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Nistenf

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Everything posted by Nistenf

  1. Thanks for the explanation! And indeed, that's exactly what's happening, the ReStock pass is actually 000_ReStock: // LV-T30 "Reliant" Liquid Fuel Engine @PART[liquidEngine]:HAS[~RestockIgnore[*]]:FOR[000_ReStock]
  2. https://github.com/Galileo88/JNSQ/blob/master/GameData/JNSQ/JNSQ_DV-01.png Should be included in your GameData folder too
  3. Oh I'm aware, but those are not supposed to be personal patches running on top of UkS, rather they are fixes for the original UkS patches, replacing these two files: GameData/UnKerballedStart/parts/UKSliquidEngineLVT05.cfg and GameData/UnKerballedStart/parts/UKSliquidEngineLVT10.cfg, though the fixes themselves are just on just a few lines, described in my previous post. Most of the file is unchanged. Curiously, the original patches did not include for[zzzUnkerballedStart] in the new parts, causing my issue with ReStock. What I'm not sure is in what order are parts/patches without a FOR, BEFORE or AFTER clause supposed to be loaded by ModuleManager, but in this case the copy was being made BEFORE ReStock changed the model, causing the problem. I'm not very familiar with ModuleManager, so there might be a legit reason for not originally including the FOR clause that I'm missing.
  4. I think there's a KRASH option that stops cost going up during timewarp, in the menu where you configure the pricing
  5. I'm using 1.9.1 with Restock 1.1.2 and the two engines added by UKS don't show up in the game at all. According to the log, the game can't find the model the original model Squad from the copied part. Since I'm using Restock, that makes sense, due to its blacklisting of stock assets. After whitelisting the model, the engine shows up. That was not satisfactory though, I wanted the Restock model to be used for the new parts to keep consistency. Apparently what was happening is that the UKS engines are copying the Squad engine before Restock replaces the model. So I looked around the config files for UKS and made the following modifications: Added "FOR[zzzUnKerballedStart]" to the +PART section, so it runs during the UKS stuff. Changed the sections that change the nodes from BEFORE to AFTER[zzzUnkerballedStart] so they run after the part has been copied. This these changes both engines show up and work fine in R&D, VAB and in flight (including the RealPlume), using the Restock model. Here are the final configs: // GameData/UnKerballedStart/parts/UKSliquidEngineLVT05.cfg // Rescale LV-T30 to .625m +PART[liquidEngine]:FOR[zzzUnKerballedStart] { @name = UKSliquidEngineLVT05 @TechRequired = basicRocketry @node_stack_top = 0.0, 7, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -7, 0.0, 0.0, -1.0, 0.0, 0 @fx_exhaustFlame_blue_small = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running @fx_exhaustLight_blue = 0.0, -10.3, 0.0, 0.0, 0.0, 1.0, running @fx_smokeTrail_light = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running @fx_exhaustSparks_flameout = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, flameout @entryCost *= .5 @cost *= .5 @mass = .156 @title = #LOC_UKS_liquidEngineLVT05_title @description = #LOC_UKS_liquidEngineLVT05_description @bulkheadProfiles = size0 rescaleFactor = 0.5 @MODULE[ModuleEngines*] { @maxThrust = 23 } } @PART[UKSliquidEngineLVT05]:NEEDS[MissingHistory|Restock]:AFTER[zzzUnKerballedStart] { @node_stack_top = 0.0, 0.45, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -.42, 0.0, 0.0, -1.0, 0.0, 0 } @PART[UKSliquidEngineLVT05]:NEEDS[SmokeScreen,!ReStock]:AFTER[zzzUnKerballedStart] { PLUME { name = Kerolox-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.1 plumePosition = 0,0,0.3 plumeScale = 0.15 flareScale = 0.3 energy = 1.0 speed = 0.6 } @MODULE[ModuleEngines*] { %powerEffectName = Kerolox-Lower !runningEffectName = DELETE } } // GameData/UnKerballedStart/parts/UKSliquidEngineLVT10.cfg // Rescale LV-T45 to .625m +PART[liquidEngine2]:FOR[zzzUnKerballedStart] { @name = UKSliquidEngineLVT10 @TechRequired = generalRocketry @node_stack_top = 0.0, 7, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -6.0, 0.0, 0.0, -1.0, 0.0, 0 @fx_exhaustFlame_blue_small = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running @fx_exhaustLight_blue = 0.0, -10.3, 0.0, 0.0, 0.0, 1.0, running @fx_smokeTrail_light = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running @fx_exhaustSparks_flameout = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, flameout @entryCost *= .5 @cost *= .5 @mass = .1875 @title = #LOC_UKS_liquidEngineLVT10_title @description = #LOC_UKS_liquidEngineLVT10_description @bulkheadProfiles = size0 rescaleFactor = 0.5 @MODULE[ModuleEngines*] { @maxThrust = 21 } } @PART[UKSliquidEngineLVT10]:NEEDS[MissingHistory,!Restock]:AFTER[zzzUnKerballedStart] { @node_stack_top = 0.0, 0.45, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -.35, 0.0, 0.0, -1.0, 0.0, 0 } @PART[UKSliquidEngineLVT10]:NEEDS[Restock]:AFTER[zzzUnKerballedStart] { @node_stack_top = 0.0, 4.5, 0.0, 0.0, 1.0, 0.0 @node_stack_bottom = 0.0, -3.5, 0.0, 0.0, -1.0, 0.0 } @PART[UKSliquidEngineLVT10]:NEEDS[SmokeScreen,!ReStock]:AFTER[zzzUnKerballedStart] { PLUME { name = Kerolox-Lower transformName = thrustTransform localRotation = 0,0,0 flarePosition = 0,0,0.1 plumePosition = 0,0,0.3 plumeScale = 0.15 flareScale = 0.3 energy = 1.0 speed = 0.6 } @MODULE[ModuleEngines*] { %powerEffectName = Kerolox-Lower !runningEffectName = DELETE } } I haven't run into any issues, but do make a backup of the original configs just in case if you're gonna use them.
  6. At the very least, when Kopernicus gets updated to 1.9.x. I don't think there's any confirmed timeline for that though.
  7. You can downgrade to any version by right clicking on the game in your Steam library, then on properties. In the Betas tab you can pick a version and Steam will download it for you. RSS works on 1.8.1, since that's the latest version Kopernicus supports. https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Installation-for-1.8.1 This guide might be of use (it does install more than just RSS though).
  8. Hi! I'm also experiencing this issue, but in 1.6.1. I just left the log on the Github issue.
  9. So I did some messing around and managed to get this working with the new KAS modules. I only modified the SEP.plug part: I removed both deprecated KAS modules (KASModulePort and KASModuleStrut) and replaced them with the new modules, by trying to replicate the KAS parts. The plug now has a KASLinkTargetBase module which allows cables to be connected to it, and KASLinkSourceInteractive, KASRendererPipe, KASJointCableBase which allow it to create cables to connect to other plugs. I set this connection as AlwaysCoupled so there's no need to use the GUI after connecting for the experiments to register as connected to the station. This allows the experiments to be calibrated and run, with EC being correctly drained from the station. Both warping and saving/loading seem to work. I also tested having a power station between the central station and the experiment and nothing broke. Now this is not perfect (at all): since plugs are both a LinkTarget and a LinkSource, it's possible to have two connections for each plug (one as a connection starter, the other as a receiver). This is probably not the way the plugs are supposed to work. Also, since I had to add a new node and had no idea how its coordinates work, the connections are not very pleasing to the eyes (look at the pic). Or maybe it's not about the node but some of the joint configurations, no idea. Anyway, here's the config for the plug: PART { name = SEP_plug module = Part author = AlbertKermin and CobaltWolf MODEL { model = SurfaceExperimentPackage/Parts/SEP_plug } rescaleFactor = 1.0 node_stack_top = 0.0, 0.0319243, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, 0.0319243, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, 0.0319243, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = basicScience