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cgwhite4

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Everything posted by cgwhite4

  1. bob_kelso: That sounds like something RSS specific as opposed to RO specific (unless it is also happening near Eve and Moho with RSS not present). You probably want to go to the RSS thread to discuss it, but to me, it sounds like you may have a heat tolerance issue with your craft. Have you tried adding radiator panels or checking for parts with low heat tolerance that could be overheating? If that does not seem like the problem, best to take this issue to the RSS thread, which I believe would be the appropriate place for it.
  2. ReventonHawx: Is there a specific location/directory I am supposed to put them in or anything else I need to know about them? It looks like instead of fixing the existing parts/vessels in this mod, they will add equivalent parts with different names, but I do not see that happening either (no Merlins in the engine tab in the VAB).
  3. I just checked the RO thread, and it looks like discussion of the problem I am having is now occurring there as well. A post by Raidernick indicates that the root cause of the problem is outdated .cfg files for SpaceX rockets. That being the case, the solution should be a good set of .cfg files for the SpaceX rockets. ReventonHawx: I think your .cfg files might resolve the problem with engines and fairing not loading.
  4. Philaphlous: So you overrode the values in the .cfg files in this mod and changed the names of the fuels, and SpaceX rockets load just fine in the VAB? If so, that would certainly imply that something is wrong on my end with whatever is doing the fuel type switching. I thought the .cfg file in RO that I mentioned had something to do with it. Have you had a look at that file? Does anything look wrong with it? If it is indeed supposed to interact with this mod, I wonder if it is somehow not doing so correctly. It also sounds like the change you are making could serve as a workaround for the issue I am having if everything is working properly on your end. Edit: replacing several lines of code in the file M1D+.cfg with corresponding lines from Realism Overhaul/Engine_Configs/Merlin1_Config.cfg, particularly those involving fuel, failed to remove M1D+ from the list of missing parts.
  5. Philaphlous: Have you changed anything since your most recent fresh install, such as the .cfg files associated with this mod? What about changes to the .cfg files associated with RO itself, particularly Realism Overhaul/Engine_Configs/Merlin1_Config.cfg?
  6. affece: Several of us have experienced an issue with the engines and fairings not loading (possibly more, but this is what I notice) when RO is present, thus preventing the SpaceX rockets themselves from loading. It likely has something to do with fuel type switching, but it is proving to be quite elusive. It is possible that a .cfg file needs to be adjusted as noted above, but I am not very familiar with them, and would not likely be able to identify the exact problem or its solution if such a problem indeed exists in those files.
  7. Congratulations! Great mod indeed! Enabling us to "play as SpaceX" in KSP was an excellent idea, especially with their popularity, historic moments, and bold ambitions, and especially when this mod is combined with RO and RSS. This mod will surely get even more popular as SpaceX continues making progress with the Crew Dragon demos, the first commercial FH mission, and work on their Mars rocket. Thanks for all the good work.
  8. Kartoffelkuchen: This sure does seem to be a particularly elusive problem. ReventonHawx and I may have made some diagnostic progress above, and these 3 sections of the above posts might prove important. Unfortunately, I am not particularly familiar with .cfg files: the test I reported in the third quote was my first attempt at such an edit (which I since reverted due to it failing to work). FYI, in addition to RSS/RO and the various prerequisites, I also have KIS, KAS, KAS-1.0, and EL (but I put these 4 mods back before RO in the tests mentioned above). I find it interesting that who cares reports not using RO and still encountering this issue. who cares: Are you using some mod other than RO that involves a fuel type switch (e.g., LiquidFuel to Kerosene)? Since you reported not using RO, your mod list and the test I mention in the first quote could prove particularly helpful, as if a second problematic mod can be identified with commonalities to RO, then those commonalities would likely be important. Oggy1326: Are you using RO? If not, then the section directed toward who cares is applicable.
  9. While looking at the various parts, I just noticed that the F9 payload fairing utilizes solid fuel for some reason, and has the "ModuleEngines" Module. I also noticed in that in RealismOverhaul/Engine_Configs/Merlin1_Config.cfg, there is a line that reads "@PART[*]:HAS[#engineType[Merlin1]]:FOR[RealismOverhaulEngines]", but in Launchers Pack/Rockets/SpaceX/m1d/M1D+.cfg, there is "EngineType = LiquidFuel", but no other line that starts with "engineType" or "EngineType". Edit: replacing "LiquidFuel" with "Merlin1" in the EngineType line failed to remove the M1D+ part from the missing parts list.
  10. I just ran some tests where I removed my mods and put them back in a few at a time per the prerequisite structures. With all mods back in except RO, RSS, and KSCS, Falcon 9 loaded perfectly. However, when I then tried putting RO back in without making any further changes, I encountered the same issue with the engines and the fairings. Therefore, it appears RO is the problem. I am currently running version 12.1 of RO. One possible issue that could be adversely affecting the engines is the fuel type switching associated with RO, but that does not explain the issue with the fairings, and I would think that the fuel tanks would be adversely affected at well, but they do not show up on the list of missing parts when I try to load the Falcon 9 Full Thrust.
  11. who cares: There are at least two other users, myself included, that are experiencing a problem similar to this. It appears the engines and fairings are not loading properly. So far, the advice we have received has failed to resolve the issue. While I'm thinking of it, are you using RSS and/or RO (I am)? Hard to say if it has anything to do with this bug, but one of RO's prerequisites, Real Fuels, significantly affects engines (although also fuel tanks, and they still load fine).
