Atlas Gaming Posted May 10, 2020 Share Posted May 10, 2020 (edited) This is such a cool mod for realistic playthroughs (not realism mod) so I'm surprised more people are not using it. Love the dirty yellow colors too! Edited May 10, 2020 by Atlas Gaming Quote Link to comment Share on other sites More sharing options...
bice Posted May 27, 2020 Share Posted May 27, 2020 Hi @linuxgurugamer! I need your help regarding this mod that is one of my prefered ones. . Each time I visit my orbital stations, that have a tug docked, these lines flood the log. [LOG 18:19:04.024] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.024] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.024] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.024] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.032] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.032] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.032] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.032] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.103] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.103] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.103] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 the tug has two engines configured in nuclear mode. And the tug In one of them drops this exception also: [EXC 19:33:49.359] NullReferenceException: Object reference not set to an instance of an object PartJoint.SetupJoint (UnityEngine.Vector3 jointPos, UnityEngine.Vector3 jointOrt, UnityEngine.Vector3 jointOrt2, System.Int32 size, AttachNode nodeToParent, AttachNode nodeFromParent) (at <55ba45dc3a43403382024deac8dcd0be>:0) PartJoint.create (Part child, Part parent, UnityEngine.Transform nodeSpace, UnityEngine.Vector3 nodePos, UnityEngine.Vector3 nodeOrt, UnityEngine.Vector3 nodeOrt2, System.Int32 nodeSize, AttachModes mode, System.Boolean rigid, AttachNode nodeToParent, AttachNode nodeFromParent) (at <55ba45dc3a43403382024deac8dcd0be>:0) PartJoint.Create (Part owner, Part parent, AttachNode nodeToParent, AttachNode nodeFromParent, AttachModes mode) (at <55ba45dc3a43403382024deac8dcd0be>:0) ModuleGrappleNode.GrappleSameVessel (Part other) (at <55ba45dc3a43403382024deac8dcd0be>:0) ModuleGrappleNode.<SetupFSM>b__49_7 () (at <55ba45dc3a43403382024deac8dcd0be>:0) KerbalFSM.UpdateFSM () (at <55ba45dc3a43403382024deac8dcd0be>:0) ModuleGrappleNode.Update () (at <55ba45dc3a43403382024deac8dcd0be>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 19:33:49.475] A joint can't connect the body to itself. Please tell me If you need any data to help on this. thanks! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 27, 2020 Author Share Posted May 27, 2020 1 hour ago, bice said: [LOG 18:19:04.024] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.024] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.024] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.024] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.032] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.032] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.032] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.032] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.103] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.103] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.103] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 These are just some debug lines, easy to remove 1 hour ago, bice said: And the tug In one of them drops this exception also: [EXC 19:33:49.359] NullReferenceException: Object reference not set to an instance of an object PartJoint.SetupJoint (UnityEngine.Vector3 jointPos, UnityEngine.Vector3 jointOrt, UnityEngine.Vector3 jointOrt2, System.Int32 size, AttachNode nodeToParent, AttachNode nodeFromParent) (at <55ba45dc3a43403382024deac8dcd0be>:0) PartJoint.create (Part child, Part parent, UnityEngine.Transform nodeSpace, UnityEngine.Vector3 nodePos, UnityEngine.Vector3 nodeOrt, UnityEngine.Vector3 nodeOrt2, System.Int32 nodeSize, AttachModes mode, System.Boolean rigid, AttachNode nodeToParent, AttachNode nodeFromParent) (at <55ba45dc3a43403382024deac8dcd0be>:0) PartJoint.Create (Part owner, Part parent, AttachNode nodeToParent, AttachNode nodeFromParent, AttachModes mode) (at <55ba45dc3a43403382024deac8dcd0be>:0) ModuleGrappleNode.GrappleSameVessel (Part other) (at <55ba45dc3a43403382024deac8dcd0be>:0) ModuleGrappleNode.<SetupFSM>b__49_7 () (at <55ba45dc3a43403382024deac8dcd0be>:0) KerbalFSM.UpdateFSM () (at <55ba45dc3a43403382024deac8dcd0be>:0) ModuleGrappleNode.Update () (at <55ba45dc3a43403382024deac8dcd0be>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 19:33:49.475] A joint can't connect the body to itself Not sure what that is. It's KSP code, maybe it's something funny in your station. I'll get the first one fixed today Edit: The BurstAtomicThrustModule has been updated to remove the log spam Quote Link to comment Share on other sites More sharing options...
bice Posted May 27, 2020 Share Posted May 27, 2020 Thank you @linuxgurugamer for the quick response!!! and for your work and support. Quote Link to comment Share on other sites More sharing options...
