linuxgurugamer Posted April 6, 2021 Author Share Posted April 6, 2021 New release, 2.0.1.8 Fixed nullref when starting a crew collection mission Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 27, 2021 Author Share Posted April 27, 2021 New release, 2.0.1.9 Fix download link in .version file Quote Link to comment Share on other sites More sharing options...
Crimor Posted May 11, 2021 Share Posted May 11, 2021 Is compatibility with USI still entirely borked? I really should find another life support mod. Quote Link to comment Share on other sites More sharing options...
brandork23 Posted May 22, 2021 Share Posted May 22, 2021 I do not see a save option when I finish my fuel transport mission. It only tells me I can "abort recording" or "abort recording to launch" after I deploy the fuel. Can anyone help me out? Quote Link to comment Share on other sites More sharing options...
123nick Posted June 17, 2021 Share Posted June 17, 2021 Hey, have you considered adding an option for Volume restraints? basically, just take the dimensions of the payload object during a mission recording (IIRC these are values the game already calculates and uses- you can see them in the VAB / SPH and in the tracking station for inflight vessels) and then when the mission is recorded in addition too weight restrictions anything larger than the volume deployed also is invalid. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 17, 2021 Author Share Posted June 17, 2021 7 hours ago, 123nick said: Hey, have you considered adding an option for Volume restraints? basically, just take the dimensions of the payload object during a mission recording (IIRC these are values the game already calculates and uses- you can see them in the VAB / SPH and in the tracking station for inflight vessels) and then when the mission is recorded in addition too weight restrictions anything larger than the volume deployed also is invalid. Nope Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 7, 2021 Author Share Posted July 7, 2021 New release, 2.0.2 Added settings for alarm clocks Added support for stock alarm clock in 1.12 Quote Link to comment Share on other sites More sharing options...
Earthbound Spartan Posted July 14, 2021 Share Posted July 14, 2021 Is it possible for a future that this mod could be compatible with Kerbal Construction Time? It would be really nice to be able to use it on RSS/RP-1/RO. Great work, by the way! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 23, 2021 Author Share Posted July 23, 2021 On 7/14/2021 at 2:11 PM, Earthbound Spartan said: Is it possible for a future that this mod could be compatible with Kerbal Construction Time? It would be really nice to be able to use it on RSS/RP-1/RO. Great work, by the way! Probably not Quote Link to comment Share on other sites More sharing options...
g_BonE Posted September 12, 2021 Share Posted September 12, 2021 Question: When deploying a vessel to orbit, how come the staging gets deleted and needs to be redone completely? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 13, 2021 Author Share Posted September 13, 2021 On 9/12/2021 at 5:45 AM, g_BonE said: Question: When deploying a vessel to orbit, how come the staging gets deleted and needs to be redone completely? Can you be specific? I don't use this in my own games, so am not familiar with some of the details of what happens. Quote Link to comment Share on other sites More sharing options...
g_BonE Posted September 13, 2021 Share Posted September 13, 2021 Yes, the staging as setup in SPH or VAB is completely lost and every stageable part is stuffed into the default first stage. Workaround is rearranging the staging but that can get tedious if you have a large part number ship/plane. Thanks for looking into it. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 13, 2021 Author Share Posted September 13, 2021 3 hours ago, g_BonE said: Yes, the staging as setup in SPH or VAB is completely lost and every stageable part is stuffed into the default first stage. Workaround is rearranging the staging but that can get tedious if you have a large part number ship/plane. Thanks for looking into it. When does it get lost? Quote Link to comment Share on other sites More sharing options...
