linuxgurugamer Posted February 3, 2018 Author Share Posted February 3, 2018 1 hour ago, taniwha said: It shouldn't, because the problem was the FLATControlNodes.mu wasn't being loaded (only the first "model=" line in a MODEL node has any effect), and there's no mention of SetReferenceTransform anywhere in USITools source. Also, the habitat parts used only USIAnimation. However, I did just check and no, it does not work with USITools. Ok. I'm going to wait to see if you get the problem fixed before committing it. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 4, 2018 Share Posted February 4, 2018 I've got an idea for fixing it. I'll let you know how it goes. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 4, 2018 Share Posted February 4, 2018 It turns out my idea worked very well. I'm just putting on some finishing touches before adding it to my PR. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 4, 2018 Share Posted February 4, 2018 I've pushed those fixes, but I have a couple more things I'd like to do: Fix the reference transform sub-model such that the reference transforms are in the correct positions (shouldn't take long, I already know the correct positions). That, or I might actually insert the transforms into the original model so they're animated correctly. Disambiguate the docking port commands. Neither should take terribly long. Quote Link to comment Share on other sites More sharing options...
SmarterThanMe Posted February 4, 2018 Share Posted February 4, 2018 Has anyone got an acceptable Kerbal Health patch? Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 4, 2018 Share Posted February 4, 2018 (edited) @linuxgurugamer: all done for now. I elected to go for the simple solution of just moving the transforms in the FLATControlNodes.mu model. Edited February 4, 2018 by taniwha Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 4, 2018 Share Posted February 4, 2018 @linuxgurugamer: sorry, one last-minute change that missed your merge (found a problem when getting some feedback from someone stuck in 1.3). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 4, 2018 Author Share Posted February 4, 2018 got it, thx Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 4, 2018 Author Share Posted February 4, 2018 (edited) New release, 0.1.11: Changed Base Mount landing leg's category to Ground Added standardized build scripts Added Jenkins config Following changes from github user @taniwha Add a disambiguator for parts with multiple ports Adjust the control node positions. They now match the positions of the docking ports when extended such that docking indicator mods display the correct distance to the target port. They have been moved out 2.72m from the center (the positions of the docking port transforms when the habitat is inflated). Test the correct var for null. Create a module for setting the control reference. This module makes it possible to use any transform of the part to which it is attached as the reference transform ("Control From Here"). If the part has a ModuleCommand module, then the command on the ModuleCommand module is disabled in order to work around a stock bug where ModuleCommand does not ensure the part's reference transform is correct before setting the vessel's reference transform. Fix the loading of the reference transform submodel. Only the first "model =" line in a MODEL node has effect. To load multiple models into a part, multiple MODEL nodes are required. This fixes the problem of "Control from Here" not having the desired effect when used on the docking ports. It does, however, break "Control From Here" for the command module because ModuleCommand does not reset the part's reference transform before setting the vessel's reference transform. Use the correct module for internal flags. Was added for KSP 1.2. If it doesn't work, then there's no such transform in the model (it works for EL's workshop). Rewrite the DeployableHabitat module. it now works with ModuleAnimationGroup via IAnimatedModule. It keeps track of the number of crew members in the part to determine whether the part should be retractable and correctly updates the PAW for both crew transfer and retract-ability Make geeforce public to fix a warning. Quick and dirty makefile to ease building. It's not properly setup for Tokamak, but it works well enough for building in Linux. Edited February 4, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 4, 2018 Share Posted February 4, 2018 Thank you Quote Link to comment Share on other sites More sharing options...
eberkain Posted February 21, 2018 Share Posted February 21, 2018 The low profile base mount no longer has a deploy/retract for the legs. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 21, 2018 Author Share Posted February 21, 2018 1 hour ago, eberkain said: The low profile base mount no longer has a deploy/retract for the legs. how did you install it, and if installed by hand, did you install the dependencies? Requires the USI Tools to be installed, as well as ModuleManager Quote Link to comment Share on other sites More sharing options...
eberkain Posted February 21, 2018 Share Posted February 21, 2018 3 minutes ago, linuxgurugamer said: how did you install it, and if installed by hand, did you install the dependencies? Requires the USI Tools to be installed, as well as ModuleManager I did not have USI Tools installed. My mistake. Is that only needed for the legs? The other parts seem to work fine without it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 21, 2018 Author Share Posted February 21, 2018 32 minutes ago, eberkain said: I did not have USI Tools installed. My mistake. Is that only needed for the legs? The other parts seem to work fine without it. I don’t remember right now. But please make sure you always have the dependencies installed before asking for help. Quote Link to comment Share on other sites More sharing options...
Xaero Posted February 23, 2018 Share Posted February 23, 2018 Not sure how much of an actual issue this is but there is an inconsistency between description and part scale for the KADEPT heat shields. Github link. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 26, 2018 Author Share Posted February 26, 2018 On 2/23/2018 at 11:58 AM, Xaero said: Not sure how much of an actual issue this is but there is an inconsistency between description and part scale for the KADEPT heat shields. Github link. Thanks, I'll take a look in a day or so Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 25, 2018 Share Posted March 25, 2018 @linuxgurugamer: I've sent you a new PR for the habitat module and centrifuge. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 25, 2018 Author Share Posted March 25, 2018 New release, 0.1.13: Thanks to forum user @taniwha for these updates Make Centrifuge an animated module. Install to the correct directory Get crew portraits working on scene load. Force-add KIS pod inventories. Fix the centrifuge's crew capacity. Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 25, 2018 Share Posted March 25, 2018 Oops, my apologies. I forgot to check things after the merge and KISWrapper.cs got "abandoned". PR for that sent. Quote Link to comment Share on other sites More sharing options...
DracoSilverpath Posted March 25, 2018 Share Posted March 25, 2018 Just wanted to say, thank you for updating this! I remember this mod from way back in the day, and am soo happy to see it come to life in 1.4.1, I eagerly await soem of your other work as well! Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 25, 2018 Share Posted March 25, 2018 @linuxgurugamer: additional pinging for the new PRs. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 25, 2018 Author Share Posted March 25, 2018 5 hours ago, taniwha said: @linuxgurugamer: additional pinging for the new PRs. You know, I do sleep every now and then Quote Link to comment Share on other sites More sharing options...
taniwha Posted March 25, 2018 Share Posted March 25, 2018 Glad to hear that. I just wanted to make sure you didn''t miss the PRs Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 9, 2018 Author Share Posted April 9, 2018 New release, 0.1.15 Thanks to user @LeLeon for the localization and german translation Thanks to form user @ taniwha for a couple of config file fixes Quote Link to comment Share on other sites More sharing options...
SmarterThanMe Posted April 9, 2018 Share Posted April 9, 2018 8 hours ago, linuxgurugamer said: New release, 0.1.15 Thanks to user @LeLeon for the localization and german translation Thanks to form user @ taniwha for a couple of config file fixes Psst! Did you need to update the version number in the topic title? Quote Link to comment Share on other sites More sharing options...
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