RaccoonTOF Posted July 2, 2020 Share Posted July 2, 2020 (edited) Orbital Tug Push Adapter part has multiple node issues. In particular, the outer frame nodes force either 1x or 3x symmetry, rather than 1x, 2x, or 4x which would make sense for the node locations. Also, the ventral-starboard-center node appears to be reversed in direction relative to the other three central outer-frame nodes. This makes using the outer frame nodes pretty much useless for any form of symmetry, and the central nodes on the outer frame unusable even attaching everything in 1x individually. EDIT: Orbital Tug Carrier Module has the correct symmetry modes, but also has one of the central outer nodes in the wrong position - it duplicates the node location of the opposite node. So again, the central nodes aren't very useful, but the forward/aft outer nodes are fine in position and symmetry. Edited July 2, 2020 by RaccoonTOF Quote Link to comment Share on other sites More sharing options...
squeaker0704 Posted October 15, 2020 Share Posted October 15, 2020 is there a texture issue? Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted April 13, 2021 Share Posted April 13, 2021 I am looking to up my save game version to the latest version. but this is one of the mods that I deem necessary. So I am just checking in to see if it is still working with latest version of KSP. Does anybody have any issues with this in 1.11? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 17, 2021 Author Share Posted April 17, 2021 Should be fine Quote Link to comment Share on other sites More sharing options...
Targus Posted April 19, 2021 Share Posted April 19, 2021 (edited) Hello @linuxgurugamer I just let you know that the tug drone pod doesn't have a signal and probe control, so I checked everything ingame and then I checked the cfg file and compared it to other antennas, It looks like this. MODULE { name = ModuleDataTransmitter antennaType = RELAY packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 400000 optimumRange = 100000 packetFloor = .1 packetCeiling = 5 } It turns out that it has a slight difference so I made some slight modifications: MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 400000 antennaCombinable = False } It's now working flawlessly. This probably works too MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 400000 optimumRange = 100000 packetFloor = .1 packetCeiling = 5 } Edited April 19, 2021 by Targus Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 19, 2021 Author Share Posted April 19, 2021 1 hour ago, Targus said: Hello @linuxgurugamer I just let you know that the tug drone pod doesn't have a signal and probe control, so I checked everything ingame and then I checked the cfg file and compared it to other antennas, It looks like this. Which version of KSP? Quote Link to comment Share on other sites More sharing options...
Targus Posted April 19, 2021 Share Posted April 19, 2021 6 hours ago, linuxgurugamer said: Which version of KSP? 1:1.6.1 mod version for 1.8.1 KSP idk if it's gets corrected in the latest version Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 19, 2021 Author Share Posted April 19, 2021 55 minutes ago, Targus said: 1:1.6.1 mod version for 1.8.1 KSP idk if it's gets corrected in the latest version That makes no sense. The current version for this mod is 1.3.1 8 hours ago, Targus said: MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 400000 optimumRange = 100000 packetFloor = .1 packetCeiling = 5 } I'll assume you just got the wrong version. The config you showed does match the tug. Can you test this suggest config, you said it probably would work, I'd like confirmation before using it Quote Link to comment Share on other sites More sharing options...
Targus Posted April 20, 2021 Share Posted April 20, 2021 (edited) 4 hours ago, linuxgurugamer said: That makes no sense. The current version for this mod is 1.3.1 I'll assume you just got the wrong version. The config you showed does match the tug. Can you test this suggest config, you said it probably would work, I'd like confirmation before using it sorry, I wrote the wrong version number, I tested the suggested config and it does work. Edited April 20, 2021 by Targus insert photo Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 20, 2021 Author Share Posted April 20, 2021 2 hours ago, Targus said: , I wrote the wrong version number, I tested the suggested config and it does work I figured. Ok, I'll put in the config in the next day or so. Thank you Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 20, 2021 Author Share Posted April 20, 2021 New release, 1.3.1.1 Updated ModuleDataTransmitter in the drone core to match regular probe core Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 1, 2022 Author Share Posted May 1, 2022 New release 1.3.1.2 Thanks to @HebaruSan for this: Fix cfg syntax error Quote Link to comment Share on other sites More sharing options...
paradoxx_42 Posted October 28, 2022 Share Posted October 28, 2022 How to implement fuel tanks with these parts? The ships just turn out ugly... Quote Link to comment Share on other sites More sharing options...
