blowfish Posted January 14, 2017 Share Posted January 14, 2017 On 1/14/2017 at 12:18 AM, Alex38 said: Oh.. yes that could explain why.. ! However the RCS is working fine and the soyuz contains aerozyne so why that's only this engine that isn't working... they are all working fine except for the soyuz spacecraft Expand Probably because there's a global patch which changes the RCS but the main engine still expects Monopropellant. Link to comment Share on other sites More sharing options...
Akira_R Posted January 14, 2017 Share Posted January 14, 2017 (edited) On 1/14/2017 at 12:14 AM, Alex38 said: Thanks I'm gonna try to learn it when I got the time If you have any links in mind, I would appreciate the help So I researched into my gamedata, and I have nothing but simple module manager patches (physics and techtree). But in the SSTU folder, I've found three different patches and one of them is "Fuelcrossfeed.cfg" (there is also an "techtree.cfg" and a "CollisonHandlerPatch" but I don't think that they are responsible) what do you think ? Expand http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook Those pretty much contain all the info you will need to learn, I would suggest opening up one of the stock part cfgs along side that first link and just figuring out what everything in the file does, it shouldn't be to hard to figure out. I would stay away from the SSTU cfgs for awhile until you get a handle on the stock way of doing things. As the SSTU parts are a bit more advanced and complicated lol. You can open .cfg files with any standard text editor like notepad, however I highly recommend Notepad++ and I'm pretty sure any one else on the forum will as well lol, it is free and is an excellent tool. Edited January 14, 2017 by Akira_R Link to comment Share on other sites More sharing options...
Sudragon Posted January 14, 2017 Share Posted January 14, 2017 At the risk of this being a duplicate request, would it be possible to develop add on Hypergolic RCS blocks? Or perhaps convert the SSTU add on units to Aerozine50/NTO? This would simplify construction of vehicles that have the SSTU command pods with their Hypergolic RCS systems attached to standard SSTU tankage and engines, but having to use monoprop RCS and either tr and squeeze a small amount of mono into the main tank configuration, or attach an external cannister. Link to comment Share on other sites More sharing options...
Alex38 Posted January 14, 2017 Share Posted January 14, 2017 (edited) On 1/14/2017 at 12:37 AM, blowfish said: Probably because there's a global patch which changes the RCS but the main engine still expects Monopropellant. Expand So the only way I change that is to learn the "language" of module manager as @Akira_R told me .. Thanks for your help anyway On 1/14/2017 at 12:49 AM, Akira_R said: http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook Those pretty much contain all the info you will need to learn, I would suggest opening up one of the stock part cfgs along side that first link and just figuring out what everything in the file does, it shouldn't be to hard to figure out. I would stay away from the SSTU cfgs for awhile until you get a handle on the stock way of doing things. As the SSTU parts are a bit more advanced and complicated lol. You can open .cfg files with any standard text editor like notepad, however I highly recommend Notepad++ and I'm pretty sure any one else on the forum will as well lol, it is free and is an excellent tool. Expand Thank you I'm gonna check this, I already began to mess around cfg files few month ago when I tried to create a personnal engine in stock using blender and unity but finally it doesn't worked the engine was semi-transparent in the game because of the polygone count I supposed.. I never had the time to try finish it News : I'm the noobiest player ever, in the log of module manager when I start the game, in the MM Final, it says " 2 errors related to Gamedata/RealFuels-Stockalike/Fuelconversion.cfg" So that could be my problem right here.. do you think that's it ? Edited January 14, 2017 by Alex38 Correction Link to comment Share on other sites More sharing options...
AlimOncul Posted January 14, 2017 Share Posted January 14, 2017 Can we toggle engines separately? Link to comment Share on other sites More sharing options...
Shadowmage Posted January 14, 2017 Author Share Posted January 14, 2017 On 1/14/2017 at 9:31 AM, Alex38 said: So the only way I change that is to learn the "language" of module manager as @Akira_R told me .. Thanks for your help anyway Thank you I'm gonna check this, I already began to mess around cfg files few month ago when I tried to create a personnal engine in stock using blender and unity but finally it doesn't worked the engine was semi-transparent in the game because of the polygone count I supposed.. I never had the time to try finish it News : I'm the noobiest player ever, in the log of module manager when I start the game, in the MM Final, it says " 2 errors related to Gamedata/RealFuels-Stockalike/Fuelconversion.cfg" So that could be my problem right here.. do you think that's it ? Expand Now that I've got a place to start investigating (the RF-stock-alike patch), I'll take a look at that patch. Those errors might not be related to what is going on with the SSTU parts, but is the only bit of info that has been posted so far. On 1/14/2017 at 1:13 PM, AlimOncul said: Can we toggle engines separately? Expand Nope, sorry. Stock code does not support procedurally adding buttons to the right-click menu at run-time, which is what would be required to implement it with the stock GUI (you would need one on/off toggle per engine in the cluster, and they would need to be added/removed as the number of engines changed). It has been in the long-term plans to work up a custom GUI for engine management, but there is no telling if or when it will be done. Link to comment Share on other sites More sharing options...
