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[1.9-1.10] Hangar


allista

[b]Do you use the [u]Desaturated Texture Pack?[/u][/b]  

327 members have voted

  1. 1. [b]Do you use the [u]Desaturated Texture Pack?[/u][/b]

    • Yes, the grey textures are more stock-like
      179
    • No, the green-orange textures are fine
      51


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Which fairings? procedural fairings or the KW rocketry ones?

Nah, I'm just trying to make a hangar that looks and functions like fairings: it is light, resizable, can store only a single ship in editor, is activated through staging and automatically launches its content with some forward push. It also has dynamic crew capacity to accommodate the crew of a stored "stage". But there're still many problems. E.g. I need to somehow transfer all maneuver nodes to the launched ship.

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Hangar v2.2.0 for KSP 0.90 is released

All download links are in the main post of the thread.

Changes are plenty, but most important are:

  • New spaceplane hangars and parts.
  • Everything (except ground hangars) was retextured in a grey-metallic style, closer to stock look&feel.
  • Space hangars (inline, spaceport, etc.) now automatically position stored vessels. No more headache with orientation of the root part.

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  • Space hangars (inline, spaceport, etc.) now automatically position stored vessels. No more headache with orientation of the root part.

Including the Rover lander I hope? :D

And uh, I just move the folder that's in the github zips gamedata folder and not worry about the rest of the stuff in there?

Edited by smjjames
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Including the Rover lander I hope? :D

Definitely not! You don't want your rover to be launched on its side or wheels up :sticktongue:

And uh, I just move the folder that's in the github zips gamedata folder and not worry about the rest of the stuff in there?

Well, you may do that... But there's a zip file under releases (at github; and on KerbalStuff) with just the needed stuff.

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Loving the update. One question though, I want to have a set of mk2 and mk3 cargo bays that function the regular stock way as well as the single use hangars, for making science bays. I've only ever done some minor .cfg editing, how do I make a duplicate set of the parts for your mod to MM patch?

EDIT: Found a good compromise with the advantage of not spamming my parts list with duplicates for no reason. I will remove the MM definitions in the included squad.cfg file for the small mk2 and mk3 bays, so I can still use them to make science bays of shielded surface attached parts (after the 1.0 update) and can stack them for any size.

Edited by Errol
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Loving the update. One question though, I want to have a set of mk2 and mk3 cargo bays that function the regular stock way as well as the single use hangars, for making science bays. I've only ever done some minor .cfg editing, how do I make a duplicate set of the parts for your mod to MM patch?

Are you sure you need them?

As far as I tested, nothing prevents the regular stock use of cargo bays: the only difference is that the doors are opened using hangar GUI, not part menu.

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Really? Maybe I'm just so not used to using any of the stock cargo bay parts that I have no idea how surface attached parts act in VAB with them.... First time I tried was after adding this update honestly, and thought perhaps the mod was making it act weird.

EDIT: I just tried editing the squad.cfg included to remove the hangar modules from the small bays. In VAB when comparing surface attaching between the bays with hangar modules vs without I found that the bays with hangar modules appear to have a colider where the doors would be if the were closed, preventing you from being able to easily place parts into the bay. It can be mitigated with much fiddling with the gizmos. Not sure if they simulate differently in flight. Will test later when I have more time.

Edited by Errol
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Really? Maybe I'm just so not used to using any of the stock cargo bay parts that I have no idea how surface attached parts act in VAB with them.... First time I tried was after adding this update honestly, and thought perhaps the mod was making it act weird.

Ah, I understand what you mean. The problem is hangar trigger: the invisible collider at the center. Surface-attached parts, unfortunately, may be attached to it as well.

But as cargo bays have limited functionality, they don't really need the trigger. I will remove it and post the patch!

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Have you seen this. I had read everything there, but as I'm not a modder a lot of it was over my head. I do know that they were talking specifically about the presence of trigger coliders in this discussion though.

http://forum.kerbalspaceprogram.com/content/327-On-Cargo-Bays-and-Part-Occlusion

I'm not even sure if what they are discussing here will affect your mod at all.

Edited by Errol
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Have you seen this. I had read everything there, but as I'm not a modder a lot of it was over my head. I do know that they were talking specifically about the presence of trigger coliders in this discussion though.

http://forum.kerbalspaceprogram.com/content/327-On-Cargo-Bays-and-Part-Occlusion

I'm not even sure if what they are discussing here will affect your mod at all.

No, I haven't, thanks!

