taniwha Posted February 6, 2017 Share Posted February 6, 2017 6 hours ago, allista said: OK, so is there some interface EL expects to find to gather the needed information? Not as such: I cobble something together based on what's available, thus my vague comments. My main point is I'm quite willing to do my part in getting things to work nicely. How does Hangar store its stowed vessels, and how early is that information available? Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 6, 2017 Share Posted February 6, 2017 1 hour ago, allista said: Hangar v3.3.0 for KSP 1.2.2 (2017.02.06) ChangeLog: Hide contents Implemented subassembly loading into hangars in Editor. Converted both Asteroid Hatch and Structural Grapple to use the new SingleUseGrappleNode that fixes the sliding-hatch problem. Moved both to Coupling category. Moved Hatch Port Adapter to Coupling category. Fixed doubling mass by Hangar Fairings. Fixed the bug that prevented modification of StoredVessel resources. Fixed TotalStoredMass display. Fixed the issues with vessel transfer window. since I figured the easyness of the asteroid hangar I abandoned ART. I can't complain about both tho, but your hangars make things just easier by having just 1 hatch instead of 1 per resource. ty for that update Quote Link to comment Share on other sites More sharing options...
stali79 Posted February 6, 2017 Share Posted February 6, 2017 Thanks for the update man, any update on the sabres? Quote Link to comment Share on other sites More sharing options...
allista Posted February 6, 2017 Author Share Posted February 6, 2017 6 hours ago, taniwha said: Not as such: I cobble something together based on what's available, thus my vague comments. My main point is I'm quite willing to do my part in getting things to work nicely. How does Hangar store its stowed vessels, and how early is that information available? It stores the vessel in editor as a full ShipConstruct node, so in principle it's possible to read that node and load a ShipConstruct from it and examine it as you do with the top-most vessel. Here's an example .craft file with stock+Hangar only parts: https://www.dropbox.com/s/dg0mhzab65uw5os/Hangar Extension Test.craft?dl=0 And an excerpt from it: Spoiler ... MODULE { name = HangarStorage isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } PACKED_CONSTRUCTS { STORED_VESSEL { name = Jumping Flea flag = ThrottleControlledAvionics/Flags/TCAFlag id = cdf84c92-3c4c-41e1-b1b9-c44c672a151a VESSEL { ship = Jumping Flea version = 1.2.0 description = The Jumping Flea was originally named after the carnival ride that we salvaged most of its parts from. It might not get us all the way to space, but it will definitely get us started there with a bang! type = VAB size = 2.02643776,3.03346634,1.80881047 PART { part = mk1pod_4292424136 partName = Part pos = 0,15,0 attPos = 0,0,0 attPos0 = 0,15,0 ... Quote Link to comment Share on other sites More sharing options...
allista Posted February 6, 2017 Author Share Posted February 6, 2017 2 hours ago, stali79 said: Thanks for the update man, any update on the sabres? Not yet, sorry; with all the work on GC+MKS integration. But I haven't forgot. Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 6, 2017 Share Posted February 6, 2017 2 hours ago, allista said: It stores the vessel in editor as a full ShipConstruct node, so in principle it's possible to read that node and load a ShipConstruct from it and examine it as you do with the top-most vessel. In that case, it should be easy enough to do something with it, as a "ShipConstruct" node is what EL uses Sadly, a bit busy, so I can't say when it will be, but the next version of EL will support hangar properly. Quote Link to comment Share on other sites More sharing options...
allista Posted February 6, 2017 Author Share Posted February 6, 2017 5 minutes ago, taniwha said: In that case, it should be easy enough to do something with it, as a "ShipConstruct" node is what EL uses Sadly, a bit busy, so I can't say when it will be, but the next version of EL will support hangar properly. Glad to hear it! Meanwhile, every involved user is urged to take advantage of this cheat while it still exists to make trillions of funds! Quote Link to comment Share on other sites More sharing options...
Fobok Posted February 8, 2017 Share Posted February 8, 2017 (edited) I've loved the idea of Hangars for quite a while, but my last few playthroughs never advanced far enough for me to make any use of it. Last night, however, it saved my mission. I'd designed a moon lander that wasn't very aerodynamic at all. However, I'd neglected to unlock the tech nodes with large enough fairings. That's, however, when I noticed the fairing hangar. It worked wonders, and this mod just earned a spot on my must-have list, alongside your other mods. (I haven't gotten a chance to try out GC yet, I haven't teched up enough yet, but it comes with MKS now so it automatically included. :-) ) http://imgur.com/a/GdjUV Edited February 8, 2017 by Fobok Quote Link to comment Share on other sites More sharing options...
allista Posted February 8, 2017 Author Share Posted February 8, 2017 That's how I make those things! A glimpse of the upcoming BoxFairing hangar for easy rover deployment... *yea, I know I'm not @RoverDude. I'm learning! Quote Link to comment Share on other sites More sharing options...