  12. I just replaced the Launchers Pack folder again from a fresh download. The path you specified is there, and there are a lot of parts present, but I also see some subfolders, one of which is "m1d". Among the files in this folder are "M1D+.cfg" and "M1DV+.cfg", which correspond to the names of parts indicated as missing with the game. There are also 4 falcon 1 related subfolders, a kestrel subfolder, one for the landing legs, an m1c subfolder, and one for payload fairing textures (the fairing also appears to be missing).
  13. huntermaster: It sounds like our problems may be related. Are you missing the Merlin 1D+ engines (both 1st and 2nd stage versions) and the F9 fairing? I know all engines are missing for me, and I think it may be the same for all fairings, but F9 FT is what I'm trying to load for testing purposes, and those are the three that it says are missing.
  14. I'll keep that in mind. I forgot to even consider that the new issue might be Kopernicus instead of RSS. Sorry about that.
  15. It looks like I have encountered the missing parts glitch from February. When I try to load F9 in the VAB, it tells me the engines and the fairing are missing. Deleting and reinstalling the Launchers Pack folder within GameData failed to resolve the problem.
  16. The specific issue I previously reported has cleared as a result of the new patch. Edit: That did not last long. KSP 1.4.3 came out and somehow, everything has reverted back to the Kerbin system. They must have changed something important to RSS. The eventual RSS upgrade probably just got harder (and consequently, probably just got delayed).
  17. The changelog indicates RSS now contains Ceres and Vesta (pap1723's change), as well as the five (nearly) spherical Uranian moons. It is good to see that these celestial objects have been added. Hopefully at some point in the future, Flora, Hygiea and Hilda (main belt asteroids) will make their appearances as well. Of course, there is unfortunately a significant potential obstacle to this: right now we do not have nearly as much data for those objects as for Ceres and Vesta, as unlike the latter two, they were not visited by the Dawn probe.
  18. If anyone is wondering about compatibility with KSP 1.4, I have just done some tests and it appears that the current version of RSS is incompatible with KSP 1.4. I just tested it, and I was able to reach the start screen and load a save file, but the launch complex was replaced by stars and attempting to go to either the Tracking Station or the VAB results in the game crashing. Neither of these problems were present with RO but without RSS (I had successfully gone to the VAB in the configuration just prior to my getting RSS). These issues occur regardless of which set of RSS textures I am using, so it is likely not a memory issue on my end (trying the high end one caused a crash at the start screen). It also occurs regardless of whether or not I have KSC Switcher installed, or whether I start a new game or load a save.
  19. I thought I recalled an issue being indicated on the spreadsheet some time recently (I think that indication was gone last time I looked though). Good to know about Rebuild files. Thanks.
  20. I have obtained mods for KSP by following links from mod threads to GitHub. Normally, it is pretty straightforward, even when checking for a new version. However, I am sure there are quite a few complexities that I do not understand, particularly when it comes to when new versions are being developed. For example, right now it appears that RealHeat is not functioning properly (I recall a spreadsheet note indicating this), but I see that on January 23, a "Rebuild" file (listed at https://github.com/KSP-RO/RealHeat/tree/master/RealHeat/Plugins) was created. What exactly is a "Rebuild" (new version, outdated version, version in testing, etc.)? It looks like NathanKell created this one.
  21. RO? Still not yet. Thread title still indicates 1.2.2. Hopefully the RO team will get the new version completed soon.
  22. Not quite, I think, but hopefully they are getting close. I too have been waiting a while for RO to update. I just checked several prerequisite mods for updates, and attempted to launch KSP. It is still not able to reach the loading screen, and is also giving me an incompatibility warning for RealFuels in addition to RealismOverhaul, despite the most recent version of RF indicating that it is intended for 1.3.1 (so likely a false warning). Real Heat has not officially updated (there would be a new .zip on GitHub if it had), but the .dll file for the new version exists and can be downloaded, so the RO team should be able to bypass that prerequisite issue. We will know when RealismOverhaul is ready because the name of this topic will change to reflect the changes. The KSP version number in square brackets will be the key indication that a change has occurred. When it reads either [1.3] or [1.3.1]. we will know it is time to download a new version and try it. The RO version number will also change. It sure has been a long wait. I am hoping they will get an updated version of RO released soon, as I was planning to do a new campaign in Real Solar System, for which RO is still effectively a prerequisite (someone did recently make a new mod which technically does allow this dependency to be bypassed, but said new mod is not intended for use with many of the other mods utilized/supported by RSS and RO, such as Real Fuels)). Edit: I just noticed something on the spreadsheet row for RH indicating a problem with the new .dll file for that mod. That could be what is holding us up. I thought RH was ready because the incompatibility warning for it had been eliminated, but the new version may have a critical error in it.
  23. That spreadsheet is indicating RealHeat as ready. Found the .dll, downloaded it and swapped it for the old one. The warning for RealHeat has stopped, but due to the RO compatibility issue, I still cannot clear the loading screen (which is showing signs of a invasion by dozens of feline aliens most likely sent by sarbian).
  24. Abpilot: I would certainly like to see the same thing soon, but I just double-checked (using the link on the initial post in this thread), and Real Heat, one of RO's pre-requisites, has yet to update. Pushing mod makers to update when their mod's pre-requisites have not yet done so is futile (and will only serve to annoy them). If something in Real Heat that RO uses changes when the former updates, the latter must take that change into account for its own update. Real Heat is the only RO pre-req not yet compatible with 1.3 (or at least not throwing loading screen warnings) that I am aware of, so once it updates, everything should be in place for RO to do so as well.
  25. That is good news from a RealHeat point of view, but because it is a test version only, Theysen may not be able to rely on it. If stratochief66 and PhineasFreak make changes for the official version, it could render it incompatible with a version of RO that Theysen might construct relying on the test version of RealHeat, and he'd have to make another update to fix it. With RSS having RO as a prerequisite, that could cause a chain reaction that could impact a lot of mods.
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