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[1.8.x, 1.9.x, 1.10.x, 1.11.x, 1.12.x] Comfortable Landing ReUpholstered - Out of Beta


linuxgurugamer

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2 hours ago, Hachiro said:

For sure! I've got a pad abort type craft set up to test this, it has the issue presenting. https://github.com/Koshehage/KSPCrafts Both versions are tested to show the issue, tweakscale and non.

Pretty sure I found the problem, will be testing this evening, also going to be updating the Tantares configs

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  • 3 months later...

As I cannot open an issue at https://github.com/linuxgurugamer/Comfortable-Landing
I also cannot fork from there, I already have an old fork from Icecovery and don't know how to switch the base of it.

Affected:
GameData\ComfortableLanding\Configs\BluedogPod.cfg
GameData\ComfortableLanding\Configs\Corvus.cfg -> seems to be allright, I checked the configs on the repo

There are two buttons labeled "Lights on", only one of them works and that one also does not change the label to "Light off" when pressed.
As Bluedog_DB puts their own ModuleColorChanger to the pods now, it's not a good idea to put a second one.

Example bluedog_Mercury_Capsule - not just with the new dev apollo-saturn-revamp this occurs, already the latest release got those problems.
Inside the ModuleManager.ConfigCache I see two instances of ModuleColorChanger, first a good one:

Spoiler

 

        MODULE
        {
            name = ModuleColorChanger
            shaderProperty = _EmissiveColor
            animRate = 0.8
            animState = false
            useRate = true
            toggleInEditor = true
            toggleInFlight = true
            toggleInFlight = true
            unfocusedRange = 5
            toggleName = Toggle Lights
            eventOnName = Lights On
            eventOffName = Lights Off
            toggleAction = True
            defaultActionGroup = Light
            redCurve
            {
                key = 0 0 0 3
                key = 1 1 0 0
            }
            greenCurve
            {
                key = 0 0 0 1
                key = 1 1 1 0
            }
            blueCurve
            {
                key = 0 0 0 0
                key = 1 0.7 1.5 0
            }
            alphaCurve
            {
                key = 0 1
            }
        }

and later a bad one:

Spoiler
        MODULE
        {
            name = ModuleColorChanger
            shaderProperty = _EmissiveColor
            animRate = 0.8
            animState = false
            useRate = true
            toggleInEditor = true
            toggleInFlight = true
            toggleInFlight = true
            unfocusedRange = 5
            toggleName = Toggle Lights
            eventOnName = Lights On
            eventOffName = Lights On
            toggleAction = True
            defaultActionGroup = Light
            redCurve
            {
                key = 0 0 0 3
                key = 1 1 0 0
            }
            greenCurve
            {
                key = 0 0 0 1
                key = 1 1 1 0
            }
            blueCurve
            {
                key = 0 0 0 0
                key = 1 0.7 1.5 0
            }
            alphaCurve
            {
                key = 0 1
            }
        }

 

The second one is the culprit, it's added by ComfortableLanding - let alone because it does

            eventOnName = Lights On
            eventOffName = Lights On

it's obvious it's not finished at all.

Also any existing ModuleAnimateGeneric is blindly removed, which could be the reason for
https://github.com/CobaltWolf/Bluedog-Design-Bureau/issues/1148

because there is a

    MODULE
    {
        name = ModuleAnimateGeneric
        animationName = deploy_periscope
        isOneShot = false
        startEventGUIName = Extend Periscope
        endEventGUIName = Retract Periscope
        actionGUIName = Toggle Periscope
        allowAnimationWhileShielded = False
    } 

 

Confirmed: issue fixed by removing all  !MODULE[ModuleAnimateGeneric]{} and  ModuleColorChanger in BluedogPod.cfg

Edited by Gordon Dry
Confirmed: issue fixed by removing all !MODULE[ModuleAnimateGeneric]{} and ModuleColorChanger in BluedogPod.cfg
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  • 2 months later...

Is this mod compatible with 1.12.3? The integrated landing bags for the mk.2 pod don't work for me at all. All I get on landing is the inflating sound (I guess?) playing, but nothing actually deploys.

 

EDIT: I've narrowed this down to Restock (newest / 1.4.2), which somehow breaks the Gemini bag animation. Log lists:

"ModuleAnimateGeneric: Could not find animation component 'AirbagGemini' - on part Mk2Pod failed to load! Check the model file"

Which is a bit diconcerting, given that the description lists "Added config for ReStock" - any tips on how to fix this (apart from removing the mk2 config file)?

