Mekan1k Posted October 2, 2016 Share Posted October 2, 2016 It seems like the Big-S wing segments don't produce lift according to the editor. I'll look in gamedata. File says it makes lift... Huh. Well, I will use them like that. Annoying that it doesn't look like it in the editor. Picture shows the oddity. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 3, 2016 Author Share Posted October 3, 2016 @Mekan1k: Do you have FAR installed? The BigS wing pieces have a FAR configuration MM patch that disables the stock ModuleLiftingSurface because FAR doesn't use it Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted October 3, 2016 Share Posted October 3, 2016 35 minutes ago, SuicidalInsanity said: @Mekan1k: Do you have FAR installed? The BigS wing pieces have a FAR configuration MM patch that disables the stock ModuleLiftingSurface because FAR doesn't use it I do not. I will see if I can remove that file. 35 minutes ago, SuicidalInsanity said: @Mekan1k: Do you have FAR installed? The BigS wing pieces have a FAR configuration MM patch that disables the stock ModuleLiftingSurface because FAR doesn't use it I do not. I will see if I can remove that file. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 4, 2016 Share Posted October 4, 2016 6 hours ago, SuicidalInsanity said: @Mekan1k: Do you have FAR installed? The BigS wing pieces have a FAR configuration MM patch that disables the stock ModuleLiftingSurface because FAR doesn't use it shouldn't that MM config have a :NEEDS[FerramAerospaceResearch] so that people without FAR don't have to remove the MM config? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 4, 2016 Author Share Posted October 4, 2016 It does have a :NEEDS[FerramAerospaceResearch] tag. But from the screenshot it seemed probable that FAR was installed, which is why I brought up the FAR MM patch. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 5, 2016 Share Posted October 5, 2016 6 hours ago, SuicidalInsanity said: But from the screenshot it seemed probable that FAR was installed if FAR was installed the blue center of lift arrow would not be showing (unless FAR was installed improperly). If FAR isn't installed and the MM patch has a :NEEDS, then it shouldn't have any affect on the game. Right? I honestly may not be understanding something here Quote Link to comment Share on other sites More sharing options...
Rushligh Posted October 5, 2016 Share Posted October 5, 2016 any chance of making a MK3 Ram intake. you know... for stupidly large aircraft? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 5, 2016 Author Share Posted October 5, 2016 @Drew Kerman: At least a version or two back, FAR would still show a lift arrow if a part had a ModuleLiftingSurface, which usually indicated a mod that lacked FAR configs; since the lift arrow was centered on a mod cockpit, I thought it possible that was the case; but yes, the MM patch shouldn't have any effect without FAR. @Rushligh: I have a few ideas for one, so a ram intake is probably going to happen at some point. Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted October 6, 2016 Share Posted October 6, 2016 hey SuicidalInsanity how are you, Hows the updates going? Don't know if this has been asked or not [lazy lol] but does M2X and M3X work on 1.2 pre. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 6, 2016 Author Share Posted October 6, 2016 @xD-FireStriker: The current M2X/M3X version have partial functionality in the prerelease; things that are standard parts or use stock modules work fine, anything that uses mesh switching or uses MM for functionality will be broken and/or non-functional. The KSP 1.2 updates for M2X/M3X will happen after 1.2 is released. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 8, 2016 Author Share Posted October 8, 2016 Quote Link to comment Share on other sites More sharing options...
Grenartia Posted October 8, 2016 Share Posted October 8, 2016 1 minute ago, SuicidalInsanity said: Mk 3 science lab confirmed? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 8, 2016 Author Share Posted October 8, 2016 Mk3 science lab confirmed. Quote Link to comment Share on other sites More sharing options...
Titan 3000 Posted October 9, 2016 Share Posted October 9, 2016 3 hours ago, SuicidalInsanity said: Mk3 science lab confirmed. That sounds awsome, and with @SuicidalInsanity's Iva and modding skills this will be very good addition to the already really cool mod. You are really good at making the labs have unique IVA's. Good luck! Quote Link to comment Share on other sites More sharing options...
mechanicH Posted October 10, 2016 Share Posted October 10, 2016 (edited) looks like im getting the same problem with the wings and the control surfaces not creating lift, i do not have FAR installed. Is there a remedy for this issue? Also getting problems with the OMS engines(showing duplicates in same pod) and the mono radial pods, im using MM 2.7.1 would that be the cause of my problem's? Edited October 10, 2016 by mechanicH Quote Link to comment Share on other sites More sharing options...
TheEpicSquared Posted October 10, 2016 Share Posted October 10, 2016 This and Mk2 Expansion will be placed inside my GameData as soon as they're updated for 1.2. Great mods! Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 10, 2016 Author Share Posted October 10, 2016 @mechanicH: For the wings issue I'm going to need KSP version, mod list, and reproduction steps, because something is going on that isn't happening when I've tested the wings. For the mesh duplication issue, do you have InterstellarFuelSwitch installed? OMS engines and the radial tanks use IFS for mesh switching between part variants. Note that the version of ISF included with M3X is for 1.1.3, and won't work with the 1.2 prerelease. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 13, 2016 Author Share Posted October 13, 2016 M3X Update 1.2.1 for KSP 1.2 is now up, grab from SpaceDock or GitHub. Mainly a KSP version compatibility update; changelog: Spoiler Version 1.2.1 ================================ -Update for KSP 1.2 -Part categories updated to use 1.2 categories -Fixes Inline docking port control from here issue -New Part: Mk3 Science Lab -Model Rework: Mk2 Inverted adapter now has horizontal/vertical variants -Coxswain OMS now uses new FX -Mk3-2 cockpit now uses new RCS FX -Fixed Linear Aerospike bottom node orientation Quote Link to comment Share on other sites More sharing options...
robson1000 Posted October 14, 2016 Share Posted October 14, 2016 Look's like you did not add antenna module to mk3 cockpits and drone core. Quote Link to comment Share on other sites More sharing options...
SpaceMouse Posted October 14, 2016 Share Posted October 14, 2016 @SuicidalInsanity, Thats a awfully big plug for a coffee-maker. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 15, 2016 Author Share Posted October 15, 2016 (edited) @robson1000: It's, uh..., a revolutionary new way of preventing probe core AIs from going rogue? Thanks for bringing it up, looks like I missed adding them, I'll have to fix that. I've fixed it and re-uploaded the new version of M3X 1.2.1 Edited October 15, 2016 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
CraftyDwarf Posted October 17, 2016 Share Posted October 17, 2016 I am loving this mod. Using the mk3 parts, I appear to have a 30 ton payload SSTO, fitting right into my long term plans. It actually may deliver up to 50, but I tried with an imaginary 30 t relatively successful. I haven't learned to land SSTO's well yet. I may post craft file if interested, but it will use b9 procedural and interstellerr fuel switch. More might be involved, but I haven't done 100% inventory. Quote Link to comment Share on other sites More sharing options...
King Something Posted October 18, 2016 Share Posted October 18, 2016 Possibly worth noting, but the mod (and bundled IFS and MM) are in a folder called Gamedata instead of GameData. This may result in frown-upon-able shenanigans for users who extract directly to their KSP install folder without paying attention to the capitalization. Quote Link to comment Share on other sites More sharing options...
Ivans Posted October 20, 2016 Share Posted October 20, 2016 Updated some mods and now the control surfaces don't move. any suggestions Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 21, 2016 Author Share Posted October 21, 2016 @King Something: That could be an issue, thanks for the heads up @Ivans: I'm going to need a mod list and your output_log; is this an issue that affects only M3X control surfaces, or other mod control surfaces as well? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.