AdmiralSirJohn 52 Posted December 27, 2020 Share Posted December 27, 2020 Is there a way to add a stack node to the Tomagachi (Kibo) module so I can launch and dock the thing with an expendable, rather than be forced to berth it with craft and parts I don't have and couldn't use even when I did? The new node system isn't backward compatible. Quote Link to post Share on other sites
si2504 12 Posted January 6 Share Posted January 6 hi guys, where can i find a craft file for the ISS? thanks Quote Link to post Share on other sites
chris-kerbal 39 Posted January 6 Share Posted January 6 I don't think there is one. Wikipedia has a good overview on the parts which you should be able to find in the mod to build it yourself. Quote Link to post Share on other sites
lemon cup 393 Posted January 7 Share Posted January 7 11 hours ago, si2504 said: hi guys, where can i find a craft file for the ISS? thanks Here is an illustrated build guide for constructing the ISS using Habtech2 parts. It also shows what the Russian segment looks like using parts from Tantares. Quote Link to post Share on other sites
I love ksp 7 Posted January 7 Share Posted January 7 12 hours ago, si2504 said: hi guys, where can i find a craft file for the ISS? thanks Is there?https://github.com/pmborg/SpaceX-RO-Falcons Quote Link to post Share on other sites
si2504 12 Posted January 9 Share Posted January 9 does anybody know which docking port the c-100 androgynous petal dock connects to? Quote Link to post Share on other sites
Cheesecake 473 Posted January 9 Share Posted January 9 1 hour ago, si2504 said: does anybody know which docking port the c-100 androgynous petal dock connects to? Yes, the C-100 Androgynous Docking Mechanism. Because it has in it config "nodeType = B10_APAS" which is only used by this port. The name "Androgynous" said it: there is no male or female part needed. Quote Link to post Share on other sites
si2504 12 Posted January 9 Share Posted January 9 1 minute ago, Cheesecake said: Yes, the C-100 Androgynous Docking Mechanism. Because it has in it config "nodeType = B10_APAS" which is only used by this port. The name "Androgynous" said it: there is no male or female part needed. hmm, crafts wouldn't connect to each other with the same port. also, where is the config file for the port as i cant find it in my files... Quote Link to post Share on other sites
Cheesecake 473 Posted January 9 Share Posted January 9 Did you built it the correct way? I used this port many times and it works well. It`s notz directly in the HabTech-folder. Look here: GameData\Benjee10_sharedAssets\APAS. It`s called B10_APAS.cfg. Quote Link to post Share on other sites
si2504 12 Posted January 9 Share Posted January 9 17 minutes ago, Cheesecake said: Did you built it the correct way? I used this port many times and it works well. It`s notz directly in the HabTech-folder. Look here: GameData\Benjee10_sharedAssets\APAS. It`s called B10_APAS.cfg. ah that's why I couldn't find it then. thanks. I'm also having some issues with joint stability, any ideas? it just rocks up and down whilst sat on the run way.... Quote Link to post Share on other sites
rettter3 92 Posted January 9 Share Posted January 9 22 minutes ago, si2504 said: ah that's why I couldn't find it then. thanks. I'm also having some issues with joint stability, any ideas? it just rocks up and down whilst sat on the run way.... Use this: https://github.com/KSP-RO/Kerbal-Joint-Reinforcement-Continued/releases Quote Link to post Share on other sites
Kilo60 19 Posted January 12 Share Posted January 12 Question: On 1.10 do I delete the old Habtech folder so the game will load after I install Habtech2 or am I supposed to leave it alone? Thanks! Quote Link to post Share on other sites
chris-kerbal 39 Posted January 12 Share Posted January 12 Habtech Legacy and Habtech2 are two separate add-ons. Habtech2 is not an upgrade to Habtech. Hence you need to handle them separate. If you have ships/structures with Habtech Legacy components and you delete Habtech Legacy, they will disappear and not be upgraded (or sth.) to Habtech2. Quote Link to post Share on other sites
Kilo60 19 Posted January 13 Share Posted January 13 OK Thanks! Quote Link to post Share on other sites
SlavicMan 0 Posted January 14 Share Posted January 14 On 4/15/2019 at 3:19 AM, benjee10 said: Could you explain in a little more detail? The cupola doesn’t have a seat mode inside it so I’m having a hard time picturing this. Are you using the latest dev version from GitHub? The SpaceDock version doesn’t have the cupola IVA yet. yeah i was using the spacedock version, no worries. Quote Link to post Share on other sites
Messeno 2 Posted January 14 Share Posted January 14 hi, I tried to install the mod in 1.9.1 but the mod doesn't activate I don't see the parts what can I do? Quote Link to post Share on other sites
