allista Posted August 30, 2017 Author Share Posted August 30, 2017 2 hours ago, LatiMacciato said: I has a smaller minor "bug" (not quite an issue tho!) I guess an asteroid is not supposed to have two hatches. At least what happens is if you have the Asteroid Hatch and the Structural Grapple Device both fixed, go somewhere else (KSC or anywhere else) then going back to that experiment the asteroid starts wobbling and finally break apart (the Asteroid Hatch went off first). I assume somewhere on the line the physics are just partying hard then .. so an easy advice: 1 hatch per asteroid might be safe oh and one more thing: I love how i just need about 1 part of so many different resources!! Really enjoying KSP again! ty @allista !!! EDIT: I forgot to make a request .. mind I ask, would it be possible and/or is this fitting your idea of Hangar to store Snacks/Soil (waste product if it is activated through options config)? Thanks! Now this is literally an issue: https://github.com/allista/hangar/issues/190 Because grapples and hatches are supposed to work together and in quantities. Oh, this whole thing with vessel attachment is maddening! As for request: it belongs to CC, rather than here. There's the configuration that manages what resources CC tanks (hatch is such a tank) can hold: https://github.com/allista/ConfigurableContainers/blob/master/GameData/ConfigurableContainers/TankTypes.cfg Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted August 30, 2017 Share Posted August 30, 2017 3 minutes ago, allista said: Thanks! Now this is literally an issue: https://github.com/allista/hangar/issues/190 Because grapples and hatches are supposed to work together and in quantities. Oh, this whole thing with vessel attachment is maddening! still a good workaround for now since not using ART so 'roids are small eg: it's ok to have 1 hatch per astro I'm thankful you look into it! 3 minutes ago, allista said: As for request: it belongs to CC, rather than here. There's the configuration that manages what resources CC tanks (hatch is such a tank) can hold: https://github.com/allista/ConfigurableContainers/blob/master/GameData/ConfigurableContainers/TankTypes.cfg right, I forgot .. if you wish I can try to calculate for snacks, unless there's some volunteer (I might reply to CC thread cuz this is Hangar) Quote Link to comment Share on other sites More sharing options...
allista Posted August 30, 2017 Author Share Posted August 30, 2017 11 minutes ago, LatiMacciato said: still a good workaround for now since not using ART so 'roids are small eg: it's ok to have 1 hatch per astro I'm thankful you look into it! right, I forgot .. if you wish I can try to calculate for snacks, unless there's some volunteer (I might reply to CC thread cuz this is Hangar) Yep, do that. There probably won't be many calculations since CPR resources tend to have their units to be liters, so it will be 1u/L in CC config. Just tell me what mod to check for and I'll add the snacks to the Food tank type, and Soil to Soil (ashes to ashes ) Quote Link to comment Share on other sites More sharing options...
Esendis Posted September 6, 2017 Share Posted September 6, 2017 (edited) Started a new game with roverdude's ART installed. I didn't plan to use both Hangar and ART resources - just got ART for the giant asteroid script (really wanted an Armageddon Asteroid). The problem is that the asteroid just doesn't want the asteroid factory. As soon as i stop even a mild 5x time warp, the hatch snaps off. Anything else KAS attached to the roid stays put. Is this a known incompatibility? Allista, i really appreciate the effort you have put into making your mods - i don't even know how many hours i have spent playing/abusing them () but would you even consider making a separate KAS attached asteroid hatch version? I really want my Armageddon Asteroid Space Station!!! Update: Never mind, fixed it myself. Added a node_attach in the .cfg on the bottom of the asteroid hatch, allowed srfAttach and fixed it in place with KAS. Cheated a bit with the KAS lift settings but totally worth it - everything working as intended . Edited September 9, 2017 by Esendis Quote Link to comment Share on other sites More sharing options...
Khantemplation Posted September 10, 2017 Share Posted September 10, 2017 So after digging through the thread, I belive this has come up before, but because it's not listed as an incompatibility in the OP I thought I'd mention this again: Routine Mission Manager breaks the hangar functionality. All the parts are still there, but they don't do anything. Requesting OP be updated to note that the mods are incompatable. Quote Link to comment Share on other sites More sharing options...