EDIT2:

Replacing

@PART[Mk2Pod]:NEEDS[!VenStockRevamp,SquadExpansion]

with

@PART[Mk2Pod]:NEEDS[!VenStockRevamp,SquadExpansion]:AFTER[Restock]

in the config seems to work so far.

Edited by krautbernd12
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4 hours ago, krautbernd12 said:

Is this mod compatible with 1.12.3? The integrated landing bags for the mk.2 pod don't work for me at all. All I get on landing is the inflating sound (I guess?) playing, but nothing actually deploys.

 

EDIT: I've narrowed this down to Restock (newest / 1.4.2), which somehow breaks the Gemini bag animation. Log lists:

"ModuleAnimateGeneric: Could not find animation component 'AirbagGemini' - on part Mk2Pod failed to load! Check the model file"

Which is a bit diconcerting, given that the description lists "Added config for ReStock" - any tips on how to fix this (apart from removing the mk2 config file)?

EDIT2:

Replacing

@PART[Mk2Pod]:NEEDS[!VenStockRevamp,SquadExpansion]

with

@PART[Mk2Pod]:NEEDS[!VenStockRevamp,SquadExpansion]:AFTER[Restock]

in the config seems to work so far.

Restock changed after I did this, and I can't keep up.  I'll get this added in a few days, stuck in a hospital right now.

I'd appreciate it if you could test the other stock parts with restock installed.

 

Edited by linuxgurugamer
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5 hours ago, krautbernd12 said:

Is this mod compatible with 1.12.3? The integrated landing bags for the mk.2 pod don't work for me at all. All I get on landing is the inflating sound (I guess?) playing, but nothing actually deploys.

 

EDIT: I've narrowed this down to Restock (newest / 1.4.2), which somehow breaks the Gemini bag animation. Log lists:

"ModuleAnimateGeneric: Could not find animation component 'AirbagGemini' - on part Mk2Pod failed to load! Check the model file"

Which is a bit diconcerting, given that the description lists "Added config for ReStock" - any tips on how to fix this (apart from removing the mk2 config file)?

EDIT2:

Replacing

@PART[Mk2Pod]:NEEDS[!VenStockRevamp,SquadExpansion]

with

@PART[Mk2Pod]:NEEDS[!VenStockRevamp,SquadExpansion]:AFTER[Restock]

in the config seems to work so far.

Unfortunately, your patched file will fail if ReStock is NOT installed, but it shows me what has to happen. 

I'm testing an  update, but won't be able to publish it until next week

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9 hours ago, linuxgurugamer said:

Unfortunately, your patched file will fail if ReStock is NOT installed, but it shows me what has to happen. 

I'm testing an  update, but won't be able to publish it until next week

Apologies, my knowledge of how the syntax works is a bit rusty. The other (restocked) stock parts work fine from what I can tell. Another thing I noticed is that the airbags deflate (as in the animation plays in reverse) when you splash down, regardless of speed, but the bouancy remains.

Also get well soon :)

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57 minutes ago, krautbernd12 said:

Apologies, my knowledge of how the syntax works is a bit rusty. The other (restocked) stock parts work fine from what I can tell. Another thing I noticed is that the airbags deflate (as in the animation plays in reverse) when you splash down, regardless of speed, but the bouancy remains.

Also get well soon :)

No apologies needed, this was something I learned the hard way.

I'll look at the deflation, but this might just be a quirk of the way KSP does things

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Another thing I noticed is that the non-tweakscale sizes (everything other than 2.5 m) of the universal modules can't be toggled/deployed in the editor or during EVA. Also, changing eventAvailableFlight = true in UAM.cfg only allows manual deployment for the 2.5 m module, as allowManualControl is set to false for all other modules in No_Tweakscale_Config.cfg. Is this intended?

For that matter, why can the (working) modules only be deployed manually via EVA?

Edited by krautbernd12
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  • 2 weeks later...
  • 1 month later...

@DaOPCreeper - You should tag @linuxgurugamer to increase the chances of getting your wish.

 

Here's an attempt at an MM patch for the latest Apollo capsules. I've just copied the MM patch for the old Bluedog Apollo capsules and changed the names of the parts it's targeting. 