Fobok Posted February 8, 2017 Share Posted February 8, 2017 Looks pretty good to me. I've been wanting to learn to do 3D modelling myself, but Blender's interface just confuses me to no end so I haven't been able to bring myself to sit down, settle in, and figure it out. Quote Link to comment Share on other sites More sharing options...
allista Posted February 8, 2017 Author Share Posted February 8, 2017 9 minutes ago, Fobok said: Looks pretty good to me. I've been wanting to learn to do 3D modelling myself, but Blender's interface just confuses me to no end so I haven't been able to bring myself to sit down, settle in, and figure it out. There are quite a few good video tutorials on Blender's interface and basics on youtube And once you've learned it you cannot stop wondering: why other software does not use interface like this?! Quote Link to comment Share on other sites More sharing options...
0111narwhalz Posted February 8, 2017 Share Posted February 8, 2017 1 minute ago, allista said: And once you've learned it you cannot stop wondering: why other software does not use interface like this?! Seriously this. The Blender guys have done a great job. Context sensitive, hotkeys for damn near everything, highly configurable for whatever stage of your project. Quote Link to comment Share on other sites More sharing options...
Haifi Posted February 10, 2017 Share Posted February 10, 2017 (edited) Hi allista Grapple nodes seem to be stable still Now that the drift seems sorted out, I did try to get a asteroid hangar up and running. But the hangar refuses to store even a small craft. I tried to fit this: Spoiler Into this hangar: Spoiler But I always get the standard message: Spoiler Am I stupid again and missed something? I have some tanks in the hatch that hangar is using, does this prevent the hangar from working with that hatch? The ship should fit through the ( 5.x by 5.x meters, I think it was? ) entrance. And the Inside volume should be more than enough... Edited February 10, 2017 by Haifi Quote Link to comment Share on other sites More sharing options...
allista Posted February 10, 2017 Author Share Posted February 10, 2017 @Haifi, nah, it's one more bug courtesy of me, I'm afraid Thanks for the report! Oh, brother testers, where are you? Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted February 10, 2017 Share Posted February 10, 2017 *glances at accomplishing to have any asteroid hangar!!!* (a totally must-have in a space game like KSP) Quote Link to comment Share on other sites More sharing options...
eLDude Posted February 10, 2017 Share Posted February 10, 2017 great update, loading subassemblies works great and without loading time compared to vessel loading... just a few ms but noticeable however, i get this Spoiler Coroutine couldn't be started because the the game object 'SurfaceTail' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarStationHub' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'SquareHeatshield2' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'SquareHeatshield' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'SpaceportRCS' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarRadialAdapter2' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarRadialAdapter1' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarProcAdapter' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarDockingPort' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarExtensionXL' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarExtensionL' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarExtension' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'StructuralGrappleNode' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'MobileSmelter' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'SmallVTOLHangar' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'Hangar1' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'RoverLanderHangar' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'RadialHangar' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'InlineHangar2' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'InlineHangar1' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'InflatableSpaceHangar' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'InflatableHangar2' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'InflatableHangar1' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'FairingsOcto' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'Hangar2' is inactive! (Filename: Line: 738) everytime i click a part in editor Quote Link to comment Share on other sites More sharing options...
allista Posted February 10, 2017 Author Share Posted February 10, 2017 1 minute ago, eLDude said: great update, loading subassemblies works great and without loading time compared to vessel loading... just a few ms but noticeable however, i get this Hide contents Coroutine couldn't be started because the the game object 'SurfaceTail' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarStationHub' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'SquareHeatshield2' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'SquareHeatshield' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'SpaceportRCS' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarRadialAdapter2' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarRadialAdapter1' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarProcAdapter' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarDockingPort' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarExtensionXL' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarExtensionL' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'HangarExtension' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'StructuralGrappleNode' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'MobileSmelter' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'SmallVTOLHangar' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'Hangar1' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'RoverLanderHangar' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'RadialHangar' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'InlineHangar2' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'InlineHangar1' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'InflatableSpaceHangar' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'InflatableHangar2' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'InflatableHangar1' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'FairingsOcto' is inactive! (Filename: Line: 738) Coroutine couldn't be started because the the game object 'Hangar2' is inactive! (Filename: Line: 738) everytime i click a part in editor Are you getting any strange behavior, or are you just see these lines in the log? Anyways, thanks for the report, I'll be checking this out, as it shouldn't be happening. Quote Link to comment Share on other sites More sharing options...
eLDude Posted February 10, 2017 Share Posted February 10, 2017 nothing strange noticed except a short lag as i click the part or the vessel Quote Link to comment Share on other sites More sharing options...