B-STRK Posted September 10, 2017 Share Posted September 10, 2017 (edited) 10 hours ago, Khantemplation said: So after digging through the thread, I belive this has come up before, but because it's not listed as an incompatibility in the OP I thought I'd mention this again: Routine Mission Manager breaks the hangar functionality. All the parts are still there, but they don't do anything. Requesting OP be updated to note that the mods are incompatable. I do have RMM and Hangar in the same install, and both seem to work okay (though I haven't called a mission yet; will check this and report if there's any conflicts if I do so). At the very least, I can confirm so far in my save that the hangar parts are functional as expected. Would you be able to elaborate if there are any specific circumstances that the parts don't work? As in, after having tracked a mission, or ordering one to a port in a vessel with a Hangar? Have not tested all possible scenarios yet. Any sudden developments, though, I will most assuredly forward asap. Edit: have not tested asteroid parts yet. Need to bring a potato into range first. Edited September 10, 2017 by B-STRK Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted September 15, 2017 Share Posted September 15, 2017 (edited) Hiyas again! Unsure if that is a new bug or something already known but I have CustomAsteroids installed, having a asteroid hatch attached and fixed permanently, then I attached a Mining Factory which will not activate the Harvester feature (I have tanks for resources attached!). potatoroid part: Spoiler PART { name = PotatoRoid cid = 0 uid = 1606869622 mid = 1606869622 launchID = 0 parent = 23 position = 0.73656332492828369,21.81797981262207,2.0160524845123291 rotation = 0.707047462,0.493229419,0.337786287,0.377768308 mirror = 1,1,1 symMethod = Radial istg = -1 resPri = 0 dstg = 0 sqor = 0 sepI = 3 sidx = 0 attm = 0 srfN = , -1 mass = 47.782402 shielded = False temp = 267.23469919677416 tempExt = 267.23669760064513 tempExtUnexp = 323.07684779902399 expt = 0.100000001 state = 1 attached = True autostrutMode = Root rigidAttachment = False flag = rTrf = PotatoRoid modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleAsteroid isEnabled = True seed = 48136660 AsteroidName = Pot. Hazard. Ast. ZJH-989 prefabBaseURL = Procedural/PA_C currentState = 1 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidInfo isEnabled = True massThreshold = 3.8225921630859374 currentMass = 47.782402038574219 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.292682916 displayAbundance = 0.269268274 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.285714298 displayAbundance = 0.262857169 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.00999999978 displayAbundance = 0.0092000002 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.0592334494 displayAbundance = 0.0544947721 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.024390243 displayAbundance = 0.0224390235 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.0313588865 displayAbundance = 0.0288501754 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0.303135902 displayAbundance = 0.278885037 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = USI_ModuleRecycleablePart isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = CustomAsteroidData isEnabled = True composition = Stony stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAsteroidResource isEnabled = True abundance = 0 displayAbundance = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = HotSpotModule isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } } AsteroidDrill part: Spoiler PART { name = AsteroidDrill cid = 4292898260 uid = 681683751 mid = 3855661914 launchID = 164 parent = 3 position = 3.9637247937207576E-06,8.9298067092895508,1.1649944099190179E-05 rotation = 4.10951685E-07,9.53712515E-05,-1.8967016E-07,1.00000024 mirror = 1,1,1 symMethod = Radial istg = -1 resPri = 0 dstg = 0 sqor = -1 sepI = 2 sidx = -1 attm = 0 srfN = , -1 attN = top, -1 attN = bottom, 3 mass = 54.046669 shielded = False temp = 232.59203334384793 tempExt = 232.99037280815938 tempExtUnexp = 264.72955944179915 expt = 0.5 state = 0 attached = True autostrutMode = Root rigidAttachment = False flag = customStuff/Flags/RabbitEmpire rTrf = AsteroidDrill modCost = 6988.93262 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleOverheatDisplay isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = AsteroidMassConverter isEnabled = True DirectAttach = False EfficiencyBonus = 1 IsActivated = False stagingEnabled = True lastUpdateTime = 2300561.4238250623 EVENTS { } ACTIONS { StopResourceConverterAction { actionGroup = None } StartResourceConverterAction { actionGroup = None } ToggleResourceConverterAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleAnimationGroup isEnabled = True _isActive = False isDeployed = True stagingEnabled = True EVENTS { } ACTIONS { DeployModuleAction { actionGroup = None active = False } RetractModuleAction { actionGroup = None active = False } ToggleModuleAction { actionGroup = None active = False } } UPGRADESAPPLIED { } } MODULE { name = ModuleCoreHeat isEnabled = True CoreTempGoalAdjustment = 0 CoreThermalEnergy = 11384491.180019503 stagingEnabled = True lastUpdateTime = 2300561.4238250623 EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleDockingNode isEnabled = True crossfeed = True stagingEnabled = False state = Docked (dockee) dockUId = 2112701495 dockNodeIdx = 0 EVENTS { } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } EnableXFeedAction { actionGroup = None } DisableXFeedAction { actionGroup = None } ToggleXFeedAction { actionGroup = None } } DOCKEDVESSEL { vesselName = OrbitalStation One Ship vesselType = Ship rootUId = 2794357487 } UPGRADESAPPLIED { } } MODULE { name = HangarPassage isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleCommand isEnabled = True hibernation = False hibernateOnWarp = False stagingEnabled = True EVENTS { } ACTIONS { HibernateToggle { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleKerbNetAccess isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { OpenKerbNetAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleDataTransmitter isEnabled = True xmitIncomplete = False stagingEnabled = True canComm = True EVENTS { } ACTIONS { StartTransmissionAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleGenerator isEnabled = True generatorIsActive = True throttle = 1 stagingEnabled = True EVENTS { } ACTIONS { ToggleAction { actionGroup = None active = False } ActivateAction { actionGroup = None active = False } ShutdownAction { actionGroup = None active = False } } UPGRADESAPPLIED { } } MODULE { name = ModuleTankManager isEnabled = True ModuleSaveFromPrefab = False Volume = 15 DoCostPatch = False CostPatch = 0 DoMassPatch = False MassPatch = 0 stagingEnabled = True AddRemoveEnabled = False TypeChangeEnabled = False ExcludeTankTypes = IncludeTankTypes = MANAGED = True EVENTS { } ACTIONS { } TANK { name = ModuleSwitchableTank isEnabled = True id = 0 managed = True TankType = Soil InitialAmount = NaN CurrentResource = Ore CoreTemperatureDisplay = 0 BoiloffDisplay = 0 CoolingDisplay = 0 EcDisplay = 0 ModuleSaveFromPrefab = False Volume = 0 DoCostPatch = False CostPatch = 0 DoMassPatch = False MassPatch = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } TANK { name = ModuleSwitchableTank isEnabled = True id = 1 managed = True TankType = LiquidChemicals InitialAmount = 0.593707442 CurrentResource = MonoPropellant CoreTemperatureDisplay = 0 BoiloffDisplay = 0 CoolingDisplay = 0 EcDisplay = 0 ModuleSaveFromPrefab = False Volume = 15 DoCostPatch = False CostPatch = 0 DoMassPatch = False MassPatch = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } UPGRADESAPPLIED { } } MODULE { name = ModuleFuelJettison isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { FuelJettisonAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleSAS isEnabled = True standaloneToggle = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleReactionWheel isEnabled = True actuatorModeCycle = 0 authorityLimiter = 100 stateString = Running stagingEnabled = True WheelState = Active EVENTS { } ACTIONS { CycleAction { actionGroup = None } Activate { actionGroup = None } Deactivate { actionGroup = None } Toggle { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleRCS isEnabled = True rcsEnabled = True thrustPercentage = 100 currentShowToggles = False enableYaw = True enablePitch = True enableRoll = True enableX = True enableY = True enableZ = True useThrottle = False fullThrust = False stagingEnabled = False EVENTS { } ACTIONS { ToggleAction { actionGroup = None } } UPGRADESAPPLIED { } } MODULE { name = ModuleTestSubject isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleLogisticsConsumer isEnabled = True lastCheck = 2300559.4038250605 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = RcsSounds isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = USI_ModuleRecycleablePart isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = DPSoundFX isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = HotSpotModule isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = MechJebCore isEnabled = True running = True stagingEnabled = True EVENTS { } ACTIONS { OnOrbitProgradeAction { actionGroup = None } OnOrbitRetrogradeAction { actionGroup = None } OnOrbitNormalAction { actionGroup = None } OnOrbitAntinormalAction { actionGroup = None } OnOrbitRadialInAction { actionGroup = None } OnOrbitRadialOutAction { actionGroup = None } OnKillRotationAction { actionGroup = None } OnDeactivateSmartASSAction { actionGroup = None } OnPanicAction { actionGroup = None } OnTranslatronOffAction { actionGroup = None } OnTranslatronKeepVertAction { actionGroup = None } OnTranslatronZeroSpeedAction { actionGroup = None } OnTranslatronPlusOneSpeedAction { actionGroup = None } OnTranslatronMinusOneSpeedAction { actionGroup = None } OnTranslatronToggleHSAction { actionGroup = None } OnAscentAPToggleAction { actionGroup = None } } MechJebLocalSettings { MechJebModuleMenu { unlockParts = unlockTechs = } MechJebModuleAscentAutopilot { unlockParts = unlockTechs = } MechJebModuleAscentGuidance { unlockParts = unlockTechs = unmannedTech } MechJebModuleAscentNavBall { unlockParts = unlockTechs = } MechJebModuleAscentPathEditor { unlockParts = unlockTechs = } MechJebModuleAttitudeAdjustment { unlockParts = unlockTechs = advFlightControl } MechJebModuleCustomWindowEditor { unlockParts = unlockTechs = flightControl } MechJebModuleDebugArrows { unlockParts = unlockTechs = } MechJebModuleDockingAutopilot { forceRol = True overrideSafeDistance = True overrideTargetSize = True unlockParts = unlockTechs = rol { _val = 0 _text = 0 } } MechJebModuleDockingGuidance { unlockParts = unlockTechs = advUnmanned } MechJebModuleInfoItems { unlockParts = unlockTechs = } MechJebModuleLandingAutopilot { deployGears = True deployChutes = True rcsAdjustment = True unlockParts = unlockTechs = touchdownSpeed { _val = 0.5 _text = 0.5 } limitGearsStage { val = 0 _text = 0 } limitChutesStage { val = 0 _text = 0 } } MechJebModuleLandingGuidance { landingSiteIdx = 0 unlockParts = unlockTechs = unmannedTech } MechJebModuleLandingPredictions { unlockParts = unlockTechs = } MechJebModuleManeuverPlanner { unlockParts = unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockParts = unlockTechs = advFlightControl } MechJebModuleNodeExecutor { unlockParts = unlockTechs = } MechJebModuleRCSBalancerWindow { unlockParts = unlockTechs = advFlightControl } MechJebModuleRendezvousAutopilot { unlockParts = unlockTechs = } MechJebModuleRendezvousAutopilotWindow { unlockParts = unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockParts = unlockTechs = advUnmanned } MechJebModuleRoverController { ControlHeading = False ControlSpeed = False BrakeOnEject = False BrakeOnEnergyDepletion = False WarpToDaylight = True StabilityControl = False LimitAcceleration = False unlockParts = unlockTechs = heading { _val = 0 _text = 0 } speed { _val = 10 _text = 10 } } MechJebModuleRoverWindow { unlockParts = unlockTechs = fieldScience } MechJebModuleScript { minifiedGUI = False selectedSlot = 0 vesselSaveName = #KerbinStation_HotelSection activeSavepoint = 0 unlockParts = unlockTechs = } MechJebModuleSettings { unlockParts = unlockTechs = } MechJebModuleSmartASS { mode = ORBITAL target = OFF advReference = INERTIAL advDirection = FORWARD forceRol = False forcePitch = True forceYaw = True unlockParts = unlockTechs = flightControl srfHdg { _val = 90 _text = 90 } srfPit { _val = 90 _text = 90 } srfRol { _val = 0 _text = 0 } srfVelYaw { _val = 0 _text = 0 } srfVelPit { _val = 0 _text = 0 } srfVelRol { _val = 0 _text = 0 } rol { _val = 0 _text = 0 } } MechJebModuleSmartRcs { unlockParts = unlockTechs = } MechJebModuleSpaceplaneAutopilot { unlockParts = unlockTechs = } MechJebModuleSpaceplaneGuidance { runwayIndex = 0 unlockParts = unlockTechs = unmannedTech } MechJebModuleStageStats { unlockParts = unlockTechs = } MechJebModuleTargetController { unlockParts = unlockTechs = } MechJebModuleThrustWindow { autostageSavedState = False unlockParts = unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockParts = unlockTechs = advFlightControl trans_spd { _val = 0 _text = 0 } } MechJebModuleWarpHelper { unlockParts = unlockTechs = advFlightControl phaseAngle { _val = 0 _text = 0 } } MechJebModuleWaypointWindow { unlockParts = unlockTechs = } MechJebModuleWaypointHelpWindow { unlockParts = unlockTechs = } ModExtensionDemo { unlockParts = unlockTechs = } MechJebModuleCustomInfoWindow { } MechJebModuleCustomInfoWindow { } MechJebModuleCustomInfoWindow { } MechJebModuleCustomInfoWindow { } MechJebModuleCustomInfoWindow { } MechJebModuleCustomInfoWindow { } MechJebModuleCustomInfoWindow { } MechJebModuleWarpController { unlockParts = unlockTechs = } MechJebModuleSolarPanelController { prev_ShouldOpenSolarPanels = False unlockParts = unlockTechs = } MechJebModuleThrustController { limitThrottle = False limiterMinThrottle = False electricThrottle = False unlockParts = unlockTechs = maxThrottle { _val = 1 _text = 100 } minThrottle { _val = 0.050000000000000003 _text = 5 } electricThrottleLo { _val = 0.050000000000000003 _text = 5 } electricThrottleHi { _val = 0.14999999999999999 _text = 15 } } MechJebModuleRCSController { unlockParts = unlockTechs = Tf { _val = 1 _text = 1 } Kp { _val = 0.12492219800962338 _text = 0.124922198009623 } Ki { _val = 0.0073611111111111091 _text = 0.00736111111111111 } Kd { _val = 0.53000000000000003 _text = 0.53 } } MechJebModuleRCSBalancer { unlockParts = unlockTechs = } MechJebModuleAttitudeController { unlockParts = unlockTechs = } MechJebModuleStagingController { unlockParts = unlockTechs = } MechJebModuleFlightRecorder { markUT = 2295100.6870076382 deltaVExpended = NaN dragLosses = 0 gravityLosses = 582.25773078522445 steeringLosses = NaN markLAN = 15.285265937979693 markLatitude = 0.0045644729730696474 markLongitude = -8.060882928593168 markAltitude = 24357.221787987721 markBodyIndex = 1 maxDragGees = 0 unlockParts = unlockTechs = } MechJebModuleFlightRecorderGraph { unlockParts = unlockTechs = } } UPGRADESAPPLIED { } } MODULE { name = ModuleTripLogger isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } Log { flight = 0 0 = Orbit,Kerbin } UPGRADESAPPLIED { } } MODULE { name = ModuleSwitchableTank isEnabled = True id = 0 managed = True TankType = Soil InitialAmount = NaN CurrentResource = Ore CoreTemperatureDisplay = 0 BoiloffDisplay = 0 CoolingDisplay = 0 EcDisplay = 0 ModuleSaveFromPrefab = False Volume = 0 DoCostPatch = False CostPatch = 0 DoMassPatch = False MassPatch = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleSwitchableTank isEnabled = True id = 1 managed = True TankType = LiquidChemicals InitialAmount = 0.596677661 CurrentResource = MonoPropellant CoreTemperatureDisplay = 0 BoiloffDisplay = 0 CoolingDisplay = 0 EcDisplay = 0 ModuleSaveFromPrefab = False Volume = 15 DoCostPatch = False CostPatch = 0 DoMassPatch = False MassPatch = 0 stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } RESOURCE { name = ElectricCharge amount = 23199.998046875 maxAmount = 23200 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = MonoPropellant amount = 3293.6606227522093 