Spoiler
@PART[bluedog_Apollo_CrewPod,bluedog_Apollo_CrewPod_5crew]:NEEDS[ComfortableLanding]:AFTER[Bluedog_DB]
{

	!MODULE[ModuleAnimateGeneric]{}
	MODULE
	{
		name = ModuleColorChanger
		shaderProperty = _EmissiveColor
		animRate = 0.8
		animState = false
		useRate = true
		toggleInEditor = true
		toggleInFlight = true
		toggleInFlight = true
		unfocusedRange = 5
		toggleName = Toggle Lights
		eventOnName = Lights On
		eventOffName = Lights On
		toggleAction = True
		defaultActionGroup = Light
		redCurve
		{
			key = 0 0 0 3
			key = 1 1 0 0
		}
		greenCurve
		{
			key = 0 0 0 1
			key = 1 1 1 0
		}
		blueCurve
		{
			key = 0 0 0 0
			key = 1 0.7 1.5 0
		}
		alphaCurve
		{
			key = 0 1
		}
	}

	MODEL
	{
		model = ComfortableLanding/Models/BDapollo/AirBagBDapollo
   		scale = 1.0, 1.0, 1.0
		rotation = 0.0, 0.0, 0.0
		position = 0.0, 0.0, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_BDapollo
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		//restrictedNode = bottom
		eventAvailableEditor = true
		eventAvailableFlight = false
		eventAvailableEVA = true
	}
	MODULE
	{
		name = CL_ControlTool
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 2.75
		COBAfterInflated = 0.0, -0.3, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		//animName = CL_BDapollo
		//animLayer = 0
	}
}

 

It's completely untested at the moment. If the size of the Bluedog capsule has changed, at least the rescale values will have to be modified.

I'll check if it works at some point, but if you (or someone else) could test it, that would be helpful.

 

Edited by UnanimousCoward
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21 hours ago, DaOPCreeper said:

can you please update to work with the updated BDB Apollo command module.

@linuxgurugamer

31 minutes ago, UnanimousCoward said:

@DaOPCreeper - You should tag @linuxgurugamer to increase the chances of getting your wish.

 

Here's an attempt at an MM patch for the latest Apollo capsules. I've just copied the MM patch for the old Bluedog Apollo capsules and changed the names of the parts it's targeting. 

  Reveal hidden contents
@PART[bluedog_Apollo_CrewPod,bluedog_Apollo_CrewPod_5crew]:NEEDS[ComfortableLanding]:AFTER[Bluedog_DB]
{

	!MODULE[ModuleAnimateGeneric]{}
	MODULE
	{
		name = ModuleColorChanger
		shaderProperty = _EmissiveColor
		animRate = 0.8
		animState = false
		useRate = true
		toggleInEditor = true
		toggleInFlight = true
		toggleInFlight = true
		unfocusedRange = 5
		toggleName = Toggle Lights
		eventOnName = Lights On
		eventOffName = Lights On
		toggleAction = True
		defaultActionGroup = Light
		redCurve
		{
			key = 0 0 0 3
			key = 1 1 0 0
		}
		greenCurve
		{
			key = 0 0 0 1
			key = 1 1 1 0
		}
		blueCurve
		{
			key = 0 0 0 0
			key = 1 0.7 1.5 0
		}
		alphaCurve
		{
			key = 0 1
		}
	}

	MODEL
	{
		model = ComfortableLanding/Models/BDapollo/AirBagBDapollo
   		scale = 1.0, 1.0, 1.0
		rotation = 0.0, 0.0, 0.0
		position = 0.0, 0.0, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_BDapollo
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		//restrictedNode = bottom
		eventAvailableEditor = true
		eventAvailableFlight = false
		eventAvailableEVA = true
	}
	MODULE
	{
		name = CL_ControlTool
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 2.75
		COBAfterInflated = 0.0, -0.3, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		//animName = CL_BDapollo
		//animLayer = 0
	}
}

 

It's completely untested at the moment. If the size of the Bluedog capsule has changed, at least the rescale values will have to be modified.

I'll check if it works at some point, but if you (or someone else) could test it, that would be helpful.

 

seeing as the size for the other Apollo and Saturn parts has changed im guessing the casual has too

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1 hour ago, UnanimousCoward said:

@DaOPCreeper - You should tag @linuxgurugamer to increase the chances of getting your wish.

