Need to see actual ships (screens, video, craft files) to tell you precisely what's going on, or if it's indeed a bug. But with parts like rover wheels (which have suspension) and antennas and such it's indeed possible to fit in editor what would not fit in flight, because it actually got a little bigger after spawning (year, undocking would be a good term, but it's linked with docking ports too tightly). The more important and strict constraint is that the ship should geometrically fit inside the space. 50% is actually pretty good packing for a single ship. But since ships are not liquefied in hangars, you can't fill a hangar to 100% unless ship's geometry exactly matches the shape and size of the space. Percent of the volume used is not the thing to look at: it shows literally how much volume of the whole hangar space this particular ship occupies. I have a ship thats ~60% of the volume and one thats 1.9% it wont take the 1.9% one back in even though I can add it as contents in the vab/ sph After a mod update it now accepts ships, but only if its less than 50% full. I've tried with a little 2.5 ton bike that takes up very little space.Įdit: I tested again. Minus my sideways rover that clips and blows up (I see rotation coming soon anyways) but nothing will re-enter the hangar. So it's possible to make a ground hangar with, say, sliding doors. *if you didn't quite catch this, just edit the ground hangar's config: GameData/Hangar/Parts/SmallHangar.cfgīut if the doors do not rotate across y dimension (like with radial hangar), you can change aspect. And believe me, this looks really, really awkward! and its z dimension gradually becomes y in the end the door is 5m-x to 6m-y. suppose you have a door in x-z plane it is 5m along x and 3m along z to open it, you rotate it around x. Not with the current door animation: you see, resizing works literally by space metric distortion. When you set the size to 1 and aspect to 2 the 3D space of the part itself becomes distorted relative to the world space: each unit of length along x and z are equal to 1 unit of length in the world space but 1 unit along the y axis becomes 2 units in world space. Is it possible for both of them to have Aspect controls as well? is it possible for both of them to have Aspect controls as well? I guess I got spoiled by the other hangar types having both Size and Aspect controls.Īs an aside, I still haven't gotten to my goal, and the reason that got me into using Hangars mod. While on the subject of Ground Hangars (also Habitable Ground Hangars). A Ground Hangar plus 2-4 structural plates is still better than trying to fit a 20+ (or even way more) parts payload inside a Cargo Bay, and keeping everything stable during flight. But for me, it still keeps with the spirit of the mod - lower part counts = better game performance. I fixed that by adding structural plates at the bottom of the Ground Hangar to "catch" the payload when it's launched. So when the payload emerges in a gravity environment, it will collide with the mothership. Then I found out later that the Ground Hangars have passthrough floors - floors have no colliders or something. And when it came time to bring the payload out of the Hangar/Cargo Bay combo, the vehicle collided with the mothership. I placed a Ground Hangar inside of a Cargo Bay (to keep the visual style). They fit inside the hangar going in, but more often than not instantly collide with the mothership coming out of the hangar:)Īlso, like said above, some hangars do not fit the visual style of the ships.ĭo you remember if you were using a Ground Hangar at the time? I had something similar happen to me in my early days of using the mod. When using hangar my greatest problem with it is that I jam too large ships in too small hangars. I had not tested it, since I thought it requires an actual asteroid to function:) I remember trying to use VTOL hangar(?) in space, but I think it required the ship to be landed? The asteroid gateway might work for me quite well. Can't say that this is a fault of your mod. Of course, this is fixed by just turning of SAS. So soon after when the ship from hangar spawns, the mothership turns a bit and clips into the ship. Other problem is that some of my ships do not hold constant heading, but instead wobble around a bit. more parts, some lag occurs and the ships end up clipping briedly even when it should not mathematically happen. considerable partcount inside a ship with. I suspect (but this is just my uneducated guess) that when the game loads in a ship with. So definitely not a clean reproduction of a bug. Also my craft files (if I could find one) would be riddled with parts from various mods. My last career in KSP (with hangar, of course) was. Sorry, I should have clarified that I have not yet tested the latest version of the hangar.
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