SpannerMonkey(smce) Posted November 2, 2016 Share Posted November 2, 2016 43 minutes ago, allista said: And here how it works: Thanks so much. thats cleared up a lot of other questions, huge thanks for taking the time to put the video together. Now i understand I'll let you know how it goes Quote Link to comment Share on other sites More sharing options...
Nori Posted November 3, 2016 Share Posted November 3, 2016 Quick question. Is this supposed to work with the new patch? The DLL doesn't seem to be loading. Not sure if it is just something on my end. Quote Link to comment Share on other sites More sharing options...
allista Posted November 3, 2016 Author Share Posted November 3, 2016 (edited) 6 hours ago, Nori said: Quick question. Is this supposed to work with the new patch? The DLL doesn't seem to be loading. Not sure if it is just something on my end. What new patch? Edit: agrh! Couldn't they update the game a little less often? Edited November 3, 2016 by allista Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted November 3, 2016 Share Posted November 3, 2016 37 minutes ago, allista said: What new patch? Edit: agrh! Couldn't they update the game a little less often? I hear you, but think of all 5 of the people who play vanilla - it wouldn't be fair to them. And we must always be fair. Quote Link to comment Share on other sites More sharing options...
Nori Posted November 3, 2016 Share Posted November 3, 2016 (edited) 5 hours ago, allista said: What new patch? Edit: agrh! Couldn't they update the game a little less often? Well, on the bright side, it fixed the super annoying GUI flickering bug in the VAB and a bunch of other bugs.. Methinks it'll be the last version for a bit, but who knows.. Also Configurable Containers and TCA seem to work in my quick testing. Edited November 3, 2016 by Nori Quote Link to comment Share on other sites More sharing options...
allista Posted November 3, 2016 Author Share Posted November 3, 2016 1 minute ago, Nori said: Well, on the bright side, it fixed the super annoying GUI flickering bug in the VAB and a bunch of other bugs.. Methinks it'll be the last version for a bit, but who knows.. Also Configurable Containers and TCA seem to work in my quick testing. They should. I've recompiled everything against 1.2.1 and no problem arized. As soon as I test the basic functionality, I'll publish the updates. Quote Link to comment Share on other sites More sharing options...
Enceos Posted November 3, 2016 Share Posted November 3, 2016 (edited) 6 hours ago, allista said: They should. I've recompiled everything against 1.2.1 and no problem arized. As soon as I test the basic functionality, I'll publish the updates. Would you please check out the Kerbal duplication bug as well. Capture a vessel with a kerbal into a hangar. When the kerbal transfers to another seat during his vessel unload, EVA that Kerbal and return him home. Try launching the stored vessel. In my game Hangar makes a duplicate of the original Kerbal and places him into the launched vessel. I inspected the savefile and the unloaded Pod still had the "crew = " line. Deleting that line didn't solve the problem though. And yeah, Kerbals with KIS pockets will lose everything during unload-transfer. Edited November 3, 2016 by Enceos Quote Link to comment Share on other sites More sharing options...
allista Posted November 13, 2016 Author Share Posted November 13, 2016 (edited) Hangar v3.1.0 for KSP 1.2.1 (2016.11.13) ChangeLog: Spoiler Made it possible to launch vessels while a hangar rotates and moves, even with acceleration. Implemented temporary storage of resources in Hangar Fairings. This makes the Fairings compatible with Life Support mods. Added placeholders for internals to all crewed parts. Added "back" stack nodes to ground hangars so that they could be hanged below a skycrane-like carrier. In Editor positioning arrows are only drawn if a hangar has Strict Positioning; otherwise only a dot is drawn. Bugfixes: Crew transfer. Prelaunch game saving. Debris jettison velocity calculation. Edited November 13, 2016 by allista Quote Link to comment Share on other sites More sharing options...
Nori Posted November 14, 2016 Share Posted November 14, 2016 9 hours ago, allista said: Hangar v3.1.0 for KSP 1.2.1 (2016.11.13) ChangeLog: Hide contents Made it possible to launch vessels while a hangar rotates and moves, even with acceleration. Implemented temporary storage of resources in Hangar Fairings. This makes the Fairings compatible with Life Support mods. Added placeholders for internals to all crewed parts. Added "back" stack nodes to ground hangars so that they could be hanged below a skycrane-like carrier. In Editor positioning arrows are only drawn if a hangar has Strict Positioning; otherwise only a dot is drawn. Bugfixes: Crew transfer. Prelaunch game saving. Debris jettison velocity calculation. Yah! You've been busy! Quote Link to comment Share on other sites More sharing options...
flywlyx Posted November 21, 2016 Share Posted November 21, 2016 (edited) I am current working on the CV hangar, everything works perfect. However, I notice that hangar could not work without a open gate animation. Am I right? Edited November 21, 2016 by flywlyx Quote Link to comment Share on other sites More sharing options...
allista Posted November 22, 2016 Author Share Posted November 22, 2016 13 hours ago, flywlyx said: I am current working on the CV hangar, everything works perfect. However, I notice that hangar could not work without a open gate animation. Am I right? Not so. You just don't need the animator module and AnimatorID field in the Hangar's configuration. Then the "gates" will be always in the opened state. Quote Link to comment Share on other sites More sharing options...
flywlyx Posted November 22, 2016 Share Posted November 22, 2016 8 hours ago, allista said: Not so. You just don't need the animator module and AnimatorID field in the Hangar's configuration. Then the "gates" will be always in the opened state. Got it, so AnimatorID make the trick. Thanks Quote Link to comment Share on other sites More sharing options...
g_BonE Posted November 23, 2016 Share Posted November 23, 2016 Hi. Giving "Hangar" a spin but cant seem to find that Ore Concentrator module the wiki is talking about. Ideas? Quote Link to comment Share on other sites More sharing options...
