Green Skull Posted April 6, 2014 Share Posted April 6, 2014 (edited) Sent you a log output log in a P.M. I'm suspecting that it is to do with the new attach nodes put in on the ARM patch. They have been causing havoc in many mods as I'm sure you have seen... *Edit* Tried latest version 2.2 of joint re-enforcer by Ferram and still the same... I use v2.0 because it it less "bendy" Edited April 6, 2014 by Green Skull Link to comment Share on other sites More sharing options...
ayana Posted April 6, 2014 Share Posted April 6, 2014 Disabling engine fairings completely toasts FAR's drag model for every part below the affected engine. I haven't got a clue what might be the reason. Link to comment Share on other sites More sharing options...
Superfluous J Posted April 7, 2014 Share Posted April 7, 2014 Last time I was in the VAB and you can already open and close the claw there. But not attach something to it or pivot. Link to comment Share on other sites More sharing options...
somnambulist Posted April 7, 2014 Share Posted April 7, 2014 @toadicus - TweakableEverything prevents the inline clampotron from stack attaching correctly. Link to comment Share on other sites More sharing options...
The Destroyer Posted April 7, 2014 Share Posted April 7, 2014 Last time I was in the VAB and you can already open and close the claw there. But not attach something to it or pivot. Yup, confirmed after I posted my earlier message. But no attachment node Link to comment Share on other sites More sharing options...
CaptainKipard Posted April 8, 2014 Share Posted April 8, 2014 Could you make crew capacity tweakable? I've often been frustrated when KSP auto fills all the seats when I only want one pilot. This is especially useful for people who use life support mods. Link to comment Share on other sites More sharing options...
somnambulist Posted April 8, 2014 Share Posted April 8, 2014 Could you make crew capacity tweakable? I've often been frustrated when KSP auto fills all the seats when I only want one pilot. This is especially useful for people who use life support mods.Maybe I'm not understanding you, but you can already do that in the VAB. Click the crew button to the left of the craft name field, add/remove crew as needed. Link to comment Share on other sites More sharing options...
CaptainKipard Posted April 8, 2014 Share Posted April 8, 2014 I'm talking about limiting the pods so that KSP auto fills the pod only up to the number you specify.Right now even if you take crew out of the pod in the VAB, as soon as you change the ship in any way, the pod gets filled completely again.My idea would prevent that. Link to comment Share on other sites More sharing options...
Superfluous J Posted April 8, 2014 Share Posted April 8, 2014 Could you make crew capacity tweakable? I've often been frustrated when KSP auto fills all the seats when I only want one pilot. This is especially useful for people who use life support mods.Fantastic idea. Never thought to fix this particular problem with tweakables. If it can be done, I'd love it too.Also, being able to tell KSP to always fill a particular capsule with people instead of the one it picks. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 8, 2014 Share Posted April 8, 2014 Fantastic idea. Never thought to fix this particular problem with tweakables. If it can be done, I'd love it too.Also, being able to tell KSP to always fill a particular capsule with people instead of the one it picks.Someone's tired of forgetting to fill the science lab, aren't they? I'm totally on board with both those suggestions. Would be immensely handy for rescue missions when i find out a stowaway got on while I was fixing the staging Link to comment Share on other sites More sharing options...
Superfluous J Posted April 8, 2014 Share Posted April 8, 2014 Someone's tired of forgetting to fill the science lab, aren't they? I'm totally on board with both those suggestions. Would be immensely handy for rescue missions when i find out a stowaway got on while I was fixing the staging Ha ha, while I've done both of those things for sure, these days I use Extraplanetary Launchpads so when I build ships they're always crewless. What I'd *really* love this for is my "3 to minmus" ship that is super small and has 3 command chairs on it. Currently, I have the 3 guys in a 3-man capsule and EVA them and then board each chair, then decouple the capsule before launch. If I could tweak the chairs to always auto-fill with a Kerbal instead, it'd really improve the process. Link to comment Share on other sites More sharing options...
GavinZac Posted April 8, 2014 Share Posted April 8, 2014 I'm talking about limiting the pods so that KSP auto fills the pod only up to the number you specify.Right now even if you take crew out of the pod in the VAB, as soon as you change the ship in any way, the pod gets filled completely again.My idea would prevent that.It would prevent the pods being used at all. CrewCapacity refers to how many can fit in the pod. If you make that zero, nobody can fit in the pod. Link to comment Share on other sites More sharing options...
