kiwiak Posted June 26, 2014 Share Posted June 26, 2014 i am encounterig strange bug.. i cant use groups settings in vab. window turns blank when i hover mouse cursor over it.it works fine ingame. Link to comment Share on other sites More sharing options...
MK3424 Posted June 26, 2014 Share Posted June 26, 2014 i am encounterig strange bug.. i cant use groups settings in vab. window turns blank when i hover mouse cursor over it.it works fine ingame.Getting out the editor, and back in fixes it.Had/have the same issue. Link to comment Share on other sites More sharing options...
Lekke Posted June 26, 2014 Share Posted June 26, 2014 A lower speed setting does help alot. But I'll have to rethink the concept, ajusting my orbit after every payload delivery just isn't worth it. The stations won't enter loading distance of each other that soon, but then agian with time warp the buffer is pointless. Link to comment Share on other sites More sharing options...
sirkut Posted June 26, 2014 Author Share Posted June 26, 2014 i am encounterig strange bug.. i cant use groups settings in vab. window turns blank when i hover mouse cursor over it.it works fine ingame.Steps to reproduce this would be useful. Link to comment Share on other sites More sharing options...
Jasmir Posted June 26, 2014 Share Posted June 26, 2014 Hi sirkut,in the 0.16.5a download is only legacy-parts-folder in the part-folder. Is this right?PS: You can hide the legacy-parts in the VAB/SPH by setting the "category = Utility" to "category = -1" in the appropriate part.cfg Link to comment Share on other sites More sharing options...
sirkut Posted June 26, 2014 Author Share Posted June 26, 2014 Hi sirkut,in the 0.16.5a download is only legacy-parts-folder in the part-folder. Is this right?PS: You can hide the legacy-parts in the VAB/SPH by setting the "category = Utility" to "category = -1" in the appropriate part.cfgThey are there for a reason. When ZodiusInfuser finally makes a replacement for each part those parts will be discontinued. Until then "mine" will stay in Legacy and all of the rework models will be in the Rework folder. Link to comment Share on other sites More sharing options...
Lekke Posted June 26, 2014 Share Posted June 26, 2014 Steps to reproduce this would be useful.I think the bug he speaks about is when you use control+z to undo an action and you have robotic parts on your craft, every time I ran across it i was setting up my robotics and accidently removed a part. Link to comment Share on other sites More sharing options...
sirkut Posted June 26, 2014 Author Share Posted June 26, 2014 I think the bug he speaks about is when you use control+z to undo an action and you have robotic parts on your craft, every time I ran across it i was setting up my robotics and accidently removed a part.Perfect, I will look into it. Thanks. I never bothered with control-z because I always found it to be iffy. Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 26, 2014 Share Posted June 26, 2014 great job with the update sirkut. Wiped the previous folder and installed 16.5a and haven't seen any issues with my pre-existing craft so far.I am still seeing the group ordering not persist between craft loads however. Here is the output_log. I loaded the game, went straight to the craft through the TS, re-ordered the group, pressed the "Close Window" button on the group editor, played around a bit to ensure everything was functioning, returned to the SC, reloaded the craft through the TS and the grouping was back to launch.It should be ordered like this:Solar Arm Deployment-->Hinge-->HingeSolar Panel Alignment 1-->Rotatron-->RotatronSolar Panel Alignment 2-->Rotatron-->RotatronSolar Panel Alignment 3-->Rotatron-->RotatronNon Functional-->TPS Segment-->TPS Segment-->TPS Segment-->TPS Segment-->TPS Segment-->TPS SegmentI ordered it this way in the VAB but when I went to launch the craft it showed up asSolar Arm Deployment-->Hinge-->HingeSolar Panel Alignment 1-->Rotatron-->RotatronNon Functional-->TPS Segment-->TPS Segment-->TPS Segment-->TPS Segment-->TPS Segment-->TPS SegmentSolar Panel Alignment 2-->Rotatron-->RotatronSolar Panel Alignment 3-->Rotatron-->RotatronI shrugged and launched anyways. Then v16 came out with the group editor and I tried fixing it but so far it's always reverted back to the launch setting Link to comment Share on other sites More sharing options...
