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Krydax

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Everything posted by Krydax

  1. I was able to fix it, as per this comment Basically just setting the techRequired in the gamedata/proceduralparts/partstechtree/upgrades.cfg file to "start" for all the upgrades, rather than whatever tech it previously had.
  2. This works! A bit more detail for those wondering: go to procedural parts/parts/TechTree/upgrades.cfg and edit it I just set every single "techrequired = ___" line to "techRequired = start". You probably can just do the unlimited ones but I went overboard and it worked like a charm!
  3. Yeah I've headed over there. I just figured I'd revive this as Galileo may or may not have interest in updating it to work, and also always helpful to post when things are/aren't working as expected so other people can see that they're not the only ones, etc. ------------------- -------------------- I was able to fix it, as per this comment Basically just setting the techRequired in the gamedata/proceduralparts/partstechtree/upgrades.cfg file to "start" for all the upgrades.
  4. Did you ever find a solution? I also wasn't able to figure out how to make the "readme" method work. Definitely didn't work as advertised. And the "procedural start" mod doesn't seem to be working either. I feel that it's a relatively simple patch that needs to be applied to procedural parts, but I don't know squat about KSP modding so it's not really something I know where to start with.
  5. Yeah idk. I've had it working before though on 1.12, so I'm just not really able to figure out what's different. My guess is that something changed in procedural parts in one of the "recent" updates and so the old solution to making stuff unlocked from the start doesn't work anymore. I would love a new solution, it's weird to me that this idea doesn't have more traction! I love being able to just make my fuel tanks the size I want them to be, it feels so weird to need to stack 8 of them or whatever. Personal preference, of course. But anyhoo, any ideas are greatly appreciated!
  6. Just started a career run and this mod doesn't seem to be working. I'm guessing either A. outdated and simply doesn't work with PP anymore (I could test this by removing all other mods and starting career mode, etc, but that takes a lot of time I haven't had yet) B. There's a conflict within my mod soup. I'm thinking B is the most likely, but I have looked through all my mods and just can't seem to figure out what would be causing it. This is my modlist: https://pastebin.com/SMpyRr7m Any help or ideas would be greatly appreciated!
  7. I seem to be having a new issue with Realchute with my current mod soup, never had an issue with it before. Right now it's not really "loading" when I'm in the VAB. There's no button for it, and when I look at the possible buttons on the blizzy toolbar, you can see that the icon is there, and selected, but no button actually shows up on the toolbar which is odd. And nothing happens when you select a parachute in the action groups mode (which always used to pop up the editor), etc. https://imgur.com/a/vHftTs2 However, the "show editor" right click menu appears to work. So not totally sure what's wrong. https://imgur.com/j63VMjS
  8. So the rescale mod includes "rescaleAntennas.cfg", which includes the following: @PART:FOR[SigDim2]:FINAL { @MODULE:HAS[#name[ModuleDataTransmitter]] { @antennaPower *= #$@SigmaDimensions/Rescale$ } } I add the ":FINAL" to it, because it was ONLY applying to the probe cores, and none of the antennas. However, that did not seem to fix the problem. Antennas still are not multiplied by 3.2x range. Any ideas? I have commnet antennas consumptor, exntension, info, as well as scansat, and NFE exploration (to name the mods that affect antenna stuff)
  9. Well I guess that depends on if the new tweakscale works better/more safely or not! Haha. Either way, the weird behavior I was running into is probably worth looking into as I'm sure other players will run into it too eventually.
  10. Thanks for your work! There's also a NEW tweakscale fork in the works now. What a time to be alive! So many modders still keeping this amazing game alive! Can't wait until KSP2 actually has enough stability & features that it can be better in every way than KSP1!
