whale_2 333 Posted March 13, 2019 Share Posted March 13, 2019 Hey @Tidal Stream Thanks for keeping this mod alive. I've submitted an issue to GitHub, in two words - attempting to re-root vessel with new root being a part, surface-attached to procedural tank, hangs the game.https://github.com/Tidal-Stream/ProceduralParts/issues/15 Ping me if you need more details. Quote Link to post Share on other sites
hanhan658 5 Posted May 1, 2019 Share Posted May 1, 2019 Does this work in 1.6.1? Quote Link to post Share on other sites
Cheesecake 526 Posted May 1, 2019 Share Posted May 1, 2019 1 hour ago, hanhan658 said: Does this work in 1.6.1? Yes, it works well in 1.6.x. Quote Link to post Share on other sites
Stone Blue 2,042 Posted May 2, 2019 Share Posted May 2, 2019 (edited) @Tidal Stream hmm.. I see 1.2.18 ... I have a quextion on the versioning... I see 1.3.x used for 1.4.x-1.5.x versions of KSP, and 1.2.x for 1.3.1 ... So is the latest 1.2.18 another update for 1.3.1, or for newer versions of KSP? vOv Thanx Edited May 2, 2019 by Stone Blue Quote Link to post Share on other sites
Tidal Stream 32 Posted May 12, 2019 Author Share Posted May 12, 2019 1.2.18 is both for 1.3.1 and for 1.4+. However, CKAN has a problem with versions being newer but with a lower version number so I bumped it to 1.3.18. And if I have to diverge KSP 1.3.1 and 1.4+ branches because of a 1.4+ bug again, I would be unable to use the 1.2.x versions because of it without pulling them from CKAN, so it better not happens. Quote Link to post Share on other sites
ArturDent69 2 Posted May 16, 2019 Share Posted May 16, 2019 just trying to update through Ckan and your mod shows as 1.7.9 but is not listed as compatible with the 1.7.0 version of KSP. https://imgur.com/a/FF8u3Md Quote Link to post Share on other sites
zer0Kerbal 1,141 Posted May 16, 2019 Share Posted May 16, 2019 thank you for keeping this one alive. am asking for the following procedural parts: Argon tank Lithium tank Lqd Hydrogen I've tried to modify the Xenon PTank, but no joy. Probably takes more than just replacing xenon with argon in the part.cfg. thank you in advance! Quote Link to post Share on other sites
Tidal Stream 32 Posted May 24, 2019 Author Share Posted May 24, 2019 @zer0Kerbal Stock does not use these fuels unless I have missed it in an update, and mods adding fuels usually have to add procedural parts configs as well. Realism Overhaul does it for example, you can check how they do it. This is entirely config-side matter, no need for anything compiled or included in the base mod to be changed. Quote Link to post Share on other sites
MarcAlain 19 Posted May 28, 2019 Share Posted May 28, 2019 I'm using KSP 1.4.5, with Tidal Steam branch of Proc Parts, updated to 1.3.18. My issue: Proc Part heatshields cause capsules to flip like crazy in atmosphere. Stock shields don't do this. Suggestions? Quote Link to post Share on other sites
BadRocket 84 Posted June 9, 2019 Share Posted June 9, 2019 (edited) . Edited June 14, 2019 by BadRocket Quote Link to post Share on other sites
BadRocket 84 Posted June 9, 2019 Share Posted June 9, 2019 (edited) . Edited June 14, 2019 by BadRocket Quote Link to post Share on other sites
memeconnoiseur 19 Posted June 10, 2019 Share Posted June 10, 2019 Has anyone else also had the bug where you have a procedural part attached to a root part, save the craft, reload the craft and find a gap between the root part and the procedural part? I've experienced this problem along with the bug discussed above. Quote Link to post Share on other sites
Columbo 12 Posted June 10, 2019 Share Posted June 10, 2019 1 hour ago, memeconnoiseur said: Has anyone else also had the bug where you have a procedural part attached to a root part, save the craft, reload the craft and find a gap between the root part and the procedural part? I've experienced this problem along with the bug discussed above. Yes, I have both this issue and the above mentioned by BadRocket. (playing in 1.7.1) i can confirm that this startet happening with 1.7.1 and never occurred in 1.7.0 Quote Link to post Share on other sites
BadRocket 84 Posted June 10, 2019 Share Posted June 10, 2019 (edited) . Edited June 14, 2019 by BadRocket Quote Link to post Share on other sites