They describe the same situation from a different perspective: they use trigger colliders as "walls" transparent for physical objects, but solid for raycasts. And that's exactly what happens, when you're trying to surface-attach a part: the editor casts a ray from the camera in the direction of the mouse pointer and places the part on any surface that the ray hits. My trigger collider, though invisible and transparent for rigid bodies, catches the ray and the part snaps onto it. I'll try to figure out how to prevent it: no part is snapped onto airlock or ladder trigger-colliders because they are on a different object layer than other models; but if I place my trigger on that layer it stops act as a trigger. I haven't looked into the code of airlocks yet, so maybe I will be able to implement hangar triggering in the same way after all...

EDIT: I removed links to the patched models, as the problem was solved in the v2.2.1

Edited by allista
Removed links to patched models.
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Great mod. I love anything that allows me to reduce part count, and this makes building bases and stations more interesting, to boot.

I had been having trouble with the adjustable resource tanks. Specifically, I was unable to edit them in the Tank Manager window. I finally realized I had to delete the existing tank before I could tanks back in. It took a long time before it occurred to me that the empty tank was still taking up the volume. I'd suggest adding a note to that effect on the documentation site, just to help others out.

Thanks for a great mod.

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Great mod. I love anything that allows me to reduce part count, and this makes building bases and stations more interesting, to boot.

I had been having trouble with the adjustable resource tanks. Specifically, I was unable to edit them in the Tank Manager window. I finally realized I had to delete the existing tank before I could tanks back in. It took a long time before it occurred to me that the empty tank was still taking up the volume. I'd suggest adding a note to that effect on the documentation site, just to help others out.

Thanks for a great mod.

Thanks for the suggestion!

Done.

UPD: also in the next release the header of the tank manager window will look like this: "Available Volume: 34m3 of 117m3"

Edited by allista
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Did you also fix the mod conflict with the usi asteroid containers? I was checking the OP to make sure I don't do something I'm not supposed to, but I can't find that information any more.

The "conflict" with the ART is that it uses asteroid's mass in a very different manner than the Hangar, and frankly, I don't like the ART's way. It's too cheaty to my taste. I could communicate with the ART either by directly linking against it, or by using reflections (which is a pain and susceptible to changes in the ART), but to what end?

What I do is simply forbid my machinery to work when the ART is already using an asteroid, and vice versa -- remove ART modules from the asteroid as soon as the drilling starts, so that the ART machinery could not function on that asteroid. It's not a conflict, really, it is a segregation of ecological niches :rolleyes:

So, if you are using ART, it's ok; just don't use it on the same asteroid as hangar's drill.

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Just a heads up. For some reason, CKAN still thinks 2.0.2.1 is the latest version.

A pity, but I can't do anything about it: as I understand, it's just their bot that can't keep up with the updates of all indexed mods.

From my side, I've updated my .netkan metadata file 3 days ago and they merged it instantly.

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Hey there! im having an issue where every time i get to launch it none of the bays will open their doors, even the huge one. I have nothing blocking the doors or anything, but for some reason, it does not give me the option to do so.

2015_02_10_13_52_06.jpg

2015_02_10_13_57_55.jpg

Edited by chrisl154
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Hey there! im having an issue where every time i get to launch it none of the bays will open their doors, even the huge one. I have nothing blocking the doors or anything, but for some reason, it does not give me the option to do so.

http://s14.postimg.org/ukbvu4owt/2015_02_10_13_52_06.jpg

http://s3.postimg.org/jwx0le3xb/2015_02_10_13_57_55.jpg

Is your ship out of electricity?

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Hey there! im having an issue where every time i get to launch it none of the bays will open their doors, even the huge one. I have nothing blocking the doors or anything, but for some reason, it does not give me the option to do so.

http://s14.postimg.org/ukbvu4owt/2015_02_10_13_52_06.jpg

http://s3.postimg.org/jwx0le3xb/2015_02_10_13_57_55.jpg

Enable Hangar button in the Toolbar (or uninstall Toolbar if you don't use it) and open the Hangar GUI window. All controls are there, not in the part menu.

And consider looking through the documentation: the mod became fairly complex in the past months...

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Just a heads up. For some reason, CKAN still thinks 2.0.2.1 is the latest version.

Hm... I've checked the CKAN metadata repository, and the latest version does seem to be indexed 3 days ago: https://github.com/KSP-CKAN/CKAN-meta/tree/master/Hangar

So it's really strange that you ckan.exe does not see it. Do you have the latest ckan version?

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Just a heads up. For some reason, CKAN still thinks 2.0.2.1 is the latest version.

I've found the cause: CKAN parser is unaware of the standard version notation (which is v1.2.3.4) and thinks that the version "v2.0.2.1" is senior to the "2.0.2.2" and all others because of the v. I've renamed Hangar-v2.0.2.1.ckan to Hangar-2.0.2.1.ckan and made a pull-request, so this should soon be fixed.

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