Gwincraft Posted June 26, 2014 Share Posted June 26, 2014 I also had an issue with the gantry when i loaded up a craft. But when i replaced the gantry with a new one it was fine.None of my craft have any IR parts. This is a brand new craft, with a brand new gantry. Link to comment Share on other sites More sharing options...
sirkut Posted June 26, 2014 Author Share Posted June 26, 2014 great job with the update sirkut. Wiped the previous folder and installed 16.5a and haven't seen any issues with my pre-existing craft so far.I am still seeing the group ordering not persist between craft loads however. Here is the output_log. I loaded the game, went straight to the craft through the TS, re-ordered the group, pressed the "Close Window" button on the group editor, played around a bit to ensure everything was functioning, returned to the SC, reloaded the craft through the TS and the grouping was back to launch.It should be ordered like this:Solar Arm Deployment-->Hinge-->HingeSolar Panel Alignment 1-->Rotatron-->RotatronSolar Panel Alignment 2-->Rotatron-->RotatronSolar Panel Alignment 3-->Rotatron-->RotatronNon Functional-->TPS Segment-->TPS Segment-->TPS Segment-->TPS Segment-->TPS Segment-->TPS SegmentI ordered it this way in the VAB but when I went to launch the craft it showed up asSolar Arm Deployment-->Hinge-->HingeSolar Panel Alignment 1-->Rotatron-->RotatronNon Functional-->TPS Segment-->TPS Segment-->TPS Segment-->TPS Segment-->TPS Segment-->TPS SegmentSolar Panel Alignment 2-->Rotatron-->RotatronSolar Panel Alignment 3-->Rotatron-->RotatronI shrugged and launched anyways. Then v16 came out with the group editor and I tried fixing it but so far it's always reverted back to the launch settingThe group order gets displaced because of _when_ the parts get placed rather than the order of the actual group. Say for example the first item you put on a craft is an adjustable rail and you put that in the first group called Group1. Then you add a bunch of other parts, doesn't matter what they are or what group they are in but at the very end you decided you wanted the adjustablerail to be at the very bottom of the group list (during the vab mind you) so you move that adjustable rail to the bottom and give it a group called LastGroup. When you load the craft LastGroup will appear first in the servo group list. For the time being I'm considering that not a show stopper and set it aside for when I'm willing to mess with it. Link to comment Share on other sites More sharing options...
kiwiak Posted June 26, 2014 Share Posted June 26, 2014 begginer question. how can i adjust hinge angle in vab?default is 90'. But i woudl like to set it for example to 110'< and > buttons only rotate whole hinge.in game < and > adjust hingle angle, but i woudl like to do this in vab Link to comment Share on other sites More sharing options...
sirkut Posted June 27, 2014 Author Share Posted June 27, 2014 begginer question. how can i adjust hinge angle in vab?default is 90'. But i woudl like to set it for example to 110'< and > buttons only rotate whole hinge.in game < and > adjust hingle angle, but i woudl like to do this in vabUnfortunately you can't. It's a feature often requested and I am aware of it. You'll have to think outside of the box. Link to comment Share on other sites More sharing options...
sirkut Posted June 27, 2014 Author Share Posted June 27, 2014 I got a little bored and took a part that ZodiusInfuser made for the rework, chopped it in half and added support for the KAS magnet. Then, since it had EVA handles, added ladders to the yellow areas. Here's Jebediah holding on and enjoying the view. Yup, I messed up on the hinge placement. It was a quit rushed job to test the part. I was able to use the magnet to pull a satellite out, place it in orbit then Jebediah had his fun. The KSO is so easy to fly. Love it! Link to comment Share on other sites More sharing options...
