Booots Posted April 27, 2018 Author Share Posted April 27, 2018 On 4/25/2018 at 9:17 PM, Xylenox said: What do the Radius and Angle do? That controls how close and how in-line parts have to be for ReCoupler to decide they are meant to be connected and connect them. Radius is the distance between the attachment nodes, and angle is the angle between the forward vectors of each attachment node. If you're having trouble getting parts to connect, try increasing either or both of those. Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted July 1, 2018 Share Posted July 1, 2018 On 3/30/2018 at 3:21 PM, Booots said: Is that using Infernal Robotics? ReCoupler won't create a joint if there's an Infernal Robotics hinge somewhere between the two of them. In my experience, ReCoupler and Infernal Robotics can work together just fine. Quote Link to comment Share on other sites More sharing options...
MDPKH Posted September 10, 2018 Share Posted September 10, 2018 OMG why hadn't I heard of this mod sooner??? My failed attempts to make circular structures by hacking .craft files would have been completely unnecessary! Thank you so much! Quote Link to comment Share on other sites More sharing options...
Thygrrr Posted September 13, 2018 Share Posted September 13, 2018 Squad needs to make this technique stock. OMG. BEST TECHNICAL MOD! Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted November 9, 2018 Share Posted November 9, 2018 (edited) . Edited August 23, 2019 by Autolyzed Yeast Extract Quote Link to comment Share on other sites More sharing options...
Jognt Posted June 23, 2019 Share Posted June 23, 2019 1.7 and BG compatibility? Aw yis! Quote Link to comment Share on other sites More sharing options...
Jesusthebird Posted August 3, 2019 Share Posted August 3, 2019 Im trying to make an mk2 station ring but I cant seem to get a link to show. Using 72 mk2 crew cabins attaching them end to end then snap rotating all of em 5 degrees to make it circular. Im guessing its something to do with the angle setting but i dont really understand the logic behind it. Ive never had any problems with inline stacks linking with no angle change. Any help would be appriciated. Ive tried increasing the radius and angle setting but whatever value i input..doesnt seem to change anything. Thanks Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted December 17, 2019 Share Posted December 17, 2019 (edited) I am having some trouble using with the 'Breaking Ground'-parts. Any part that is connected to the main body via a BG-part will not form any re-bondings. But 2 BG-parts will couple together fine. I never had any problems when using 'Infernal Robotics', which I thought were functionally identical. Update: I misremembered; I had never actually made a craft with IR-parts that actually coupled a robotic part to a non-robotic part. On 3/30/2018 at 3:21 PM, Booots said: Is that using Infernal Robotics? ReCoupler won't create a joint if there's an Infernal Robotics hinge ... And I need to read better. I am surprised that this is by design (I browsed through the code on github); I'd like to be able to use double hinges and things for making swash plates and multiple KAS winch for 4-wire cranes Is it alright for me to request that as a feature? Edited December 21, 2019 by The-Grim-Sleeper Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted December 26, 2019 Share Posted December 26, 2019 (edited) You know what; If you want something, you got to do it yourself! I've pulled the repo and made a quick hack that never "'PartIsInvalidForPath' == true", and that works like a charm. But that is hardly an releasable result. I'd say that if other people want this feature, they would want it to be optional; the GUI would need a check-box that allows the user to turn the extra nodes on and off. But for making something like that, I'd need more information.@Booots, is it alright for me to bother you with questions? And if yes, is this thread the place to do it? Edit: you know what:BOOM! Pull Request! Edited December 26, 2019 by The-Grim-Sleeper Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted January 1, 2020 Share Posted January 1, 2020 On 8/3/2019 at 6:11 PM, Jesusthebird said: Any help would be appriciated. Can you post a picture of the craft you are building? Are you using any DLC or Mod added parts? Quote Link to comment Share on other sites More sharing options...
RyGuy_McFly Posted January 11, 2020 Share Posted January 11, 2020 Hi there, any chance this will be made compatible with 1.7.3? I see no icon in the editor anymore, assuming that's the issue (only listed as 1.7.2 compatible on CKAN). Thanks! Quote Link to comment Share on other sites More sharing options...
kcs123 Posted January 11, 2020 Share Posted January 11, 2020 14 hours ago, RyGuy_McFly said: Hi there, any chance this will be made compatible with 1.7.3? I see no icon in the editor anymore, assuming that's the issue (only listed as 1.7.2 compatible on CKAN). Thanks! Most probably already is compatible with 1.7.3. sionce even forum title say that is 1.7.x compatible. Quite a lot mods that does not require any changes were not updated at all. CKAN on the other hand rally on info inside version file. And in lot of cases it is not worth the developer time to update mod just for version file if everythnig else works. To overcome that issue, you have option in CKAN to mark 1.7.2. mod versions to be compatible with KSP 1.7.3. and you will got option to install mod trough CKAN. Quote Link to comment Share on other sites More sharing options...
RyGuy_McFly Posted January 17, 2020 Share Posted January 17, 2020 Hmm, well I've tried reinstalling and isolating the mod and the icon still won't appear in the editor, while it worked fine in 1.7.10... Anyone else having 1.7.3 troubles? Quote Link to comment Share on other sites More sharing options...
OHara Posted January 18, 2020 Share Posted January 18, 2020 On 1/16/2020 at 11:56 PM, RyGuy_McFly said: Anyone else having 1.7.3 troubles? It is working in 1.7.3 for me (both a stock install and one with Kopernicus and RSS) so it can work in 1.7.3. If the icon does not appear, maybe the mod or part of it was not found; you might find clues in the KSP.log. Quote Link to comment Share on other sites More sharing options...
