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Posts posted by faulk_wulf
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Works like a charm. Thank you!
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Sorry I wrote that in a hurry.
First attempt was done as stated:
Strut's CFG:
// QuantumStrutsContinued
//
// Continued from QuantumStruts by BoJaN. Used by permission.
//
// ModuleManager patches © 2014 K3|Chris. Used by permission.
//
// Copyright © 2014, toadicus
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.PART
{
// --- general parameters ---
name = QuantumStrut
module = Part
author = BoJaN// --- asset parameters ---
MODEL
{
model = Squad/zDeprecated/Parts/Utility/linearRCS_v1/model }
rescaleFactor = 0.6// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0// --- editor parameters ---
TechRequired = advScienceTech
cost = 1500
category = Structural
subcategory = 0
title = Quantum Strut
manufacturer = Bojantek Corporation
description = Highly experimental quantum struts harness a form of quantum locking to add support for docked vessels.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,1,1// --- standard part parameters ---
mass = 0.05
dragModelType = default
maximum_drag = 0.01
minimum_drag = 0.01
angularDrag = 0.1
crashTolerance = 50
breakingForce = 50
breakingTorque = 50
maxTemp = 2600 // 3400PhysicsSignificance = 1
bulkheadProfiles = srftags = bind connect join line moar (more pin rigid shake strength strong stru support tie wobble
MODULE
{
name = QuantumStrut
IsEnabled = true
PowerConsumption = 0.01Material = Particles/Additive
StartColor = 57, 146, 181
EndColor = 11, 29, 36
StartSize = 0.03
EndSize = 0.015Start = 0,0,0
Dir = 0,1,0
}
}
StrutGun CFG:
// QuantumStrutsContinued
//
// Continued from QuantumStruts by BoJaN. Used by permission.
//
// ModuleManager patches © 2014 K3|Chris. Used by permission.
//
// Copyright © 2014, toadicus
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.PART
{
// --- general parameters ---
name = StrutGun
module = Part
author = BoJaN// --- asset parameters ---
MODEL
{
// QuantumStrutsContinued
//
// Continued from QuantumStruts by BoJaN. Used by permission.
//
// ModuleManager patches © 2014 K3|Chris. Used by permission.
//
// Copyright © 2014, toadicus
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.PART
{
// --- general parameters ---
name = QuantumStrut
module = Part
author = BoJaN// --- asset parameters ---
MODEL
{
model = Squad/zDeprecated/Parts/Utility/linearRCS_v1/model }
rescaleFactor = 0.6// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0// --- editor parameters ---
TechRequired = advScienceTech
cost = 1500
category = Structural
subcategory = 0
title = Quantum Strut
manufacturer = Bojantek Corporation
description = Highly experimental quantum struts harness a form of quantum locking to add support for docked vessels.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,1,1// --- standard part parameters ---
mass = 0.05
dragModelType = default
maximum_drag = 0.01
minimum_drag = 0.01
angularDrag = 0.1
crashTolerance = 50
breakingForce = 50
breakingTorque = 50
maxTemp = 2600 // 3400PhysicsSignificance = 1
bulkheadProfiles = srftags = bind connect join line moar (more pin rigid shake strength strong stru support tie wobble
MODULE
{
name = QuantumStrut
IsEnabled = true
PowerConsumption = 0.01Material = Particles/Additive
StartColor = 57, 146, 181
EndColor = 11, 29, 36
StartSize = 0.03
EndSize = 0.015Start = 0,0,0
Dir = 0,1,0
}
}}
rescaleFactor = 0.6// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0// --- editor parameters ---
TechRequired = advScienceTech
cost = 500
category = Structural
subcategory = 0
title = Strut Gun
manufacturer = Bojantek Corporation
description = A radial strut gun for attaching and detatching struts when needed// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 0,1,0,1,1// --- standard part parameters ---
mass = 0.05
dragModelType = default
maximum_drag = 0.01
minimum_drag = 0.01
angularDrag = 0.1
crashTolerance = 50
breakingForce = 50
breakingTorque = 50
maxTemp = 2600 // 3400
PhysicsSignificance = 1
bulkheadProfiles = srftags = bind connect join line moar (more pin rigid shake strength strong stru support tie wobble
MODULE
{
name = QuantumStrut
IsEnabled = true
PowerConsumption = 0.01Material = KSP/Sprite
StartColor = 50, 50, 50
EndColor = 50, 50, 50
StartSize = 0.03
EndSize = 0.03Start = 0,0,0
Dir = 0,1,0
}
}So I copied and pasted the model and texture (leaving the original files in the location indicated)
into the StrutGun folder and redid the suggested "Model = ..." to "Model = model.mu"
however, that didn't work either throwing that new error instead.Your url was correct, I see no reason your suggestion should have failed.