Cheesecake 473 Posted January 14 Share Posted January 14 14 minutes ago, Messeno said: hi, I tried to install the mod in 1.9.1 but the mod doesn't activate I don't see the parts what can I do? Did you install it correctly? Did you install all the dependencies? Make sure you have installed the dependencies for KSP 1.9.1. Quote Link to post Share on other sites
Messeno 2 Posted January 15 Share Posted January 15 16 hours ago, Cheesecake said: Did you install it correctly? Did you install all the dependencies? Make sure you have installed the dependencies for KSP 1.9.1. yes I have correctly installed the mod here is the screen: I installed the dependencies via ckan, the strange thing is that the other mods work the habtech2 no and I don't understand why Quote Link to post Share on other sites
lemon cup 393 Posted January 15 Share Posted January 15 3 minutes ago, Messeno said: yes I have correctly installed the mod here is the screen: HabTech2-master shouldn’t be installed in your GameData folder. Go into “Habtech2-master”, then go into “GameData”, and then copy paste whatever is in that folder into your GameData folder. Quote Link to post Share on other sites
Cheesecake 473 Posted January 15 Share Posted January 15 7 hours ago, Messeno said: yes I have correctly installed the mod here is the screen: I installed the dependencies via ckan, the strange thing is that the other mods work the habtech2 no and I don't understand why As @lemon cupsaid: this is wrong. Also: there should be no zip in GameData and the NearFutureProps is not needed until you install a Nertea-mod like NearFuture-Spacecrafts or Stockalike Station Parts Redux. Quote Link to post Share on other sites
si2504 12 Posted January 15 Share Posted January 15 Do any of the ISS modules have a crew hatch? I am unable to EVA from any of the modules. thanks Quote Link to post Share on other sites
Clamp-o-Tron 953 Posted January 15 Share Posted January 15 5 minutes ago, si2504 said: Do any of the ISS modules have a crew hatch? I am unable to EVA from any of the modules. thanks Only the Destiny Airlock does IRL, so use the "Quest" airlock. Or just EVA from the visiting ship. Quote Link to post Share on other sites
chris-kerbal 39 Posted January 29 Share Posted January 29 So I tried to see if I can do anything about the drag cube issue. @ValiZockt recommended to generate the cube by each ModuleDeployablePart. Trying that with the ht2_radiatorTriple I figured that not a single value is created in the parts database. No matter what I did so far, I always get the following exception: [LOG 22:57:04.190] PartLoader: Compiling Part 'HabTech2/Parts/Trusses/ht2_radiatorTriple/ht2_radiatorTriple' [LOG 22:57:04.230] PartLoader: Part 'HabTech2/Parts/Trusses/ht2_radiatorTriple/ht2_radiatorTriple' has no database record. Creating. [LOG 22:57:04.230] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [WRN 22:57:04.238] DragCubeSystem: Part 'ht2.radiatorTriple' has more than two IMultipleDragCube part modules. You should consider procedural drag cubes. [LOG 22:57:04.238] DragCubeSystem: Creating drag cubes for part 'ht2.radiatorTriple' [EXC 22:57:04.339] NullReferenceException: Object reference not set to an instance of an object ModuleDeployablePart.AssumeDragCubePosition (System.String name) (at <948fceea813942b7ac6b6d1b2dc2d0a3>:0) DragCubeSystem+<RenderDragCubes>d__34.MoveNext () (at <948fceea813942b7ac6b6d1b2dc2d0a3>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <7d9ec060e791409ab3eb85c61e312ed6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <RenderDragCubesCoroutine>d__31:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>d__46:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Searching, I figured that @Zorg had this exception with a solarAntenna and @RoverDude with some lights. I am not sure this is the same issue, however they both added drag cube information to the configs. I tried the procedural = True config with the triple radiator, it did not seem to help anything. As we found out before, defining a cube in the config would help, the question is now how I get the right one for it? Normally I would read it out of the parts database, which is empty (I suspect because of the exception).... So a bit catch-22... Quote Link to post Share on other sites
dave1904 262 Posted February 9 Share Posted February 9 I would recommend removing the shiptype = station from the PMA in future updates. Quote Link to post Share on other sites
chris-kerbal 39 Posted February 9 Share Posted February 9 42 minutes ago, dave1904 said: I would recommend removing the shiptype = station from the PMA in future updates. Do you mean the vesseltype? Why change it, is there an issue with that? Quote Link to post Share on other sites
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