RaiderMan Posted June 17, 2019 Share Posted June 17, 2019 question..is it possible to load custom 'flags' into sstu? I'm in a bit of an off humor mood and wanna put a joker style smiley face on the side of my vulcan aces/centaur. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted June 17, 2019 Author Share Posted June 17, 2019 16 hours ago, RaiderMan said: question..is it possible to load custom 'flags' into sstu? I'm in a bit of an off humor mood and wanna put a joker style smiley face on the side of my vulcan aces/centaur. You can import flags into the stock game, and use those for your mission flag. SSTU simply uses these mission flags, the same as the stock parts. If you are looking to add flags to parts that don't normally have them -- no, that is not something SSTU can do, but there are other mods that offer such functionality (sorry, don't know any on the top of my head). Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted June 17, 2019 Share Posted June 17, 2019 how do I add flags to the stock game? Quote Link to comment Share on other sites More sharing options...
DriftedCougar Posted June 18, 2019 Share Posted June 18, 2019 go to the flags folder in the squad folder in gamedata, thre you can copy flags in. (and remove them for no reason) Quote Link to comment Share on other sites More sharing options...
Wackenhut Posted June 18, 2019 Share Posted June 18, 2019 (edited) Running ksp 1.6.1, rss and rssve. I have installed SSTU part mod, and it all looks well....until...i turn on the lights and / or extend some (not all) solar panels. The moment i hit the lights, i see the graphics flicker twice, my sunflare dissapears and i get 2 error messages in console. It needs to be noted that switching to tracking station and then loading the ship again does seem to reset the problem and my flare is back. It happens with all the command modules, it also happens when i decouple a command pod from its service bay and when extending some (not all) solar panels. Granted my main save is 149 mod save, so i tried recreating it in a clean 1.6.1 install with RSS, RSSVE and the usual visuals and it happened there too. I Took screenshots, and added the log file. Link EDIT : To make sure it was a conflict SSTU-Scatterer, i made a clean 1.6.1 install and only added scatterer and sstu to it, same result. Log file : Link And its the same for dx9 and dx11. Edited June 18, 2019 by Wackenhut update Quote Link to comment Share on other sites More sharing options...
Waether Posted June 18, 2019 Share Posted June 18, 2019 (edited) Hi, I'm having some issues while using SSTU (10.46.158) and USI-LS together on KSP 1.6.1. I also use a lot of other mods so the issue may not come from SSTU nor USI-LS. GameData directory : Spoiler 000_AT_Utils 000_ClickThroughBlocker 000_FilterExtensions 000_FilterExtensions_Configs 000_TexturesUnlimited 000_USITools B9_Aerospace B9_Aerospace_HX B9AnimationModules B9PartSwitch BetterTimeWarp CommunityCategoryKit CommunityResourcePack CommunityTechTree ContractConfigurator ContractPacks CrewRandR CTTP CustomAsteroids CustomBarnKit DiRT DistantObject DynamicBatteryStorage EasyVesselSwitch EL ExtraplanetaryLaunchpads Firespitter ForScience GroundConstruction HideEmptyTechTreeNodes InterstellarFuelSwitch InterstellarHybridRocketry JSIKAS KerbalConstructionTime KerbalFoundries KerbalJointReinforcement KerbalReusabilityExpansion KerbetrotterLtd KermangeddonIndustriesKIS Knes Kopernicus KSPWheel LETech MagiCore MechJeb2 MechJeb2 Embedded by Dennis6492 Mk3Expansion ModularFlightIntegrator NearFutureConstruction NearFutureElectrical NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NEBULA Nereid OPM OPT_Legacy OPT_Reconfig PatchManager PhotonSail PlanetaryBaseInc PoodsSkyboxes ProceduralDynamics ProceduralFairings ProceduralParts REPOSoftTech SCANsat ScienceRelay SmokeScreen SpaceY-Lifters Squad SSTU StageRecovery