Qberticus Posted July 28, 2014 Share Posted July 28, 2014 @xrave, looks good. If you change yield return new WaitForSeconds(0.1f); to yield return new WaitForFixedUpdate(); you don't get that odd delay. Good find. I was also trying to reset the velocity vectors after the Detach() but couldn't get it to work. Though I think this is what I missed: this.part.rigidbody.velocity = kerbalEvaVessel.rootPart.rigidbody.velocity; There's two rigidbody's one 'rigidbody' and one 'Rigidbody' I couldn't figure out which one was the correct one. Link to comment Share on other sites More sharing options...
Xrave Posted July 28, 2014 Share Posted July 28, 2014 @xrave, looks good. If you change yield return new WaitForSeconds(0.1f); to yield return new WaitForFixedUpdate(); you don't get that odd delay. Good find. I was also trying to reset the velocity vectors after the Detach() but couldn't get it to work. Though I think this is what I missed: this.part.rigidbody.velocity = kerbalEvaVessel.rootPart.rigidbody.velocity; There's two rigidbody's one 'rigidbody' and one 'Rigidbody' I couldn't figure out which one was the correct one.Oooh. I'll test that out next compile. in my version I changed Detach() so it tries to do a fixedpoint detach if it can't figure out what kind of attachment the part is employing, I don't know if that'd break anything though. Link to comment Share on other sites More sharing options...
sharpspoonful Posted July 28, 2014 Share Posted July 28, 2014 I can confirm the above .dll is working on a Windows 0.24.2 x64 platform. THE BELOW IS ANECDOTAL, AND UNRELATED Now I need to find which mod was making jeb replicate on eva. It was funny; he would replicate, stiff as a board, and fall with no gravitation. Not KAS' fault mind you, but the .dll wasn't playing well with something else. Link to comment Share on other sites More sharing options...
Waldo78 Posted July 28, 2014 Share Posted July 28, 2014 (edited) Here is a 64bit recompile of KAS with Xraves fix. This version has the compatibility version checker updated and has a smaller delay so objects should not smack the ground. I have done some testing and with this smaller delay and the fix still seems to be working with no explosions but I would take that with a grain of salt.https://www.dropbox.com/s/iwou9ysvqvcp9uc/KAS64Bit.zipI don't explode anymore but I can't seem to get anything out of the containers. I edit the parts into the container in the VAB but I see no kerbal cash cost added to the overall ship cost. Launching shows the items in the containers but with take buttons but it will not take them out. Any ideas? Edited July 29, 2014 by Specialist290 Nothing to see here. Link to comment Share on other sites More sharing options...
JeffersonFlight Posted July 28, 2014 Share Posted July 28, 2014 I don't explode anymore but I can't seem to get anything out of the containers. I edit the parts into the container in the VAB but I see no kerbal cash cost added to the overall ship cost. Launching shows the items in the containers but with take buttons but it will not take them out. Any ideas?Container type A is working fine for me in sandbox. I haven't tried anything in Career mode but I don't see how that would effect it. I will do some testing in career mode and see if I can find any issues. Link to comment Share on other sites More sharing options...
Dielos Posted July 28, 2014 Share Posted July 28, 2014 JeffersonFlight, is your version really working? Grabbing stuff and all in x64? I downloaded it and will be testing it! If it works, you've made my day! Link to comment Share on other sites More sharing options...
stoland Posted July 28, 2014 Share Posted July 28, 2014 I have been using in X64 with no issues ins sandbox, legacy career and contract career and so far no issues as yet. Still testing though. Link to comment Share on other sites More sharing options...
JeffersonFlight Posted July 28, 2014 Share Posted July 28, 2014 JeffersonFlight, is your version really working? Grabbing stuff and all in x64? I downloaded it and will be testing it! If it works, you've made my day!Yes it is working in 64bit ksp, but we can thank XRave for completing the velocity vector issue, me and him plus one other were all in the same area and he fixed it. I just improved on it a small amount by getting the grab delay down so its not as noticeable. Link to comment Share on other sites More sharing options...
Olympic1 Posted July 28, 2014 Share Posted July 28, 2014 Yes it is working in 64bit ksp, but we can thank XRave for completing the velocity vector issue, me and him plus one other were all in the same area and he fixed it. I just improved on it a small amount by getting the grab delay down so its not as noticeable.Thx to both of you for the fix and +1 Link to comment Share on other sites More sharing options...
Dielos Posted July 28, 2014 Share Posted July 28, 2014 Yes it is working in 64bit ksp, but we can thank XRave for completing the velocity vector issue, me and him plus one other were all in the same area and he fixed it. I just improved on it a small amount by getting the grab delay down so its not as noticeable.Well, then thank you very much to everybody involved! Have some rep! Link to comment Share on other sites More sharing options...
Waldo78 Posted July 28, 2014 Share Posted July 28, 2014 Container type A is working fine for me in sandbox. I haven't tried anything in Career mode but I don't see how that would effect it. I will do some testing in career mode and see if I can find any issues.Just tested on all modes. None of my containers will let you take the items out. In VAB it charges money for the container but it doesn't charge for the parts placed inside it. I'm guessing since it doesn't charge for the parts then it's just adding text instead of actual items in the containers. Kind of like adding text to a flag. Just to clarify, I'm running windows 7 64 bit. Link to comment Share on other sites More sharing options...
sidfu Posted July 28, 2014 Share Posted July 28, 2014 grats its working in 64x there is only 2 realy i found. 1 if u attach the pipe end to the ground u get a message about invalid docking and if u leave then come back to the ship that pip end disappears dont know if it was like that bfore. and 2 need to add where u can have a link pipe ready to link attached to u and have something on your back. when its like that if u drop the part on back it goes flyin goff along with u and blows up. Link to comment Share on other sites More sharing options...
