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[1.8.x, 1.9.x, 1.10.x, 1.11.x, 1.12.x] AirPark Continued


linuxgurugamer

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  On 9/18/2021 at 5:23 PM, Remarkerbal said:

Ok, thx. I'll contact you once I am approved. I'm new to the forum.

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I replied via PM, but am repeating here for anybody else interested:

How did you install?  If using CKAN, you will need to set the compatibility for 1.12, even though it's a 1.8 install

Do you have all the dependencies:

  • ClickThroughBlocker (0.1.10.17)
  • ModuleManager (4.2.1)
  • SpaceTuxLibrary (0.0.6.1)
  • ToolbarController (0.1.9.6)

And did you set the option to Allow Suborbital Parking (in the stock settings page)?

I just made a totally clean install, installed it using CKAN as I described above, and it did work

Otherwise, you will need to send me a log file,and please return this discussion to the forum thread

 

CKAN and the OP have been updated with the new dependency on ModuleManager

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  • 4 weeks later...

I've run into a sort of compatibility issue with AirPark and Modular Launch Pads. In that mod, it is normal and expected that part of the vessel starts clipped into the ground (the launch pad part) when first launching it. But when also installing AirPark, the result is that the whole vessel jumps about five meters into the air and becomes a krakenized mess that is impossible to launch anymore.

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  On 10/17/2021 at 11:41 AM, Grimmas said:

I've run into a sort of compatibility issue with AirPark and Modular Launch Pads. In that mod, it is normal and expected that part of the vessel starts clipped into the ground (the launch pad part) when first launching it. But when also installing AirPark, the result is that the whole vessel jumps about five meters into the air and becomes a krakenized mess that is impossible to launch anymore.

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If you could provide a basic vessel with a bare minimum number of parts to replicate, I'll take a look at it

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I did some more testing and had some surprising results. 

First of all, contrary to what I first wrote, it is completely unrelated to Modular Launch Pads as it happens even on a new save without MLP installed. Sorry about the confusion.

Second, it only happens when AirPark and Bluedog Design Bureau are installed together.

Third, it only happens with two specific parts as far as I could tell - the "SG-RV3 Return Capsule Heatshield" and the "SG9-RV3 Return Capsule Heatshield". It could affect other parts but these are the ones I could isolate so far. 

When either part is present on any vessel and AirPark is installed, the vessel gets krakenized upon launch.  You can literally just take a MK1 command pod, stick an SG-RV1 Return Capsule Pod on it, then stick that heat shield on top (search for keyword "keyhole" in VAB to find the relevant BDB parts) and it will get krakenized.

Here's a sample craft file with SG parts, but the same applies to SG9 parts. Here is the result.

Debug window shows:

  Reveal hidden contents

KSP 1.12.2 with both DLC and the following installed mods (this is just AirPark/BDB + dependencies):

  Reveal hidden contents

 

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  On 10/17/2021 at 1:53 PM, Grimmas said:

I did some more testing and had some surprising results. 

First of all, contrary to what I first wrote, it is completely unrelated to Modular Launch Pads as it happens even on a new save without MLP installed. Sorry about the confusion.

Second, it only happens when AirPark and Bluedog Design Bureau are installed together.

Third, it only happens with two specific parts as far as I could tell - the "SG-RV3 Return Capsule Heatshield" and the "SG9-RV3 Return Capsule Heatshield". It could affect other parts but these are the ones I could isolate so far. 

When either part is present on any vessel and AirPark is installed, the vessel gets krakenized upon launch.  You can literally just take a MK1 command pod, stick an SG-RV1 Return Capsule Pod on it, then stick that heat shield on top (search for keyword "keyhole" in VAB to find the relevant BDB parts) and it will get krakenized.

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This is the type of information I need, a really, great report.

I can't promise anything but this makes it much easier to test

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  On 10/17/2021 at 1:53 PM, Grimmas said:

I did some more testing and had some surprising results. 

First of all, contrary to what I first wrote, it is completely unrelated to Modular Launch Pads as it happens even on a new save without MLP installed. Sorry about the confusion.

Second, it only happens when AirPark and Bluedog Design Bureau are installed together.

