Jesusthebird Posted May 29, 2019 Share Posted May 29, 2019 2 hours ago, Tonka Crash said: The texture exists in the path specified in the omsEngine.cfg file. The problem is it's a deprecated part, so the texture cannot be accessed for use by the mod. There is something special about the Squad/zDeprecated tree that prevents using assets in the path. I worked around it by copying the texture to my personal patches directory and edited omsEngine.cfg to point to the new location. I figured something was fishy.. ive never had luck with zDepriciated folder... I think i did the same as you but put em in the oms engine directory..ill try again tonight tho. Can you share that part of the cfg for reference?? Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 29, 2019 Share Posted May 29, 2019 @Jesusthebird It's just changing the texture location in the MODEL node. MODEL { model = Mk3Expansion/Parts/Engines/OMS/Model texture = Mk3Adapters, Squad/Parts/FuelTank/adapterTanks/Mk3Adapters texture = engineoms 1, ZZZ_Personal_Patches/Deprecated_Parts/OMSEngine_v1/engineoms 1 } Quote Link to comment Share on other sites More sharing options...
Jesusthebird Posted May 30, 2019 Share Posted May 30, 2019 (edited) @Tonka Crash thanks for your help. I was finally able to get the texture to load . Im not sure why...but putting the file in a custom folder does the trick. renaming the file didnt help when inside the part cfg folder Edited May 30, 2019 by Jesusthebird Quote Link to comment Share on other sites More sharing options...
BlueNexus Posted June 6, 2019 Share Posted June 6, 2019 Hi, does anyone know if there'll be a 1.7.1 thingy for CKAN? We can't download the mod at the moment since the one on CKAN is for 1.7.0 If the mod just hasn't been updated yet, please disregard this. Quote Link to comment Share on other sites More sharing options...
Jesusthebird Posted June 10, 2019 Share Posted June 10, 2019 I was just thinking about the texture issue i had the other day with the OMS engine and something came to mind. The SXT mod has an optional script file that copies squad textures to a folder that SXT uses(written by LGG if im not mistaken). I know its a strech as this is only 1 texture..but that script could be modified and distributed with this mod as well to copy/pasta squads depriciated texture. In case the not so savy wants to use the oms engine without the rig-ama-roll of manually doing it. Im ok with technical things but even I did it wrong in the beginning. Just an idea for an otherwise simple solution that can be found by searching the thread. Anyways thanks for your work suicidal. Its not ksp without your mk2/3 expansions. I love em! Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 16, 2019 Share Posted June 16, 2019 @SuicidalInsanity I don't know if you have any interest in adding parts to the mod, but I have a couple suggestions. One is an inline docking adapter with a standard size Clamp-O-Tron instead of the senior size docking port that's already in this mod. For my space stations I standardize on the standard size clamp-o-tron for transient traffic connections. I only use senior size connections for things that don't come apart often. With a Mk3 based vessel I don't really have a good solution that's streamlined unless I'm using the stock Mk3 cockpit with a docking port on it's nose. I envision a short part with sliding doors, so you don't have clearance problems with clam shell and the docking port extends to slightly clear of the outer mold line of the part. Use some of the excess volume for Monoprop tankage. Another would be a RCS pack or even just a structural fairing to fill in the shoulders of the PPD-27 XL Cupola Cockpit to smoothly fair it into a 3.75 part. I actually have more use of this part as a 3.75m command pod than just a Mk3 part, but it doesn't fit as clean as I'd like. As a minimum, just a little filler part to fit the sides to clean up the transition. Even better would be a thin Mk3 adapter the thickness of the decoupler or probe core with the side fairings coming forward on either side of the mk3 part. Quote Link to comment Share on other sites More sharing options...