UAL002 Posted June 27, 2014 Share Posted June 27, 2014 I've not tried the kso yet. I think you sold me. Do you feel it fits in ksp well? Link to comment Share on other sites More sharing options...
sirkut Posted June 27, 2014 Author Share Posted June 27, 2014 I've not tried the kso yet. I think you sold me. Do you feel it fits in ksp well?Yeah I think it fits KSP very well. Very professional modeling and the thought/research behind crafting it is stellar. Link to comment Share on other sites More sharing options...
Lekke Posted June 27, 2014 Share Posted June 27, 2014 I've not tried the kso yet. I think you sold me. Do you feel it fits in ksp well?It's a gread mod but you have to take into account it's a heavy mod. It adds alot of parts. Link to comment Share on other sites More sharing options...
NKL Posted June 27, 2014 Share Posted June 27, 2014 I'm 99% sure somebody already ask you that, but, do you plan on integrating some kind of quantum strut on your parts? cause I think this is the good idea to get rid of the wobble for some project. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted June 27, 2014 Share Posted June 27, 2014 I'm 99% sure somebody already ask you that, but, do you plan on integrating some kind of quantum strut on your parts? cause I think this is the good idea to get rid of the wobble for some project.Sirkut doesn't but I do. Link to comment Share on other sites More sharing options...
sirkut Posted June 27, 2014 Author Share Posted June 27, 2014 I'm 99% sure somebody already ask you that, but, do you plan on integrating some kind of quantum strut on your parts? cause I think this is the good idea to get rid of the wobble for some project.Check out ZodiusInfusers model rework thread for a mod that he and Marce are working on called ActiveStruts. Link to comment Share on other sites More sharing options...
NKL Posted June 27, 2014 Share Posted June 27, 2014 Just read the rework thread, you talk about early strut that you can destroy, and adding strut you can enable/disable on command later on tech tree. I was thinking merging the quantum plugin into the part itself, you now, to lock the mesh or something. Is it doable you think? I'm not asking you to do it, be sure of that, just wanna know if it interesting for me to take a look at it or if you already thought of that. Link to comment Share on other sites More sharing options...
sirkut Posted June 27, 2014 Author Share Posted June 27, 2014 Just read the rework thread, you talk about early strut that you can destroy, and adding strut you can enable/disable on command later on tech tree. I was thinking merging the quantum plugin into the part itself, you now, to lock the mesh or something. Is it doable you think? I'm not asking you to do it, be sure of that, just wanna know if it interesting for me to take a look at it or if you already thought of that.I haven't thought of doing anything like that as ActiveStrut will most likely solve most issues. If you want to give the quantum struts a try go for it. Link to comment Share on other sites More sharing options...
Galane Posted June 28, 2014 Share Posted June 28, 2014 There's Quantum Struts Continued. http://forum.kerbalspaceprogram.com/threads/71030-Quantum-Struts-Continued-(2014-02-27)-Tweakables-KAS-grab-attach-tech-tree Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted June 28, 2014 Share Posted June 28, 2014 (edited) Had a problem, fixed it, now this post is no longer needed.Thanks for the wonderful mod. Edited June 28, 2014 by Thesonicgalaxy Link to comment Share on other sites More sharing options...
sirkut Posted June 29, 2014 Author Share Posted June 29, 2014 Ok. Need some suggestions on mass. Once I get a few suggestions I will release this part. It's a space station rotating hub using Infernal Robotics. ZodiusInfuser designed it a while back using a very ingenious method and Devo skinned it a while back. It's not too outlandish and it looks somewhat stockish. It is composed of 2 parts. The hub (0.75 tons at the moment) and the outer ring (0.15 tons) that actually is the infernal robotic. When you put the two together you got a rotating hub. I sized it so it will fit inside the KSO with solar panels attached to it. Here's how you put it together: How's a quick sloppy video of me deploying a small observation module with the rotating piece (I used an action group to deploy solar panels and rotate the part). Link to comment Share on other sites More sharing options...
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