Alex38 Posted January 14, 2017 Share Posted January 14, 2017 (edited) On 1/14/2017 at 8:32 PM, Shadowmage said: Now that I've got a place to start investigating (the RF-stock-alike patch), I'll take a look at that patch. Those errors might not be related to what is going on with the SSTU parts, but is the only bit of info that has been posted so far. Expand Thanks so much !! I can't find out by myself as a noob, but I tried .. Thank you again for your help and your time that's super cool ! And if you don't find the problem that's cool I can deal with it that's not that important but I'll be really happy if you find the issue of course Edited January 14, 2017 by Alex38 Link to comment Share on other sites More sharing options...
Guest Posted January 15, 2017 Share Posted January 15, 2017 (edited) Quick question since searching these forums is damn substandard: Are there any MM scripts for this mod that change all the engines to LFO and the RCS to monoprop? Thanks. Edited January 15, 2017 by regex Link to comment Share on other sites More sharing options...
Flashgasm Posted January 15, 2017 Share Posted January 15, 2017 Hey, In the VAB i cannot extend/retract the built in Landing Gear of the Shuttle. Now someone had this Problem earlier in this Thread and said a "wheel config" file fixed it for him. Anyone knows where to find this ?? Thanks Link to comment Share on other sites More sharing options...
Pappystein Posted January 15, 2017 Share Posted January 15, 2017 On 1/15/2017 at 6:38 AM, regex said: Quick question since searching these forums is damn substandard: Are there any MM scripts for this mod that change all the engines to LFO and the RCS to monoprop? Thanks. Expand No, but some people are adding more fuel types like UDMH and IRFNA (for some of the older engines Are you asking because you want to use the engines with other parts? On 1/15/2017 at 3:19 PM, Flashgasm said: Hey, In the VAB i cannot extend/retract the built in Landing Gear of the Shuttle. Now someone had this Problem earlier in this Thread and said a "wheel config" file fixed it for him. Anyone knows where to find this ?? Thanks Expand Do you meen this mod which is in @Shadowmage's Signature a few posts above? Link to comment Share on other sites More sharing options...
Flashgasm Posted January 15, 2017 Share Posted January 15, 2017 On 1/15/2017 at 3:48 PM, Pappystein said: No, but some people are adding more fuel types like UDMH and IRFNA (for some of the older engines Are you asking because you want to use the engines with other parts? Do you meen this mod which is in @Shadowmage's Signature a few posts above? Expand Ah Thanks alot! Gear working with KSPWheel now. :)) Link to comment Share on other sites More sharing options...
Guest Posted January 15, 2017 Share Posted January 15, 2017 (edited) On 1/15/2017 at 3:48 PM, Pappystein said: No, but some people are adding more fuel types like UDMH and IRFNA (for some of the older engines Expand Oh cool, can you show me where those are? Thanks. E: You know what, nevermind, those are pretty easy scripts to write. I was just banking on not having to write them. E2: Well that was simple. Kudos to @Shadowmage for making part names sane. Edited January 15, 2017 by regex Link to comment Share on other sites More sharing options...
jdub3350 Posted January 16, 2017 Share Posted January 16, 2017 (edited) I'm probably missing something incredibly obvious here...but I had been playing with Yemo's Unmanned Before Manned tech tree, and all the SSTU parts were showing up fine. When Nertea updated CTT to 1.2.2 I switched, and all the SSTU parts disappeared. I had some other issues with the install, so I ended up wiping it and starting with a fresh install. Now the SSTU parts are not showing up with stock tech tree or in CTT. I can post my output log when I go home for lunch, but I wanted to toss this out there on the off chance someone has had this happen recently and there's an obvious fix I'm missing. Output log- https://drive.google.com/open?id=0B6AubkMOT5rrbEZ5SlBLaDIzLUk Edited January 16, 2017 by jdub3350 Link to comment Share on other sites More sharing options...
