M443556 Posted December 13, 2019 Share Posted December 13, 2019 (edited) 5 hours ago, allista said: But at the time KIS didn't provide any public API Where are at least KAS & OSE Workshop mods that do manipulate KIS items... So there must be some sort of interface to do so. It may be undocumented, but since it's open-source (and there are at least 2 open-source examples already using it) - nothing is impossible, just a matter of some unpaid work. 5 hours ago, allista said: Some way to query other part modules if the part is used in some way that prevents it too be also used as an assembly/construction space... Add a boolean to hangar object properties that describes if it is now used for construction, and as such cannot be used for storage, and a check for it and for a condition there you try to start construction in a hangar that is already used for storage... The only thing that I don't see clearly is how to capture an event of "starting construction" from another mod and to reject that action based on a custom check ("sorry, this hangar have no space for construction" exception) or just set hangar_busy_flag mentioned above to true. (I'm still thinking of a compatible way to make hangars work with different construction mods. Nothing is impossible.) UPD: If there is a way to add\remove modules to part "on the fly" than it is as simple as this: On a gui button - check if hangar is empty, add EL launcpad to it. On a second button - remove EL launchpad from part if there is no construction ongoing. And for storage purposes the flag is already there - if there is EL launchpad you can't store ships. KISS way to support ELP. Edited December 14, 2019 by M443556 UPD Quote Link to comment Share on other sites More sharing options...
bcqJC Posted December 14, 2019 Share Posted December 14, 2019 @allista, thank you for looking into it. I opened issue #214 in Hangar's github page. I attached a ZIP file to the issue containing the SFS files you requested. I install mods manually. So when I tried to use CKAN, it won't include my installed mods when generating an export file. Here is the screenshot of the Gateway PAWS... Quote Link to comment Share on other sites More sharing options...
pmborg Posted December 17, 2019 Share Posted December 17, 2019 (edited) Hello @allista In order to replicate/report a bug that I have in "The KSP Interstellar Proxima Centauri Challenge" I will try to describe here all the steps - in a short version of my installation to replicate the Bug: https://www.dropbox.com/sh/42j3l8q61u0exr7/AAC6m7-o0bsK4Hm6wI5yuzvPa?dl=0 FILE: How-to-Install-it.txt For KSP 1.8.1 - Install ----------------------- 1st Step install all these mods using CKAN with this file: installed_mods-interstellar.ckan 2nd Copy *.craft TO "Kerbal Space Program\saves\[your save sandbox]\Ships\VAB" 3th Unzip GameData.zip to "Kerbal Space Program\GameData" (this will overwrite some files) Replicating the 1st Bug: Try to load this SpaceShip(Alfa-BW-163B3.craft) inside "Alfa1_8StellarShuttle-v5-9Fx.craft" hangar NOTEs: ----------------------- "Alfa1_8StellarShuttle-v5-9Fx" with HANGAR: "Alfa-BW-163B3" inside "Alfa-BW-163B3" with container and inside have: "Alfa_AssemblyLine2" FINAL CHECK when doing: ----------------------- K:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData>dir /B >lista Should have the same result as file: "lista" Thanks in advance! Edited December 17, 2019 by pmborg Quote Link to comment Share on other sites More sharing options...
pmborg Posted December 17, 2019 Share Posted December 17, 2019 SHARE updated. Quote Link to comment Share on other sites More sharing options...
bcqJC Posted December 17, 2019 Share Posted December 17, 2019 Fresh off my 1st Global Construction shipyard, a Hangar/GC/Opt/SSPXR construction ship :) It's actually 2 ships. The aft/engineering module can undock and employ those Dark Drive engines to capture asteroids. It is also equipped with drills and cargo tanks to do initial mining of ore. Afterwards, it can rejoin the main module (Hangar, Assembly, Workshop) and bring everything to the captured asteroid to develop it; build and attach an Asteroid Mining module and eventually a Gateway module to convert the asteroid into a space station. Quote Link to comment Share on other sites More sharing options...
pmborg Posted December 18, 2019 Share Posted December 18, 2019 Thank you @allista for your true great support last night we finally discovered what was the problem. I will add the fix/WA of the UniversalDrill also on the Share. Quote Link to comment Share on other sites More sharing options...
M443556 Posted December 19, 2019 Share Posted December 19, 2019 A very simple carrier. 2500 tonnes, 170 parts. Nothing to look at... Quote Link to comment Share on other sites More sharing options...