Ihniman1 Posted June 22, 2019 Share Posted June 22, 2019 Would it be possible to add speed readouts to the inline command bridge? The IVA looks amazing, but has no way to judge speed Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted June 25, 2019 Author Share Posted June 25, 2019 OMS engine is due to be retextured against the new stock oms engine anyway, so hopefully that will finally fix the thing. The Cupola is in need of work, so I can add a size3 circular variant. For a 1.25m inline docking port, I'll see. Best way would probably be to add a ventral 1.25m port to the 2.5m inline, or build one into the service bay; having just a 1.25m port on a mk3 cross-section leaves a lot of excess volume. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 25, 2019 Share Posted June 25, 2019 2 hours ago, SuicidalInsanity said: OMS engine is due to be retextured against the new stock oms engine anyway, so hopefully that will finally fix the thing. The Cupola is in need of work, so I can add a size3 circular variant. For a 1.25m inline docking port, I'll see. Best way would probably be to add a ventral 1.25m port to the 2.5m inline, or build one into the service bay; having just a 1.25m port on a mk3 cross-section leaves a lot of excess volume. Thanks for considering these, but you can forget about the docking port. Over the weekend I found a part in another mod that gives me a telescoping docking port I can mount in a Mk3 service bay or cargo hold. Quote Link to comment Share on other sites More sharing options...
Temeriki Posted July 14, 2019 Share Posted July 14, 2019 On 6/25/2019 at 4:40 PM, Tonka Crash said: Thanks for considering these, but you can forget about the docking port. Over the weekend I found a part in another mod that gives me a telescoping docking port I can mount in a Mk3 service bay or cargo hold. What mod/part cause I had no idea I needed that until now. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 14, 2019 Share Posted July 14, 2019 @Temeriki It's an airlock in this: I prefer it over the more popular Redux version due to it actually looking stockalike. Quote Link to comment Share on other sites More sharing options...
Shaddow Phönix Posted October 21, 2019 Share Posted October 21, 2019 (edited) Is this mod compatible with the KSP Kerbalism live support mod ? I am using ksp version 1.7.3 Edited October 21, 2019 by Shaddow Phönix Quote Link to comment Share on other sites More sharing options...
lunian Posted November 8, 2019 Share Posted November 8, 2019 Updated ksp to 1.8 and found entire BigSWing section have lost Lifting Surface and Control Surface parameter. Does anyone know how to fix this? Please, my entire resupply ship can't fly. Quote Link to comment Share on other sites More sharing options...
Acvila Posted November 9, 2019 Share Posted November 9, 2019 you should use p-wings for wings. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 9, 2019 Author Share Posted November 9, 2019 M3X is a pluginless part mod, so it at least won't throw any errors with Kerbalism. Probably. That said, I have zero experience with Kerbalism, so you might try asking in the kerbalism thread, they would likely know more. lunian, I'm going to need logs or similar, the M3X BigS wing lineup is working properly on my dev copy of KSP. ... M3X Update 1.4.8.5 is up, grab it from SpaceDock or GitHub. mostly minor fixes, also the Coxswain OMS is finally fixed. Quote Link to comment Share on other sites More sharing options...
Sir Mortimer Posted November 10, 2019 Share Posted November 10, 2019 21 hours ago, SuicidalInsanity said: M3X is a pluginless part mod, so it at least won't throw any errors with Kerbalism. Probably. That said, I have zero experience with Kerbalism, so you might try asking in the kerbalism thread, they would likely know more. @Shaddow Phönix @SuicidalInsanity Kerbalism adds a few things to all parts with a crew capacity > 0, using a generic approximation to calculate a few relevant numbers (habitat part module, estimated habitat volume and hull surface area, life support system capacity etc.) Those generic numbers are based on the size of the parts collider and, while not accurate, will not be gamebreaking wrong. It will work. It could need a few tweaks here and there, maybe define some capsules as unpressurized or without life support capability etc., but all in all it will be playable. Quote Link to comment Share on other sites More sharing options...
lunian Posted November 11, 2019 Share Posted November 11, 2019 (edited) I've look in to the logs and find nothing wrong, something I can think of that can go wrong is the data cache somewhere within KSP ,It may broke during update from KSP 1.7 to 1.8. just did is uninstall, delete KSP folder, reinstall the KSP and mod(s) and it works like a charm, thank you for your advice. Edited November 11, 2019 by lunian Quote Link to comment Share on other sites More sharing options...
