allista Posted July 25, 2020 Author Share Posted July 25, 2020 3 hours ago, Lisias said: this one caught my eye: These are actually pretty common, but I never saw any correlation of the NaNs from PatchedConicSolver with observable issues. 3 hours ago, Lisias said: Keep me in the loop Sure thing! Quote Link to comment Share on other sites More sharing options...
allista Posted July 30, 2020 Author Share Posted July 30, 2020 Version 3.6.2 for Kerbal Space Program 1.10.0 Released on 2020-07-30 Improved Procedural Adapter behaviour in Editor Fixed lag in Editor when opening PAW of hangars in symmetry group Download (30.24 MiB) Quote Link to comment Share on other sites More sharing options...
MgnfcntBstrd Posted July 31, 2020 Share Posted July 31, 2020 He there; I appreciate your mod, without which I cannot control my part count. TCA is also awesome, so thank you. I noticed that the adding of the hangar components to the stock cargo bay is recent, so I thought I'd mention this in case you have not run into it. I have a fuel drone with various tanks wrapped in a long Mk3 cargo bay. I opened up this drone to change the contents of a tank, and noticed that any attempt to directly right-click the contents of the cargo bay with the doors open, only brings up the menu of the bay itself, as if I was trying to click items with the doors still closed. Angling the camera inside the bay allows me to reach the contents, but I thought I'd mention it. Thanks! Quote Link to comment Share on other sites More sharing options...
allista Posted July 31, 2020 Author Share Posted July 31, 2020 14 minutes ago, MgnfcntBstrd said: He there; I appreciate your mod, without which I cannot control my part count. TCA is also awesome, so thank you. I noticed that the adding of the hangar components to the stock cargo bay is recent, so I thought I'd mention this in case you have not run into it. I have a fuel drone with various tanks wrapped in a long Mk3 cargo bay. I opened up this drone to change the contents of a tank, and noticed that any attempt to directly right-click the contents of the cargo bay with the doors open, only brings up the menu of the bay itself, as if I was trying to click items with the doors still closed. Angling the camera inside the bay allows me to reach the contents, but I thought I'd mention it. Thanks! This is a strange bug that appears and disappears from time to time without any apparent reason. There is a trigger collide added to the center of the bay, as well as an invisible mesh that delineates the internal space. But both shouldn't be raycast targets. Anyways, thanks for the report. I'll check this out when I'm back from the vacation after 9th... Quote Link to comment Share on other sites More sharing options...
Joshuawood Posted August 4, 2020 Share Posted August 4, 2020 I remember before this mod (Or maybe another very similar mod) you could have several craft inside 1 hanger and have them spawn at seperate times, is this no longer possible? and if so i can't find on the UI where you would do it, any help appreciated Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted August 4, 2020 Share Posted August 4, 2020 1 hour ago, Joshuawood said: I remember before this mod (Or maybe another very similar mod) you could have several craft inside 1 hanger and have them spawn at seperate times, is this no longer possible? and if so i can't find on the UI where you would do it, any help appreciated It's certainly this mod, and I've done it recently. Which hangar are you trying to use? I know that some of them only allow you to put a single vessel in them (like the Mk3 Cargo Bay, if I remember right) - are you using one of those maybe? Quote Link to comment Share on other sites More sharing options...
Joshuawood Posted August 4, 2020 Share Posted August 4, 2020 22 minutes ago, etmoonshade said: It's certainly this mod, and I've done it recently. Which hangar are you trying to use? I know that some of them only allow you to put a single vessel in them (like the Mk3 Cargo Bay, if I remember right) - are you using one of those maybe? i was trying to use the Aerodynamic and the Box hangers, i presume those are 2 that can only have 1? Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted August 4, 2020 Share Posted August 4, 2020 45 minutes ago, Joshuawood said: i was trying to use the Aerodynamic and the Box hangers, i presume those are 2 that can only have 1? I know the fairing hangar is single-item (and single-use) only. I'm fairly certain the same applies to the box hangar. If you right-click the part, it'll tell you if it has any restrictions on use (e.g. single-use only, only one vessel, etc.) Quote Link to comment Share on other sites More sharing options...