(C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\QuantumStrutsContinued\Parts\QuantumStruts\quantumStrut\model.mu)
My Kerbals is the Steam version, I launch 64-bit via CKAN with "-force-d3d11 -single-instance -popupwindow"
EDU was meant to reference the ExceptionDetectorUpdated mod and *not* the Education Version of Kerbals.
The only thing I could think of is maybe I need to Right-Click and run CKAN as administrator?I will simply await an update, no big deal here.
As I said, it was just for stabalizing F-14 wings.
I'm just more confused than anything...
But again, I appreciate the time you took to respond.
But that threw the same original error: Can not locate model.
So I poked other mod's I had installed with their parts,
and (specifically seeing QuizTechAero's setup) tried to copy it. -
Hello.
KSP 1.7 - Heavily Modded - CKAN-only Installs (except Infernal Robotics)
Mods (Overwrite 1.4.x -> thru -> 1.7.x) :
Airplane Plus (AirplanePlus 26.1)
Alternate Resource Panel (AlternateResourcePanel v2.9.3.0)
AmpYear (AmpYearPowerManager 1:V1.5.4.0)
B9 Animation Modules (B9AnimationModules v1.4.0)
B9 Part Switch (B9PartSwitch v2.7.1)
Background Resources (BackgroundResources v0.13.12.0)
BahamutoD Animation Modules (BDAnimationModules 1:v0.6.5.7)
BetterBurnTime (BetterBurnTime 1.9.1)
BetterTimeWarpContinued (BetterTimeWarpCont 2.3.11.3)
CapCom - Mission Control On The Go (CapCom 2.10)
Chatterer (Chatterer 0.9.96)
Chatterer Extended (ChattererExtended 0.6.2)
ClickThrough Blocker (ClickThroughBlocker 0.1.7.1)
Colorful Fuel Lines (ColorfulFuelLines 0.3.3)
Community Category Kit (CommunityCategoryKit 4.1.0.0)
Community Resource Pack (CommunityResourcePack 1.1.0.0)
Community Tech Tree (CommunityTechTree 1:3.3.7)
Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4)
Connected Living Space (ConnectedLivingSpace 1.2.6.2)
Contract Configurator (ContractConfigurator 1.27.1)
Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.1.4)
Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4)
Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.1)
Contract Pack: Giving Aircraft a Purpose (GAP) (GAP 1.6.1)
Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.1.4)
Contract Parser (ContractParser 8.0)
Contract Reward Modifier (ContractRewardModifier 2.6)
Contracts Window + (ContractsWindowPlus 9.2)
Cryo Tanks (CryoTanks 1.1.2)
Cryo Tanks Core (CryoTanks-Core 1.1.2)
Custom Asteroids (CustomAsteroids v1.6.0)
Custom Asteroids (inner stock system data) (CustomAsteroids-Pops-Stock-Inner v1.6.0)
Custom Asteroids (Kuiper belt analog for OPM) (CustomAsteroids-Pops-OPM-Outer v1.1.0)
Custom Barn Kit (CustomBarnKit 1.1.19.0)
Custom Bulkhead Profiles (CBH) (CustomBulkheadProfiles 0.1.0.0)
DeepFreeze Continued... (DeepFreeze V0.25.0.0)
Deployable Engines Plugin (DeployableEngines 1.0.1)
Destruction Effects (DestructionEffects 2:v1.9.0)
Distant Object Enhancement (DistantObject v1.9.1.1)
Distant Object Enhancement default config (DistantObject-default v1.9.1.1)
DMagic Orbital Science (DMagicOrbitalScience 1.4.2)
DMModuleScienceAnimateGeneric (DMagicScienceAnimate v0.21)
Dynamic Battery Storage (DynamicBatteryStorage 2:1.4.2.0)
EasyBoard (EasyBoard 1.6)
Engine Lighting Relit (EngineLightRelit 1.6.0)
Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.4.2-2)
Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1)