Shadowmage Posted January 16, 2017 Author Share Posted January 16, 2017 On 1/16/2017 at 12:27 AM, jdub3350 said: I'm probably missing something incredibly obvious here...but I had been playing with Yemo's Unmanned Before Manned tech tree, and all the SSTU parts were showing up fine. When Nertea updated CTT to 1.2.2 I switched, and all the SSTU parts disappeared. I had some other issues with the install, so I ended up wiping it and starting with a fresh install. Now the SSTU parts are not showing up with stock tech tree or in CTT. I can post my output log when I go home for lunch, but I wanted to toss this out there on the off chance someone has had this happen recently and there's an obvious fix I'm missing. Output log- https://drive.google.com/open?id=0B6AubkMOT5rrbEZ5SlBLaDIzLUk Expand Something in your install is very borked, as your log points to SSTU missing many of its files, specifically: PartCompiler: Cannot clone model 'SSTU/Assets/EmptyProxyModel' as model does not exist That is an -extremely- important model as without it -NONE- of the SSTU modular parts will load. Also something has screwed up the shader loading (or unity version?): Load(Model): SSTU/Assets/ST-CFG-A (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GpuProgram creation error: shader program type is unrecognised. You might have a precompiled shader asset from an old Unity version. Honestly, I have no idea what could be causing those kinds of problems. Something is very messed up with your install is about the best I can come up with... Link to comment Share on other sites More sharing options...
jdub3350 Posted January 16, 2017 Share Posted January 16, 2017 (edited) On 1/16/2017 at 5:35 PM, Shadowmage said: Something in your install is very borked, as your log points to SSTU missing many of its files, specifically: PartCompiler: Cannot clone model 'SSTU/Assets/EmptyProxyModel' as model does not exist That is an -extremely- important model as without it -NONE- of the SSTU modular parts will load. Also something has screwed up the shader loading (or unity version?): Load(Model): SSTU/Assets/ST-CFG-A (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GpuProgram creation error: shader program type is unrecognised. You might have a precompiled shader asset from an old Unity version. Honestly, I have no idea what could be causing those kinds of problems. Something is very messed up with your install is about the best I can come up with... Expand Well, that's a starting point at least. Odd because that log is from one start of the game after running the installer and installing mods this morning. But I'll poke around and see if I can figure out what happened. Thanks for looking at it. @Shadowmage so I went back and checked the v 0.5.34.131 zip I had downloaded from gitHub and there was no SSTU/assets/emptyproxymodel file. I redownloaded the zip from gitHub and it was there. Works now, absolutely no explanation as to what happened. Thanks for narrowing it down for me. Edited January 16, 2017 by jdub3350 Link to comment Share on other sites More sharing options...
Brainpop14 Posted January 17, 2017 Share Posted January 17, 2017 Apparently some people don't like the realistic fuels that come with this mod. They say it should only be included if people have RealFuels installed. Otherwise everything should default to using the standard LiquidFuel and Oxidizer. Link to comment Share on other sites More sharing options...
tater Posted January 17, 2017 Share Posted January 17, 2017 On 1/17/2017 at 2:22 AM, Brainpop14 said: Apparently some people don't like the realistic fuels that come with this mod. They say it should only be included if people have RealFuels installed. Otherwise everything should default to using the standard LiquidFuel and Oxidizer. Expand They can write a patch and change it then. Link to comment Share on other sites More sharing options...
Pappystein Posted January 17, 2017 Share Posted January 17, 2017 On 1/17/2017 at 2:45 AM, tater said: They can write a patch and change it then. Expand AGREED! Heck, I am trying get MORE FUEL types without going the real-fuels route. Link to comment Share on other sites More sharing options...
Guest Posted January 17, 2017 Share Posted January 17, 2017 On 1/17/2017 at 2:45 AM, tater said: They can write a patch and change it then. Expand It's super effective. Link to comment Share on other sites More sharing options...
NemesisWolfe Posted January 20, 2017 Share Posted January 20, 2017 Hi Shadowmage, awesome mod you've created here! I've been tinkering a bit with it to add some part I feel are missing, like some bigger hubs, but there is one part I just cant get figured out. How do I change the default textures of the assets? I've tried the following MM code, but this doesnt work: MODEL { model = SSTU/Assets/SC-ADPT-3-2-FLAT position = 0, 0, -0.9375 rotation = 270, 0, 0 texture = SC-ADPT1-BEIGE-DIFF, SSTU/Assets/SC-ADPT1-SLVR-DIFF texture = SC-ADPT1-DOS-NRM, SSTU/Assets/SC-ADPT1-COS-NRM scale = 0.5, 0.5, 0.5 } It loads the model just fine, but the texture is just the default black SLS one. The part itself is just a modification of the included DOS hub without the top port, and scaled to a bigger size. Works fine, just would love to change the texture to silver Link to comment Share on other sites More sharing options...