allista Posted November 23, 2016 Author Share Posted November 23, 2016 8 minutes ago, g_BonE said: Hi. Giving "Hangar" a spin but cant seem to find that Ore Concentrator module the wiki is talking about. Ideas? I'm sorry, but the wiki is somewhat out of date I've removed many things, the concentrator being among them, when I was reviving/upgrading the Hangar to work with KSP-1.2+. Currently, since the Ore is a stock resource and the stock asteroid drills mine it as is directly from asteroids, the Hangar's Asteroid Drill does the same: you get the Ore right away, without the step of enriching it from the ground rock. Quote Link to comment Share on other sites More sharing options...
g_BonE Posted November 23, 2016 Share Posted November 23, 2016 alright, thanks! i'll make a craft with convert o trons and the xl storage modules then Quick answer is much appreciated! another quality mod. keep it up mate! Quote Link to comment Share on other sites More sharing options...
InfiniteAtom Posted November 23, 2016 Share Posted November 23, 2016 On 7/31/2014 at 2:39 AM, allista said: Unsupported Mods Asteroid Recycling Technologies is not compatible with the Asteroid Hangars framework. Both mods can be installed at the same time, but you cannot use the same asteroid both as a hangar and by ART machinery. If ART is not supported, why does the Imgur album have a "working hangar inside an asteroid"? Quote Link to comment Share on other sites More sharing options...
allista Posted November 23, 2016 Author Share Posted November 23, 2016 (edited) 58 minutes ago, InfiniteAtom said: If ART is not supported, why does the Imgur album have a "working hangar inside an asteroid"? Because the Hangar makes its own use of asteroids. Using the Hangar (without ART) you can mine asteroids for Ore and use the freed space to store resources and ships. It is just not recommended to use both Hangar and ART. Edited November 23, 2016 by allista Quote Link to comment Share on other sites More sharing options...
allista Posted November 25, 2016 Author Share Posted November 25, 2016 @SpannerMonkey(smce), @flywlyx, do any of you use the UsefulSizeRatio option of the HangarStorage module? If not, I'm removing it, which means the hangar-space mesh will become mandatory for HangarStorage. Quote Link to comment Share on other sites More sharing options...
flywlyx Posted November 25, 2016 Share Posted November 25, 2016 45 minutes ago, allista said: @SpannerMonkey(smce), @flywlyx, do any of you use the UsefulSizeRatio option of the HangarStorage module? If not, I'm removing it, which means the hangar-space mesh will become mandatory for HangarStorage. I am not using it, thank you. Quote Link to comment Share on other sites More sharing options...
DStaal Posted November 25, 2016 Share Posted November 25, 2016 A quick comment on the UI: With the select vessel drop-down on top of the other buttons, I can't seem to scroll it, which means I have trouble accessing any but the first 4/5 ships stored in a particular hanger. Basically I have to unload the ships in front of them first. (Note that I am using KSP 1.1.3 with the appropriate version of Hanger - I haven't seen anything in the release notes that indicates newer versions changed this behavior.) Still, enjoying the mod very much, thanks. Quote Link to comment Share on other sites More sharing options...
allista Posted November 25, 2016 Author Share Posted November 25, 2016 13 minutes ago, DStaal said: A quick comment on the UI: With the select vessel drop-down on top of the other buttons, I can't seem to scroll it, which means I have trouble accessing any but the first 4/5 ships stored in a particular hanger. Basically I have to unload the ships in front of them first. (Note that I am using KSP 1.1.3 with the appropriate version of Hanger - I haven't seen anything in the release notes that indicates newer versions changed this behavior.) Still, enjoying the mod very much, thanks. Yep, this is a known and, unfortunately, unfixable issue of the dropdown list. It can be scrolled only if you aim the mouse at an entry and use the mouse wheel. I will replace the dropdowns with a less fancy but robust left-right-choosers (as in Configurable Containers) and/or with simple lists. Quote Link to comment Share on other sites More sharing options...
DStaal Posted November 26, 2016 Share Posted November 26, 2016 Thanks for the info - and good to know there's a work-around. I'll try that. Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted November 27, 2016 Share Posted November 27, 2016 On 25/11/2016 at 6:27 PM, allista said: @SpannerMonkey(smce), @flywlyx, do any of you use the UsefulSizeRatio option of the HangarStorage module? If not, I'm removing it, which means the hangar-space mesh will become mandatory for HangarStorage. Hi nope never used that feature always gone with the hangar space mesh, cheers Quote Link to comment Share on other sites More sharing options...
allista Posted November 27, 2016 Author Share Posted November 27, 2016 4 minutes ago, SpannerMonkey(smce) said: Hi nope never used that feature always gone with the hangar space mesh, cheers. Perfect. In exchange for this loss I add a new HangarEntrance module that, like HangarGateway, has its own docking space and spawn transform (which work exactly like that of the HangarStorage), but that can be added to the same part as the HangarStorage. So now you can have a single part with BIG storage space and small doorway. And you can add as many such entrances to the same HangarStorage as you like. Currently I'm testing it with a launchpad-like hangar for rockets... Quote Link to comment Share on other sites More sharing options...
Sharpy Posted December 9, 2016 Share Posted December 9, 2016 (edited) On 31.07.2014 at 5:54 PM, smunisto said: After thinking a bit about it, I realised that the large heavy hangars are useless without EL for anything other than rover storage like you said. You definitely underestimate power of KIS No EL, just KIS, OSE Workshop and Kontainers: I'm definitely getting this mod for storage of assorted vehicles manufactured and KIS-constructed in the Gilly base. @allista: you might want to edit the first post. The download links are hopelessly outdated. Edited December 9, 2016 by Sharpy Quote Link to comment Share on other sites More sharing options...
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