politas Posted June 11, 2016 Share Posted June 11, 2016 If we update CKAN to pick up OPT Spaceplane Parts v1.8, CKAN users will likely have Firespitter 7.2.4. Would be a good idea to upgrade your bundled app to the version that matches the KSP version you're targeting. Link to comment Share on other sites More sharing options...
stali79 Posted June 11, 2016 Share Posted June 11, 2016 Will do. Once i complete the rebuild of the mod i will put it on ckan but that wont be for a month or two. Link to comment Share on other sites More sharing options...
politas Posted June 11, 2016 Share Posted June 11, 2016 Righto. I'll cancel the Spacedock submission, if you'd rather it stay quiet for the time being. Link to comment Share on other sites More sharing options...
stali79 Posted June 11, 2016 Share Posted June 11, 2016 Spacedock submission? Link to comment Share on other sites More sharing options...
politas Posted June 11, 2016 Share Posted June 11, 2016 (edited) Did you not add this to Spacedock? The CKAN tag was selected, which automatically submits a PR to list it on CKAN. Edited June 11, 2016 by politas Spacedock, not CKAN Link to comment Share on other sites More sharing options...
stali79 Posted June 11, 2016 Share Posted June 11, 2016 (edited) 2 minutes ago, politas said: Did you not add this to Spacedock? The CKAN tag was selected, which automatically submits a PR to list it on CKAN. ahhh yeah I clicked it accidentally I think With the new file structure the models and textures will be separate in order to eliminate having multipl copies of the same textures throughout the mod. Edited June 11, 2016 by stali79 Link to comment Share on other sites More sharing options...
Mycroft Posted June 13, 2016 Share Posted June 13, 2016 (edited) Uhm. I’ve had the mod for a few days now, and I believe I may have noticed a potential bug. I don’t pretend to know much about how mods work, but this appears to be a problem. So, I made a gargantuan spaceplane with a wet mass of 324,435 kg at launch, with approx. 15km/s Delta-v having reached a 100 km orbit. It has a size L cockpit attached to a size L Crew Tank (which I’ve always wondered how come its at least twice the size of the Mk 3 passenger module with half the crew capacity) and it has two XL Landing gear spanning the border between them. It works beautifully till orbit, but if I switch to the space center and come back, the cockpit explosively detaches from the rest of the ship as soon as physics is applied. The debug console gives me this error: "[Error]: Ignore collision failed. Both colliders need to be activated when calling IgnoreCollision” So far, the only workaround I have found is to have Unbreakable Joints activated ALL the time, otherwise it will break up in my absence. I don’t like using cheats, and I was wondering if anyone else was having the same problem, and if there was any way I could edit the .config file to install a more permanent fix/patch. I checked, and I have the newest version. Any help appreciated. Edit: Other than that, its an awesome mod, and I love it. Edited June 13, 2016 by Mycroft Link to comment Share on other sites More sharing options...
stali79 Posted June 13, 2016 Share Posted June 13, 2016 Do you have Kerbal Joint Reinforcement installed? Link to comment Share on other sites More sharing options...
Mycroft Posted June 13, 2016 Share Posted June 13, 2016 No, should I? Link to comment Share on other sites More sharing options...
stali79 Posted June 13, 2016 Share Posted June 13, 2016 You should always use KJS, I find it very useful. it pre-simulates physics etc as well as makes joints stronger Link to comment Share on other sites More sharing options...
Mycroft Posted June 13, 2016 Share Posted June 13, 2016 Okay. I will see if I can get it. Link to comment Share on other sites More sharing options...
Jimbodiah Posted June 13, 2016 Share Posted June 13, 2016 KSP is basically unplayable without KJR in my opinion, even with stock parts. Link to comment Share on other sites More sharing options...
stali79 Posted June 13, 2016 Share Posted June 13, 2016 Just don't get too attached to whatever you build guys, it will be broken with the next update which will be a full overhaul of the mod. Link to comment Share on other sites More sharing options...
Starwaster Posted June 14, 2016 Share Posted June 14, 2016 1 hour ago, Mycroft said: and it has two XL Landing gear spanning the border between them. It works beautifully till orbit, but if I switch to the space center and come back, the cockpit explosively detaches from the rest of the ship as soon as physics is applied. The debug console gives me this error: "[Error]: Ignore collision failed. Both colliders need to be activated when calling IgnoreCollision” Have you tried relocating the landing gear elsewhere? Especially considering the problems that wheels have in 1.1.2? Link to comment Share on other sites More sharing options...