CaptainKipard Posted April 8, 2014 Share Posted April 8, 2014 (edited) It would prevent the pods being used at all. CrewCapacity refers to how many can fit in the pod. If you make that zero, nobody can fit in the pod.Yes....What's your point? I want to tweak the capacity. Sometimes I want it to be 0.I'm playing a permadeath career right now. No quicksave, autosave or reverts. In order to keep Kerbals from dying I test "manned" rockets by adding a probe core on top of an empty crew pod. It would be nice if I could set the crew capacity to 0 so I don't have to keep emptying the pod every time I add a battery to the bloody thing.EDITObviously the default would be the maximum. Edited April 8, 2014 by Cpt. Kipard Link to comment Share on other sites More sharing options...
Superfluous J Posted April 8, 2014 Share Posted April 8, 2014 (edited) It would prevent the pods being used at all. CrewCapacity refers to how many can fit in the pod. If you make that zero, nobody can fit in the pod.I don't want to tweak the capacity, I specifically want to tweak the starting crew amounts. So a MK2 capsule I can set it to have only 1 guy in it, but later on when I get to my space station, 2 more can get in.Like how when you tweak fuel in a tank, you're not setting the maximum amount, just what you go to the launch pad with. Edited April 8, 2014 by 5thHorseman Link to comment Share on other sites More sharing options...
CaptainKipard Posted April 8, 2014 Share Posted April 8, 2014 Oh..Yeah.. What Horse said is better. Link to comment Share on other sites More sharing options...
GavinZac Posted April 8, 2014 Share Posted April 8, 2014 Yes....What's your point? I want to tweak the capacity. Sometimes I want it to be 0.I'm playing a permadeath career right now. No quicksave, autosave or reverts. In order to keep Kerbals from dying I test "manned" rockets by adding a probe core on top of an empty crew pod. It would be nice if I could set the crew capacity to 0 so I don't have to keep emptying the pod every time I add a battery to the bloody thing.EDITObviously the default would be the maximum.While that's interesting niche use case, that's not what I was responding to. You said "I'm talking about limiting the pods so that KSP auto fills the pod only up to the number you specify." Which is why I just stated that setting CrewCapacity to 0 would have more far reaching results than that, many of which would be undesirable, which gave you a chance to explain your reasoning. Quite a reasonable, productive conversation I thought and after typing all that out I still can't figure out why you then responded with a tone of snark as if you'd suddenly decided to start channeling Yahtzee.I don't want to tweak the capacity, I specifically want to tweak the starting crew amounts. So a MK2 capsule I can set it to have only 1 guy in it, but later on when I get to my space station, 2 more can get in.Well, ideally the VAB/SPH would just remember what you'd picked from the Crew tab, and it's quite annoying that it doesn't (as I'm also playing permadeath/no reloads, like Jean-Kul up there). So I agree with you. Link to comment Share on other sites More sharing options...
CaptainKipard Posted April 8, 2014 Share Posted April 8, 2014 While that's interesting niche use case, that's not what I was responding to. You said "I'm talking about limiting the pods so that KSP auto fills the pod only up to the number you specify." Which is why I just stated that setting CrewCapacity to 0 would have more far reaching results than that, many of which would be undesirable, which gave you a chance to explain your reasoning. Quite a reasonable, productive conversation I thought and after typing all that out I still can't figure out why you then responded with a tone of snark as if you'd suddenly decided to start channeling Yahtzee.Well text doesn't convey tone very well. Try not to read too much into it. You're right about capacity obviously, I missed the point at first. Horse's take on this is better as I said. Link to comment Share on other sites More sharing options...
toadicus Posted April 8, 2014 Author Share Posted April 8, 2014 @toadicus - TweakableEverything prevents the inline clampotron from stack attaching correctly.I'm not sure what's going on here, but it's definitely to do specifically with adding the attachment node to the part. I don't have a fix yet, for a workaround until I do, edit TweakableDockingNode.cfg and comment out these lines:// node_stack_tdn = 0, 0, -.671, 0, 0, 1, 1...// @MODULE[ModuleDockingNode]// {// %referenceAttachNode = tdn// }...// TDNnodeName = tdn// AlwaysAllowStack = TrueSo the dockingPortLateral section should look like:@PART[dockingPortLateral]:Final{// node_stack_tdn = 0, 0, -.671, 0, 0, 1, 1 @MODULE[ModuleAnimateGeneric] { %startEventGUIName = Open Shield %endEventGUIName = Close Shield }// @MODULE[ModuleDockingNode]// {// %referenceAttachNode = tdn// } @MODULE[ModuleTweakableDockingNode] {// TDNnodeName = tdn// AlwaysAllowStack = True deployAnimationControllerName = dockingporthull }}That will disable the attachnode functionality of TweakableDockingNode and allow the part to be placed. I'm looking into a fix, but it's not looking trivial at this point.Could you make crew capacity tweakable? I've often been frustrated when KSP auto fills all the seats when I only want one pilot. This is especially useful for people who use life support mods.Fantastic idea. Never thought to fix this particular problem with tweakables. If it can be done, I'd love it too.Also, being able to tell KSP to always fill a particular capsule with people instead of the one it picks.Crew handling in KSP is fueled by dark magic. Tweaking numbers is easy, but changing auto-fill behavior is probably not. I'll look into it, though! Link to comment Share on other sites More sharing options...
