stargazer424 Posted June 17, 2019 Share Posted June 17, 2019 1 hour ago, Thorbane said: The ship I'm trying to construct doesn't. The ship I'm trying to build from does though. Testing now. Edit: It Worked! Thanks! I can continue my ships mission now. Great! Looks like someone already reported the issue on github. I added a comment with this video. Hopefully this can be fixed in a future update. Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 3, 2019 Author Share Posted July 3, 2019 I don't know why reattaching KAS parts would allow things to work, other than EL is not detecting the attachment (need to check if KAS fires an event that I neglected to hook), but I very much have reproduced the issue and figured out what's up. Working on fixing it. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted July 3, 2019 Share Posted July 3, 2019 @taniwha KAS 1.2 renamed/revamped all their modules - so that might be what is causing you issues. Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 4, 2019 Author Share Posted July 4, 2019 @zer0Kerbal: indeed. It wasn't why things broke that confused me, but why they were ok after putting the connector back on. Anyway, I have it fixed locally, just want to do some more testing and other work before releasing. Quote Link to comment Share on other sites More sharing options...
bunjatec Posted July 4, 2019 Share Posted July 4, 2019 Best news this week, my work mates wondered what was going on when I stood up and said "Yes!" when I read your post. Kerbal has been on hold for about 2-3 weeks for me now, so I'm rather excited to hear you're onto it now. Cheers! Quote Link to comment Share on other sites More sharing options...
trapbuilder2 Posted July 11, 2019 Share Posted July 11, 2019 Hi there, quick question, does this mod work with 1.7.2 or is it yet to be adapted? Quote Link to comment Share on other sites More sharing options...
bunjatec Posted July 11, 2019 Share Posted July 11, 2019 It sorta works, but there is a compatibility issue if you use it with any KAS parts @ the latest version of KAS.. so you can use the orbital construction and surface launchpads, but not being able to use KAS will limit it's usefulness on surface bases.. Taniwha is working on it but we'll have to be patient for now.. Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 15, 2019 Author Share Posted July 15, 2019 I have released version 6.6.0 of Extraplanetary Launchpads Changes from 6.5.1: Update for KSP 1.7.3 Update for KAS 1.4 (fixes build window bug) Update for KIS 1.22 Fix NRE when clearing selected craft New feature: craft hulls Craft hulls are a shell that is effectively wrapped around the body of the craft to build and are for giving a visual hint as to which craft is being built as well as its orientation and position in relation to objects around it.There is nothing inside a craft hull, and they are (currently) non-solid. If the craft hull is red, it indicates that things went wrong in its generation and indicates a bug (contact me). It will probably have holes in the mesh, too. If at some later stage the craft hull becomes a red box, this means the cached mesh data was deleted (don't do that). Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted July 15, 2019 Share Posted July 15, 2019 2 minutes ago, taniwha said: New feature: craft hulls Craft hulls are a shell that is effectively wrapped around the body of the craft to build and are for giving a visual hint as to which craft is being built as well as its orientation and position in relation to objects around it.There is nothing inside a craft hull, and they are (currently) non-solid. I have wanted this for like ever. THANK YOU! One question, is there a way to see this shell before committing to building the craft? I guess you could just cancel the build but it'd be nice while choosing to see that it's going to clip something, or build inward into the construction port, or whatever. Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 15, 2019 Author Share Posted July 15, 2019 (edited) 4 minutes ago, 5thHorseman said: One question, is there a way to see this shell before committing to building the craft? I guess you could just cancel the build but it'd be nice while choosing to see that it's going to clip something, or build inward into the construction port, or whatever. This is actually when the shell is generated and first shown, so yes Right now, if you mistakenly delete the cache file (CraftHull-{md5sum}.dat in your save directory), there's currently no way to get it back without selecting the craft again (however, a red box (vessel bounding box) is shown in its place). However, because the mesh data is cached this way, one builder's cache file can be used by other builders building the same craft (the md5sum is of the .craft file used for the build). Oh, the reason for using md5sum instead of craft file name is to handle edits of the craft file. Edited July 15, 2019 by taniwha Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 15, 2019 Share Posted July 15, 2019 Thanks @taniwha! Peace. Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted July 15, 2019 Share Posted July 15, 2019 Dunno if this has been asked before, but do you know if/when CKAN will be updated for newest verision? ^^ Quote Link to comment Share on other sites More sharing options...