entryCost = 1800 cost = 100 category = Electrical subcategory = 0 title = #LOC_SurfaceExperimentPack_plug_title //= AKI Power Transfer Conduit manufacturer = #LOC_SurfaceExperimentPack_mfg //= Albert Kermin Industries description = #LOC_SurfaceExperimentPack_plug_desc //= This plug is one end of an AKI Power Transfer Conduit. Use it to connect your various Surface Experiment Package components back to the Central Station. Attach one to each end of where you need the conduit, then link them using the right click menu. attachRules = 1,0,1,0,1 mass = 0.002 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 30 breakingForce = 2000 breakingTorque = 2000 maxTemp = 2000 bulkheadProfiles = srf tags = #LOC_SurfaceExperimentPack_plug_tags //= cck-eva-items sep kis kas surface experiment inventory attachment eva plug port power energy (elect cord connector MODULE { name = ModuleKISItem volumeOverride = 5 stackable = true allowStaticAttach = 1 staticAttachBreakForce = 2000 } MODULE { name = KASLinkTargetBase // AbstractLinkPeer linkType = SEPCable linkTypeDisplayName = this is a test attachNodeName = top allowCoupling = true } MODULE { name = KASLinkSourceInteractive // AbstractLinkPeer linkType = SEPCable linkTypeDisplayName = this is a test attachNodeName = kasSrcAuto0 attachNodeDef = 0.0, 0.1191, 0.0, 0.0, 1.0, 0.0, 0 allowCoupling = true // KASLinkSourceBase jointName = cableJoint linkRendererName = cableRenderer coupleMode = AlwaysCoupled // KASLinkSourceInteractive sndPathPlug = KAS/Sounds/grappleAttachEva sndPathUnplug = KAS/Sounds/grappleDetach sndPathBroke = KAS/Sounds/broke startLinkMenu = Link breakLinkMenu = Unlink } MODULE { name = KASRendererPipe // KASRendererPipe rendererName = cableRenderer pipeDiameter = 0.04 pipeTexturePath = SurfaceExperimentPackage/Parts/pipe pipeNormalsTexturePath = KAS/Textures/ProceduralSteelCableNRM pipeTextureSamplesPerMeter = 40 sourceJoint { } targetJoint { } } MODULE { name = KASJointCableBase // AbstractJoint jointName = cableJoint anchorAtSource = 0, 0, 0 anchorAtTarget = 0, 0, 0.0422 minLinkLength = 0 maxLinkLength = 5 linkBreakForce = 100 // KASJointCableBase cableSpringForce = 1000 cableSpringDamper = 1 } } And here's Bill after plugging the things didn't blow up the whole universe: Now PLEASE do not use this config in an important save for the following reasons: 1) I have no idea what I'm doing. 2) I've only done limited testing. 3) There's hardcoded text in there 4) There's surely ways to break this and make everything explode violently. 5) I still have no idea what I'm doing.
  10. Hi. With SEP 2.7.1 and KAS 1.2 (all from CKAN) I can confirm the bug regarding the lack of a "link" option in the context menu for the AKI plug. I can also confirm that adding the old KAS.dll from the LEGACY folder from KAS 1.1 makes it appear again. I did a quick test with one station and one experiment, linked them together and the experiment both calibrated and started. But a lot of other KAS errors showed up while doing this so it's not a real fix. I looked around the config files and found some KAS compatibility patches that seem to replace the KASModuleStrut module used by the plug to something else, for example from KAS/Patches/COMP-LegacyParts.cfg MODULE { name = KASModuleStrut action = Drop } MODULE { name = KASLinkTargetBase action = Add } I'm not familiar with what those actions do though. I can also see that no new parts in KAS use the KASModuleStrut, and that the removed LEGACY parts did, so maybe they removed those modules completely? My log file seems to support this: [LOG 23:05:55.508] PartLoader: Compiling Part 'SurfaceExperimentPackage/Parts/SEP_plug/SEP_plug' [ERR 23:05:55.523] Cannot find a PartModule of typename 'KASModulePort' [ERR 23:05:55.523] Cannot find a PartModule of typename 'KASModuleStrut' And the old KAS.dll at least references the module: $ grep -R KASModuleStrut * Binary file KAS/LEGACY/Plugins/KAS.dll matches Please let me know if I can provide any more info!
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