maxAmount = 5520 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } RESOURCE { name = Ore amount = 0 maxAmount = 0 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } } If I want to activate the harvester it shows 5% for a milisecond then like instantly turns off, is there anything I can do about it? NOTE: One thing I forgot to mention. when I first encountered this asteroid I grabbed it with a stock grapple to re-orbit it and have this asteroid hatch attached. After that I detatched this orbit-arrangement-vessel, but now I cannot mine it EDIT: I figured I need another engineer to tickle the activation. I built this Asteroid Drill vessel via EL where many engineers are available, then i brought that to this asteoid and it did not see the engineers somehow. However, bringing an engineer to this vessel tickled it. I forgot to activate the tanks, silly me! I can now mine it!!! Edited September 15, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
drhay53 Posted September 17, 2017 Share Posted September 17, 2017 (edited) Edit: the adapter in question was size 1.4 on the top and 1.5 on the bottom. I played around with some stock size 1-2 adapters and the aerodynamics hit is huge there too. So basically, even though visually the 1.4-1.5 adapter looks like it should be pretty aerodynamic, it's taking a huge hit. I have a problem that I'm quite sure is related to the universal adapter from Hangar. Basically, just about any craft with the adapter on it drastically overuses delta-v in getting to orbit, which leads me to believe that something is off with the aerodynamics of the part. I have noticed this on many different crafts of different designs, with varying top and bottom node sizes on the adapter. Using MechJeb's ascent guidance, for instance, just now I launched a craft with 3800+ atmospheric delta-v. Normally, my minimum is 3400 to ensure a 100km orbit. This craft ran out of delta-v before getting out of the atmosphere. I removed the universal adapter, and reached orbit with 774 delta-v to spare. The rest of the craft was identical. Is there a way for me to further help diagnose that this is an aerodynamics issue with this part (which I'm fairly sure that it is)? Edited September 18, 2017 by drhay53 Quote Link to comment Share on other sites More sharing options...
mrvice Posted September 25, 2017 Share Posted September 25, 2017 respawning a plane from the carrier mod (wich useses your hangar mod for storeing / spawning vehicles ) Respawning a plane on the carrier will missalign its parts during spawning wich makes it unflyable. Retracting the landing gear after "failed" spawn and extend it again seems to fix the problem ( repeatable ) Spawning a something in your hangars provided from your mod seems not to have the same problem . Quote Link to comment Share on other sites More sharing options...
kerbalfreak Posted October 7, 2017 Share Posted October 7, 2017 I like very much this mod, but I'm having lots of problems. - The ejection force seems to scale with the size, sending debris very far away in big hangars. In orbit around Eve they simple escape Eve's SOI. They also destroy parts that are near or attached. The "residual ship" (the base of the hangar) behaves in very strange ways (change orbit alone, don't get deleted with a periapsis of 10K in Eve, etc). Is there a way to not generate any debris when unloading a hangar? I'd be happy with the whole mod if the aerodynamic hangar (the black one) don't generate any debris or that residual ship. It also seems to have almost no drag during re-entrys. - The universal and radial adapters change position when reloading the ship. - I cannot use the stock playload bays or the inline hangars. I put vessels in then, they mass changes and display info about what was stored, but I dont have any option/button to load the vessel. I can only open and close the gates, and see it empty. I'm using 1.3, install mods only with CKAN. If there's more info needed just say. Quote Link to comment Share on other sites More sharing options...
