GregroxMun 5,133 Posted December 20, 2014 Share Posted December 20, 2014 Aaaaand Shimmy on ksptv just lost his station because you changed a part name... Structuralpanel2 ?Not on KSPTV. Quote Link to post Share on other sites
Ven 635 Posted December 20, 2014 Author Share Posted December 20, 2014 You just ruined Shimmy's entire station, Ven. You renamed a part. Luckily, no autosave has been made, so Shimmy can revert.Wait? What happened? Quote Link to post Share on other sites
Teslamax 30 Posted December 20, 2014 Share Posted December 20, 2014 (edited) The missing 2x2 structural panel was caused by a ModuleManager config error in line 1888 of "/GameData/VenStockRevamp/Part Revamp-MM.cfg":It currently is: model = VenStockRevamp/Squad/Parts/StructuralParts/Panel2x2It should be: model = VenStockRevamp/Squad/Parts/Structural/StructuralParts/Panel2x2A minor edit is all it takes. Edited December 20, 2014 by Teslamax reference to Shimmy's station explosion was removed as it was incorrect Quote Link to post Share on other sites
GregroxMun 5,133 Posted December 20, 2014 Share Posted December 20, 2014 (edited) Wait? What happened?For one, structural panel was missing. When he fixed that, the station exploded. The same thing happened to my shuttle. It was a re-enactment of gravity.To be clear, I still love this mod!And also, I think it's only ships with the extendable solar panels that explode. OX-STAT is fine. And it doesn't happen on all ships. I shall do more tests! Edited December 20, 2014 by GregroxMun Quote Link to post Share on other sites
GregroxMun 5,133 Posted December 20, 2014 Share Posted December 20, 2014 Aaaaaaaaaand now my Mk3 part textures are white. Quote Link to post Share on other sites
NathanKell 5,830 Posted December 20, 2014 Share Posted December 20, 2014 The texture bug is a stock KSP bug. TGA loader broke in .25, but the Mk3 parts were still shipped as TGA in .90... >.>As for the structural panel: sorry, thought I'd gone through everything in the game and MM file to check. My bad. I'll take a look. Quote Link to post Share on other sites
blowfish 2,460 Posted December 20, 2014 Share Posted December 20, 2014 Aaaaaaaaaand now my Mk3 part textures are white.Nothing in this mod touches the Mk3 parts, including the texture archive scripts. Did you try to remove the unused textures using something other than the supplied scripts? Quote Link to post Share on other sites
Ziff 115 Posted December 20, 2014 Share Posted December 20, 2014 The pack replaces the parts even if you don't run prune.bat or prune.sh. However, the models and the textures for the old parts still get loaded although you can't see them since no part uses them.Well that certainly wasn't clear in the documentation, but Huzzah! I'm fine with that anyway. Quote Link to post Share on other sites
rodion 51 Posted December 20, 2014 Share Posted December 20, 2014 Aaaaaaaaaand now my Mk3 part textures are white.this is the infamous targa loading bug that affects KSP and isn't related to SPR. Quote Link to post Share on other sites
Ven 635 Posted December 20, 2014 Author Share Posted December 20, 2014 Ok, so I fixed the 2x2 panel, so it now shows up in-game. I also dimmed the both lights (expecially the MK2, which was using the same animation as the MK1, which was way too bright.)But I couldn't 'fix' the solar panels, yet. While they have no problems loading into a new save, the same is not true for old saves. Old saves with deployed/opened panels will be positioned at odd angles, which can lead to a very rapid un-assembly. I can't fix this right now, as I'll need to flip a bunch of transforms and redo all of the animations (at least that's all I think I need to do). Thankfully there's an easy(ish) workaround for now: Close all your solar panels, they'll load in perfectly when closed. Quote Link to post Share on other sites
I.O.M. 22 Posted December 20, 2014 Share Posted December 20, 2014 I love the new update! What's next on the revamp list? The large reaction wheel is probably the ugliest part left, or maybe the NASA mission parts . Keep up the great work, this is truly an essential mod. Quote Link to post Share on other sites
Avalon304 189 Posted December 20, 2014 Share Posted December 20, 2014 So I put the .bat file into my root KSP directory and have run it, but its telling me that it cant find any of the files. At all. Quote Link to post Share on other sites
Quiznos323 267 Posted December 20, 2014 Share Posted December 20, 2014 Not sure what's happening here. I tried adding rescaleFactor = 1.25 in Part Revamp-MM.cfg to the cockpit to see if it would fix it. It didn't.http://www.kashcorp.co.uk/uhohshaggy.jpgEDIT - What's even odder is there's no issue in the SPH.EDIT 2 - Nevermind. Second launch from the SPH and it's now fine. I guess KSP had a brainfart.I am also having this issue with the cockpit, although I tried adding the rescaleFactor and it didn't work... Mine only does it if I revert to launch. If I go back to the SPH and launch it is normal size. Quote Link to post Share on other sites