Haifi Posted February 11, 2017 Share Posted February 11, 2017 @allistaI have another question, is it possible to tune down or turn off the dust effect on the asteroid drill? It's causing more and more lag as my asteroid base grows, so I would want to save some performance by at least reducing the effect... Quote Link to comment Share on other sites More sharing options...
allista Posted February 11, 2017 Author Share Posted February 11, 2017 3 minutes ago, Haifi said: @allistaI have another question, is it possible to tune down or turn off the dust effect on the asteroid drill? It's causing more and more lag as my asteroid base grows, so I would want to save some performance by at least reducing the effect... Are you sure it's the dust causing the lag? It seems very unlikely. Anyways... there's no way to control it. Even more, I'm not currently sure which module controls the emitter O_o Quote Link to comment Share on other sites More sharing options...
Haifi Posted February 11, 2017 Share Posted February 11, 2017 (edited) 31 minutes ago, allista said: Are you sure it's the dust causing the lag? It seems very unlikely. Its either the dust, or the digging itself. Because the lag hits, as soon as I turn on the drill. And it fades as soon as I turn the drill off. Edit: As for the module, it should be MODULE { name = ModuleAnimationGroup activeAnimationName = drill-animation moduleType = Drill autoDeploy = true } because you can start several animations concurrently with it. Just a guess tho... Edited February 11, 2017 by Haifi Quote Link to comment Share on other sites More sharing options...
allista Posted February 11, 2017 Author Share Posted February 11, 2017 36 minutes ago, Haifi said: Its either the dust, or the digging itself. Because the lag hits, as soon as I turn on the drill. And it fades as soon as I turn the drill off. Edit: As for the module, it should be MODULE { name = ModuleAnimationGroup activeAnimationName = drill-animation moduleType = Drill autoDeploy = true } because you can start several animations concurrently with it. Just a guess tho... Why, of course! The AnimationGroup, not AnimatiorGeneric! Indeed, it controls the emitters. But it is private: private void ToggleEmmitters(bool state) { KSPParticleEmitter[] componentsInChildren = base.part.GetComponentsInChildren<KSPParticleEmitter>(); int i = 0; int num = componentsInChildren.Length; while (i < num) { componentsInChildren[i].emit = state; componentsInChildren[i].enabled = state; i++; } } So the only thing I can do is to remove the effect from the model completely Quote Link to comment Share on other sites More sharing options...
Haifi Posted February 11, 2017 Share Posted February 11, 2017 (edited) 13 minutes ago, allista said: Why, of course! The AnimationGroup, not AnimatiorGeneric! Indeed, it controls the emitters. But it is private: private void ToggleEmmitters(bool state) { KSPParticleEmitter[] componentsInChildren = base.part.GetComponentsInChildren<KSPParticleEmitter>(); int i = 0; int num = componentsInChildren.Length; while (i < num) { componentsInChildren[i].emit = state; componentsInChildren[i].enabled = state; i++; } } So the only thing I can do is to remove the effect from the model completely Ah, sh...! Ok, too much hassle. Don't bother for now. If you're bored someday, you know what you could have a look at Any news on the asteroid Hangar? Just curious if you located the problem. Edited February 11, 2017 by Haifi Quote Link to comment Share on other sites More sharing options...
smokytehbear Posted February 15, 2017 Share Posted February 15, 2017 On 2/10/2017 at 3:14 AM, eLDude said: nothing strange noticed except a short lag as i click the part or the vessel I'm having this issue too. Can't be sure it's the source of the lag entirely, but I am pretty sure it isn't helping. Get a major lag spike every time I click any part to place in editor, same log spam as mentioned above. Quote Link to comment Share on other sites More sharing options...
Noppera-Bo Posted February 19, 2017 Share Posted February 19, 2017 I don't know why but the textures have gone a bit mad in my save(ie. the docking port is a solid, uniform, eye-searing, neon green) I admit to being very new to KSP modding, so any advice on what's gone wrong would be appreciated. Quote Link to comment Share on other sites More sharing options...
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