katateochi Posted October 19, 2017 Share Posted October 19, 2017 I must be being dumb, but I can't seem to get this to work. I've tried it in my current 1.3.1 modded setup, and then again in a stock 1.3.0 and I get the same result; the parts are there but I can't get them to do anything (and no icon is shown on the toolbar). I tried adding KSPAPIExtensions.dll to see if that was missing, but that didn't change anything. So I've just got Hangar and module manager in my 1.3.0 GameData folder and it no worky. What am I doing wrong? Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted October 19, 2017 Share Posted October 19, 2017 14 minutes ago, katateochi said: I must be being dumb, but I can't seem to get this to work. I've tried it in my current 1.3.1 modded setup, and then again in a stock 1.3.0 and I get the same result; the parts are there but I can't get them to do anything (and no icon is shown on the toolbar). I tried adding KSPAPIExtensions.dll to see if that was missing, but that didn't change anything. So I've just got Hangar and module manager in my 1.3.0 GameData folder and it no worky. What am I doing wrong? I hope you don't mind I quote @allista's words from here (issue #191) Quote There's no build for 1.3.1, so things shouldn't work. Wait until I fix incompatibilities with the new API and publish new versions of the mods. I'm yet waiting patiently too, hope that's not taking too long and going to be awesome Quote Link to comment Share on other sites More sharing options...
katateochi Posted October 19, 2017 Share Posted October 19, 2017 Just now, LatiMacciato said: I hope you don't mind I quote @allista's words from here (issue #191) I'd guessed that 1.3.1 wasn't supported yet, but I also couldn't get it to work in 1.3.0 Quote Link to comment Share on other sites More sharing options...
0111narwhalz Posted October 19, 2017 Share Posted October 19, 2017 <insert unhelpful "works on my machine" comment here> Without logs, it's very difficult to diagnose your problem. However, this: 1 hour ago, katateochi said: So I've just got Hangar and module manager in my 1.3.0 GameData folder and it no worky. suggests that you may be missing AT_Utils. Quote Link to comment Share on other sites More sharing options...
katateochi Posted October 21, 2017 Share Posted October 21, 2017 On 19/10/2017 at 11:39 PM, 0111narwhalz said: suggests that you may be missing AT_Utils. turns out I was missing AT_Utils, but having added that (so folders in GD are 000_AT_Utils, ,ConfigurableContainers, Hangar, Squad, ModuleManager.2.8.1.dll ) now the game crashes during load. That's with KSP 1.3.0 and Hangar 3.3.0. Anyway, I'll just wait till a 1.3.1 release is ready as I'm playing that now. Quote Link to comment Share on other sites More sharing options...
allista Posted October 26, 2017 Author Share Posted October 26, 2017 FYI, posting this here: KSP-1.3.1 has a small (one liner, really) but nasty bug in localization system that affects asteroids and who-knows-what else. The bug effectively prevents KSPFields of integer type to be persistent, as a module can't read in OnLoad what it had written in OnSave. In asteroids ModuleAsteroid can't save its seed, so on each load it changes shape. That's the source of bugs were things attached to an asteroid become visually "detached" (and what really happens is that the asteroid changes below them): http://bugs.kerbalspaceprogram.com/issues/16087#change-82157 So I guess, or rather hope, that we'll soon see KSP-1.3.1.1 or something too fix this. For my part, I've made a workaround in AT_Utils that will prevent asteroids from changing, if you have old saves to start with. Wait a couple more days for the release. Quote Link to comment Share on other sites More sharing options...