whitespacekilla Posted September 14, 2021 Share Posted September 14, 2021 (edited) 8 hours ago, linuxgurugamer said: When does it get lost? I fixed this in a fork once but abandoned it. I was trying to generalize the ability to launch based on what you'd achieved before, very similar to how WOLF simplifies resource generation by abstracting it, I gave up on the UI programming. I also wanted KCT and USI-LS compatibility and those turned into Reflection rabbit holes. The staging never exists in the first place because of the way the vessel is spawned. I don't believe it ever worked. I fixed it by using the vessel spawn code Allista has in AT_Utils as a reference point. See https://github.com/allista/AT_Utils/blob/4d667ac2b2889a710d692b5729c32480fb0f4c79/Addons/VesselSpawner.cs for details. I think `StageManager.BeginFlight()` needed to be called to get it working. I had physics problems with my KSTS spawned vessels then, too, which I was able to fix using AT_Utils as a reference, too. I can't recreate those today. It's possible that other physics plugins like PersistentRotation or whatever plugin I had to help with the Minmus Quake was just exacerbated by how KSTS spawns vessels. Edited September 14, 2021 by whitespacekilla clarity Quote Link to comment Share on other sites More sharing options...
g_BonE Posted September 14, 2021 Share Posted September 14, 2021 If You use the KSTS Deploy function the craft ends up seemingly without the staging information as soon as it gets spawned in the chosen orbit. Looks like as mentioned above this data is just not transferred to the spawned craft. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted December 27, 2021 Share Posted December 27, 2021 A tiny annoyance is that the transport system recognizes debris with docking ports too. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 28, 2021 Author Share Posted December 28, 2021 2 hours ago, dave1904 said: A tiny annoyance is that the transport system recognizes debris with docking ports too. Explain, please Quote Link to comment Share on other sites More sharing options...
dave1904 Posted December 28, 2021 Share Posted December 28, 2021 (edited) 8 minutes ago, linuxgurugamer said: Explain, please I have old tugs that have docking ports and are now named as debris. When I start a transport mission the vessels still appear in the list of ships and stations in KSTS menu. It would be handy if vessels marked as debris were filtered out. I have alot of ships in kerbins orbit so its harder to scroll down the long list. As I said its just an annoyance nothing major. Edited December 28, 2021 by dave1904 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 28, 2021 Author Share Posted December 28, 2021 2 hours ago, dave1904 said: I have old tugs that have docking ports and are now named as debris. When I start a transport mission the vessels still appear in the list of ships and stations in KSTS menu. It would be handy if vessels marked as debris were filtered out. I have alot of ships in kerbins orbit so its harder to scroll down the long list. As I said its just an annoyance nothing major. I hear you, but do they have probe cores as well? I can look into filtering out things that are labeled as debris, but not sure if it actually looking at that or looking at other things. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted December 28, 2021 Share Posted December 28, 2021 14 hours ago, linuxgurugamer said: I hear you, but do they have probe cores as well? I can look into filtering out things that are labeled as debris, but not sure if it actually looking at that or looking at other things. sorry. I deleted the craft from the tracking station and am not 100% sure. I think some had probe cores and some did not. Quote Link to comment Share on other sites More sharing options...
Amnesy Posted January 6, 2022 Share Posted January 6, 2022 I have noticed, that the menu for craft selection in the "deployment" screen does not show any subfolders or crafts within. This probably due to the plugin only looking for files inside the ships folder (?) Is it possible to include subfolders in this query? Cheers and happy new year! Quote Link to comment Share on other sites More sharing options...
Grond Posted February 3, 2022 Share Posted February 3, 2022 Can this mod work with recoverable boosters? Quote Link to comment Share on other sites More sharing options...
kari1393 Posted March 16, 2022 Share Posted March 16, 2022 Hey! I submitted a pull request that adds loading craft files from subfolders. Did not touch the UI though, so no filtering for folders, I'm not that proficient with unity(/gui). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 25, 2022 Author Share Posted March 25, 2022 New release, 2.0.2.1 Thanks to github user @adamkarancsi for this: added craft loading from subdirectories Quote Link to comment Share on other sites More sharing options...
Xithyl515 Posted May 27, 2022 Share Posted May 27, 2022 Does this mod work for other planets and moons? Specifically if I have a lander on Duna that takes ore/fuel up to a space station in orbit around Duna. Quote Link to comment Share on other sites More sharing options...
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