EVA Enhancements Continued (EVAEnhancementsContinued 0.1.13.6)
EVA Handrails Continued (EVAHandrailsPackContinued 0.2.1.11)
EVAFuel Continued (EvaFuelCont 1.6.5.3)
ExceptionDetectorUpdated (EDU) (ExceptionDetectorUpdated 0.2_alpha_update)
Final Frontier (FinalFrontier 1.5.3-3465)
Firespitter (Firespitter v7.12.0)
Firespitter Core (FirespitterCore v7.12.0)
Firespitter Resources config (FirespitterResourcesConfig v7.12.0)
GPOSpeedFuelPump (Goodspeed v1.8.18)
Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.1.1)
Interstellar Fuel Switch (InterstellarFuelSwitch 3.8.1.4)
Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 3.8.1.4)
JoolBiomes (JoolBiomes 1.1)
JSI Advanced Transparent Pods (JSIAdvancedTransparentPods V0.1.19.0)
JSIPartUtilities (JSIPartUtilities 0.4.2.2)
Kerbal Attachment System (KAS 1.3)
Kerbal Hacks: Animated Station Screens (AnimatedStationScreens 1.0)
Kerbal Hacks: Droptank "Wrapper" (KerbalHacksDroptankWrapper 1.0)
Kerbal Inventory System (KIS 1.18)
Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.4.0)
Kerbal Krash System (KerbalKrashSystem 1:v0.4.7)
Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.6.9)
Kerbal-Konstructs (KerbalKonstructs 1.4.5.64)
Kerbin Side GAP (KerbinSideGAP 2.3)
Kerbin-Side Complete continued (KerbinSide 3:1.5.1)
KerbinSide Core (KerbinSideCore 3:1.5.1)
Kopernicus Planetary System Modifier (Kopernicus 2:release-1.7.0-1)
kOS for All! (kOSforAll 0.0.5)
kOS: Scriptable Autopilot System (kOS 1:1.1.7.0)
KSP AVC (KSP-AVC 1.3.0.3)
KSP Interstellar Extended (KSPInterstellarExtended 1.21.3.4)
MagiCore (MagiCore 1.3.1.5)
MechJeb 2 (MechJeb2 2.8.3.0)
MechJeb and Engineer for all! (MechJebForAll 1.3.0.5)
Mk2 Stockalike Expansion (Mk2Expansion 2:1.8.4.1)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.6.0)
Module Manager (ModuleManager 4.0.2)
Outer Planets Mod (OuterPlanetsMod 2:2.2.2)
Patch Manager (PatchManager 0.0.16.4)
PlanetShine (PlanetShine 0.2.6.1)
PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.1)
Probe Control Room Recontrolled (ProbeControlRoomRecontrolled 1.2.2.12)
Progress Parser (ProgressParser 10.0)
PWB Fuel Balancer Restored (PWBFuelBalancerRestored 0.1.5.9)
QuantumStrutsContinued (QuantumStrutsContinued 1.7.3.3)
QuickExit (QuickExit 1:2.1.4.2)
QuizTech Aero Pack (QuizTechAeroPackContinued 1.3.14.2)
RasterPropMonitor (RasterPropMonitor 1:v0.30.6)
RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.30.6)
Recycled Parts Mk2 Essentials (RecycledPartsMk2Essentials 0.1.6.1)
Recycled Parts Mk2 KIS Containers (RecycledPartsMk2KISContainers 0.1.6.1)
Recycled Parts Mk2 Lightning (RecycledPartsMk2Lightning 0.1.6.1)
Recycled Parts Mk2 Solar Batteries (RecycledPartsMk2SolarBatteries 0.1.6.1)
Recycled Parts Orgami Foldable Assets (RecycledPartsOrgamiFoldableAssets 0.1.6.1)
Reentry Particle Effect (ReentryParticleEffect 1.4)
RemoteTech (RemoteTech v1.9.2)
REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.4.0)
ResearchBodies (ResearchBodies 1:v1.9.9)
Retractable Lifting Surface Module (RetractableLiftingSurface 0.1.5.5)
SCANsat (SCANsat v18.10)
scatterer (Scatterer 2:v0.0540)
scatterer - default config (Scatterer-config 2:v0.0540)
scatterer - sunflare (Scatterer-sunflare 2:v0.0540)
Sensible Screenshot (SensibleScreenshot 1.2.4.3)
Ship Manifest (ShipManifest 5.2.1.0)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.1.0)
Snacks (Snacks v1.13)
SpaceY Expanded (SpaceY-Expanded 1.4)
