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Why do the stupid #%&@ing Making History panels get messed up for some of my saved craft?!


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Sometimes, once in a while, after I save a craft with a large number of the Making History structural panels (i.e. my trucks), all the panels get messed up and move around after I reopen it. I would like to know why this happens, and if there are any ways to prevent this. Luckily, this has only happened 3 or 4 times (I know it happened once with a forklift when I hit undo, once with a truck mounted mobile crane, and once just a few minutes ago with an 8x4 heavy transport tractor. Below you will see screenshots of the trucks.)

Screenshot165.png

https://u.cubeupload.com/Bjh223/Screenshot262.png

Sorry the second link didn't embed, my internet sucks. The second link (8x4 Kania tractor) is the craft I am most worried about because I gave up on the mobile crane and somehow deleted it accidentally. I haven't tried restarting KSP yet, but I'll try it and tell you if it makes any difference.

 

Edited by Ben J. Kerman
Made title a little clearer
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On 4/13/2022 at 4:22 PM, Ben J. Kerman said:

Sometimes, once in a while, after I save a craft with a large number of the Making History structural panels (i.e. my trucks), all the panels get messed up and move around after I reopen it.

Be sure to have installed the latest KSP-Recall and the latest TweakScale.

If by updating everything, you still have the problem, publish your full KSP.log, the craft-file suffering from the problem and I will inspect it for the cause.

It's a long history, but TL;DR in KSP 1.9 a less than ideal workaround was shoved on Editor by Squad, and this workaround screwed up a lot of add'ons (it only happens TS is very used, so its more exposed…). I'm fighting this crap for years already, but only really understood it recently.

It's possible that some other PartModule could be fighting TS or Recall over the workaround for the Editor's problem.

— — POST EDIT — — 

As evidence it's a problem on KSP Editor, you can launch your truck directly into the RunWay. Of the truck starts OK, we know for sure it's the Editor problem screwing with you.

Edited by Lisias
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I tried launching directly from the runway and the truck loaded fine! Should I try updating Tweakscale and KSP-Recall? (If I don't already have the latest version, I'll need to check. I probably don't though, because I haven't been able to scale the new 1.11 lights.)

https://u.cubeupload.com/Bjh223/Screenshot327.png

https://u.cubeupload.com/Bjh223/Screenshot328.png

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32 minutes ago, Ben J. Kerman said:

I tried launching directly from the runway and the truck loaded fine! Should I try updating Tweakscale and KSP-Recall? (If I don't already have the latest version, I'll need to check. I probably don't though, because I haven't been able to scale the new 1.11 lights.)

https://u.cubeupload.com/Bjh223/Screenshot327.png

https://u.cubeupload.com/Bjh223/Screenshot328.png

(sigh)

So it's that crap from KSP 1.9.0 that still haunts us until nowadays. :/

The latest KSP-Recall is this one: 0.2.2.3 - https://github.com/net-lisias-ksp/KSP-Recall/releases

The latest TweakScale was just published: 2.4.6.11 - https://github.com/net-lisias-ksp/TweakScale/releases (but it fixes an unrelated problem - you should be find even by using 2.4.6.8. or 2.4.6.10 — do not use .9, I screwed up this one).

BACKUP EVERYTHING (just in case), then update these two above, and try again. If the problem it's still there, I will need to eye ball your craft file looking for the problem (I'm becoming pretty good on this… Some more time, and I will be able to play KSP using pen and paper!!! :sticktongue:). Being the case, remember to send me also the full KSP.log.

About the new KSP 1.11 lights… It's my understanding I had already created patches for them...

I will double check this now.

— —  POST EDIT — — 

Yep, the patches are there.

Fp7c7EM.png

Everything works as "expected", including the symmetry error on the directional lights! :P 

Edited by Lisias
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