allista Posted December 21, 2019 Author Share Posted December 21, 2019 Version 3.5.0 for Kerbal Space Program 1.8.1 Released on 2019-12-21 Magnetic Dampers All hangars except for VTOL and fairings now have the ATMagneticDamper module. It can be switched on/off even remotely. Its attenuation can also be changed in PAW in flight. Orbital hangars also have attractors, i.e. they not only damp velocity of vessels within their premises, but can also pull them in and dock them inside automatically. The polarity of the attractor could be changed remotely, so a vessel launched from an orbital hangar can order the hangar to push it slowly outside. Much like with the "Launch with Punch" option, but the vessel is physically controlled all the way by the hangar. Damper works in Time Warp, so a vessel that is left inside the hangar's docking space will not fly though its walls anymore. The damper is controlled by the hangar in that it is automatically activated on launch and, in case of the orbital hangars, on hangar activation. This helps a lot with launching heavy-with-many-parts rovers and planes that tend to jump on their wheels and explode. Should also help with sliding issues mentioned on the forum. Hagar window remembers its visibility per vessel. When Configurable Containers are installed, the Universal Fuel Tank is added to fuel tanks. It is basically the Procedural Adapter with Tank Manager and LFO tanks by default. Rover Lander and Mk3 Hangar both spawn vessels at the floor now. No more falling from the center of the hangar. Updated the Square Heatshields' configs to be more stock-like Moved Square Heatshields to Thermal category Moved non-ground and non-inflatible hangars to Payload category Fixed the problem with Hangar Gateway that was missing the storage in mined asteroids after game reloading or vessel switching (found by @bcqJC). Fixed the problem with exploding vessels, when launched in very tight quarters, i.e. with some parts of the launched vessel mere centimeters away from the hangar walls. Fixed directions of RCS plumes on the Hangar Gateway Fixed costs of square heatshield Fixed the problem with automatic game saves before vessel spawning. Various fixes and adaptations to AT_Utils API changes. Download Here's a little demonstration on twitch. No time for proper video, sorry. Quote Link to comment Share on other sites More sharing options...
pmborg Posted December 23, 2019 Share Posted December 23, 2019 (edited) Hello @allista, There is something wrong with the Hangar anchor, is not working and the hangar just move way on the ground... I found a good solution for this that I am using it, I just would like to share with you: If you add this module to your hangar, the problem is solved I am using it Solution1: MODULE { name = USI_InertialDampener } Solution2: (allow lock & unlock in context menu) MODULE { name = ModuleWeightDistributor isEnabled = True transferEnabled = True stagingEnabled = True } MODULE { name = USI_InertialDampener isEnabled = True isActive = True stagingEnabled = True } I saved a video of 1minute to show this: - the problem and then the fix. Edited December 24, 2019 by pmborg Quote Link to comment Share on other sites More sharing options...
allista Posted December 24, 2019 Author Share Posted December 24, 2019 21 hours ago, pmborg said: Hello @allista, There is something wrong with the Hangar anchor, is not working and the hangar just move way on the ground... I found a good solution for this that I am using it, I just would like to share with you: If you add this module to your hangar, the problem is solved I am using it MODULE { name = ModuleWeightDistributor isEnabled = True transferEnabled = True stagingEnabled = True } MODULE { name = USI_InertialDampener isEnabled = True isActive = True stagingEnabled = True } I saved a video of 1minute to show this: - the problem and then the fix. Thanks for the report. This is obviously a regression that should be easy to fix. Quote Link to comment Share on other sites More sharing options...
bcqJC Posted January 19, 2020 Share Posted January 19, 2020 On 12/23/2019 at 4:28 AM, pmborg said: There is something wrong with the Hangar anchor, is not working and the hangar just move way on the ground... Found out today that QuantumStruts has an undocumented feature... You can point them to the ground and use them as anchors. Just remember the following: In the VAB/SPH, set the initial state of the QS that you want to use as anchors as "deactivated". In Action Groups, assign the "deactivate" action of the anchors to the Landing Gear group. This will prevent your ship from being torn apart if you extend the landing gear (from a retracted state of course) and the QS "anchors" are active. Conversely, if you retract the landing gear while the QS "anchors" are active, your ship will remain suspended mid-air as the landing gears are retracted. Hopefully, this undocumented feature of QS doesn't get "fixed". It's a nice feature especially when parking a ship on a slope. Quote Link to comment Share on other sites More sharing options...
pmborg Posted January 19, 2020 Share Posted January 19, 2020 1 hour ago, bcqJC said: Found out today that QuantumStruts has an undocumented feature... You can point them to the ground and use them as anchors. Just remember the following: In the VAB/SPH, set the initial state of the QS that you want to use as anchors as "deactivated". In Action Groups, assign the "deactivate" action of the anchors to the Landing Gear group. This will prevent your ship from being torn apart if you extend the landing gear (from a retracted state of course) and the QS "anchors" are active. Conversely, if you retract the landing gear while the QS "anchors" are active, your ship will remain suspended mid-air as the landing gears are retracted. Hopefully, this undocumented feature of QS doesn't get "fixed". It's a nice feature especially when parking a ship on a slope. Hello, thanks for your hint, it's always good to see other ways to do it. The solution that I mentioned also above work very well, you see it here: at 22:00 Thanks! Quote Link to comment Share on other sites More sharing options...