SpaceY Heavy Lifters (SpaceY-Lifters 1.17.2)
Speed Unit Annex (SpeedUnitAnnex 1.3.5)
StageRecovery (StageRecovery 1.9.1)
Surface Experiment Pack (SurfaceExperimentPack v2.7.1)
SXTContinued (SXTContinued 1:0.3.28)
TakeCommandContinued (TakeCommandContinued 1.4.12.2)
Tarsier Space Technology with Galaxies Continued... (TarsierSpaceTechnologyWithGalaxies 1:7.6)
TextureReplacer (TextureReplacer v3.7)
Textures Unlimited (TexturesUnlimited 1.4.7.21)
The Janitor's Closet (JanitorsCloset 0.3.5)
Through The Eyes of a Kerbal (ThroughTheEyesOfaKerbal 2.0.2.4)
Toolbar (Toolbar 1.7.18)
Toolbar Controller (ToolbarController 1:0.1.6.20)
TriggerAu Flags (TriggerAu-Flags v2.9.3.0)
TweakScale - Rescale Everything! (TweakScale v2.4.1.0)
Universal Storage II (UniversalStorage2 1.7.0.10)
Unmanned before Manned (SETI-UbM) (UnmannedBeforeManned 1.3.0.2)
Vessel Viewer Continued (VesselView 2:0.8.7.2)
VesselView-UI-RasterPropMonitor (VesselView-UI-RasterPropMonitor 1:0.8.7.2)
WorldStabilizer (WorldStabilizer 0.9.4-ksp-1.6.1)
Alternate Resource Panel functioned correctly (for all my needs) until I set:- "Show staging in Map View."
- Launched a basic rocket:
shipName = [L] Basic Launcher
description = Basic Payload Launcher
version = 1.7.0
partCount = 35
stageCount = 7
totalCost = 24577.2305
totalMass = 20.1162109
shipSize = 3.82027149,15.1245327,3.70824194
type = VAB
duplicatedParts = False
steamPublishedFileId = 0
partNames = probeStackSmall
partNames = fuelTank
partNames = toroidalAerospike
partNames = Decoupler.1
partNames = fuelTank.long
partNames = solidBooster.v2
partNames = radialDecoupler2
partNames = SYSRB.0625L5
partNames = standardNoseCone
partNames = SurfAntenna
partNames = launchClamp1
partNames = RCSFuelTank
partNames = batteryBank
partNames = fairingSize1
partNames = dockingPort2
partNames = InterstellarRetractableRcsBlockCurved
partNames = R8winglet
partModules = ModuleProbeControlPoint
partModules = ModuleCommand
partModules = ModuleReactionWheel
partModules = ModuleSAS
partModules = ModuleKerbNetAccess
partModules = ModuleScienceContainer
partModules = ModuleKerbalKrashSystem_Command
partModules = MechJebCore
partModules = AYCrewPart
partModules = AYPart
partModules = TweakScale
partModules = kOSProcessor
partModules = ModuleKerbalKrashSystem_Repair
partModules = KOSNameTag
partModules = ModuleSPU
partModules = ModuleRTAntennaPassive
partModules = ProbeControlRoomPart
partModules = RasterPropMonitorComputer
partModules = ModuleTripLogger
partModules = ModulePartVariants
partModules = GPOSpeedPump
partModules = ModuleKerbalKrashSystem_Container
partModules = Jettison
partModules = ModuleKerbalKrashSystem_Leak
partModules = ModuleB9PartSwitch
partModules = ModuleCryoTank
partModules = ModuleB9PartInfo
partModules = ModuleEngines
partModules = FXModuleAnimateThrottle
partModules = ModuleAlternator
partModules = ModuleJettison
partModules = ModuleTestSubject
partModules = ModuleSurfaceFX
partModules = ModuleKerbalKrashSystem_Engine
partModules = EngineLightEffect
partModules = ModuleDecouple
partModules = ModuleToggleCrossfeed
partModules = tjs_DecouplerLight
partModules = ModuleKerbalKrashSystem_Other
partModules = ModuleEngineBurnTime
partModules = ModuleAnchoredDecoupler
partModules = ModuleEnginesFX
partModules = ModuleGimbal
partModules = ModuleAnimateHeat
partModules = ModuleRTAntenna
partModules = ModuleSPUPassive