Booots Posted March 11, 2020 Author Share Posted March 11, 2020 On 12/26/2019 at 11:23 AM, The-Grim-Sleeper said: You know what; If you want something, you got to do it yourself! I've pulled the repo and made a quick hack that never "'PartIsInvalidForPath' == true", and that works like a charm. But that is hardly an releasable result. I'd say that if other people want this feature, they would want it to be optional; the GUI would need a check-box that allows the user to turn the extra nodes on and off. But for making something like that, I'd need more information.@Booots, is it alright for me to bother you with questions? And if yes, is this thread the place to do it? Edit: you know what:BOOM! Pull Request! Thanks for the pull request! It definitely makes sense to be able to toggle that. I just realized that the 1.8 update broke all the mods, so I spent the evening fixing those. I'll try to get around to reviewing and incorporating your pull. Quote Link to comment Share on other sites More sharing options...
Rodger Posted March 11, 2020 Share Posted March 11, 2020 Nice to see you back! Do you think a 1.9 version of this (and wind tunnel) would also work in 1.8? Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted March 13, 2020 Share Posted March 13, 2020 On 3/11/2020 at 2:26 AM, Booots said: Thanks for the pull request! It definitely makes sense to be able to toggle that. I just realized that the 1.8 update broke all the mods, so I spent the evening fixing those. I'll try to get around to reviewing and incorporating your pull. Sweet! Happy and proud to help. Quote Link to comment Share on other sites More sharing options...
Booots Posted March 15, 2020 Author Share Posted March 15, 2020 On 3/10/2020 at 9:16 PM, Rodger said: Nice to see you back! Do you think a 1.9 version of this (and wind tunnel) would also work in 1.8? Maybe? I think it's possible. If it doesn't, and you need a version for 1.8, let me know and I'll compile one for you. Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted March 15, 2020 Share Posted March 15, 2020 I would be most grateful if you could create a version for 1.8, yes. Quote Link to comment Share on other sites More sharing options...
Rodger Posted March 16, 2020 Share Posted March 16, 2020 I've had no problems using the latest version on 1.8.1, so I think it's fine Quote Link to comment Share on other sites More sharing options...
ns88ns Posted May 6, 2020 Share Posted May 6, 2020 (edited) The-Grim-Sleeper : thank you a lot for your patch - it is actually useful but it seems the patch isn't completed. When stored craft is load in SPH or VAB - plugin still doesn't automatically detects loops via BG servo/KAS items. Appropriate options are enabled via ReCoupler UI. There are several different cases: 1: Recoupler window is opened before stored craft is loaded - then all loops are automatically detected properly. 2: Stored craft is loaded while Recoupler window is closed - only default loops are detected automatically. But it re-detects all loops after click on "Reset links". Could I ask you to check this behavior? Thank you in advance. Edited May 6, 2020 by ns88ns fixed typos Quote Link to comment Share on other sites More sharing options...
ns88ns Posted May 7, 2020 Share Posted May 7, 2020 The-Grim-Sleeper : BTW, your pool-request (#12) is buggy a bit. In ReCouplerSettings.cs: if (!float.TryParse(cfgs[i].config.GetValue("allowRoboJoints"), out loadedAngle)) loadedAllowRoboJoints = allowRoboJoints; else allowRoboJoints = loadedAllowRoboJoints; if (!float.TryParse(cfgs[i].config.GetValue("allowKASJoints"), out loadedAngle)) loadedAllowKASJoints = allowKASJoints; else allowKASJoints = loadedAllowKASJoints; It must be: if (!bool.TryParse(cfgs[i].config.GetValue("allowRoboJoints"), out loadedAllowRoboJoints)) loadedAllowRoboJoints = allowRoboJoints; else allowRoboJoints = loadedAllowRoboJoints; if (!bool.TryParse(cfgs[i].config.GetValue("allowKASJoints"), out loadedAllowKASJoints)) loadedAllowKASJoints = allowKASJoints; else allowKASJoints = loadedAllowKASJoints; Quote Link to comment Share on other sites More sharing options...
Jv1 Posted June 11, 2020 Share Posted June 11, 2020 I am trying out this mod in hope it would fix radial decoupler issue only connecting to one, but can't seem to get it to work. Am i missing something Quote Link to comment Share on other sites More sharing options...
RyanRising Posted June 12, 2020 Share Posted June 12, 2020 5 hours ago, Jv1 said: I am trying out this mod in hope it would fix radial decoupler issue only connecting to one, but can't seem to get it to work. Am i missing something Well, in a way. This mod only does anything with attach nodes (you know, the green circles parts can snap to), not with surface attachments. Radial decouplers are something you have to surface attach parts. But I'm curious what you could hope to accomplish by using multiple radial decouplers attached to the same part that you couldn't with struts? Quote Link to comment Share on other sites More sharing options...
Booots Posted June 14, 2020 Author Share Posted June 14, 2020 On 6/11/2020 at 5:35 PM, Jv1 said: I am trying out this mod in hope it would fix radial decoupler issue only connecting to one, but can't seem to get it to work. Am i missing something This mod only works with stack attach nodes, unfortunately. But there is a workaround to accomplish what you want. If your side booster is made up of two or more parts in a stack, you can attach one part to each radial decoupler and then position them so ReCoupler adds its structural link between the two parts. This will provide you with the look and extra stability that you're going for by having multiple radial decouplers. Quote Link to comment Share on other sites More sharing options...
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