs+stage derived methods/properties Download (16.04 MiB) Quote Link to comment Share on other sites More sharing options...
ThatRobHuman Posted February 22, 2022 Share Posted February 22, 2022 Hey there, Love the mod, so much so that I've been looking to write my first Patch about it. I'm using the Spacedock Reloaded mod (the one inspired by the Warp-5 complex from Star Trek). I'm trying to add the Assembly Space to them. The mesh isn't set up to animate or anything, and from what I can gather the SpawnManager.SpawnSpace is looking for a mesh within the .mu file? (not sure how that works). What I'm wondering is what fields in the Assembly Space module are required? For example: Do I *have* to have the DamperID, AnimatorID, and SpawnManager.SpawnSpace? Quote Link to comment Share on other sites More sharing options...
Choc113 Posted March 26, 2022 Share Posted March 26, 2022 Quick question from a noob guys. Can you expand the workshop space to build things on planets/moons that are to big for the workshop that makes the kit boxes? I tried chaining 2 together and that didn't work. Quote Link to comment Share on other sites More sharing options...
allista Posted March 27, 2022 Author Share Posted March 27, 2022 12 hours ago, Choc113 said: Quick question from a noob guys. Can you expand the workshop space to build things on planets/moons that are to big for the workshop that makes the kit boxes? I tried chaining 2 together and that didn't work. On surface you don't need to build inside the workshop space. You can create an empty container, place near the assembly line, then build a kit of any size in this container, then transport the container to the construction workshop, deploy it and build the final construct. You just need the ground assembly line for that to work. Orbital one only works with containers docked to its ship. Quote Link to comment Share on other sites More sharing options...
Choc113 Posted March 28, 2022 Share Posted March 28, 2022 Thanks for the reply Man:) Quote Link to comment Share on other sites More sharing options...
loverevolutionary Posted April 12, 2022 Share Posted April 12, 2022 When I launch a dockable kit in docked mode, it eats the docking port. Not a big deal, but I lost three docking ports before I figured out what was going on and just started launching new craft in undocked mode. Am I doing something wrong? Unrelated question, how hard would it be to make your Hangers into construction areas? I'd love to build in the big ground hangers. Love this and all your mods Allista! Quote Link to comment Share on other sites More sharing options...
allista Posted April 12, 2022 Author Share Posted April 12, 2022 12 hours ago, loverevolutionary said: When I launch a dockable kit in docked mode, it eats the docking port. Not a big deal, but I lost three docking ports before I figured out what was going on and just started launching new craft in undocked mode. Am I doing something wrong? Unrelated question, how hard would it be to make your Hangers into construction areas? I'd love to build in the big ground hangers. Love this and all your mods Allista! Thanks, glad to hear Adding MM patches for Hangars to use them as Assembly Spaces seems doable. I'll consider it. The "eating" of docking ports is optional and configurable from the construction window of a Construction Workshop. Click on the kit being constructed and switch the "After construction: Launch/Dock" to Dock, then, below, in the "Dock via:" part toggle the switch "Wield" so that it is not active (not green if you use the default color scheme). Quote Link to comment Share on other sites More sharing options...
loverevolutionary Posted April 13, 2022 Share Posted April 13, 2022 Thanks Allista! I knew it was something simple, of course the option is there to eat the port, for expanding the station instead of launching new craft! Makes perfect sense. Quote Link to comment Share on other sites More sharing options...