 

Here's an attempt at an MM patch for the latest Apollo capsules. I've just copied the MM patch for the old Bluedog Apollo capsules and changed the names of the parts it's targeting. 

  Reveal hidden contents
@PART[bluedog_Apollo_CrewPod,bluedog_Apollo_CrewPod_5crew]:NEEDS[ComfortableLanding]:AFTER[Bluedog_DB]
{

	!MODULE[ModuleAnimateGeneric]{}
	MODULE
	{
		name = ModuleColorChanger
		shaderProperty = _EmissiveColor
		animRate = 0.8
		animState = false
		useRate = true
		toggleInEditor = true
		toggleInFlight = true
		toggleInFlight = true
		unfocusedRange = 5
		toggleName = Toggle Lights
		eventOnName = Lights On
		eventOffName = Lights On
		toggleAction = True
		defaultActionGroup = Light
		redCurve
		{
			key = 0 0 0 3
			key = 1 1 0 0
		}
		greenCurve
		{
			key = 0 0 0 1
			key = 1 1 1 0
		}
		blueCurve
		{
			key = 0 0 0 0
			key = 1 0.7 1.5 0
		}
		alphaCurve
		{
			key = 0 1
		}
	}

	MODEL
	{
		model = ComfortableLanding/Models/BDapollo/AirBagBDapollo
   		scale = 1.0, 1.0, 1.0
		rotation = 0.0, 0.0, 0.0
		position = 0.0, 0.0, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_BDapollo
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		//restrictedNode = bottom
		eventAvailableEditor = true
		eventAvailableFlight = false
		eventAvailableEVA = true
	}
	MODULE
	{
		name = CL_ControlTool
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 2.75
		COBAfterInflated = 0.0, -0.3, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		//animName = CL_BDapollo
		//animLayer = 0
	}
}
 

 

It's completely untested at the moment. If the size of the Bluedog capsule has changed, at least the rescale values will have to be modified.

I'll check if it works at some point, but if you (or someone else) could test it, that would be helpful.

 

I've done a quick test in the editor, they look ok, but would like someone to try this in a game with actual landing before including it in the mod.

Please ping me with the results

Edited by linuxgurugamer
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@linuxgurugamer

Tested with the Kane-11-3 command pod. Deploys properly as expected, and the size seems correct:
H0DrFF0.jpg

There's one glitch, however. The balloons on the top aren't physically connected to anything:

hzHbOok.jpg

If they could be rotated by 45 degrees, they'd line up with the physical struts, but I guess that might be a pain to accomplish.

eQUSd6P.jpg

 

It's a minor visual glitch, and for myself, I'll happily live with it. 

Thanks once again for maintaining this - and a million other mods. It's hugely appreciated.

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14 hours ago, UnanimousCoward said:

If they could be rotated by 45 degrees, they'd line up with the physical struts, but I guess that might be a pain to accomplish.

I'll see what I can do, but have you tried rotating the part  45 degrees?  

Edited by linuxgurugamer
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@linuxgurugamer  I modified the config to rotate the model. It looks like this:
xcQp4MO.jpg?1

mOZoSoS.jpg?2

 

The balloons line up (just about) with the physical struts now. Personally I have an odd OCD about symmetry and rotation, and I actually prefer the look of the non-rotated version. But of course, you make the decisions for your own mods. If you prefer the rotated version, I can patch it myself.

 

Updated version of the patch with the 45-degree rotation:

Spoiler
@PART[bluedog_Apollo_CrewPod,bluedog_Apollo_CrewPod_5crew]:NEEDS[ComfortableLanding]:AFTER[Bluedog_DB]
{

	!MODULE[ModuleAnimateGeneric]{}
	MODULE
	{
		name = ModuleColorChanger
		shaderProperty = _EmissiveColor
		animRate = 0.8
		animState = false
		useRate = true
		toggleInEditor = true
		toggleInFlight = true
		toggleInFlight = true
		unfocusedRange = 5
		toggleName = Toggle Lights
		eventOnName = Lights On
		eventOffName = Lights On
		toggleAction = True
		defaultActionGroup = Light
		redCurve
		{
			key = 0 0 0 3
			key = 1 1 0 0
		}
		greenCurve
		{
			key = 0 0 0 1
			key = 1 1 1 0
		}
		blueCurve
		{
			key = 0 0 0 0
			key = 1 0.7 1.5 0
		}
		alphaCurve
		{
			key = 0 1
		}
	}