Third, it only happens with two specific parts as far as I could tell - the "SG-RV3 Return Capsule Heatshield" and the "SG9-RV3 Return Capsule Heatshield". It could affect other parts but these are the ones I could isolate so far. 

When either part is present on any vessel and AirPark is installed, the vessel gets krakenized upon launch.  You can literally just take a MK1 command pod, stick an SG-RV1 Return Capsule Pod on it, then stick that heat shield on top (search for keyword "keyhole" in VAB to find the relevant BDB parts) and it will get krakenized.

Here's a sample craft file with SG parts, but the same applies to SG9 parts. Here is the result.

Debug window shows:

  Reveal hidden contents

KSP 1.12.2 with both DLC and the following installed mods (this is just AirPark/BDB + dependencies):

  Reveal hidden contents

 

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Try this, let me know.  The vessels load ok, and I think the rest works as well, but would like confirmation:

https://www.dropbox.com/s/1vml27hknbz53d4/AirPark-1.7.1.6.zip?dl=0

 

Speed was possible due to the excellent report you made

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That was indeed fast! This kind of thing can take hours to debug if you're unlucky lol. Much obliged! 

The fix works on the simple testbed I described above. 

It also works on the BDB+MLP crafts I originally had issues with, including with OPM/Kopernicus/MFI installed.

I'll test it in my 150+ mods career save where I originally encountered the issue and let you know how it goes. That modded game takes longer to load than the time you spent on fixing it :) But for now it sounds like my dream of a Jool cloud city lives on (fingers crossed). 

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It works in my career save as well. I've run into another issue where a parked vessel will start accelerating away from the planet when changing the scene to it, but I haven't been able to replicate this reliably or without extra mods yet. If I find out something concrete I'll let you know. 

Edited by Grimmas
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Is there a way to keep a vessel parked even when you're directly near it? I'm trying to perform some helicopter rescues (from GAP contracts) by lowering a seat on a winch, but the moment I switch to the EVA Kerbal to get in the seat the helicopter starts drifting. I've tried toggling Auto-Unpark to no effect

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  • 2 weeks later...
  On 9/19/2021 at 1:48 PM, linuxgurugamer said:

I replied via PM, but am repeating here for anybody else interested:

How did you install?  If using CKAN, you will need to set the compatibility for 1.12, even though it's a 1.8 install

Do you have all the dependencies:

  • ClickThroughBlocker (0.1.10.17)
  • ModuleManager (4.2.1)
  • SpaceTuxLibrary (0.0.6.1)
  • ToolbarController (0.1.9.6)

And did you set the option to Allow Suborbital Parking (in the stock settings page)?

I just made a totally clean install, installed it using CKAN as I described above, and it did work

Otherwise, you will need to send me a log file,and please return this discussion to the forum thread

 

CKAN and the OP have been updated with the new dependency on ModuleManager

Expand  

I haven't tried your recompiled version, but I did want to note that the old AirPark Continued by gomker works on my 1.8.x install, even though its last approved version was 1.4.5.

It gets the job done, as they say... 

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  • 5 months later...

I'm getting weird behaviour when trying to use airpark on a vehicle that has a hooligan airships envelope on it,

Firstly the vessels doesn't stop moving,

Secondly, when i press airpark again the vessel is pushed by a phantom force that increases it's speed significantly (I can reach 3000m/s at sea level sometimes)

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  On 4/22/2022 at 10:25 PM, RB101 said:

I'm getting weird behaviour when trying to use airpark on a vehicle that has a hooligan airships envelope on it,

Firstly the vessels doesn't stop moving,

Secondly, when i press airpark again the vessel is pushed by a phantom force that increases it's speed significantly (I can reach 3000m/s at sea level sometimes)

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What version of KSP, what version of Hooligan?

No Logs.No support

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  On 4/23/2022 at 12:10 AM, linuxgurugamer said:

What version of KSP, what version of Hooligan?

No Logs.No support

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Modlist:

  Reveal hidden contents

Debug log shows nothing out of the ordinary

TESTING:
I've tested further, and the issue appears to happen when the hooligan airship envelopes have a positive or negative buoyancy, the greater the positive/negative buoyancy the worse the issue becomes,

I'm just wondering if it would be possible to add a patch to airpark that auto sets hooligan airship buoyancy to zero?

