Jump to content

[1.10.1] HabTech2 | Stockalike ISS Parts! | 0.2.3 - Un-broken edition!


Recommended Posts

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.

Link to post
Share on other sites
  • 2 weeks later...
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.

Link to post
Share on other sites
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...

Link to post
Share on other sites

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.

Link to post
Share on other sites
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....

MAs4AYu.png

Link to post
Share on other sites

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.

Link to post
Share on other sites
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. 

Link to post
Share on other sites
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.

Link to post
Share on other sites
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: 

cgTIVgH.jpg

I installed the dependencies via ckan, the strange thing is that the other mods work the habtech2 no and I don't understand why

Link to post
Share on other sites
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.

Link to post
Share on other sites
7 hours ago, Messeno said:

yes I have correctly installed the mod here is the screen: 

cgTIVgH.jpg

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.

Link to post
Share on other sites
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.

Link to post
Share on other sites
  • 2 weeks later...

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...

Link to post
Share on other sites
  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...