bunjatec Posted July 15, 2019 Share Posted July 15, 2019 wow, bumper update! thanks very much. My wife will be less pleased.. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted July 15, 2019 Share Posted July 15, 2019 2 hours ago, nascarlaser1 said: Dunno if this has been asked before, but do you know if/when CKAN will be updated for newest verision? ^^ It has Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted July 16, 2019 Share Posted July 16, 2019 4 hours ago, goldenpsp said: It has oops srry! Quote Link to comment Share on other sites More sharing options...
stargazer424 Posted July 16, 2019 Share Posted July 16, 2019 @taniwha Thank you so much for the update! It's now working with KAS! Awesome Job! Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 22, 2019 Share Posted July 22, 2019 (edited) @taniwha Would it be possible to add a toggle to hide the shell? I'm not finding it useful, and honestly it's been more of a hindrance for me. This is my first attempt using EL with 1.7.3 since the update. Problem #1) In my case, the shell isn't remotely shaped like what is being built. This is a space station with a launchpad and workshop. The shell is weirdly covering much more of the station than the finished ship ever will, and it's not at all shaped close to the craft it contains. It also obscured docking ports I needed to use to bring up more rocket parts, you can see the nozzle of the resupply ship sticking out of the shell at one point. Problem #2) When is the shell supposed to go away? The vessel finished construction, resources were transferred and the newly built ship was launched, the shell never went away. I exited and restarted. The shell stuck around. Sorry, I overwrote any useful logs before I thought to try to save them. To get rid of the shell I had to manually delete the .dat file in the save directory. Below is from a reload with the .dat file deleted so you can see how much smaller the bounding box actually is. During this run, the bounding box didn't go away after finalizing the build either. Here's the log from this one. I had to queue a new craft and clear it, now I have a different bounding box on the pad instead of this one, but nothing is in the build queue. The workshop and launchpad are from Keridian Dynamics, but with patches I updated to match the equivalent parts in EL. I've tested these in 1.6 and they worked identically to EL parts. Edited July 22, 2019 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
bunjatec Posted July 22, 2019 Share Posted July 22, 2019 I'm seeing a similar issue with the shell not going away (and spawning in some odd places too when building on the ground) I found that when landing near my minmus base the shell would spawn near the lander when the base came into physics range, which looked very odd indeed floating at 2.5km above the ground. If there was an option in the build menu to toggle this feature on/off it would be rather handy... Thanks. Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 23, 2019 Author Share Posted July 23, 2019 Hmm, I've noticed odd shapes on some ships, but they all had launch clamps (everything else seemed right). I should have put that debug flag (to dump the point cloud) in after all. As for when it should go away: when you build and release. I thought I tested that but I realized now that I tested only with the disposable pad, which of course destroys the shell when the pad module is destroyed, so not a valid test. Oops, sorry. I had debated the toggle: my thought was the shell would stand in for the ship under construction as an aesthetic thing. Obviously not . I'll try to get some fixes out soon (including that debug option!) Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted July 23, 2019 Share Posted July 23, 2019 (edited) hiyas! I have recently updated KSP again (1.7.3) and noticed when I add any recycler in VAB/SPH the log is spammed with Spoiler [LOG 21:39:39.337] [EL Recycler] OnStart: <snip> [EXC 21:40:01.414] NullReferenceException: Object reference not set to an instance of an object ExtraplanetaryLaunchpads.ELRecycler.OnTriggerStay (UnityEngine.Collider col) <snip> I don't know if this is currently known already (if yes --> sorry!) OT and not related to EL (except I try to make a small flat recycler ): Then I tried to add an own meshed part, apretty much easy mesh. I just start to understand Blender 2.80 but stuck with creating textures for that mesh with using your MU-add-on(latest). Is there any knowledge base I can use for how to handle textures for KSP? Otherwise I might get crazy by using Blender. Thank you! Edited July 23, 2019 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 24, 2019 Author Share Posted July 24, 2019 @LatiMacciato: I was going to ask you to look for the recycler's OnStart message, but you already thought of it, thank you . That confirms what I suspected: the recycle field (trigger