Flying_Dutchman Posted November 18, 2019 Share Posted November 18, 2019 I've been getting into KSP again and recently found this mod. It's great fun, thanks for your hard work. Quote Link to comment Share on other sites More sharing options...
Morse Posted November 21, 2019 Share Posted November 21, 2019 On 11/8/2019 at 3:01 AM, lunian said: Updated ksp to 1.8 and found entire BigSWing section have lost Lifting Surface and Control Surface parameter. Does anyone know how to fix this? Please, my entire resupply ship can't fly. Do you have FAR or Atmosphere Autopilot installed? There is a bug in KSP upgrade scripts which upgrade custom modules incorrectly. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted November 23, 2019 Author Share Posted November 23, 2019 M3X 1.4.8.6 is now up, which mainly fixes aerodrag issues that have come up with KSP 1.8.1 Get from SpaceDock or GitHub Changelog: -Model Rework: Mk3 Decoupler. Now hollow! -Fixes drag cubes for Mk3 Drone core, Mk3 SAS, Mk3 Aligned Docking Port, Mk3 Decoupler, Mk3 Radial Mount -Fixes Mk3 Service Bay not shielding its contents -Fixes Service Bay LF/O missing texture Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted February 24, 2020 Share Posted February 24, 2020 @SuicidalInsanity This is a bit of philosophizing about the CLEAVER in a rescaled 2.7x system (JNSQ mod), and a possible change request. Your mk3 and mk2 mods offer a nice middle ground between stock and arguably overpowered OPT engines. The mk3 CLEAVER and mk2 scramjets make a good pairing for a fuel-efficient 3 phase ascent with JNSQ: 1) CLEAVER airbreathing climb and accelerate to 1300 m/s; 2) Scramjets to further accelerate through 3000 m/s; 3) CLEAVER closed-cycle as scramjets flame out around 38km The late part of the scramjet phase often causes the CLEAVER to overheat due to drag. The CLEAVER is shielded behind a mk3 stack but aiming just a little nose-high causes overheating even though it looks like the engine is not sticking into the airstream. I wonder if the CLEAVER has a misplaced drag cube or other aerodynamic problem. Possibilities include: No change. That's valid since the overheating only happens with mods that rescale Kerbin and increase minimum orbital speed. Examine the CLEAVER's aerodynamics. Even at 10 degrees nose high the CLEAVER looks like it's shielded from the airstream but it's definitely heating from drag. I can help with testing; I have zero experience with drag cubes but am willing to learn. Boost the heat tolerance. This would be the easy fix (and is the one I adopted in my install). You might not want to do that with your mod if you consider overheating risk to be part of the CLEAVER's game balance. Thank you for considering these comments. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted February 25, 2020 Author Share Posted February 25, 2020 I can take a look at it. A good chunk of parts were made back before I knew much about DragCubes, so a misconfigured DragCube being the issue wouldn't be surprising. Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted April 12, 2020 Share Posted April 12, 2020 Has anyone tested this on 1.9? Quote Link to comment Share on other sites More sharing options...
RyGuy_McFly Posted May 8, 2020 Share Posted May 8, 2020 Hi there, I seem to be having crossfeed issues with the Mk3 decoupler, as it seems to be crossfeeding fuel from my second stage to my 1st stage despite the editor saying that it shouldn't. First time I've ever encountered this issue before, and it only seems to be with this decoupler. I looked into the configs and everything seems to be in order. And yes, I have follow crossfeed rules enabled in difficulty settings. Screen: https://imgur.com/he2YH9F Quote Link to comment Share on other sites More sharing options...
Keithv708 Posted May 27, 2020 Share Posted May 27, 2020 On 4/12/2020 at 12:50 AM, xD-FireStriker said: Has anyone tested this on 1.9? Yes I have some what. Seems like the parts are all there. Quote Link to comment Share on other sites More sharing options...
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