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Siminator

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  1. @GRYPHUS-01 Awesome @Cheesecake Thank you for bringing this to my attention, I released an update fixing the folder structure. The last update was a bit rushed.
  2. @GRYPHUS-01 No problem. The log file is a text document named KSP (.log) located in the main folder of Kerbal Space Program.
  3. @GRYPHUS-01 Found and solved issue #1: It's the surface attachment node that was flipped 180°. As far as I understand it #2 isn't a bug, it's how KSP handles (un)docking. The "Undock" option should be always created on the passive docking port, in this case the grapple fixture. (Please correct me if I'm wrong.) But since there are more than one report about problems with the undocking I won't dismiss it like that. It would be great if you could please send me the log file, so that I can take a closer look at the problem.
  4. @Jesusthebird The last version tested against is 1.4.5 and update to 1.5 will probably take some time. But if IR works in 1.5 I don't think there will be issues.
  5. Kerbal Remote Manipulator Systems Version 1.1.1 for KSP 1.5.1 Version: 1.1.2 KSP-Version: 1.5.1 Min KSP-Version: 1.4 Download: Spacedock License: CC BY-NC-SA 4.0 Dependencies: Infernal Robotics (not included, please download from Github) Optional: HullCameraVDS or JSI (RasterPropMonitor) Recommended: Cormorant Aeronology, Action Groups Extended Kerbal Remote Manipulator Systems, or KRMS for short, is a mod that adds parts for stockalike and modular robotic arms to Kerbal Space Program. As of now there is only one arm there, namely the Canadarm under the name of "Shuttle RMS", but more parts are planed to follow for historic, present and future RMS. Attention If you have copied KRMS-Version 1.1.1 directly into Gamedata you will have a file named "dictionary" and a folder named "ShuttleRMS" in your Gamedata folder, please delete them before installing this update. If not you can skip the update, it just fixes the folder structure. I apologize for any inconvenience that this might have caused you. Intstallation Downlaod KRMS Download Infernal Robotics Copy the folder "MagicSmokeIndustries" from Infernal Robotics in to the Gamedata folder Repeat with KRMS Done List of all the Parts: Changelog: Pictures of all Parts: Texture variants detail:
  6. I have build a docking port as a part of my new (first) mod, but during testing I ran into the following problem: The two docking ports lock on to each other, but they won't connect. Also the log produces this message: Otherwise the parts behave normal: attaching in editor, decoupling, etc. works fine. I have tried to simplify the dockingPortModule as much as possible, but to no effect. complete log + cfgs + two screenshots of parts in unity: https://www.dropbox.com/sh/3w0ojw0s82nnn5m/AAAa9pVFkZNYPqxnm9UqzeTYa?dl=0 Thanks in advance for any help.
  7. @Stratickus The work on most of the engines is nearly complete, but seven still have some bugs(Ant, Nerv, Dachshund, Thunder, Vector, Shiba and Dawn) I could send you a link to a development version of the patch with a list of known bug if you want to help. EDIT: After some additional changes the Dachshund, Thunder and Shiba now properly react to the patch.
  8. @eberkain I don't think so, because it will need the exact name of the optional meshes. But if the engines are similar to those from VSR, it might be relatively simple to adapt the patch.
  9. @fallout2077 If I understand your problem correctly, this bug only prevents the thrust from being displayed in Kerbal Engineer, but engines itself work. Do you use any mods that alter stock parts, especially engines, other than Stock Part Revamp? Have you tried to reinstall Kerbal Engineer? @Stratickus Great idea . Thanks. I probably have time to work on a MM patch over the weekend.
  10. Rather big, five different .cfg's, some with multiple changes. https://www.dropbox.com/s/qn9n6fav32564et/Engine Fix for SPR.zip?dl=0 (Replaces original files from Ven with partially altered versions, requires B9PartSwitch)
  11. @Ven I think I found a solution for the disappearing engine extensions, by using the B9PartSwitchModule to choose the typ of structure in the VAB/SPH. The parts persist even after unloading an reloading the craft. This is a code example from the engine.cfg for the LVT 30 "Reliant" and how it looks ingame ("Poodle engine") MODULE { name = ModuleB9PartSwitch moduleID = meshSwitch switcherDescription = Structure SUBTYPE { name = Compact } SUBTYPE { name = Extended transform = Size2A transform = Collider.001 node = top2 } } I have reworked all engines like above. I can upload the .cfg's if it's ok.
  12. 1. Similar error message as with Rotary Switches Cannot clone model 'Squad/Props/IndicatorPanel/model' as model does not exist Model was not compiled correctly Cannot create prop NullReferenceException: Object reference not set to an instance of an object 2. The small lander spawns correctly 3. The error message is from ASET_ALT_WARN_Dial. ASET_ALT_WARN_Dial ASET_BREAKFORCE_Dial ASET_Drive_SPD_Dial NIDnb_Clear NIDnb_Arrow NIDnb_Course NIDnb_DashMark NIDnb_Heading NIDnb_PointMark NIDnb_WideArrow all RB-switches all switch_B_buttons all switch_tumblers all switch_tumblers_v3 File error: Out of memory at <0x00000> <unknown method> at System.Array.Resize[TextureDummy] (.TextureDummy[]& array, Int32 length, Int32 newSize) [0x00028] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Array.cs:1929 at System.Array.Resize[TextureDummy] (.TextureDummy[]& array, Int32 newSize) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Array.cs:1913 at System.Collections.Generic.List`1[T].set_Capacity (Int32 value) [0x00012] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:622 at System.Collections.Generic.List`1[T].GrowIfNeeded (Int32 newCount) [0x00017] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:100 at System.Collections.Generic.List`1[T].Add (.T item) [0x00013] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:91 at KSPPartTools.PartReader+TextureDummyList.AddTextureDummy (Int32 textureID, UnityEngine.Material material, System.String shaderName) [0x00000] in <filename unknown>:0 at KSPPartTools.PartReader.ReadMaterialTexture (System.IO.BinaryReader br, UnityEngine.Material mat, System.String textureName) [0x00000] in <filename unknown>:0 at KSPPartTools.PartReader.ReadMaterial (System.IO.BinaryReader br) [0x00000] in <filename unknown>:0 at KSPPartTools.PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at KSPPartTools.PartReader.Read (.UrlFile file) [0x00000] in <filename unknown>:0 UnityEngine.Debug:LogError(Object) Cannot clone model from 'Control/NumInputDial_NoButton Cannot create prop NullReferenceException: Object reference not set to an instance of an object + the Rotary Switches form n_pos folders
  13. @alexustas I'm using Unity 5.5.1f1 with PartTools 23. I've tried 5.3.4f1, but same error message as above.
  14. Hello, I've run into a Problem while making an ASET-Build of a stock pod (the Mk2 Lander) Some Props don't spawn in Unity, in this case the X-PointerModeSelector-01. The console response following: Cannot clone model 'ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_Model' as model does not exist Cannot clone model 'ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_DoubleCollider_L-R' as model does not exist Cannot clone model 'ASET/ASET_Props/Control/SwitchRotary/model/Switch_Rotary_4_Marks' as model does not exist Model was not compiled correctly Cannot create prop NullReferenceException: Object reference not set to an instance of an object In fact it seems to happen with all Rotary Switches in the '[number]_pos' folders Does anyone knows a solution for this problem? Thanks in advance for your help.
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