Joshuawood Posted August 4, 2020 Share Posted August 4, 2020 (edited) 8 minutes ago, etmoonshade said: I know the fairing hangar is single-item (and single-use) only. I'm fairly certain the same applies to the box hangar. If you right-click the part, it'll tell you if it has any restrictions on use (e.g. single-use only, only one vessel, etc.) ahhhh i seeeeeee thank you! Edited August 4, 2020 by Joshuawood Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted August 4, 2020 Share Posted August 4, 2020 9 minutes ago, Joshuawood said: ahhhh i seeeeeee thank you! Ah-hah. Yup, "only in editor" is the other one I forgot. There may be others, but I remembered there were at least 3. Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted August 20, 2020 Share Posted August 20, 2020 Do you add a node to the vessel file and save it in a vesselmodule or whatever they are called? Quote Link to comment Share on other sites More sharing options...
allista Posted August 20, 2020 Author Share Posted August 20, 2020 1 hour ago, xD-FireStriker said: Do you add a node to the vessel file and save it in a vesselmodule or whatever they are called? Err... what? Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted August 23, 2020 Share Posted August 23, 2020 (edited) I gave up on 1.10 as it was bug after bug and I reverted to 1.9.1 . Clean install. Deleted everything. Tried twice. Not that many mods, too. I installed it trough ckan. The hangar mod prevents the game from loading. First it hangs during one of teh config files (BigHangar.cfg). After reading a few pages back i installed AT Utils manually, and it was indeed missign a file compared to the ckan install. Now the game hangs its load on hangar.dll. the last few lines in the log file were: [LOG 10:25:56.424] vallicechunk_d.mat [LOG 10:25:56.424] vallstone_d.mat [LOG 10:25:56.424] vall_cryovolcano.fbx [LOG 10:25:56.424] vall_icechunk.fbx [LOG 10:25:56.424] vall_stone.fbx [LOG 10:25:56.424] cryovolcano_d.tga [LOG 10:25:56.424] cryovolcano_e.png [LOG 10:25:56.424] cryovolcano_n.jpg [LOG 10:25:56.425] cryovolcano_s.jpg [LOG 10:25:56.425] vallicechunk_d.jpg [LOG 10:25:56.425] vallicechunk_e.jpg [LOG 10:25:56.425] vallicechunk_n.jpg [LOG 10:25:56.425] vallicechunk_s.jpg [LOG 10:25:56.425] vallstone_d.jpg [LOG 10:25:56.425] vallstone_e.jpg [LOG 10:25:56.425] vallstone_n.jpg [LOG 10:25:56.425] vallstone_s.jpg [LOG 10:25:56.425] vallcryovolcano.prefab [LOG 10:25:56.426] vallicechunk.prefab [LOG 10:25:56.426] vallstone.prefab [LOG 10:25:56.428] Expansion makinghistory detected in path F:\SteamGames\steamapps\common\Kerbal Space Program\GameData\SquadExpansion\MakingHistory [LOG 10:25:56.428] Expansion serenity detected in path F:\SteamGames\steamapps\common\Kerbal Space Program\GameData\SquadExpansion\Serenity [EXC 10:25:56.450] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <55ba45dc3a43403382024deac8dcd0be>:0) Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <55ba45dc3a43403382024deac8dcd0be>:0) Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <55ba45dc3a43403382024deac8dcd0be>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 10:25:56.450] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: Hangar 3.6.2.0 GameData\Hangar\Plugins\Hangar.dll Later edit: it finaly managed to load the dll after i reverted back to hangar 3.6.0 . Even though the latest version sais its 1.9 compatible, it's not. Edited August 23, 2020 by Nicky21 Quote Link to comment Share on other sites More sharing options...
MoonstreamInSpace Posted August 24, 2020 Share Posted August 24, 2020 (edited) I have one problem. When I use the "edit contents" menu and click on the "select vessel" button, it clicks but doesn't do anything. However, the "select subassembly" and "select part" buttons work. The only mods I have installed that I think could affects this are the craft file organizer mod and Extraplanetary Launchpads. Can I have some help? I'm in KSP 1.9.1 with Hangar and Configurable Containers on their latest versions. Edited August 24, 2020 by MoonstreamInSpace Quote Link to comment Share on other sites More sharing options...