partModules = ModuleRTDataTransmitter
partModules = LaunchClamp
partModules = ModuleGenerator
partModules = FNGeneratorAdapter
partModules = ModuleProceduralFairing
partModules = ModuleCargoBay
partModules = ModuleStructuralNode
partModules = ModuleStructuralNodeToggle
partModules = ModuleDockingNode
partModules = ModuleDockingHatch
partModules = ModuleConnectedLivingSpace
partModules = ModuleRCSFX
partModules = ElectricRCSController
partModules = ModuleControlSurface
saveMD5 = 6d22d326027317c3f68669282d406db0- Launched in Staging View.
- Switched to Map View.
- SRBs expired, hit Space Bar to jettison them...
- Then crash, but with pop-up and logging.
#KSP-LOG & #EDU-LOG [Search via #FSW for relevant breakouts.]
The text won't copy into the forums, I have tried uploading a partially formatted version:
https://ufile.io/6asx38ez - WordDoc File - 13.1mb
(Partially formatted because, well frankly the dump file is huge, hopefully you'll know what to look for.)
Thanks to any and all who are able to provide help with this problem. -
I appreciate the quick and direct reply,
especially since I seem to have posted to the wrong mod!Thanks for all the help!
-
I started a new Sandbox [KSP 1.7] with OPM installed.
I moved the slider to hide all but Kerbol and Kerbin.
Sarnus is still visible, which like the Moho issue above,
I'm guessing is just a CFG issue, but I"m not sure where to begin the fix.
@SpacedInvader: How and where do I make a custom MM patch?Thanks for this amazing mod.
Cheers. -
It should work. I follow the file path and the file is there.
However, I still get the same error, just with the new path.I tried just copy and pasting the model.mu and texture into the same folder as the CFG, as a few other part mods do this and wrote:
model = model.muThe message EDU throws on that is "Can not clone model ... model does not exist."
No rush. It's not vital to my save, and obviously you have other commitments.
Thanks for the quick reply and all you've done and continue to do to preserve and improve our Kerbaling. -
Hello. Thanks for the work.
Always kept my F-14 wings from snapping off.
That being said I am having trouble with the mod.I am on KSP 1.7.0.2483.
Fresh Install Yesterday,
Modded only via CKAN (1.4.x -> 1.7.x Override)I run a lot of mods, so that may be the issue but:
The strut does not show in the editor:
via: Structural Tab -> Visually searching
via: Searchbox -> "Quantum" / Searchbox -> "Strut")I think it may be the CFG:
-- QuantumStrut CFG --
"model = Squad/Parts/Utility/linearRCS/model"Where that part is in MY install:
"...\Squad\Parts\Utility\linearVernorRCS\Assets" --- ("...\linearRCS.mu")
(The slashes are reversed but I don't know if KSP cares.)
From ExceptionDetectorUpdated Log:*EDU* PartLoader: Compiling Part 'QuantumStrutsContinued/Parts/QuantumStruts/quantumStrut/part/QuantumStrut'--> PartCompiler: Cannot clone model 'Squad/Parts/Utility/linearRCS/model' as model does not exist
Condition: PartCompiler: Model was not compiled correctly
StackTrace:
LogType: Error
*EDU* PartLoader: Compiling Part 'QuantumStrutsContinued/Parts/QuantumStruts/strutGun/part/StrutGun'--> PartCompiler: Cannot clone model 'Squad/Parts/Utility/linearRCS/model' as model does not existCondition: PartCompiler: Model was not compiled correctly
StackTrace:
LogType: Error"Please let me know if you need more information.
