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[1.12.x] Aviation Lights v4.1.3 (29 January 2023) - available for adoption


MOARdV

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3 hours ago, Cassin said:

As far as I know, the other lights works fine, only this one is bugged ;)

Also @Jiraiyah

I installed latest AL for 1.8.1, in 1.8.1 yesterday, in a pretty much stock install... Could not reproduce your issue, using *ANY* of the red lights, with the dark housing, and with Nav/Beacon/Strobe types...

I dont *ever* recall having the issue you two are describing, with this mod.

Logs, list of installed mods, and *exact* steps/conditions taken, to produce/reproduce this issue would be needed to help diagnose for you. Screenshots might be good too. (not *too* many tho :P )

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Just now, Stone Blue said:

Also @Jiraiyah

I installed latest AL for 1.8.1, in 1.8.1 yesterday, in a pretty much stock install... Could not reproduce your issue, using *ANY* of the red lights, with the dark housing, and with Nav/Beacon/Strobe types...

I dont *ever* recall having the issue you two are describing, with this mod.

Logs, list of installed mods, and *exact* steps/conditions taken, to produce/reproduce this issue would be needed to help diagnose for you. Screenshots might be good too. (not *too* many tho :P )

My first thought is to give the crew light a go for testing, If I remember right, it has something to do with aviation?

This is my mod list anyways

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[x] Science! Continued (xScienceContinued 5.24)
6 Crew Science Lab (SixCrewScienceLab 1.1)
6 Seat Mk3 Cockpit (SixSeatMk3cockpit 1.1)
ABookCase Orbital Reference System (ABCORS 0.5.1.2)
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Advanced Textures (AdvancedTextures 1.8.1)
AECS_Motion_Suppressor (air brake, engine, & control surface) (AECS-Motion-Suppressor 1.3.2.3)
Aircraft Carrier Accessories (AircraftCarrierAccessories 1:1.8.1)
Alcubierre Warp Drive (Stand-alone) (AlcubierreStandalone 1.3.0.0)
All Y'All (AllYAll 1:0.11.18.3)
AmpYear (AmpYearPowerManager 1:V1.5.6.0)
Antenna Helper (AntennaHelper 2:1.0.7.1)
ASET Agency  (ASETAgency 1.0)
ASET PRC (Portable Rover Components) (ASET-PRC 0.0.1)
ASET Props (ASETProps 1.5)
Astrogator (Astrogator v0.10.0)
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B9 Aerospace Parts Pack (B9 1:v6.6.0)
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B9 Part Switch (B9PartSwitch v2.13.0)
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BetterTimeWarpContinued (BetterTimeWarpCont 2.3.12.5)
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Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4)
Configurable Containers (ConfigurableContainers 2.4.8)
Configurable Containers Core (ConfigurableContainers-Core 2.4.8)
Crew Light (CrewLight 1:1.20.0)
Critical Temperature Gauge (CriticalTemperatureGauge 1.8.1.0)
Cryo Tanks (CryoTanks 1.4.0)
Cryo Tanks Core (CryoTanks-Core 1.4.0)
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@Jiraiyah wow... that's ah-lotta modzzz :P

Well, a quick look, and it seems Crew Light includes a patch for the AL beacon lights... red *and* amber, tho...

 

@PART[lightbeacon_amber,lightbeacon_red]:HAS[!MODULE[ModuleBeaconLightEngine]]:NEEDS[AviationLights]:FOR[CrewLight]
{
    MODULE
    {
		name = ModuleBeaconLightEngine
    }
}

Can you see if you have the same issue with the amber beacon lights, that you are seeing with the reds?
If so, quit the game, try changing the file extension from .cfg to .nocfg on the above patch file (ModuleLightToggle.cfg), which is found in /CrewLight/MMPatch folder, then restart the game, and try to reproduce the issue. (changing the file extension just keeps KSP from loading the file, without having to delete the file... and when you want the file back, just change the extension *back* to .cfg, and KSP will see the file again as normal)

My first guess is that by adding the additional ModuleBeaconLightEngine to the amber/red beacon parts, there might be some conflict between that module and the native AL module... vOv

Edited by Stone Blue
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@Cassin yeah.. i dont know... I just tried AL, CrewLight, BULB, SDH Strobe-O-Matic and Surface Mounted Lights on a pretty much stock install... I couldnt reproduce the issue.
I also skimmed thru each mods' patches, and the only possible overlap i could see, was the one I mentioned in CrewLight... vOv

Also, the issue you describe, seems like it would be interference between mods, that have parts that use the same object/transform names in their models... vOv

I quickly checked one of the SDHI *and* one of the SurfMount Lights models, and while some of the transforms are named *similarly* to those in AL, I think Summgai, IgorZ and I made sure to try to use unique names, just to head off this sort of issue... so i doubt thats the issue.. at least with SDHI and SurfaceMountedLights... vOv

Edited by Stone Blue
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14 minutes ago, Cassin said:

I'm usine Crew Light too (and a lot of mods too, but less than Jiraiyah ^^ ), it may be a lead. I tried the amber beacon this morning and it was working fine ;)

Did you have dead skin for aviation when you had the issue?