  11. How would I, for experiments sake, add AttachedOnEditor back to the Procedural Parts?
  12. Yeah it's frustrating when compatibility isn't being supported from both sides
  13. Haha. Classic programming issue. Trying to understand 2-years-ago-you is like trying to decipher ancient greek texts. In any case, thank you for your work looking into a fix! If it does indeed fix it, just let me know how to add it back in. And who knows. Maybe it breaks something else, but it's not as annoying? Cause currently this issue is annoying enough that it's gonna cause me to not use PP tanks at all which is kinda defeating the whole point.
  14. I am very intrigued on trying out this tech tree. I'm curious if it's still a good experience if I don't use BDB? I do have all of Nertea's mods, as well as things like spaceY, restock+, dmagic orbital science, infernal robotics. Also does this mod prune its own empty nodes (if it has them?) EDIT: Oh, i just realized this mod has BDB as a dependency. Nevermind! I'm not sure if I can handle BDB since I'm not really into the whole historical-missions/parts thing anyway.
  15. Yay! I love when I find new and interesting bugs. Makes me feel special.... I did what you said. Open game, make the craft i explained above, launch, revert to vab, glitch is happened, quit KSP, and here you go! https://filebin.net/saih0x8b958ahsq3 <- KSP log https://filebin.net/8c4vekh75my7l6er <- Janky craft in question. Launch & revert to VAB as many times as you want to increasify the jank! =D
  16. Okay More testing complete. By changing the engine on the bottom to uncheck "KSP-Recall::Attached on Edit", the engine properly "follows" the tank up into the service bay. So they both move together. (this is still bad though, cause the tank moves up into the service bay in the first place, because the service bay is tweaked to be smaller and the procedural part somehow double compensates when it loads in or something) That being the case, now I'm convinced that the issue is that the procedural tank does NOT have the "attached on edit" module. Is that meant to be the case? Or is it supposed to be lacking the attached on edit module?
  17. I also saw that in KSP-Recall.cfg, Line 17, ProceduralPartsAttachmentNodes = false That stuck me as odd, but changing it to true didn't fix anything either. So idk. I think I'm in too deep at this point and have no idea what I'm messing with.
  18. Here's an interesting fact: You mentioned the 999-KSP Recall 101_ProceduralPartsAttachmentNodesFix.cfg Guess what, I deleted it out of my gamedata folder (just to see what happened), and the bug still persists the same way. So was that cfg even doing anything? It seems like it isn't doing what its intended to do.
  19. I don't think that's the same issue. In this case, a procedural part is not the root. I started with a probe core. To add more info, I just reproduced it easily: 1. Probe core (okto in this case) 2. Service bay 1.25m, tweakscale it to .625 3. add procedural fuel tank 4. add terrior, tweakscale it down. 5. launch craft 6. revert and BOOM. Things moved and now stuff is janked. I just tried with a flt400 instead of a procedural fuel tank, and the issue did NOT occur. So that does narrow it down to being procedural part related.
  20. You are amazing. I will try this! Here's my ksp.log too if you're interested. I'll report back with results! Ah. Just checked. I already have that file/patch. So I don't *think* that's the issue then?
  21. Yes, I have b9 part switch. As well as firespitter. I also have smart parts, but the auto-stuff is disabled on them, so that *shouldn't* be messing with anything. I can try removing it and see if bug continues.
  22. uhoh. New issue. Now when i revert to vab, things are disconnecting when I have tweakscaled parts. In this case, upon reverting to vab, a 1.5long0.625diameter procedural fuel tank moved "up" into a tweakscaled 1.25 -> 0.625 service bay (and a tweakscaled 1.25 -> 0.625 terrier on the bottom of the fuel tank is now "floating" underneath). So it's like the fuel tank moved but nothing else did. https://imgur.com/a/uFDZ2Lq If tweakscale is going to break stuff every single time I revert/load a craft, then that may be too much of a thing for me to work around unfortunately. With any luck, there's something I can change, or I'm doing something wrong to cause this? If so I'm not sure what it is though.
  23. Aha. Thank you for confirming! At least it's known. Guess I'll just deal with it for now Thanks for all your hard work!
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