johnsonwax Posted August 30, 2013 Share Posted August 30, 2013 The problem with the THSS docking ports are that once the terminal magnetic docking engages, KSP ignores the colliders.Ah, that explains two things. 1) Why the fins on THSS are so unnecessarily long - they force the alignment before the magnets kick in.2) Why my docking segments are sometimes over-rotated. I think I'm pushing them against the fins, but is actually clipping through them because the colliders aren't work.Let me give these a go. I love this set. Link to comment Share on other sites More sharing options...
sumghai Posted August 30, 2013 Author Share Posted August 30, 2013 Let me give these a go. I love this set.I recommend Sarbian's MechJeb 2 fork, which allows very accurate docking roll alignment. Link to comment Share on other sites More sharing options...
Thourion Posted August 30, 2013 Share Posted August 30, 2013 (edited) Well i got a habit to always dock with appropriate allignment, much like the full station/craft i first build in the VAB. That habit came helpfull later on when ive used the APAS ports at some point.But here comes the kicker about your ports, not only they look good with the rest of the set, you even put the rotation thingy so i dont have to worry to much about misplacing the dock ports when im building the seperate station crafts with their launchers etc.Now ... the JEB kicker of course will be .. how on earth did you design the parts to toggle the dock mode for alowing EVA pass through. Meaning how the hatch doesnt get blocked, did you use a donut collider for the ports?Anyway i am somewhat busy and thats why i didnt searched to much for the answer myself. All that matters is the Thank You for the Update, and I will download/play first chance i get.EDIT: Seems busy doesnt meen much to Jeb that was shouting to just fire KSP up and see. Anyway i would like to add that without the fins colliding its perfect, because it reduces the need for extra parts, or even for VAB rotating the same parts, when building an already docked/connected craft to fly.And finnaly yeah ports work like a dream, even with just plain wheel buckets on Kerbin. Edited August 30, 2013 by Thourion Not so busy huh? Link to comment Share on other sites More sharing options...
sumghai Posted August 31, 2013 Author Share Posted August 31, 2013 how on earth did you design the parts to toggle the dock mode for alowing EVA pass through. Meaning how the hatch doesnt get blocked, did you use a donut collider for the ports?For the docking collider, I used a simple cylinder collider. When toggling to and from Hatch mode, I simply had an animation that scales the collider's dimensions to zero and move it out of the way of where the Karmony module's airlock collider would be (apparently simply disabling/enabling colliders in animations doesn't work in KSP). Link to comment Share on other sites More sharing options...
DerekL1963 Posted August 31, 2013 Share Posted August 31, 2013 Love the new docking ports... Now we need a new truss! Link to comment Share on other sites More sharing options...
Prophes0r Posted August 31, 2013 Share Posted August 31, 2013 Does anyone know what solar panels he is using in the main screenshot?This one. Link to comment Share on other sites More sharing options...
mushroomman Posted August 31, 2013 Share Posted August 31, 2013 They're from the Kosmos station pack thing. Link to comment Share on other sites More sharing options...
Thourion Posted August 31, 2013 Share Posted August 31, 2013 (edited) For the docking collider, I used a simple cylinder collider. When toggling to and from Hatch mode, I simply had an animation that scales the collider's dimensions to zero and move it out of the way of where the Karmony module's airlock collider would be (apparently simply disabling/enabling colliders in animations doesn't work in KSP).Oh wow! So simple and yet so brilliant. I didnt know that you could just animate the collider without messing around with the part in game.. probably thats why i didnt imagine such a solution to dock ports.Good stuff Edited August 31, 2013 by Thourion Link to comment Share on other sites More sharing options...
smunisto Posted August 31, 2013 Share Posted August 31, 2013 Great, the new version is awesome. You actually got me back into playing KSP, i had burned myself from gameplay. I only wish we didn't need Crew Manifest to move kerbals between modules. Link to comment Share on other sites More sharing options...
CactusLynx Posted August 31, 2013 Share Posted August 31, 2013 The new ports are the bee's knees. Link to comment Share on other sites More sharing options...
darklordchris Posted August 31, 2013 Share Posted August 31, 2013 Is there an adapter to turn the ones that have curved ends in to flat ends as some dont have the flat alternate, as it is really annoying having a gap in the middle of my BASE. Link to comment Share on other sites More sharing options...