Jethro Bodine Posted April 9, 2014 Share Posted April 9, 2014 Speaking of docking nodes, I just had a crazy idea. Assuming it's even possible, what if the "nodeType = size1" in the following was tweakable?MODULE{ name = ModuleDockingNode deployAnimationController = 1 nodeType = size1}Could this be a "poor man's" alternative to a universal docking port? Cpt. Kipard, this might be of special interest to you. Please forgive me if this has already been suggested. And if I haven't said so already, thank you thank you thank you toadicus for this wonderful mod. I can't even imagine going back to KSP without it. Link to comment Share on other sites More sharing options...
GavinZac Posted April 9, 2014 Share Posted April 9, 2014 Perhaps experiment first and see if changing the node size allows different docking nodes to connect. Link to comment Share on other sites More sharing options...
CaptainKipard Posted April 9, 2014 Share Posted April 9, 2014 Could this be a "poor man's" alternative to a universal docking port? Cpt. Kipard, this might be of special interest to you. Intriguing idea. I'm not sure how well that would work though. I suspect that from a gameplay point of view it might be difficult keeping track of what docking ports are compatible.Something else might be in the work though. Stay tuned. Link to comment Share on other sites More sharing options...
ArcaneZedric Posted April 10, 2014 Share Posted April 10, 2014 I'm not sure what's going on here, but it's definitely to do specifically with adding the attachment node to the part.I've had trouble with this before, with any part that has more than a couple of attach nodes.Turns out the order the nodes are read in by the game affects which ones can attach in the editor - to fix this, I've changed the dockingPortLateral section to look something like@PART[dockingPortLateral]:Final{ // remove original bottom node !node_stack_bottom node_stack_tdn = 0, 0, -.671, 0, 0, 1, 1 // add it back after stack_tdn to allow editor attaching node_stack_bottom = // actual value // etc...}Don't have the files nearby at the moment so I can't check the actual value, but you get the idea. Link to comment Share on other sites More sharing options...
Superfluous J Posted April 10, 2014 Share Posted April 10, 2014 Random request, if its possible:Airplane flaps can be tweaked to only affect yaw, pitch, and roll. Would it be possible to have similar toggles for RCS jets? I frequently only want to translate with RCS and not waste a ton of it rotating, but also don't want to have to keep turning RCS off and on while doing complex docking maneuvers.I am muddling through with the one-directional ports but even those will thrust if they're off the center of mass, and you can't always put all your thrusters right on and pointing away from the center of mass Link to comment Share on other sites More sharing options...
toadicus Posted April 10, 2014 Author Share Posted April 10, 2014 Random request, if its possible:Airplane flaps can be tweaked to only affect yaw, pitch, and roll. Would it be possible to have similar toggles for RCS jets? I frequently only want to translate with RCS and not waste a ton of it rotating, but also don't want to have to keep turning RCS off and on while doing complex docking maneuvers.I am muddling through with the one-directional ports but even those will thrust if they're off the center of mass, and you can't always put all your thrusters right on and pointing away from the center of massThe short answer is no. Slightly longer: all of the code that decides how thrusters respond is locked up in Squad's methods, so to manipulate the way thrusters thrust, I'd need to reimplement some significant portion of the module, which is out of scope here. Sorry! Link to comment Share on other sites More sharing options...
Tallinu Posted April 10, 2014 Share Posted April 10, 2014 Is there a module aside from the one that contains all the other docking port functionality (I assume applying that module to something that wasn't a docking port wouldn't end well) which would allow fuel cross-feed to be toggled on a part, in the editor and in flight? If not, could that be offered at some point in the future? Link to comment Share on other sites More sharing options...
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