Shadowmage Posted January 20, 2017 Author Share Posted January 20, 2017 On 1/20/2017 at 12:42 AM, NemesisWolfe said: Hi Shadowmage, awesome mod you've created here! I've been tinkering a bit with it to add some part I feel are missing, like some bigger hubs, but there is one part I just cant get figured out. How do I change the default textures of the assets? I've tried the following MM code, but this doesnt work: MODEL { model = SSTU/Assets/SC-ADPT-3-2-FLAT position = 0, 0, -0.9375 rotation = 270, 0, 0 texture = SC-ADPT1-BEIGE-DIFF, SSTU/Assets/SC-ADPT1-SLVR-DIFF texture = SC-ADPT1-DOS-NRM, SSTU/Assets/SC-ADPT1-COS-NRM scale = 0.5, 0.5, 0.5 } It loads the model just fine, but the texture is just the default black SLS one. The part itself is just a modification of the included DOS hub without the top port, and scaled to a bigger size. Works fine, just would love to change the texture to silver Expand Are you creating new parts using MODEL node in their setup or attempting something else? I have no idea how to use the MODEL node to change textures; it has never worked for me (nor the parenting function). Supposedly you need to know the name of the original texture assigned to the model (look in the model with a hex-editor), and the URI of the new texture. What you have posted -looks- correct; but again, I've never gotten it to work even when it did look correct. TL:DR; you are asking the wrong person about MODEL node stuff... that is all stock code... Link to comment Share on other sites More sharing options...
Phineas Freak Posted January 21, 2017 Share Posted January 21, 2017 @NemesisWolfe are the "SC-ADPT1-BEIGE-DIFF" and the "SC-ADPT1-DOS-NRM" textures placed inside the "SSTU/Assets/SC-ADPT-3-2-FLAT" folder (along with the model file)? If not then you need to create template textures for them (8 x 8 px "images" will do the job). Link to comment Share on other sites More sharing options...
NemesisWolfe Posted January 21, 2017 Share Posted January 21, 2017 Problem solved! Turns out that I didnt quite understand how the texture bit of the MODEL node works. The code itself was correct, except the part where the original texture is specified No need for a dummy texture, just needed to specify the original texture of the part. So for the SC-ADPT-3-2-FLAT it is not the SC-ADPT1-BEIGE-DIFF and SC-ADPT1-DOS-NRM, but the SC-ADPT1-SLS-DIFF and SC-ADPT1-SLS-NRM respectively: MODEL { model = SSTU/Assets/SC-ADPT-3-2-FLAT position = 0, 0, -0.9375 rotation = 270, 0, 0 texture = SC-ADPT1-SLS-DIFF, SSTU/Assets/SC-ADPT1-SLVR-DIFF texture = SC-ADPT1-SLS-NRM, SSTU/Assets/SC-ADPT1-COS-NRM scale = 0.5, 0.5, 0.5 } Thanks for pointing me in the right direction! Link to comment Share on other sites More sharing options...
ComatoseJedi Posted January 27, 2017 Share Posted January 27, 2017 Hello, again, to all SSTU fans and of course a big round of gratuitous applause to the Legendary @Shadowmage and his creation. All I have to say is this: WOW to the power of 10! This has turned into a very awesome mod and a must have among the KSP community. I know I have been absent (DayZ Life is not just a hobby, it's very dang distracting), but I have been throwing KSP a whirl here recently and the first mod I had to have was SSTU. For someone who claims he cannot do the things he does, you do a fantastic/awesome/incredible/WOW job in keeping your mod up to date, increased functionality and not to mention the innovations in mods that EVERYONE should be using. Not to mention to actually FIX the wheel issue that was deemed "improbable" to fix, Brav-freakin'-O! Of course, big kudos going to to everyone who contribute to this mod. Keep up the most awesome work! Link to comment Share on other sites More sharing options...
Shadowmage Posted January 28, 2017 Author Share Posted January 28, 2017 (edited) Updated release is available: https://github.com/shadowmage45/SSTULabs/releases/tag/0.5.34.132 Fixes the outdated CRP and includes a few other minor updates and fixes; see the link for full change-log and downloads. Also adds a 'plugin-only' download to the github repository. Feel free to update KSPWheel to the latest to get some new features on the SC-E wheels. Apparently I have not started bundling it with SSTU, but will do so for future releases (once the wheels are nearly finished). Edited January 28, 2017 by Shadowmage Link to comment Share on other sites More sharing options...
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