CaptainPanda Posted October 27, 2017 Share Posted October 27, 2017 I'm having an issue with the green/orange hangar parts. I'm trying to attach them to a deck plate, but the node to attach them in place seems to be on the top of the part instead of the bottom, so the part attaches upside down. I flip the part over and line it up with the deck, but the part resets itself when I unload the craft, flipping back upside down, and making it impossible to launch any vessels from them. Quote Link to comment Share on other sites More sharing options...
allista Posted October 27, 2017 Author Share Posted October 27, 2017 53 minutes ago, CaptainPanda said: I'm having an issue with the green/orange hangar parts. I'm trying to attach them to a deck plate, but the node to attach them in place seems to be on the top of the part instead of the bottom, so the part attaches upside down. I flip the part over and line it up with the deck, but the part resets itself when I unload the craft, flipping back upside down, and making it impossible to launch any vessels from them. The ground hangars are intended to be standalone buildings. They even have an option to anchor themselves to the ground. The node on the roof is more to attach things like space-cranes. What exactly are you trying to build with them? Quote Link to comment Share on other sites More sharing options...
0111narwhalz Posted October 27, 2017 Share Posted October 27, 2017 Is the sequential loading of every contained vessel intended behavior? It takes an awful long time when there're dozens of ships in it, and that can cause problems anytime but prelaunch as time is not paused during this process. Quote Link to comment Share on other sites More sharing options...
allista Posted October 27, 2017 Author Share Posted October 27, 2017 35 minutes ago, 0111narwhalz said: Is the sequential loading of every contained vessel intended behavior? It takes an awful long time when there're dozens of ships in it, and that can cause problems anytime but prelaunch as time is not paused during this process. This is intended behavior. For now. The store/spawn mechanism of the Hangar was first made to work only with vessels already in flight. In-editor storage that was added later works around it like this: spawns ShipConstruts and immediately stores them in the Hangar. I don't like it either, and right now I'm working on in-orbit spawning of ShipConstruts in Ground Construction. When I'm done with it, I reimplement it in Hangar as well. Quote Link to comment Share on other sites More sharing options...
CaptainPanda Posted October 27, 2017 Share Posted October 27, 2017 9 hours ago, allista said: The ground hangars are intended to be standalone buildings. They even have an option to anchor themselves to the ground. The node on the roof is more to attach things like space-cranes. What exactly are you trying to build with them? I'm trying to add hangar space to a Heisenberg Airships carrier. They fit well within the hangar deck pieces, and I'm not certain what else I could use to store planes. Quote Link to comment Share on other sites More sharing options...
allista Posted October 27, 2017 Author Share Posted October 27, 2017 1 hour ago, CaptainPanda said: I'm trying to add hangar space to a Heisenberg Airships carrier. They fit well within the hangar deck pieces, and I'm not certain what else I could use to store planes. Oh, you mean you have some existing parts and are trying to add hangar functionality to them using modules from this mod? That is, unfortunately, not that straightforward. Have you seen this? https://github.com/allista/hangar/wiki/HOWTO-for-Modders Quote Link to comment Share on other sites More sharing options...
allista Posted November 9, 2017 Author Share Posted November 9, 2017 Version 3.3.3 for Kerbal Space Program 1.3.1 Released on 2017-11-09 Single Use Grapples: Fixed attachment using auto-generated AttachNodes. Fixed grapple joint reinforcement. Added HUD overlay for grapple contact points: red line means "too far" from attach point green line means "close enough" when all are green, grapple is attached immediately Fixed camera jumping on launch from hangar. Merged -- Asteroid Hatch + Asteroid Hatch Port into a single part. Old parts in flight will function, but will not be available in Editor. Added two lamps on the sides of Hatch Port Adapter. Increased lamp range of Structural Grapple. Corrected Box Fairing mass calculation. Procedural Adapter updates mesh after passage is Ready. And updates DragCubes as well. Download Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted November 9, 2017 Share Posted November 9, 2017 does this update include the temp fix for already attached asteroids from 1.3.0? Quote Link to comment Share on other sites More sharing options...
allista Posted November 9, 2017 Author Share Posted November 9, 2017 Just now, LatiMacciato said: does this update include the temp fix for already attached asteroids from 1.3.0? Almost: this fix is included in AT_Utils, so no matter which of my mods you install, asteroids' form will be stabilized. It also doesn't matter if you have anything attached to them. Quote Link to comment Share on other sites More sharing options...
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