 

Interesting, I just reinstalled Aviation, on the heavily modded instance that I was getting the problem before, now it's working fine too !

Edited by Jiraiyah
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Just now, Jiraiyah said:

Did you have dead skin for aviation when you had the issue?

:o wait... You have *that* installed??? ... if so, delete it immediately... That was intended for an ancient version of AviationLights... newr versions of AL incorporated those skins into new models, and MOARdV modified the plugin to reflect the changes, so DeadSkins is no longer required, and most likely *will* cause issues...

Hmm.. also, do you know if you manually changed one of the AL patch files, to allow use of the *old*, now deprecated AL lights?

I suppose I should enable those, and test... :thinking:

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@Jiraiyah @Cassin OK.. I can confirm and reproduce your issue ;)
its AL itself... and yes, indeed its with the old deprecated AL lights activated. You must have activated the cfg patch that deprecates them, and you are trying to use the old parts to build new crafts. There is an easy fix... *unless* you have crafts in your save that are using the old parts. :(

EDIT: OR, you are both just using ancient versions of Aviation Lights. What version of KSP are you both running?
AL was heavily modified in a dev version, that released during KSP 1.3.1... Since KSP 1.4.0+, the old light parts have been deprecated... vOv

Edited by Stone Blue
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tagging you, @MOARdV about the above issue that Jiraiya and Cassin are posting about. Looks like Cassin at least, had this same issue they posted about, last year in the last half of 2019. It seems trying to use the old, deprecated lights causes issues in the editor when placing...
I dont know if it might be time to finally pull the old folder out of the release package? vOv

Edited by Stone Blue
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19 minutes ago, Stone Blue said:

@Jiraiyah @Cassin OK.. I can confirm and reproduce your issue ;)
its AL itself... and yes, indeed its with the old deprecated AL lights activated. You must have activated the cfg patch that deprecates them, and you are trying to use the old parts to build new crafts. There is an easy fix... *unless* you have crafts in your save that are using the old parts. :(

EDIT: OR, you are both just using ancient versions of Aviation Lights. What version of KSP are you both running?
AL was heavily modified in a dev version, that released during KSP 1.3.1... Since KSP 1.4.0+, the old light parts have been deprecated... vOv

Using ksp 1.8.1 and Aviation version 4.1.0 here.

Didn't do any personal config tweaks nor MM patches that would affect the light itself (only have patches for USI docking port and other stuff), but have one MM patch file I found from community, what should i look for in those files to see if it's there or not?

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14 minutes ago, Jiraiyah said:

Using ksp 1.8.1 and Aviation version 4.1.0 here.

Didn't do any personal config tweaks nor MM patches that would affect the light itself (only have patches for USI docking port and other stuff), but have one MM patch file I found from community, what should i look for in those files to see if it's there or not?

Strange... vOv
*IF* you dont have any in-flight crafts with AL lights in your save, you should just be able to delete the /lights folder that is *INSIDE* the AL /Parts/ folder. Then in the hangar editor parts list, you should see only *one* AL part listed, which has all the different variants you would want. Just place that one part, then select the function/color/skin that you want in the PAW (the right-click part menu when you click on the part after its placed)

*AGAIN*, tho, this will mess up any crafts you have in-flight, which are using the *old* AL parts... so backup your save, and/or recover any of those crafts *before* deleting that folder and restarting the game

Edited by Stone Blue
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1 minute ago, Stone Blue said:

Strange... vOv
*IF* you dont have any in-flight crafts with AL lights in your save, you should just be able to delete the /lights folder that is *INSIDE* the AL /Parts/ folder. Then in the hangar editor parts list, you should see only *one* AL part listed, which has all the different variants you would want. Just place that one part, then select the function/color/skin that you want in the PAW (the right-click part menu when you click on the part after its placed)

*AGAIN*, tho, this will mess up any crafts you have in-flight, which are using the *old* AL parts... so backup your save, and/or recover any of those crafts *before* deleting that folder and restarting the game

I'm just starting the game, no problem, deleted the folder. thanks

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2 hours ago, Stone Blue said:

@Jiraiyah @Cassin OK.. I can confirm and reproduce your issue ;)
its AL itself... and yes, indeed its with the old deprecated AL lights activated. You must have activated the cfg patch that deprecates them, and you are trying to use the old parts to build new crafts. There is an easy fix... *unless* you have crafts in your save that are using the old parts. :(