StationPartsExpansionRedux Strategia TarsierSpaceTech TheWorldBeyond TriCrossSection TriggerTech TweakScale UmbraSpaceIndustriesUSI-KontainersUSI-LS WarpPlugin [x] Science! None of the Hab have life support and habitation modules. Other mods like StationPartExpansionRedux uses different Part Modules and work fine except a few text display errors that don't hinder gameplay. Spoiler // SSTU @PART[SSTU-ST-COS-HAB-M]:FOR[SSTU]:NEEDS[USILifeSupport] { ... // SSTU Volume stuff MODULE { name = ModuleLifeSupport } MODULE { name = ModuleHabitation BaseKerbalMonths = 6 BaseHabMultiplier = 1 CrewCapacity = 3 } MODULE { name = ModuleLifeSupportRecycler CrewCapacity = 4 RecyclePercent = 0.9 ConverterName = Life Support tag = Life Support StartActionName = Start Life Support StopActionName = Stop Life Support INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 1 } } } // SSPXR @PART[sspx-habitation-125-1]:NEEDS[USILifeSupport] { MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_HabitationSwapOption ConverterName = #LOC_SSPXR_Switcher_ModuleHabitation_ConverterName // #LOC_SSPXR_Switcher_ModuleHabitation_ConverterName = Habitat StartActionName = #LOC_SSPXR_Switcher_ModuleHabitation_StartActionName // #LOC_SSPXR_Switcher_ModuleHabitation_StartActionName = Start Habitat StopActionName = #LOC_SSPXR_Switcher_ModuleHabitation_StopActionName // #LOC_SSPXR_Switcher_ModuleHabitation_StopActionName = Stop Habitat BaseKerbalMonths = 5 CrewCapacity = 2 BaseHabMultiplier = 0 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.125 } } } After looking through LSP.log I found this : Spoiler [LOG 16:30:50.536] PartLoader: Compiling Part 'SSTU/Parts/StationCore/ST-CFG/ST-CFG-A/SSTU-ST-CFG-A' [ERR 16:30:50.590] Cannot find a PartModule of typename 'ExWorkshop' [ERR 16:30:50.590] Cannot find a PartModule of typename 'ModuleLifeSupport' [ERR 16:30:50.590] Cannot find a PartModule of typename 'ModuleHabitation' [ERR 16:30:50.590] Cannot find a PartModule of typename 'ModuleLifeSupportRecycler' Full KSP.log I'd say modules are invalid, but I remember patching ExWorkshop to ELWorkshop so there must be a cache somewhere I'll make a clean install with only SSTU and MKS to see if things work, and if not will try swapping the modules for something else. Is it a known issue ? EDIT : After making a clean install with MKS / USI-LS / SSTU Same problem ModuleLifeSupport and ModuleHabitation don't exist Edited June 18, 2019 by Waether More Information Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted June 18, 2019 Share Posted June 18, 2019 4 hours ago, DriftedCougar said: go to the flags folder in the squad folder in gamedata, thre you can copy flags in. (and remove them for no reason) thank you! I'll post the finished rocket photo here soon as I get a joker smiley face slapped on her side. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted June 18, 2019 Author Share Posted June 18, 2019 4 hours ago, Wackenhut said: Running ksp 1.6.1, rss and rssve. I do not support RSS/RO/Etc. Only basic stock installs. With that being said -- your issue appears to be something in scatterer is crashing out when SSTU renders drag-cubes. [EXC 01:48:01.537] NullReferenceException: Object reference not set to an instance of an object scatterer.ShadowRemoveFadeCommandBuffer.OnDestroy () UnityEngine.Object:DestroyImmediate(Object) FlightCamera:Awake() UnityEngine.Object:Instantiate(Part, Vector3, Quaternion) DragCubeSystem:RenderProceduralDragCube(Part) SSTUTools.SSTUStockInterop:updatePartDragCube(Part) SSTUTools.SSTUStockInterop:FixedUpdate() This is something that is new in scatterer. Was not a problem in previous versions; would suggest you report the problem there. (basically, SSTU can do nothing about needing to render drag cubes; it has to. But scatterer should not be crashing when a drag cube is rendered) Quote Link to comment Share on other sites More sharing options...
