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Modding Error


HabLab

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I am trying to use the texture from the linear RCS module and the Mk1 Pod science code to make a part for my mod, myStuff Random Utilities Inc. It is visible in VAB, but when I launch the vehicle the part does not exist! I am just an amateur modder so I can't debug it. Can anyone tell me what went wrong and how to fix it? I have the mods Asteroid Day, Flag Decals, FMRS, KAX, Kerbal Krash System, KerBallons, Kerbal Inventory System, kOS, MechJeb, Muffler, Mun Pocket Edition, NovaPunch, PlanetShine, scatterer, and StageRecovery and am using 1.0.5 on OSX 10.11.4.

PART
{
    name = ScienceCam
    module = Part
    author = HabLab
    mesh = model.mu
    scale = 1
    node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0
    TechRequired = start
    entryCost = 0
    cost = 200
    category = Science
    subcategory = 0
    title = Modified KoPro Camera
    manufacturer = MyStuff Random Utilities Inc.
    description = The KoPro Camera can be attached to the side of any probe and take pictures of the wondrous black frontier to send back to the R&D.
    attachRules = 0,1,0,1,1
    mass = 0.03
    dragModelType = default
    maximum_drag = 0.01
    minimum_drag = 0.01
    angularDrag = 0.1
    crashTolerance = 1
    breakingForce = 10
    breakingTorque = 500
    maxTemp = 100
    fuelCrossFeed = True
    PhysicsSignificance = 1
    bulkheadProfiles = srf
MODULE
{
       name = ModuleScienceExperiment
       experimentID = crewReport
       experimentActionName = Image Report
       resetActionName = Discard Image Report
       reviewActionName = Review Image
    useStaging = False    
    useActionGroups = True
    hideUIwhenUnavailable = True    
    rerunnable = True
    xmitDataScalar = 1.0
    usageReqMaskInternal = 5
    usageReqMaskExternal = -1
}
}

 

Edited by HabLab
Small mistake: Squad is not a mod. I was looking through my GameData directory and did not pay attention.
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5 hours ago, wasml said:

I'd bump the maxTemp up - I believe its in Kelvin so Kerbin surface temp is near 300.

Yes, but even before physics comes in, the part basically vanishes. No explosion, no nothing. I looked in the quicksave.sfs of a craft that suffered this incident and it had been completely neglected by the code. I'll try bumping the maxTemp to 600 to simulate a space-grade GoPro.

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9 hours ago, HabLab said:

Yes, but even before physics comes in, the part basically vanishes. No explosion, no nothing. I looked in the quicksave.sfs of a craft that suffered this incident and it had been completely neglected by the code. I'll try bumping the maxTemp to 600 to simulate a space-grade GoPro.

IT WORKED! But now the game is nagging that I need the 25.1cm module to be manned, probably because of the CrewReport thing.

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23 hours ago, HabLab said:

Yes, but even before physics comes in, the part basically vanishes. No explosion, no nothing. I looked in the quicksave.sfs of a craft that suffered this incident and it had been completely neglected by the code. I'll try bumping the maxTemp to 600 to simulate a space-grade GoPro.

OK, I have fixed everything.

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