Fr8monkey Posted September 8, 2020 Share Posted September 8, 2020 Playing in 1.8.1. Have had the mod installed with no problem before; but had to do clean install. Now hangs on Hanger/parts/bighanger/hanger2 Any Ideas? Looked around and no help. Is there another mod that messes with this? Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted September 13, 2020 Share Posted September 13, 2020 (edited) On 9/8/2020 at 10:02 PM, Fr8monkey said: Playing in 1.8.1. Have had the mod installed with no problem before; but had to do clean install. Now hangs on Hanger/parts/bighanger/hanger2 Any Ideas? Looked around and no help. Is there another mod that messes with this? The exact same thign happened to me on 1.9. I had to use older version of the hangar mod and its dependencies (atutils). Edited September 13, 2020 by Nicky21 Quote Link to comment Share on other sites More sharing options...
Fr8monkey Posted September 14, 2020 Share Posted September 14, 2020 Yeah, I figured that out last night. Thank you for responding though. Quote Link to comment Share on other sites More sharing options...
DaniDE Posted October 1, 2020 Share Posted October 1, 2020 What a great mod idea, I just came back to play KSP with 1.10 and was grabbing my usual mods and noticed this new (to me) gem ! Thank you @allista Quote Link to comment Share on other sites More sharing options...
damerell Posted October 14, 2020 Share Posted October 14, 2020 KSP 1.9.1, installed only Hangar, SmartParts, and their dependencies (AT Utils, MM, CRP, KSP AVC) via CKAN. If I put down a Box Fairing in the VAB and right-click it, "Edit Contents" doesn't appear, and there's no Hangar button on the toolbar. http://www.chiark.greenend.org.uk/~damerell/games/ksp/hangar/ has the logs. "Cannot find a PartModule of typename 'Hangar'" and "Cannot find a PartModule of typename 'SimpleHangarStorage'" seem curious. (The AT Utils install at the very least looks just like the one I have in a non-clean install where it _does_ work). Anything else you need, please? Quote Link to comment Share on other sites More sharing options...
MoonstreamInSpace Posted October 24, 2020 Share Posted October 24, 2020 (edited) I'm having an issue where if I have a ground VTOL hangar attatched to my ship, then whenever I try to click on ANY PART, it acts as if I clicked on the hangar instead. HELP! Thankfully, it only seems to be a problem with the ground VTOL hangar. Edited October 24, 2020 by MoonstreamInSpace Quote Link to comment Share on other sites More sharing options...
jmill050 Posted October 28, 2020 Share Posted October 28, 2020 I'm trying to build some massive, like stupidly massive, carriers. Tweakscale is my friend. However it looks as if internal volume does not scale with part volume- is this a planned feature? I'm guessing it isn't trivial since it appears that internal volume has to have a separate model, even to convert stock parts. Having no unity modeling experience myself I have no idea what I'm asking really. Quote Link to comment Share on other sites More sharing options...
0111narwhalz Posted October 28, 2020 Share Posted October 28, 2020 17 hours ago, jmill050 said: I'm trying to build some massive, like stupidly massive, carriers. Tweakscale is my friend. However it looks as if internal volume does not scale with part volume- is this a planned feature? I'm guessing it isn't trivial since it appears that internal volume has to have a separate model, even to convert stock parts. Having no unity modeling experience myself I have no idea what I'm asking really. Use Hangar's inbuilt scaling functions on hangar parts, not Tweakscale. Quote Link to comment Share on other sites More sharing options...
jmill050 Posted November 15, 2020 Share Posted November 15, 2020 On 10/28/2020 at 1:02 PM, 0111narwhalz said: Use Hangar's inbuilt scaling functions on hangar parts, not Tweakscale. Right, I know the included hangar parts have the ability to be resized. However some of the stock cargo bays also had the capability added via module manager and what looks like a custom model for internal volume. I played around with nesting an upsized hangar part inside of a tweakscaled stock cargo bay but I'm a perfectionist and the inefficient use of volume and mass just bugged me. I guess I answered most of my own questions, just stating a feature that would get my vote for a future release Quote Link to comment Share on other sites More sharing options...
mr. engino Posted November 20, 2020 Share Posted November 20, 2020 A suggestion for a qol improvement to the mod, could you implement some way to arrange/rearrange stored spacecraft in flight? Perhaps a separate window similar to transferring spacecraft between hangars but for a single hangar? Or, some kind of drop down menu so we can quickly select a spacecraft from a large list? My current use of this mod is proving tedious pressing the arrow button repeatedly to select the correct probe to launch. Quote Link to comment Share on other sites More sharing options...
tonimark Posted December 27, 2020 Share Posted December 27, 2020 doesn't work for 1.11 Quote Link to comment Share on other sites More sharing options...
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