robson1000 21 Posted December 20, 2014 Share Posted December 20, 2014 (edited) Thanks for the update.I am using RCSBuild aid, and looks like your rcs port has thrusters a little rotated:https://www.dropbox.com/s/q4kwisz0fe7adhl/screenshot49.png?dl=0https://www.dropbox.com/s/iv99wfha4ul9lko/screenshot51.png?dl=0 Edited December 20, 2014 by robson1000 Quote Link to post Share on other sites
mariohm1311 7 Posted December 20, 2014 Share Posted December 20, 2014 I asked before about a bug related with the turbojet (comment #618). I have changed what you said and it is still "bouncing" out of place. What can I do? Quote Link to post Share on other sites
kiwiak 76 Posted December 20, 2014 Share Posted December 20, 2014 Thanks for update.. solar panels look great.Squad shoudl just hire you. Quote Link to post Share on other sites
jstnj 21 Posted December 20, 2014 Share Posted December 20, 2014 Thanks for the update.I am using RCSBuild aid, and looks like your rcs port has thrusters a little rotated:https://www.dropbox.com/s/q4kwisz0fe7adhl/screenshot49.png?dl=0https://www.dropbox.com/s/iv99wfha4ul9lko/screenshot51.png?dl=0That might be intentional. If your thrusters are symmetrical it shouldn't cause a problem. Quote Link to post Share on other sites
Pulsar 61 Posted December 20, 2014 Share Posted December 20, 2014 Are you planning to make the reaction wheels too?I want to see remake of 0.625m to 3.75m reaction wheels.Now there's 2 way to make it.1. Make a stacked version. Compatible with stock.2. Make a radially attached pairs version. KW rocketry do this, kinda useful.How do you want to do it? Quote Link to post Share on other sites
architeuthis 64 Posted December 20, 2014 Share Posted December 20, 2014 Delightful mod! The new update it great, though I'll mention I preferred the striped version of the FL-T800 tank to the non-striped version! Quote Link to post Share on other sites
GregroxMun 5,133 Posted December 20, 2014 Share Posted December 20, 2014 Are you planning to make the reaction wheels too?I want to see remake of 0.625m to 3.75m reaction wheels.Now there's 2 way to make it.1. Make a stacked version. Compatible with stock.2. Make a radially attached pairs version. KW rocketry do this, kinda useful.How do you want to do it?The radially attached versions make no sense and are even LESS realistic than the stock reaction wheels.If reaction wheels are remade, you definitely must make sure you remove the aesthetics which make them look mostly like computers. The current Advanced Inline Stabilizer has a computer board looking top and bottom, and the Size 2 reaction wheel is completely hollow! It looks like it was modeled on a S-IVB Guidance Computer. The reaction wheels need to be redesigned to actually look like reaction wheels. Quote Link to post Share on other sites
SuccessPastaTime 0 Posted December 20, 2014 Share Posted December 20, 2014 Hey, enjoying the mod, and the new setup that allows it not to overwrite the Squad parts, but I had a quick question. I've pruned the parts using the .bat file, and I decided to install SXT today as well. I'm having a problem with textures showing up as white and reddish on most of the SXT parts. Could this be because the pruning or am I doing something wrong?Thanks! Quote Link to post Share on other sites
blowfish 2,460 Posted December 20, 2014 Share Posted December 20, 2014 Hey, enjoying the mod, and the new setup that allows it not to overwrite the Squad parts, but I had a quick question. I've pruned the parts using the .bat file, and I decided to install SXT today as well. I'm having a problem with textures showing up as white and reddish on most of the SXT parts. Could this be because the pruning or am I doing something wrong?Thanks!Yes. SXT relies on some of those textures existing in the Squad folder, so if you've pruned them then they're not going to show up correctly. Quote Link to post Share on other sites
SuccessPastaTime 0 Posted December 21, 2014 Share Posted December 21, 2014 Yes. SXT relies on some of those textures existing in the Squad folder, so if you've pruned them then they're not going to show up correctly.Alright, thank you. Do you know of a way I can reverse the effect of the .bat file? Quote Link to post Share on other sites
BudgetHedgehog 2,313 Posted December 21, 2014 Share Posted December 21, 2014 Alright, thank you. Do you know of a way I can reverse the effect of the .bat file?Easy, by replacing the Squad folder with the backup copy you made before changing the stock files.You did make a backup of stock files, didn't you? Quote Link to post Share on other sites
SuccessPastaTime 0 Posted December 21, 2014 Share Posted December 21, 2014 Nope, but I'll just use Steam to re validate the files. Probably a good idea to do that in the first place though. Thank you. Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.