Mycroft Posted June 14, 2016 Share Posted June 14, 2016 34 minutes ago, Starwaster said: Have you tried relocating the landing gear elsewhere? Especially considering the problems that wheels have in 1.1.2? Hmm. I’ll have to try that. I did not know that wheels in 1.1.2 have problems. I thought they had been fixed. Thanks! Link to comment Share on other sites More sharing options...
Starwaster Posted June 14, 2016 Share Posted June 14, 2016 Just now, Mycroft said: Hmm. I’ll have to try that. I did not know that wheels in 1.1.2 have problems. I thought they had been fixed. Thanks! They're improved but there's still room for improvement. They still need work and it wouldn't surprise me in the least if there's a collider issue in there and if it's spanning two parts it might just be popping that cockpit right off. Link to comment Share on other sites More sharing options...
Mycroft Posted June 14, 2016 Share Posted June 14, 2016 (edited) Will definitely look into it. Thanks again! Edit: That would explain why it broke there, not somewhere else. Oh! I just remembered! I had problems with the landing gear randomly detaching in orbit and floating away. Edited June 14, 2016 by Mycroft Link to comment Share on other sites More sharing options...
Mycroft Posted June 14, 2016 Share Posted June 14, 2016 It seems that the C size cockpit has some hitbox issues, if you all don’t already know. Link to comment Share on other sites More sharing options...
Starwaster Posted June 14, 2016 Share Posted June 14, 2016 1 hour ago, Mycroft said: Will definitely look into it. Thanks again! Edit: That would explain why it broke there, not somewhere else. Oh! I just remembered! I had problems with the landing gear randomly detaching in orbit and floating away. THAT I have not experienced. Link to comment Share on other sites More sharing options...
Mycroft Posted June 14, 2016 Share Posted June 14, 2016 4 minutes ago, Starwaster said: THAT I have not experienced. I mean on that particular ship. Link to comment Share on other sites More sharing options...
stali79 Posted June 14, 2016 Share Posted June 14, 2016 I dont think the L series parts were fully completed. They existed only for 1 version in the 1.8 test series. Link to comment Share on other sites More sharing options...
RedParadize Posted June 14, 2016 Share Posted June 14, 2016 hello. Quick bug report: OPT L Cargo Bay does not shield stuff when closed. Thanks Link to comment Share on other sites More sharing options...
stali79 Posted June 14, 2016 Share Posted June 14, 2016 34 minutes ago, RedParadize said: hello. Quick bug report: OPT L Cargo Bay does not shield stuff when closed. Thanks Yeah as I said, the L series weren't fully completed when K.Yeon scrapped them, Just like the A tail which I have removed from the mod. Link to comment Share on other sites More sharing options...
Starwaster Posted June 14, 2016 Share Posted June 14, 2016 6 hours ago, stali79 said: Yeah as I said, the L series weren't fully completed when K.Yeon scrapped them, Just like the A tail which I have removed from the mod. But you've taken on the task of maintaining and making changes. Isn't adding cargo bay functionality to the cargo bay something you'd be interested in? Link to comment Share on other sites More sharing options...
RedParadize Posted June 14, 2016 Share Posted June 14, 2016 I don't mind trying to fix it myself, but I can only do this if its a config issue. So, If I look at the K variant, wish cargo works. It look like this: Spoiler MODULE { name=ModuleCargoBay DeployModuleIndex=1 closedPosition=0 lookupRadius=3 nodeOuterForeID=top nodeOuterAftID=bottom nodeInnerAftID=bottom2 nodeInnerForeID=top2 } Now the L variant: Spoiler MODULE { name=ModuleCargoBay DeployModuleIndex=1 closedPosition=1 lookupRadius=3 nodeOuterForeID=top nodeOuterAftID=bottom nodeInnerAftID=bottom2 nodeInnerForeID=top2 } Node_stack are in the same order and are equivalant for both part. note that L cargo start open, I don't know if its a problem. I played with closedPosition and deployModuleIndex without result, again I might have done it wrong. Anyone see something wrong with this ? Link to comment Share on other sites More sharing options...
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