bdole92 Posted February 25, 2020 Share Posted February 25, 2020 (edited) Has anyone else had any trouble with this mod on 1.9? I have the latest version installed on 1.9 and the hangar components just don't show up as being interact-able at all and there isn't a hangar mod button in the VAB. Looks like the game just doesn't register the mod is there, other than the parts being included without functionality. Am i out of luck until the developer updates it ti 1.9? Kudos on the great mod btw! edit:I fixed the problem, the ckan installation was missing some files, redownloading from spacedock brought back all the functionality Edited February 25, 2020 by bdole92 Fixed the bug i previously reported Quote Link to comment Share on other sites More sharing options...
pmborg Posted February 25, 2020 Share Posted February 25, 2020 Hello @allista long time we don't change msg [1] After that version of the craft I replaced the already created Kit Container with a solution that uses the extra-planetary launch pad to create the kit container in a jr dock. Which allow it to create a colony. [2] Then I also added guns ... Quote Link to comment Share on other sites More sharing options...
tonimark Posted April 26, 2020 Share Posted April 26, 2020 please update for ksp 1.9.1 Quote Link to comment Share on other sites More sharing options...
allista Posted April 28, 2020 Author Share Posted April 28, 2020 Version 3.5.0.2 for Kerbal Space Program 1.9.1 Released on 2020-04-28 Compatible with KSP-1.9 Compiled against AT_Utils 1.9.2 Download Version 3.5.0.1 for Kerbal Space Program 1.8.1 Released on 2020-04-28 Compiled against AT_Utils 1.9.1 Download Quote Link to comment Share on other sites More sharing options...
tonimark Posted April 28, 2020 Share Posted April 28, 2020 thanks Quote Link to comment Share on other sites More sharing options...
tonimark Posted April 28, 2020 Share Posted April 28, 2020 about the mod the dimensions tab seems to be unhidable and that is very annoying Quote Link to comment Share on other sites More sharing options...
allista Posted April 28, 2020 Author Share Posted April 28, 2020 7 hours ago, tonimark said: about the mod the dimensions tab seems to be unhidable and that is very annoying Click on the toolbar button with white Hangar doors on it. Quote Link to comment Share on other sites More sharing options...
The Space Man Posted April 28, 2020 Share Posted April 28, 2020 Is there a patch to make B9 HX or OPT cargo pieces work as hangars? Quote Link to comment Share on other sites More sharing options...
allista Posted April 29, 2020 Author Share Posted April 29, 2020 9 hours ago, The Space Man said: Is there a patch to make B9 HX or OPT cargo pieces work as hangars? Don't know about HX, but the OPT is being remade (not by me) with the plans to add Hangar functionality. But that's still in the future, because OPT parts are a mess. Quote Link to comment Share on other sites More sharing options...
Rodonies Posted May 2, 2020 Share Posted May 2, 2020 (edited) I'd love this mod if the parts were stocklike, for the moment I can't justify putting them on my ships because they have a very different aestethic. Some of them seem like they would look way better if they were scaled down 800% because the parts on them lack complexity. Maybe they would also look better if you introduced depth/grey lines to the big white flat surfaces. Some of them also have things like have bright 'lamps' where the RGB values seem to be just (255,0,0), they look very out of place. Edited May 2, 2020 by Rodonies Quote Link to comment Share on other sites More sharing options...
allista Posted May 3, 2020 Author Share Posted May 3, 2020 While SpaceDock is broken, releases will be posted on GitHub v3.5.0.3 Added all relevant .meta files from Unity project Compiled against AT_Utils 1.9.3 Hangar-3.5.0.3.zip Quote Link to comment Share on other sites More sharing options...
Jayz07 Posted May 6, 2020 Share Posted May 6, 2020 (edited) Hi! I created an account just to ask this. Thanks for the amazing mod by the way, I am always looking at how to reduce part counts as I do go very crazy on my builds. I realised that my MK II cargo bay ie the SSTO kind felt like when I opened the bay doors and put my parts into the MK II cargo bay like vanilla, it some how acts like its closed and the parts circles around the cargo bay. EDIT: Okay I dug into your changelogs and apparently its the same issue that Errol talked about which you patched at version 2.2.1. Yeap it resurfaces for me again. Thanks Edited May 6, 2020 by Jayz07 Quote Link to comment Share on other sites More sharing options...
Vas Posted June 11, 2020 Share Posted June 11, 2020 I'm having an odd bug that I don't understand whats causing it. This mod adds a new part that is what I added onto my ship, the first time I've ever had this bug. I build the ship, my tanks are all normal and such. I hit Ctrl Z to undo something, or load my ship from save, or launch the ship, and all the tanks get reduced to 9x less storage capacity. Not emptied, but the max capacity goes down 9 times the size making it impossible to launch anything. All I did was a teeny tiny launch pod at the top for a mini satellite. This is before I added all the other ship parts and stuff. My mod list if it helps. https://pastebin.com/tnEJ4VPZ Also a suggestion for this. An option that makes it auto deploy all antenna, and another option to deploy solar panels upon opening the fairing. That way the antenna get auto deployed once it opens up. Quote Link to comment Share on other sites More sharing options...
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