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JonnyOThan

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Everything posted by JonnyOThan

  1. Please post your log file. Also even if you think an issue is obvious, just use a few words to explain what’s going on. I can’t read minds. this looks like the KSA layout for SOCK but the seats are missing. Are you missing habtech props?
  2. FreeIVA 0.2.18.0 is now available as a prerelease build. Please test this out and report any issues here or on discord. Make sure to include your KSP.log file. https://github.com/pizzaoverhead/FreeIva/releases/tag/0.2.18.0 Notable Changes Added support for Lonesome Robots Collection Added support for Tiktaalik Dreaming Props Added support for Pathfinder French localization (thanks @tony48 !) Added support for RealChute's stack chute Added support for Cormorant Aeronology Centrifugal acceleration from rotating parts is now simulated Boarding a part from EVA now starts you unbuckled just inside the hatch. You can press C to immediately return to your seat, or disable this behavior in the settings.cfg file. Bug Fixes Etc. Fix JSI EVA hatches in certain cockpits Fixed several issues in OPT Fixed several bugs that could result in exception spamming, loss of control, or inability to unbuckle Better support for WildBlue props Stock 0.625m decoupler and separator are now passable to be consistent with Connected Living Space Fixed several issues in Tantares Hatches that are set to auto-hide when connected no longer hide their paired hatch if it has an animation Hatches in jr docking port and benjee’s docking ports are now set to hide when connected Fixed texture on the back of Near Future Props EVA hatch Fixed cutout and depth mask in SSPX 3.75m greenhouse Added ladder support to Habtech Props bunkbed
  3. Going eva and returning should do it, or save/load or switching scenes.
  4. What version of FreeIva are you on? DeepFreeze support was added in 0.2.17. If you have that version, please post your logs.
  5. Well, I took a look at them and those parts are so thin it's actually not possible to pass through them in freeiva - the ceiling and floor are so close together you can't squeeze through. Sorry.
  6. Ah thanks for the heads up. Usually I try to make sure that I cover everything that CLS supports, if a mod already has CLS configs. Adding this is certainly possible (it would look something similar to the bicouplers/tricouplers from stock) but it requires a custom model. If you feel like trying your hand at it go ahead, but I'll see if I can squeeze it in soon.
  7. You need to install reviva in order for IVAs to switch based on b9 selection. I’m pretty sure that doesn’t come from this mod.
  8. Sounds like you might be missing B9PartSwitch, one of the dependencies. I highly recommend using CKAN to install your mods so you can be sure that everything is installed correctly, you have all the dependencies, and there are no conflicts. If you *did* use CKAN to install, you may have hit an issue where CKAN's registry is out of sync with what actually is installed. This commonly happens if someone manually deletes mods from GameData without also uninstalling them in CKAN - it won't realize they're gone. You can right-click on a mod in CKAN and select "reinstall" to fix it. Or start over from a blank slate because it's difficult to figure out which ones are missing. In any case, if you need help your best bet is to post your ksp.log file somewhere.
  9. Thanks for the report! Huh, I'm not really sure what could have caused that. Do you have any mods that relate to or did you do anything weird with the kerbal portraits? I can guarantee it's not directly caused by any of the mods you listed. What command pod were you using when this happened? Can you share a screenshot? (for future reference I'd prefer to use ksp.log instead of player.log when a crash isn't involved) I'm pretty sure I could avoid the exception spam but I'd like to know how it got into that state.
  10. This may make the logs next to useless - generally you need to reproduce the problem and then post your logs. You can easily make a backup save before toggling the switch, then turn it off again and load the save. It may also be useful to post your save file itself. FWIW, I leave that setting at default and I haven't seen that behavior, so it's something specific to your setup.
  11. Not only that, but you can grab certain objects and throw them around. They react to accelerations of the vessel, and the artificial gravity in the centrifuges. Centrifugal force from the vessel rotating is not yet modeled though. Oh and it all works with VR :p
  12. Thanks for the report. I submitted a fix here, just replace this file: https://raw.githubusercontent.com/JonnyOThan/kOSPropMonitor/7ee72a860c58c062f675f3fa73867a00d8d8ee6f/GameData/kPM/Library/Patches/Patch.cfg
  13. Did you use “set position” in the debug menu? Is the vessel still easing to ground?
  14. Hey all, I'm adopting this mod going forward since @dsonbill hasn't been around in a while. I got permission to adopt it years ago but never did anything with it. But the time is now! New thread here:
  15. I'm adopting another great IVA mod - @dsonbill's kOSPropMonitor. This wonderful mod adds a kOS terminal to RasterPropMonitor screens. There's no functional changes in this version, except that I'm going to fix the zip file issues that have prevented this from being updated on CKAN. Download: https://spacedock.info/mod/3473/kOSPropMonitor-Adopted (coming soon to CKAN) License: GPLv3 Source Code: https://github.com/jonnyothan/kospropmonitor Original thread here:
  16. The visual wall and the physical blocker are not the same thing. One is a render mesh and one is a collider. You need to cut holes in both of these to make this work (this is why FreeIva as a whole is technically challenging). Cutting a hole in the visual model is not very difficult. You need to find the name of the mesh in the model file (importing it with blender is the best approach here). Then in the HatchConfig module you can add cutoutTargetTransformName = <mesh name> For the collider, you'll need to edit the .mu file I created (FreeIva/SSPX/Spaces/sspx-habitation-375-2-iva) to cut out a hole where the hatch goes through.
  17. No, the highlighted line is what creates the attach node. The hatches could be configured manually, where they specify what airlock to use and what attachnode they are connected to. If there's no manual configuration then they will look for nearby and aligned attachnodes and airlocks. The very last @PROP[NF_HTCH_EVA_Basic] looks like it has manual configuration (the HatchConfig module). You could add attachNodeId = <your attachnode here> to that block, or try just removing the MODULE block entirely and see if the automatic detection system works. Note that if your attach node is named node_stack_airlock, then you'd strip off the "node_stack_" part and just write `attachNodeId = airlock`
  18. It sure is, here's one example: https://github.com/pizzaoverhead/FreeIva/blob/662cda3a1ed9a2a5e1bba39d5179d7ebaccf62a0/GameData/FreeIva/Squad/PartCfgs/crewCabin.cfg#L16 The first set of 3 numbers in the cfg are the position, the 2nd set of 3 is the normal (the vector perpendicular to the surface), and the last number is the node size. I'd suggest using the blender plugin for finding the right coords. You can import the part .mu file, create an empty axes, position it where you want the node, then click "show model transform" and copy the coords from the output log.
  19. This code was probably written before clobberbuiltins was implemented. You can toggle the option off in kos.
  20. When you uninstall a mod in CKAN, it will ask you if you want to delete any folders that were left behind (these are usually created by the mod as it runs like settings files, cached data, icon thumbnails, etc.). If you don’t tell CKAN to delete these files, it causes exactly the problem you describe.
  21. RPM 0.31.13.3 is now avaiable: Discord support server: https://discord.gg/vBDzZAq3AF. Please always post your KSP.log file when reporting issues. Changes Add compatibility patches (fixes crashes) when using DeepFreeze or Heisenberg The undock action now also decouples the attachnode (thanks @kkx2754) Fixed corrupted text on batched labels
  22. Er, I guess that's already done because it's mostly just the docking ports from habtech 2.
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