memeconnoiseur 19 Posted June 10, 2019 Share Posted June 10, 2019 Just now, Columbo said: Yes, I have both this issue and the above mentioned by BadRocket. (playing in 1.7.1) i can confirm that this startet happening with 1.7.1 and never occurred in 1.7.0 5 minutes ago, BadRocket said: Yeah, I've seen that bug also. It happened to me more in 1.6.x than 1.7 though. It was pretty rare. (And I'm assuming you're not talking about the normal "multi-node" parts that exist, like fairings / interstages). I could never reproduce it consistently, so I never tried to fix it. yeah, exactly! thanks for confirming that you're seeing the same thing. btw, I gave up on researching the bug, and just created some new custom parts that fit what I need. I'm only experienced them in 1.7.1 too, it's a real bummer because I'm trying to make BDarmory custom missiles and I used the procedural parts for some of my better aircraft. though it seems to affect the missiles more bc they're made entirely of procedural parts. Quote Link to post Share on other sites
BadRocket 84 Posted June 10, 2019 Share Posted June 10, 2019 (edited) . Edited June 14, 2019 by BadRocket Quote Link to post Share on other sites
Phineas Freak 759 Posted June 10, 2019 Share Posted June 10, 2019 On 6/9/2019 at 6:09 AM, BadRocket said: First point: this 100% only happens in version 1.7.1, I could not get this to reproduce in 1.7.0 under any circumstance. As far as i can remember this issue existed since KSP 1.1 (1.1.3 to be exact) and happened in every KSP version afterwards (rarely though). KSP 1.6 broke it even further and, as it seems, KSP 1.7.1 was the last straw. Quote Link to post Share on other sites
BadRocket 84 Posted June 11, 2019 Share Posted June 11, 2019 (edited) . Edited June 14, 2019 by BadRocket Quote Link to post Share on other sites
Phineas Freak 759 Posted June 11, 2019 Share Posted June 11, 2019 3 hours ago, BadRocket said: As the author of NodeHelper, you're probably one of the more qualified people to understand what's going on here. I am not the original author of that mod, i was just maintaining it for my own uses (and until LGG took over it). Unfortunately I have absolutely no idea how KSP nodes work internally and the Procedural Parts code for them is beyond my comprehension. Quote Link to post Share on other sites
Columbo 12 Posted June 13, 2019 Share Posted June 13, 2019 I haven't updated to 1.7.2 yet, but from the patch notes: Fix null reference on ship load when parts have changed their attach nodes. Maybe this could mean its fixed? did Anybody try it already? Quote Link to post Share on other sites
BadRocket 84 Posted June 13, 2019 Share Posted June 13, 2019 (edited) . Edited June 14, 2019 by BadRocket Quote Link to post Share on other sites
BadRocket 84 Posted June 13, 2019 Share Posted June 13, 2019 (edited) . Edited June 14, 2019 by BadRocket Quote Link to post Share on other sites
Fizrock 1 Posted June 15, 2019 Share Posted June 15, 2019 (edited) Any word on an ETA on fixing the node issue? Kinda want to play KSP but can't because my ships with implode if I try to load them. Any news would be appreciated. Thanks! Edited June 15, 2019 by Fizrock Quote Link to post Share on other sites
Mitrae 8 Posted June 16, 2019 Share Posted June 16, 2019 Got the node bug too. I tried to build around it, but no way, when I reload the ship the attachment is gone All my good-looking rockets are disposable. Please tell if you wish any details. Or if someone have the solution. Quote Link to post Share on other sites
AG-cs 227 Posted June 17, 2019 Share Posted June 17, 2019 Greeting! First of all, I would like to thank the maker and those who do their work and time to develop and maintain the mod. I like this mod, I have made my own package of textures , but unfortunately, there is a lot of annoyance in the displacement of nodes. This error has rarely occurred in previous versions, but it is often present in this version. What is the solution? Does anyone know? Maybe there are conflicts with other mods that can cause this? Or is it not compatible with KSP 1.7? So I don't know how to use this modus so that the nodes do not move. Thanks for the answers. Quote Link to post Share on other sites
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