collider) is not being found. Is this with EL's recyclers, or another mod's? I tried the recyclers just now and they're fine here (and the files are older than the zip, so they should be the same as yours). If the recyclers are from another mod, it may be that those recyclers are misconfigured: the recycler's trigger collider needs to be named RecycleField, or the name specified by a RecycleField_name = transformname line in the ELReycler node. Recent versions of hierarchy.py in my blender addon make it relatively easy to find the name: any transform with a collider component has a c beside the name (but doesn't show whether it's a trigger collider). I've answered your texture question in the addon thread (not because it's off topic here, but because it's very much on topic there). @Tonka Crash:: I have a suspicion as to why your shell is so oddly shaped: inflatable (or otherwise deployable) parts. If that is the case, then I suspect EL is grabbing the mesh verts in the wrong state. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 24, 2019 Share Posted July 24, 2019 9 minutes ago, taniwha said: @Tonka Crash:: I have a suspicion as to why your shell is so oddly shaped: inflatable (or otherwise deployable) parts. If that is the case, then I suspect EL is grabbing the mesh verts in the wrong state. I'm away from the computer for the night, so can't get a picture of the craft.The bounding box in my second picture is a pretty good approximation of the overall dimensions. It was a drilling and processing lander. Landing gear and drills were the only animated parts, both from SuicidalInsanity's Mining Extension. It didn't even have solar panels, only fuel cells for power. Radiators were also a fixed design from Nertea's Heat Control Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted July 24, 2019 Share Posted July 24, 2019 (edited) 1 hour ago, taniwha said: Is this with EL's recyclers, or another mod's? I tried the recyclers just now and they're fine here (and the files are older than the zip, so they should be the same as yours). If the recyclers are from another mod, it may be that those recyclers are misconfigured: the recycler's trigger collider needs to be named RecycleField, or the name specified by a RecycleField_name = transformname line in the ELReycler node. Recent versions of hierarchy.py in my blender addon make it relatively easy to find the name: any transform with a collider component has a c beside the name (but doesn't show whether it's a trigger collider). First things first. I'm trying to figure out what you mean by using my example (without anims, just a basic part) of a new part I'm currently making. Blender Hierarchy: Part name as NULL object including "RecycleTarget" as NULL object "RecycleField" as mesh object does this now need an own ConvexHull collider? part model name as mesh object has a ConvexHull collider Also do I need to change the current config for KSP? current KSP config: Quote MODULE:NEEDS[ExtraplanetaryLaunchpads] { name = ELRecycler } MODULE:NEEDS[ExtraplanetaryLaunchpads] { name = ELTarget TargetName = Recycling Bin TargetTransform = Target } So the RecycleField mesh now needs a collider that needs the name "RecycleField" or must have an extra key "RecycleField_name = RecycleField.collider" or is the key in the config file mandatory? Sorry for my few questions but thank you for the forum link for the texture topic, I haven't noticed this. EDIT: shader presets, yes now I can think of proposing parts or creating my own assembly hehe Edited July 24, 2019 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 28, 2019 Author Share Posted July 28, 2019 I have released version 6.6.1 of Extraplanetary Launchpads. Changes from 6.6.0: Add option to display craft hulls. Defaults to off (controlled via EL settings in the space center scene). Add option to dump craft point data: the data is saved to quickhull-points.bin in your current save directory every time a hull is created when the option is on (also, when debugging, a hull will be created every time craft file is loaded). Fix craft hull hanging around after the vessel has been built. Fix incorrect error indication on hulls. @Tonka Crash: if you turn on the debug option, reload the craft file that produces that bloated hull, and get me the file, I can take a look to see what's going on. If you're worried about what's in the file, this is the "format" (for want of a better word): https://github.com/taniwha/Extraplanetary-Launchpads/blob/master/Source/Hull/RawMesh.cs#L67-L86 Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 28, 2019 Share Posted July 28, 2019 @taniwha Hull files Below is what the craft looks like. Almost every part comes from a mod of some sort, but only drills (hidden in this view) and landing gear extend. Quote Link to comment Share on other sites More sharing options...
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