Makrom Posted April 30, 2022 Share Posted April 30, 2022 (edited) Hello, I did a new install (ksp 1.12.2) and used the 2.7.0 version, because Ckan doesn´t show the last version as available so I did it manually, but then in Ckan GC appears as AD but the version it shows is 2.7.1 for ksp 1.12.3 (!), besides that, I got the strange thing of not being able to close the assembly door, it loads the assembly line unit with the door open and I can´t close it so I can´t build anything. Any clue? Fixed: I reinstall At_utils thx Edited April 30, 2022 by Makrom found my level 8 error Quote Link to comment Share on other sites More sharing options...
allista Posted April 30, 2022 Author Share Posted April 30, 2022 10 hours ago, Makrom said: Hello, I did a new install (ksp 1.12.2) and used the 2.7.0 version, because Ckan doesn´t show the last version as available so I did it manually, but then in Ckan GC appears as AD but the version it shows is 2.7.1 for ksp 1.12.3 (!), besides that, I got the strange thing of not being able to close the assembly door, it loads the assembly line unit with the door open and I can´t close it so I can´t build anything. Oh thanks for the report! Indeed, the .version file has 1.12.3 KSP version instead of 1.12.2 This should be the reason why CKAN prevents you from installing; but you may configure accepted KSP versions in CKAN client itself. As for the assembly line door (I presume you're talking about the ground variant), I need to check that; and it would also help to see the contents of your Player.log. Quote Link to comment Share on other sites More sharing options...
Artificer_Drachen Posted July 6, 2022 Share Posted July 6, 2022 Anyone else have an issue where some minor parts (Lights, ladders ect.) fall off when construction is complete? Quote Link to comment Share on other sites More sharing options...
Esme Posted September 30, 2022 Share Posted September 30, 2022 Hello! I'm struglling terribly trying to produce entire ships in space. I can create kits, and they'll show a green deployment area, but when I hit deploy, nothing happens. Also, the UI says that my test ship (a simple 2-person scooter just a cockpit with fuel tanks, engine and some RCS thruster, battery and a solar panel) will need some stuff - like electrical units, snacks, and fuel. There is plenty of all of those available - and no obvious way to make the kit use them. I've even tried seeing if I can transfer resources , but it just doesnt work. I have watched the videos, I have read the instructions at the beginning of this thread - and I can still get no further than creating the kit. Is there a good write-up of how things are supposed to work? (I do much better reading instructions than I do watching videos). Everything is so easy up to the point of creating the kit, but I seem to have hit a brick wall at that point, which makes it all the more frustrating. Latest version of KSP being used, GC installed via CKAN. Oh and I have one further, but much more minor question - when the UI says "wield the port" does it mean use or was it a typo for weld? - it has occurred to me that maybe it needs me to be using the "welding ports" from the USI Konstruction mod, but that doesnt seem likely as Allista would surely have made that clear. Anyway, many many thanks for your hard work in making your mods Allista, I bet the problem is me overlooking something somewhere! :-} Quote Link to comment Share on other sites More sharing options...
EnderiumSmith Posted November 15, 2022 Share Posted November 15, 2022 for some reason when i click deploy the game just freezes and i have to force close it. even for something like a single fuel tank. i just have MKS installed on a test install in 1.12.2 Quote Link to comment Share on other sites More sharing options...
pmborg Posted January 10, 2023 Share Posted January 10, 2023 Global Construction working fine on 1.12.4 @allista Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted January 16, 2023 Share Posted January 16, 2023 (edited) I'm in 1.12.2 and when I Launch any vessel from a constructed kit the new vessel RUD's immediately with a lot of force. Big ships and small ones, can't get it to play nice. player log update: i can spawn single parts, i dont know why vessels dont work.. hmm. update: toggling unbreakable Parts and Joints cheat seemed to give a frame or two of a built-vessel before exploding(imploding?). either way maybe a new personal best high G-force record update: with 0.01g and joint/craft cheats it loads the vessel but all wrong.. example here Edited January 16, 2023 by ElonsMusk Quote Link to comment Share on other sites More sharing options...
Kielm Posted March 9, 2023 Share Posted March 9, 2023 (edited) I'm attempting to build a station to assemble DIY kits but I can't seem to find any containers to transport MaterialKits. Is anyone using a container for MaterialKits that isn't USI Core? I'd prefer not to install all of the reactors, unnecessary parts, fuel switches extra bells and whistles just for the sake of moving some materialkits around. Edited March 9, 2023 by Kielm Quote Link to comment Share on other sites More sharing options...
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