Orphican Posted August 31, 2013 Share Posted August 31, 2013 I'm really loving this mod. The look (thanks fusty!), the attention to detail sumghai applies to each part, the potential for adaptation to future KSP features and game elements make this mod one to keep for me. Everything was great. And then Orbital Construction changed. My newly constructed OCD (Orbital Construction Dock ) had just one warehouse which was fine before the OC update. The whole point of this small station was to construct vehicles that are to large or awkward to launch normally. The first of these relatively small vehicles I tried to construct needed 50 tons of rocket parts. 1600 rocket parts = 4 tons of rocket parts. Well it was fun building it I guess . . . Back to the drawing board. Link to comment Share on other sites More sharing options...
johnsonwax Posted August 31, 2013 Share Posted August 31, 2013 May I request a part?I'd like an adapter to connect a hab (or other flat-end module) to one of the side a Karmony hub. I can use the new 1.25m docks as an offset, but I'm thinking it should give the appearance of a fully flush mount. So it's be a 2.5m part end-to-end, concave on one side to contour to the Karmony hub, and flat on the other with a hatch, like the flat ends of all of the other nodes. To that we could attach a 1.25m or 2.5m dock, or just node mount another Karmony. It's have a minimal protrusion since it's only designed to put the two parts together. Link to comment Share on other sites More sharing options...
sumghai Posted August 31, 2013 Author Share Posted August 31, 2013 Is there an adapter to turn the ones that have curved ends in to flat ends as some dont have the flat alternate, as it is really annoying having a gap in the middle of my BASE.I'm guessing you're using Kuest Airlocks/Kupolas - those aren't supposed to have flat ends because they are intended to be independent add-ons.My newly constructed OCD (Orbital Construction Dock ) had just one warehouse which was fine before the OC update. The whole point of this small station was to construct vehicles that are to large or awkward to launch normally. The first of these relatively small vehicles I tried to construct needed 50 tons of rocket parts. 1600 rocket parts = 4 tons of rocket parts. Well it was fun building it I guess . . . My sincerest apologies for the inconvenience.May I request a part?I'd like an adapter to connect a hab (or other flat-end module) to one of the side a Karmony hub. I can use the new 1.25m docks as an offset, but I'm thinking it should give the appearance of a fully flush mount. So it's be a 2.5m part end-to-end, concave on one side to contour to the Karmony hub, and flat on the other with a hatch, like the flat ends of all of the other nodes. To that we could attach a 1.25m or 2.5m dock, or just node mount another Karmony. It's have a minimal protrusion since it's only designed to put the two parts together.A sketch or diagram would be useful, since I'm not sure if I understand what you're requesting. Link to comment Share on other sites More sharing options...
Helix935 Posted September 1, 2013 Share Posted September 1, 2013 (edited) uhh sumghai i think that johnsonwax is asking for something like a docking port that would instead of docking to another IACBM but it attaches itself to the sides of karmony modules although then again i could be wrong but that is what it sounds like to me......Edit: so i was right Edited September 1, 2013 by Helix935 Link to comment Share on other sites More sharing options...
Exposure Posted September 1, 2013 Share Posted September 1, 2013 A sketch or diagram would be useful, since I'm not sure if I understand what you're requesting.I think he's asking for something that would make attaching the flat end habitation/logistics/science/utilities module to the 1.25m sized holes of the node modules a more aesthetically pleasing proposition...like let me draw up a hastily made mouse only paint diagram of what I think he wants: Link to comment Share on other sites More sharing options...
johnsonwax Posted September 1, 2013 Share Posted September 1, 2013 That's exactly it. Thanks. I'm requesting not only because of the asthetics, but also I've found that if I stick a Kupola on one of those nodes, that opening the blast shutters will sometimes cause my entire ship to explode. Putting it on a 1.25m IACBM solves the problem. I think it's because it was clipping with the Karmony hub and when the shutter animation kicked in it KSP decided to reexamine the physics. I'm concerned that the same thing would happen if I just node attach the other parts as in that illustration (which I tend to do). So the adaptor needs to be slightly more complex in that the collider needs to sit clear of the hub. Link to comment Share on other sites More sharing options...