I will try and respond as fast as possible.
(USA - Central Standard Time; Likely to reply between 10am - 6pm.)
Thanks once again for all your hard work.FSW.
-
Love your work so far, I'm excited each time this updates.
My two cents, and I'm sure everyone has theirs, but:
I would strongly consider just merging the ASET version and not ASET version together--
Then you only have one mod to manage, and people only have one mod to follow.
You can put the ASET required IVAs in a separate folder in your ZIP file (outside of the GameData folder) and provide instructions in the ReadMe.txt file for how to merge, or activate them for those who wish to do so.
Just might make your life easier, and the whole project a little cleaner.
Keep up the good work. -
Love your site!
I am, however having an error or a bug of sorts:
While I can edit my craft page until my heart is content, when I go to upload a thumb-nail in the new editing interface, as soon as Autosave triggers or even if I save it manually, it refuses to save the thumbnail.
[url]http://kerbalx.com/faulken/craft[/url] (As you can see, no preview image, but if you go to the pages themselves, they are full of images.)
I generally use the most up-to-date version of Chrome on Windows 7 64-bit. I've tried it using ABP/Ghosterly/HTTPS-Everywhere; and with all these addons disabled as well. In addition I downloaded the most recent version of Firefox, addon-free, and attempted to upload a preview image with the same results: Save reverts it back to the stock placeholder.
However, this obviously isn't happening to everyone on KerbalX, because if I sort by craft date, you will see craft with their custom preview images.
I saw above you are on holiday, so I'm not expecting anything instantly, just curious about my issue and bringing it to your attention. Thanks for your time in this matter, and for such a wonderful site.
- FSW
PS: I can confirm the 500-dashboard-error as stated in the post above. (Chrome addon / addon free / Firefox addon free -- all confirmed.) -
I was wondering how you make a new EFFECT in EXPERIENCE_TRAIT in Traits.cfg
I know how to make a new class / trait:
EXPERIENCE_TRAIT
{
name = Commander
title = Commanders
desc = Commanders are veteran pilots.
EFFECT
{
name = AutopilotSkill
}
EFFECT
{
name = RepairSkill
}
}But how do I make a new effect? For that matter, are there other effects available we don't know about? Let's say I wanted to make a Miner or Geologist. (So that I could make a MM-patch for mining equipment to require a Miner or Geologist, just for sake of example.) Or anything else a plug-in, patch, or any other mod might hook into.
The closest answer I found on my own was: http://forum.kerbalspaceprogram.com/threads/103664-How-do-the-new-EFFECT-modules-work
But it never received any response. However, from the post I gather I need to code the effect in C#, compile it to a *.dll, and put it into GameData? (ie: I need to write a plug-in?) Where do I start? I'm not bad at reverse-engineering example code, documentation, etc. I just can't find any.
Any help, opinions, etc are more than welcome.
Thanks.
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UPDATE: I appologize, I had accidentally put a copy of GameData/QuizTechAero INSIDE of /GameData. All problems are fixed. Keep up the amazing work!
I keep getting duplicate parts in the SPH. This only started with the most recent update. I have deleted the QuizTechAero folder, made sure BahaSP and Firespitter are up to date and completely reinstalled from the latest upload on KerbalStuff. I can see no reason for this error, any help would be appreciated. Thank you.
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Hello. I am new to modding, and this is my first mod, just for fun. I am taking stock parts (starting with the MK2) series, retexturting them, and adding an ablator and increased heat resistance.
I had been copying the files from GameData/Squad to my own folder (NBI) and redoing the configs. During this I discovered that I can not rename the texture file or it will not show up in game. From what I understand it is because the texture is baked into the .mu file.
The problem now is, that I am trying to switch over to Interstellar Fuel Switch so that instead of all these extra models, etc, I can just have config files and textures. I was looking at how Near Future Construction does it and tried copying that, but it still will not work.
Here's the code I am using.
MODULE
{
name = InterstellarMeshSwitch
moduleID = 0
objectDisplayNames = Structural; Service Module; Liquid Fuel; LFO Tank
objects = Tank; Tank,SupportTank; Tank,LiquidFuelTank; Tank,LFOTank
affectColliders = false
hasGUI = false
useFuelSwitchModule = true
fuelTankSetups = 0; 1; 2; 3
}
//I can't find the documentation for this module. I had to look at the *.cs source file to even find the fields available.