Sputnik's Revenge Posted July 28, 2014 Share Posted July 28, 2014 Is there an ETA for the fix or is it a weird bug glitch thing? Link to comment Share on other sites More sharing options...
sidfu Posted July 28, 2014 Share Posted July 28, 2014 Is there an ETA for the fix or is it a weird bug glitch thing?try jeffersonsflight fix thats at top of this page 164 it worked for me in 64x so far Link to comment Share on other sites More sharing options...
Boomerang Posted July 28, 2014 Share Posted July 28, 2014 Is there an ETA for the fix or is it a weird bug glitch thing?Whenever Majiir has the time to come out with an official update for .24/.24.2. Until then you're free to experiment with some of the user-created patches on the last few pages. Link to comment Share on other sites More sharing options...
ATG Posted July 28, 2014 Share Posted July 28, 2014 The fix seems to be working after some quick testing. Awesome! I'm hoping someone can recompile it once more with Qberticus's recommendations to use "WaitForFixedUpdate()" to eliminate the odd delay.@xrave, looks good. If you change yield return new WaitForSeconds(0.1f); to yield return new WaitForFixedUpdate(); you don't get that odd delay. Good find. I was also trying to reset the velocity vectors after the Detach() but couldn't get it to work. Though I think this is what I missed: this.part.rigidbody.velocity = kerbalEvaVessel.rootPart.rigidbody.velocity; There's two rigidbody's one 'rigidbody' and one 'Rigidbody' I couldn't figure out which one was the correct one. Link to comment Share on other sites More sharing options...
Olympic1 Posted July 28, 2014 Share Posted July 28, 2014 Is there an ETA for the fix or is it a weird bug glitch thing?http://forum.kerbalspaceprogram.com/threads/53134?p=1310341#post1310341 Link to comment Share on other sites More sharing options...
crazybmanp Posted July 28, 2014 Share Posted July 28, 2014 (edited) HUGE EDIT:for those that also didn't notice this:THIS WORKS ON KSP 32-BIT.This bug apparently only affects 64 bit KAS, and is a unity-based bug. unofficial fixes are available for x64. Edited July 28, 2014 by crazybmanp I am an idiot Link to comment Share on other sites More sharing options...
Seahawk71 Posted July 28, 2014 Share Posted July 28, 2014 (edited) Here is a 64bit recompile of KAS with Xraves fix. This version has the compatibility version checker updated and has a smaller delay so objects should not smack the ground. I have done some testing and with this smaller delay and the fix still seems to be working with no explosions but I would take that with a grain of salt.https://www.dropbox.com/s/iwou9ysvqvcp9uc/KAS64Bit.zipI probably have missed it, but does this work with the x86 version? Edited July 29, 2014 by Specialist290 Nothing to see here. Link to comment Share on other sites More sharing options...
sievers808 Posted July 28, 2014 Share Posted July 28, 2014 You shouldn't need a fix with the x86 version. From what people have said KAS works out of the box for x86. Link to comment Share on other sites More sharing options...
JeffersonFlight Posted July 28, 2014 Share Posted July 28, 2014 I probably have missed it, but does this work with the x86 version?No this is a fix just for 64bit. I think that Whaaw recompiled a version for 32bit that was working. link to post below, but if I need to recompile one for 32bit I wouldn't mind. Just let me knowhttp://forum.kerbalspaceprogram.com/threads/53134%21?p=1288901&viewfull=1#post1288901 Link to comment Share on other sites More sharing options...
JeffersonFlight Posted July 29, 2014 Share Posted July 29, 2014 (edited) grats its working in 64x there is only 2 realy i found. 1 if u attach the pipe end to the ground u get a message about invalid docking and if u leave then come back to the ship that pip end disappears dont know if it was like that bfore. and 2 need to add where u can have a link pipe ready to link attached to u and have something on your back. when its like that if u drop the part on back it goes flyin goff along with u and blows up. The reason the pipe attached to the ground would disappear would maybe be to the ship being unloaded and that part on the ground being picked up as debris or something. But Here is a tactic for having a pipe ready to link and attach a end to link to at the same time. http://imgur.com/a/MuDHO#0 Hope this helps. Edited July 29, 2014 by JeffersonFlight Link to comment Share on other sites More sharing options...
Subasean Posted July 29, 2014 Share Posted July 29, 2014 Quick demo in 64x. Works great so far! Universal Storage here I come! Link to comment Share on other sites More sharing options...
JeffersonFlight Posted July 29, 2014 Share Posted July 29, 2014 (edited) Quick demo in 64x. Works great so far! Universal Storage here I come! Cool video I'm glad that we have this awesome content from Majiir and this awesome community. We can also thank Xrave and Whaa for this awesome fix, I only made a small improvement to it and updated version checker config. Edited July 29, 2014 by JeffersonFlight Link to comment Share on other sites More sharing options...
sober667 Posted July 29, 2014 Share Posted July 29, 2014 Quick demo in 64x. Works great so far! Universal Storage here I come!not work for me on64x not work on 32x one think only containers and is comunicate about compability Link to comment Share on other sites More sharing options...
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