Gristle Posted September 1, 2013 Share Posted September 1, 2013 Anyone else have issues going EVA through the IACBM? I've only tried it once and my Kerbal launched off into the void. Link to comment Share on other sites More sharing options...
smunisto Posted September 1, 2013 Share Posted September 1, 2013 Haven't actually tried it yet.But I noticed something else, which is bugging me:When you put a node adapter on a flat end module and an IACBM on that adapter, the IACBM sits separated by a few inches from the hatch(the flat part of the module). I know this is due to the node being a little more "forward" in the adapter hole. Could you move it a little more "inside" the adapter hole, so as to get it to look properly attached? Link to comment Share on other sites More sharing options...
sumghai Posted September 1, 2013 Author Share Posted September 1, 2013 Anyone else have issues going EVA through the IACBM? I've only tried it once and my Kerbal launched off into the void.Have you tried toggling to Hatch mode first?Haven't actually tried it yet.But I noticed something else, which is bugging me:When you put a node adapter on a flat end module and an IACBM on that adapter, the IACBM sits separated by a few inches from the hatch(the flat part of the module). I know this is due to the node being a little more "forward" in the adapter hole. Could you move it a little more "inside" the adapter hole, so as to get it to look properly attached?Thanks for the heads-up, I'll look into it sometime over the next few days. Link to comment Share on other sites More sharing options...
schoff123 Posted September 1, 2013 Share Posted September 1, 2013 Im sure this has been said somewhere, but whats the difference between the passive and active setting on the new docking ports? Does that affect the magnet? Link to comment Share on other sites More sharing options...
sumghai Posted September 1, 2013 Author Share Posted September 1, 2013 Im sure this has been said somewhere, but whats the difference between the passive and active setting on the new docking ports? Does that affect the magnet?The setting simply rotates the (cosmetic) guidance fins between + (Active) and x (Passive) positions. It has no adverse effect on the magnets.In fusty's original CBMs, he had separate versions of parts for Active and Passive ports, whereas I simply combined them into one part of the same size for simplicity. Link to comment Share on other sites More sharing options...
Gristle Posted September 1, 2013 Share Posted September 1, 2013 Have you tried toggling to Hatch mode first?....Yes. When I tried to exit before toggling the mode game said hatch was blocked. Link to comment Share on other sites More sharing options...
sumghai Posted September 1, 2013 Author Share Posted September 1, 2013 (edited) When I tried to exit before toggling the mode game said hatch was blocked.Hmm, that's interesting.Does this also happen if the module and IACBM are on the ground?EDIT: Here are the results of my own test (Karmony Utilities Adapter + IACBM 1.25m) - Ground / Docking Mode: Hatch obstructed (As designed) - Ground / Hatch Mode: Kerbal can EVA, grabs hold of hatch ladder immediately (As designed) - Ground / Hatch Mode, EVA Kerbal then switch to Docking Mode while Kerbal is out: Kerbal gets pushed out a little but appears to still grab hold of hatch ladder - Orbit / Docking Mode: Hatch obstructed (As designed) - Orbit / Hatch Mode: Kerbal can EVA, grabs hold of hatch ladder immediately (As designed) - Orbit / Hatch Mode, EVA Kerbal then switch to Docking Mode while Kerbal is out: Kerbal gets pushed out a little and hangs on for dear life as module is spun around, but doesn't get flung offThe only (rare) scenario where a Kerbal could get flung off an IACBM is under the following condition: - Flat ended modules - IACBM 2.5m - Switching back to Docking Mode *while* the Kerbal is still grabbing hold on to the hatch ladder; here you're basically toggling the docking collider back on and intersecting the Kerbal nearby.I'm tempted to classify this as a NoBug/NoFix since the current docking colliders are critical to minimizing wobble between docked IACBMs. Edited September 1, 2013 by sumghai Link to comment Share on other sites More sharing options...
sumghai Posted September 2, 2013 Author Share Posted September 2, 2013 (edited) R0.03.5a released - see first post for download linkR0.03.5a 2 September 2013---------------------------Fixes - Tweaked Karmony End Ring attachment points to accomodate new IACBMs - Reworked animation toggling behaviour for IACBM 1.25m, IACBM 2.5m and Kupola - The IACBM guidance fin rotary positions and Kupola blast shutters are now also toggleable inside the VAB Edited September 24, 2013 by sumghai Link to comment Share on other sites More sharing options...
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