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  On 4/23/2022 at 7:34 PM, linuxgurugamer said:

No offense, but it doesn't matter what you think.  Mod authors look for information in log files, not necessarily errors

Player.log, please

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Here's a WeTransfer link for my player.log file, be warned it's long! (over 10Mb... so pasting the text wasn't feasible...)

LINK: https://we.tl/t-qwKqLcVCqW 
(WARNING LINK WILL EXPIRE AT SOME POINT)


I tried looking through it myself, but I couldn't understand most of it... let alone find anything useful... sorry...

Edited by RB101
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  On 4/24/2022 at 9:01 PM, RB101 said:

Here's a WeTransfer link for my player.log file, be warned it's long! (over 10Mb... so pasting the text wasn't feasible...)

LINK: https://we.tl/t-qwKqLcVCqW 
(WARNING LINK WILL EXPIRE AT SOME POINT)


I tried looking through it myself, but I couldn't understand most of it... let alone find anything useful... sorry...

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Please don't ever paste a log file here, a link like this is best

  On 4/23/2022 at 9:39 AM, RB101 said:

I'm just wondering if it would be possible to add a patch to airpark that auto sets hooligan airship buoyancy to zero?

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Not really a good idea, would be best to fix the problem.

It's actually not compiled for 1.12, you should wait for @Lisias to release an upcoming update before digging more into this

I didn't see anything significant in the log file

Edited by linuxgurugamer
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  On 4/25/2022 at 3:08 AM, linuxgurugamer said:

It's actually not compiled for 1.12, you should wait for @Lisias to release an upcoming update before digging more into this

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This is something that I had already spent a lot of time figuring out.

What happened: on KSP 1.4.0 a thingy called "Physics Easing" (or something like that) was introduced. I don't know exactly why it was introduced (perhaps to tackle down the problem of Ground Bases being kicked into the air sometimes?), but I know that when some requirements are met (and AirPark by accident triggers them), the thingy is slowly dragged down into the ground (or something with colliders, whatever is hit first - but I need to check that code, it's some time since I looked on it).

I managed to force my hand on the thing on one Part (the root) of the craft, and it apparently worked - but the Physics Easing kept acting on the remaining parts, and this ends with craft being ripped apart.

Then my time window for the stunt ended, and I didn't came back to it yet. :) 

I would love to find a way to turn off the Physics Easing for a craft. This would help the issue a lot.

 

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  On 4/25/2022 at 4:08 PM, Lisias said:

This is something that I had already spent a lot of time figuring out.

What happened: on KSP 1.4.0 a thingy called "Physics Easing" (or something like that) was introduced. I don't know exactly why it was introduced (perhaps to tackle down the problem of Ground Bases being kicked into the air sometimes?), but I know that when some requirements are met (and AirPark by accident triggers them), the thingy is slowly dragged down into the ground (or something with colliders, whatever is hit first - but I need to check that code, it's some time since I looked on it).

I managed to force my hand on the thing on one Part (the root) of the craft, and it apparently worked - but the Physics Easing kept acting on the remaining parts, and this ends with craft being ripped apart.

Then my time window for the stunt ended, and I didn't came back to it yet. :) 

I would love to find a way to turn off the Physics Easing for a craft. This would help the issue a lot.

 

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Let me know if there is anything I can help with

LGG

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  On 4/25/2022 at 4:08 PM, Lisias said:

What happened: on KSP 1.4.0 a thingy called "Physics Easing" (or something like that) was introduced. I don't know exactly why it was introduced (perhaps to tackle down the problem of Ground Bases being kicked into the air sometimes?), but I know that when some requirements are met (and AirPark by accident triggers them), the thingy is slowly dragged down into the ground (or something with colliders, whatever is hit first - but I need to check that code, it's some time since I looked on it).

I managed to force my hand on the thing on one Part (the root) of the craft, and it apparently worked - but the Physics Easing kept acting on the remaining parts, and this ends with craft being ripped apart.

Then my time window for the stunt ended, and I didn't came back to it yet. :) 

I would love to find a way to turn off the Physics Easing for a craft. This would help the issue a lot.

Expand  

I vaguely remember "Physics Easing" being introduced not just for Ground Bases but many vehicles breaking or exploding on sharp introduction of Physics.  Feels at least half a kluge and avoiding fixing the real root cause(s).

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