// MODULE
// {
// name = InterstellarTextureSwitch
// moduleID = 0
// selectedTexture = 0
// selectedTextureURL = Napkinback/Parts/fuel_sr71ServiceModule/mk2FuselageShort
// }
MODULE
{
name = InterstellarFuelSwitch
moduleID = 0
resourceNames = Ablator;MonoPropellant,ElectricCharge;LiquidFuel;LiquidFuel,Oxidizer
resourceAmounts = 500;200,600;400;220,180
basePartMass = 0.40
tankMass = 0.05;0.60;1.25;1.50
tankCost = 100;600;500;500
displayCurrentTankCost = true
hasGUI = false
}I was just trying to set up 4 very basic tanks. I wanted each tank to have its own unique texture. But I can't figure out what and where to name and put the additional textures.
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Perhaps you've heard of a certain software called Photoshop? Just because a tutorial tells you Space Engine is a good software to use doesn't mean you should use it, it probably isn't the highest authority on the matter. If you lack the skills to make a high quality mod, why make a product you know won't be that great? I suggest looking up some tutorials on Photoshop, and getting started with making your own textures. As for Space Engine, how much you love it doesn't change anything. If you choose to use Space Engine just like the 600 other Planet mods you'll be competing with though, that's your decision.
As I mentioned in my previous post you may want to check over your OP, and perhaps make it slightly less silly. That's not a quality people look for when they search for mods.
Perhaps you've heard of kindness and tact. I'd consider your behavior to be very rude. You just walk up to someone that says they're new to modding and start bullying them? You say that they don't have the right to show off their modding, unless it's "good enough" to meet standards? Who's? Yours? Who put you in charge of what people can and can not make?
If you have constructive criticism, share it. If you can help answer questions, give pointers, or otherwise move the mod forward and help the community and the modder benefit, great. But busting sticks over their back does nothing but turn a thriving community hostile. Did the mods you contribute to come out of some EasyBake oven all nice and perfect? Or did it have bugs, issues, and get updates over time? Did you know more about modding when done with them then when you started?
How are you supposed to turn out a high quality mod without first learning HOW TO DO THAT? From the person that learned they could CFG edit their 1.25m engine to produce 11,000 thrust, to someone that reskins a part to CFG edit it into another part. Or whether someone created a new moon with hand drawn textures or with the aide of a tool. Who is more of the modder than any of the others, and who deserves you're reproach for daring to learn?
We should do all we can to protect the community and encourage mods, KSP wouldn't be what it is at all, if it wasn't for the vast and dedicated modders out there. So cut the new guys some slack. KAS, FAR, and even Kerbinside weren't built in a day.
In the spirit of adding to this mod--
====
GIMPshop - This is a fork to GIMP, a freeware program similar to Photoshop, takes many of Photoshop's UI - http://sourceforge.net/projects/gimpshop.mirror/
GIMP - The original freeware program - http://www.gimp.org/
Blender - Freeware 3D modeling - https://www.blender.org/
Modding Tutorials: http://forum.kerbalspaceprogram.com/threads/85295-Modding-Tutorial-Series-Volume-1-Custom-Parts
PS - If you did take the textures from Space Engine, you should say that. Also the KSP community is pretty strict on licencing, you might want to check that out. (Both for what to apply to your own mod and to the usage restrictions (if any) on Space Engine's textures.)
[WIP] Infernal Robotics - Next
in KSP1 Mod Development
Posted
KSP 1.7 Note -
IR Beta 3 worked fine with all mods installed. Animated in SPH and at launch. Simple F-14 with two flat hinges with wings attached.
Removed Janitors Closet and some other ui mods, installed Quantum Struts (but don't have the part on this craft) and Kerbal Joint Reinforcement.
IR Beta 4. Craft still animates in SPH but not in flight. New craft or saved craft. Regardless of hinge settings, the hinge moves out (X-axis) about half a unit then revert. Wings don't move.
Maybe Medium- hinge doesn't play nice with KJR? I'm away from my machine for a day or two but thought I'd pass this on.