EDIT: OR, you are both just using ancient versions of Aviation Lights. What version of KSP are you both running?
AL was heavily modified in a dev version, that released during KSP 1.3.1... Since KSP 1.4.0+, the old light parts have been deprecated... vOv

I just installed it from CKAN and my KSP is up-to-date. Don't know about "dead skin" mod, never heard of it ^^

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3 minutes ago, Cassin said:

I just installed it from CKAN and my KSP is up-to-date. Don't know about "dead skin" mod, never heard of it ^^

Still strange that you are having the *old* parts active, tho :thinking:

EDIT: O.o ... oof... looks like the NETKAN file is waaaayyyyy outdated :o
https://github.com/KSP-CKAN/NetKAN/blob/master/NetKAN/AviationLights.netkan

Edited by Stone Blue
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3 hours ago, Stone Blue said:

tagging you, @MOARdV about the above issue that Jiraiya and Cassin are posting about. Looks like Cassin at least, had this same issue they posted about, last year in the last half of 2019. It seems trying to use the old, deprecated lights causes issues in the editor when placing...
I dont know if it might be time to finally pull the old folder out of the release package? vOv

Nice!

Nothing funky in the log (I'm supposed to be working right now, so I shouldn't fire up the game to check :cool: )?

I suppose that if I need to get a release out, I ought to think of some other feature to tack on while I'm at it.  There was a request to make the light's spotlight cone tweakable.  Would that be of interest?  Maybe support axis groups with that, as well?

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45 minutes ago, MOARdV said:

Nice!

Nothing funky in the log (I'm supposed to be working right now, so I shouldn't fire up the game to check :cool: )?

I suppose that if I need to get a release out, I ought to think of some other feature to tack on while I'm at it.  There was a request to make the light's spotlight cone tweakable.  Would that be of interest?  Maybe support axis groups with that, as well?

one more thing could be nice, If you remember, there was one Inline Light from ASET, I tried to reinvoke it and make it work, problem is, the light in the model itself behaves strangely.

If you agree and are interested, I will pass the zip file to you, the only thing you need to do is to look into the mesh and make the light work properly. With me maintaining the Bulb now, it would automatically add color change values to it. I don't know how to reverse engineer a model back for checking these stuff

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SO, a late update... I had talked with HebaruSan about that NETKAN... I didnt understand fully what the contents do... He said CKAN *should* have the correct version of AL indexed for correct/matching version of KSP... I looked over the list, and it seems good...
So I dont know how Jiraiyah and Cassin ended up with activated deprectaed parts vOv
Doesnt *appear* to be an issue with the NETKAN vOv

EDIT: @Jiraiyah actually I am working on modifying/updating the ASET StackInline lights... whats the issue with the light? I have them working... I just havent gotten around to checking the Bulb and other patches for them yet

Edited by Stone Blue
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9 hours ago, Stone Blue said:

SO, a late update... I had talked with HebaruSan about that NETKAN... I didnt understand fully what the contents do... He said CKAN *should* have the correct version of AL indexed for correct/matching version of KSP... I looked over the list, and it seems good...
So I dont know how Jiraiyah and Cassin ended up with activated deprectaed parts vOv
Doesnt *appear* to be an issue with the NETKAN vOv

EDIT: @Jiraiyah actually I am working on modifying/updating the ASET StackInline lights... whats the issue with the light? I have them working... I just havent gotten around to checking the Bulb and other patches for them yet

What I get is that the light is not emitting outside, but looking toward the inside of the circles, also if you move it around a cupula for example, you would notice that the light is always looking toward the root part and not behave like a ring of light that is emitting toward outside.

 

Compare these two images, the first one is the old and proper behavior

2474c5b20bc64ec08a13419976d2086c.png

Now the next images is what I get in 1.8.1

KFCRrKt.png

kVFpvIQ.png

Notice how the light is emitting toward the prob core (root) and not lighting the ground around it? I even moved them close to ground to make sure it does not behave correctly, maybe I have older version of the models but as long as I remember, this was the last version we had

 

Also be aware that the nodes on the part is a little bit funny, I added another node in the center exactly opposite direction of the previous one, and optionally we can have another two nodes on top and bottom, B9 would let us switching these nodes on/off easily to make player life easy.

Edited by Jiraiyah
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  • 3 months later...
48 minutes ago, mcwaffles2003 said:

Any particular reason this might not work in a 1.8.1 RP-1 game? Have the mod installed but the lights are nowhere to be found in the TT or VAB/SPH sidebar

Do you have Combined Category Kit?  It looks like when this mod was made to work with CCK, the default behavior to put everything in Utility was changed.

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