RocketBoy1641 Posted March 12, 2023 Share Posted March 12, 2023 On 10/28/2022 at 8:05 AM, paradoxx_42 said: How to implement fuel tanks with these parts? The ships just turn out ugly... Procedural tanks and procedural parts textures. Quote Link to comment Share on other sites More sharing options...
Mobywan15 Posted June 25, 2023 Share Posted June 25, 2023 Any chance of making an idiot-proof user guide for craft designs? I love the premise and the look of the mod, but I am having trouble figuring out what goes where node-wise. That's my only caveat, otherwise, this would be one of my top ten fav mods. -The Idiot Who Can't Figure Out How To Dock This Thing. Quote Link to comment Share on other sites More sharing options...
Aviator01 Posted Thursday at 08:35 PM Share Posted Thursday at 08:35 PM The Radial LFO Engine is not showing up in the VAB and a craft that I had used it on says it is a locked or invalid part. KSP.log Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted Friday at 11:59 AM Share Posted Friday at 11:59 AM 15 hours ago, Aviator01 said: The Radial LFO Engine is not showing up in the VAB and a craft that I had used it on says it is a locked or invalid part. One thing you could do before LGG shows up, is fix these. None of these folders in GameData are correct. There shouldn't ever be a folder in here with version numbers in the name. You probably need to dig deeper until you find the GameData folder inside these zip files, and then it's the contents there that get copied to your GameData folder. (Don't forget to nuke these folders). Also, I can tell you it takes a LOT of work to get 300 mods to live together with no conflicts. IXS-Warship-for-Blueshift-1.0.7.1 MiningExpansion-1.1.6 Mk2Expansion-1.9.1.4 Mk3Expansion-1.6.1.4 Quote Link to comment Share on other sites More sharing options...
Aviator01 Posted Friday at 09:01 PM Share Posted Friday at 09:01 PM 9 hours ago, OrbitalManeuvers said: One thing you could do before LGG shows up, is fix these. None of these folders in GameData are correct. There shouldn't ever be a folder in here with version numbers in the name. You probably need to dig deeper until you find the GameData folder inside these zip files, and then it's the contents there that get copied to your GameData folder. (Don't forget to nuke these folders). Also, I can tell you it takes a LOT of work to get 300 mods to live together with no conflicts. IXS-Warship-for-Blueshift-1.0.7.1 MiningExpansion-1.1.6 Mk2Expansion-1.9.1.4 Mk3Expansion-1.6.1.4 I followed your instructions and it solved several issues , so thank you very much. However, the Radial LFO Engine is still not showing up in the VAB. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted Friday at 09:45 PM Share Posted Friday at 09:45 PM 41 minutes ago, Aviator01 said: I followed your instructions and it solved several issues , so thank you very much. However, the Radial LFO Engine is still not showing up in the VAB. Yeah that was super general cleanup - I wouldn't really expect it to have changed your initial situation, but that would have been nice If you wanna upload a fresh copy of your ksp.log again, that would be great - since it won't have those issues in it, and should be a little cleaner and hopefully easier to find the real issue! Quote Link to comment Share on other sites More sharing options...
Aviator01 Posted Saturday at 07:56 PM Share Posted Saturday at 07:56 PM 22 hours ago, OrbitalManeuvers said: Yeah that was super general cleanup - I wouldn't really expect it to have changed your initial situation, but that would have been nice If you wanna upload a fresh copy of your ksp.log again, that would be great - since it won't have those issues in it, and should be a little cleaner and hopefully easier to find the real issue! I suspect that the issue may be related to the KSP Interstellar Extended mod, as the nuclear engine has a config for that mod and the LFO engine does not. This mod also worked fine before I installed KSP Interstellar Extended. However, I did download several other mods at the same time. KSP.log Quote Link to comment Share on other sites More sharing options...
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