	MODEL
	{
		model = ComfortableLanding/Models/BDapollo/AirBagBDapollo
   		scale = 1.0, 1.0, 1.0
		rotation = 0.0, 45.0, 0.0
		position = 0.0, 0.0, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_BDapollo
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		//restrictedNode = bottom
		eventAvailableEditor = true
		eventAvailableFlight = false
		eventAvailableEVA = true
	}
	MODULE
	{
		name = CL_ControlTool
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 2.75
		COBAfterInflated = 0.0, -0.3, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		//animName = CL_BDapollo
		//animLayer = 0
	}
}

 

 

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4 hours ago, UnanimousCoward said:

The balloons line up (just about) with the physical struts now. Personally I have an odd OCD about symmetry and rotation, and I actually prefer the look of the non-rotated version. But of course, you make the decisions for your own mods. If you prefer the rotated version, I can patch it myself.

 

Updated version of the patch with the 45-degree rotation:

Looks like it's not quite 45 degrees.  How about trying +/- 5 degrees (ie:  40 and 50) and see how it looks.

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On 4/27/2022 at 4:30 PM, UnanimousCoward said:

@linuxgurugamer  I modified the config to rotate the model. It looks like this:
xcQp4MO.jpg?1

mOZoSoS.jpg?2

 

The balloons line up (just about) with the physical struts now. Personally I have an odd OCD about symmetry and rotation, and I actually prefer the look of the non-rotated version. But of course, you make the decisions for your own mods. If you prefer the rotated version, I can patch it myself.

 

Updated version of the patch with the 45-degree rotation:

  Reveal hidden contents
@PART[bluedog_Apollo_CrewPod,bluedog_Apollo_CrewPod_5crew]:NEEDS[ComfortableLanding]:AFTER[Bluedog_DB]
{

	!MODULE[ModuleAnimateGeneric]{}
	MODULE
	{
		name = ModuleColorChanger
		shaderProperty = _EmissiveColor
		animRate = 0.8
		animState = false
		useRate = true
		toggleInEditor = true
		toggleInFlight = true
		toggleInFlight = true
		unfocusedRange = 5
		toggleName = Toggle Lights
		eventOnName = Lights On
		eventOffName = Lights On
		toggleAction = True
		defaultActionGroup = Light
		redCurve
		{
			key = 0 0 0 3
			key = 1 1 0 0
		}
		greenCurve
		{
			key = 0 0 0 1
			key = 1 1 1 0
		}
		blueCurve
		{
			key = 0 0 0 0
			key = 1 0.7 1.5 0
		}
		alphaCurve
		{
			key = 0 1
		}
	}

	MODEL
	{
		model = ComfortableLanding/Models/BDapollo/AirBagBDapollo
   		scale = 1.0, 1.0, 1.0
		rotation = 0.0, 45.0, 0.0
		position = 0.0, 0.0, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_BDapollo
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		//restrictedNode = bottom
		eventAvailableEditor = true
		eventAvailableFlight = false
		eventAvailableEVA = true
	}
	MODULE
	{
		name = CL_ControlTool
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 2.75
		COBAfterInflated = 0.0, -0.3, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		//animName = CL_BDapollo
		//animLayer = 0
	}
}

 

 

They're not supposed to be lined up like this. The original was accurate to how it looked IRL, they were too far away from the center axis, not at a wrong angle.
IRL each bag is attached in 2 points, not one, to both neighbouring flanges, and stowed underneath the main parachutes. For it to be truly accurate you'd need a new flotation bag model

https://www.hq.nasa.gov/office/pao/History/alsj/a11/ap11-S69-21698HR.jpg

Edited by m4ti140
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@PART[bluedog_Apollo_CrewPod,bluedog_Apollo_CrewPod_5crew]:NEEDS[ComfortableLanding]:AFTER[Bluedog_DB]
{

	MODEL
	{
		model = ComfortableLanding/Models/BDapollo/AirBagBDapollo
   		scale = 1, 0.88, 1
		rotation = 0.0, 0.0, 0.0
		position = 0.0, -0.05, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_BDapollo
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		//restrictedNode = bottom
		eventAvailableEditor = true
		eventAvailableFlight = false
		eventAvailableEVA = true
	}
	MODULE
	{
		name = CL_ControlTool
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 1.5
		COBAfterInflated = 0.0, -0.2, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		animName = CL_BDapollo
		animLayer = 0
	}
}


Here's my version of the patch, with some additional edits I didn't test yet to CoB position and max buoyancy. I also rescaled it to fit the model better (with additional last minute changes that I also didn't check yet, will update if they end up being broken. I also removed all the bogus, gamebreaking changes to ModuleColorChanges and removal of existing ModuleAnimateGeneric - turns out neither of those changes are needed for the mod, I have no idea what they were doing there.

