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wyvernfink

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Posts posted by wyvernfink

  1. 2 hours ago, Failer said:


    IWith my 0 coding skills I managed to make ''cogswell'' and ''spacely'' appear, by a very dirty fix mentioned on page 15.

      

    But I can't make the RT1 to appear, and this is the one breaking the game. There is no other engine on node 0.


    EDIT:
    The RT1 appeared. Oh, boy but it is a dirty fix.

    I edited the UKSsolidBoosterRT1 file, by changing:

    +PART[solidBooster_v2]:NEEDS[!RLA_Reborn,!SETIprobeParts,!Taerobee,!ReStockPlus]:BEFORE[zzzUnKerballedStart] to  +PART[solidBooster_v2]:AFTER[ReStockPlus]

    If I understand it corectly, it simply ignores all the mentioned mods, and  simply loads the mod after restock, thus overwriting anything that restock does with this engine..? I hope it won't break anything important in the game itself. Im not using any of these mode though, except the restock plus, so it shouldn't.

    Oh, ok, you were trying to activate the RT-1. @SpinkAkron disabled that engine with the 1.8 update because KSP introduced the Mite and Shrimp boosters which superseded the RT-1:

    If you wanted to reintroduce that engine, you would want to change UKSsolidBoosterRT1.cfg from

    @TechRequired = unresearchable

    to

    @TechRequired = start

    This does bring up two questions, though. First, the change you described shouldn't have reintroduced the RT-1, so I'm curious how your change worked (I'll admit I'm still learning MM scripting, so it's entirely possible I'm missing some subtle logic in the change).

    Second, do the Mite and Shrimp engines show up for you? They should be included in Stock for 1.8+, and you indicated you were working with 1.9.1. If they aren't in your tech tree, that indicates something else is going on.

  2. 1 hour ago, Failer said:

    So, I reinstalled KSP, and the parts appeared. It must have been one of the mods being imcompatible. The problem is, I dont have any mod interacting with rocket engines, only ones interacting with plane parts (mk1, Mk2, Mk3 extensions, and OPT). 
    Ill start debugging, adding mods one by one, I guess.

    EDIT:
    Well, that's pitty, Restock is breaking the ''basic rocketry'' node, while Restock Plus is making the RT-1 not to show up.

    That's actually really helpful. Let me try to replicate it in my dev install and see if I can subsequently fix it.

    I had been hoping to post a new fork of this mod, but it's taking longer than I expected to get my head around it. I'll try to get a github repository started with the progress I've made so far (including the fix for the Restock issues) and post a link to that soonish.

  3. On 5/27/2020 at 8:37 PM, kirmie44 said:

    IDK if this is a feature or a bug but my Research Center now comes fully upgraded no matter what settings I pick. Is this supposed to happen?

    @kirmie44 I sometimes see this happen when I start a new game right after playing a different save. Does this happen when you start a new game immediately after starting KSP?

    18 hours ago, Failer said:

    Guys i've got a problem. Some engines dont show up for me. For example the tier 0 engine is non-existant. The same goes for the one available in basic rocetry node. The nod is simply empty. Anyone has any ideas why that might be happening?

     

    Its a fresh start with 1.9.1

    @Failer Is this a brand-new install or version update? If you installed through Steam, try validating your game files. I've occasionally seen missing parts when updating versions which appears to be a file corruption issue. Validating the files usually fixes it for me. 

    If everything checks out there, what other mods do you have installed?

     

  4. On 5/21/2020 at 12:45 AM, theersink said:

    The licence is creative commons so anyone can pick it up. OP probably has real world stuff going on and may not be back for awhile.

    I think I know how I'll handle this, so I'll plan to fork and post a new thread. This is a holiday weekend, so I should have some additional time to make some progress and update support for several of the mods. I already have a revamped tech tree (slightly modified) and have updated a couple of the broken mods. Look for a new thread/fork announcement shortly.

    In the meantime, @kcs123's suggestion that everyone identify parts that have drifted to the wrong places is a good one, and I'll gladly take any help on that front!

  5. 1 hour ago, kcs123 said:

    It probably going to be a long time before you can get proper official answer from @SpinkAkron. I have no experience with ReStock/Restock Plus mod, so can't tell where some part should be placed in tech tree. I can't prommise anything, but I will try to write some MM patches for those parts, so you can use them until UKS is updated properly. It also can help @SpinkAkron to update mod faster.

    However, I need help from you that use those mods. Even if you are not modders, you can help by giving part names and name of TechTree node that it should be placed. If you don't know where to look in config files, picture of tech tree with part name/description can help a lot. You can also mark node where you think it should be placed instead.

    On the side note, any part mod should work just fine if it work already with stock tech tree node or if CTT is supported. Additional patches within UKS is just for even better gamebalance/experience. So, issue is not that mentioned mods does not work with UKS, but it can work better. And for working better some additional cooperation with users who wants support is needed.

    I'm a long-time lurker but have never posted. I'm willing to help out as much as I can.

    I have some working in-progress MM scripts for updates to Restock Plus (plus some others, notably @Nertea's Near Future updates), but they're not complete. I also have some interesting ideas of how to accommodate the recent updates to Near Future Launch Vehicles, etc.

    I am even willing to take on attempting to adopt this mod, but I don't want to step on any toes (I'm not clear on the etiquette of how this works).  I know @SpinkAkron hasn't been here in a few months and they originally set up a license to permit forking, so it looks like the prerequisites are there. If everyone is ok with it, do I simply start a new thread for a potential fork, create a github account, and go to town?

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