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  • 2 weeks later...
On 5/3/2022 at 12:58 PM, m4ti140 said:
@PART[bluedog_Apollo_CrewPod,bluedog_Apollo_CrewPod_5crew]:NEEDS[ComfortableLanding]:AFTER[Bluedog_DB]
{

	MODEL
	{
		model = ComfortableLanding/Models/BDapollo/AirBagBDapollo
   		scale = 1, 0.88, 1
		rotation = 0.0, 0.0, 0.0
		position = 0.0, -0.05, 0.0
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CL_BDapollo
		startEventGUIName = Deploy
		endEventGUIName = Close
		actionGUIName = Toggle
		//restrictedNode = bottom
		eventAvailableEditor = true
		eventAvailableFlight = false
		eventAvailableEVA = true
	}
	MODULE
	{
		name = CL_ControlTool
	}
	MODULE
	{
		name = CL_Buoy
		buoyancyAfterInflated = 1.5
		COBAfterInflated = 0.0, -0.2, 0.0
		playSoundPath = ComfortableLanding/Sounds/Inflate_B
		volume = 1.0
		animName = CL_BDapollo
		animLayer = 0
	}
}
 


Here's my version of the patch, with some additional edits I didn't test yet to CoB position and max buoyancy. I also rescaled it to fit the model better (with additional last minute changes that I also didn't check yet, will update if they end up being broken. I also removed all the bogus, gamebreaking changes to ModuleColorChanges and removal of existing ModuleAnimateGeneric - turns out neither of those changes are needed for the mod, I have no idea what they were doing there.

Is this final?  Have you finished testing it?

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I'm seeing errors like this in ksp.log for over 20 parts (I lost count) in ComfortableLanding:

[LOG 14:35:18.925] PartLoader: Compiling Part 'ComfortableLanding/Models/UAM/Airbag/Airbag/UAM_AIGBAG'
[ERR 14:35:18.930] Cannot find a PartModule of typename 'TweakScale'

I don't have TweakScale installed currently because it doesn't play well with Kerbalism, and it doesn't seem like it should be required for ComfortableLanding (It's not a requirement in CKAN either) - it's just not checking to make sure it's installed before trying to add TweakScale PartModules to its parts.

I don't know if it's causing any problems currently (something presumably in a mod update since the last time I played is causing a fatal error in B9PartSwitch that I need to go track down before I can actually load or start a game).

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23 hours ago, AmanitaVerna said:

I'm seeing errors like this in ksp.log for over 20 parts (I lost count) in ComfortableLanding:

[LOG 14:35:18.925] PartLoader: Compiling Part 'ComfortableLanding/Models/UAM/Airbag/Airbag/UAM_AIGBAG'
[ERR 14:35:18.930] Cannot find a PartModule of typename 'TweakScale'

I don't have TweakScale installed currently because it doesn't play well with Kerbalism, and it doesn't seem like it should be required for ComfortableLanding (It's not a requirement in CKAN either) - it's just not checking to make sure it's installed before trying to add TweakScale PartModules to its parts.

I don't know if it's causing any problems currently (something presumably in a mod update since the last time I played is causing a fatal error in B9PartSwitch that I need to go track down before I can actually load or start a game).

That part probably has TweakScale hardcoded on it and the PartLoader is complaining about it. You can safely ignore this - but you can also get rid of it by shoving the following patch somewhere on your GameDatabase (I suggest GameData/__LOCAL/TweakScale/cleanup.cfg for easy tracking):

PART[*]:HAS[@MODULE[TweakScale]]:FINAL
{
    -MODULE[TweakScale],* { }
}

It will remove the TweakScale data from the parts before KSP tries to loading them, and so the PartLoader will not complain about its absence. Other than that, nothing else will change.

Cheers!

(Just remember to remove this thing if you ever decide to install TweakScale!)

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