Wackenhut Posted June 18, 2019 Share Posted June 18, 2019 1 minute ago, Shadowmage said: I do not support RSS/RO/Etc. Only basic stock installs. With that being said -- your issue appears to be something in scatterer is crashing out when SSTU renders drag-cubes. [EXC 01:48:01.537] NullReferenceException: Object reference not set to an instance of an object scatterer.ShadowRemoveFadeCommandBuffer.OnDestroy () UnityEngine.Object:DestroyImmediate(Object) FlightCamera:Awake() UnityEngine.Object:Instantiate(Part, Vector3, Quaternion) DragCubeSystem:RenderProceduralDragCube(Part) SSTUTools.SSTUStockInterop:updatePartDragCube(Part) SSTUTools.SSTUStockInterop:FixedUpdate() This is something that is new in scatterer. Was not a problem in previous versions; would suggest you report the problem there. (basically, SSTU can do nothing about needing to render drag cubes; it has to. But scatterer should not be crashing when a drag cube is rendered) Edited my post, tried it on a clean Scatterer-sstu only install, same result. Thanks for the reply off to the scatterer page i go :p Quote Link to comment Share on other sites More sharing options...
Waether Posted June 18, 2019 Share Posted June 18, 2019 Just saw that my question was an open issue on SSTU Github, sorry for reporting it here. I made a quick fix by replacing some module part, not perfect but will do while waiting for an updated mod integration. BTW, Thank you for this mod I can't play without it anymore. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted June 18, 2019 Share Posted June 18, 2019 and this time the vulcan centaur 462 is fighting me...I'm trying to get the interstage node on the rl10a-4 motor mount to toggle..if I understand it correctly, when done right..there should be a third green node ball, free floating below the engine bell? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted June 18, 2019 Author Share Posted June 18, 2019 1 hour ago, RaiderMan said: and this time the vulcan centaur 462 is fighting me...I'm trying to get the interstage node on the rl10a-4 motor mount to toggle..if I understand it correctly, when done right..there should be a third green node ball, free floating below the engine bell? No, the new node will be -INSIDE- the engine mount, at the place where the mount tapers from standard stack-diameter to whatever non-standard diameter (the same place as the top of the fairing is when fairings are enabled on the mount). You have to use one of the mount options on the engine. It has to be a mount that has a fairing/interstage node defined You have to click 'toggle interstage node' on the engine to enable the node The node is INSIDE of the mount, usually not visible. It does work though. Could you show a screenshot of the craft, specifically with the right-click menu for the engine open? Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted June 18, 2019 Share Posted June 18, 2019 yeah..gimme a few minutes, just got home and need to load back up. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted June 18, 2019 Share Posted June 18, 2019 ..this all started because I need the fairing to be at least one and a half times its current height...and I've already tried tapering the tank and then monkeying with the decoupler to make it work, and it just refuses to go where it needs to. I'm thinking its not a problem with the parts pack, but more a problem of me not doing something right.vulcan centaur 462 by XRaiderV1.7, on Flickr Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted June 18, 2019 Author Share Posted June 18, 2019 7 minutes ago, RaiderMan said: ..this all started because I need the fairing to be at least one and a half times its current height...and I've already tried tapering the tank and then monkeying with the decoupler to make it work, and it just refuses to go where it needs to. I'm thinking its not a problem with the parts pack, but more a problem of me not doing something right.vulcan centaur 462 by XRaiderV1.7, on Flickr In that image, the interstage node will be positioned here (red dot/cross): It is intended to be used with the petal adapter or ISDC parts. Which looks like exactly what you need in this case (e.g. if you just want a longer fairing / space below the engine bells). Toggle the interstage node 'on' in the mount. Grap a petal adapter. Make it as long as you want (need to make it longer to use the top node, can shorten afterwards). Attach the TOP node of the petal adapter to the hidden interstage node inside the engine mount. Should end up looking like this: Quote Link to comment Share on other sites More sharing options...
Wackenhut Posted June 18, 2019 Share Posted June 18, 2019 5 hours ago, Shadowmage said: I do not support RSS/RO/Etc. Only basic stock installs. With that being said -- your issue appears to be something in scatterer is crashing out when SSTU renders drag-cubes. [EXC 01:48:01.537] NullReferenceException: Object reference not set to an instance of an object scatterer.ShadowRemoveFadeCommandBuffer.OnDestroy () UnityEngine.Object:DestroyImmediate(Object) FlightCamera:Awake() UnityEngine.Object:Instantiate(Part, Vector3, Quaternion) DragCubeSystem:RenderProceduralDragCube(Part) SSTUTools.SSTUStockInterop:updatePartDragCube(Part) SSTUTools.SSTUStockInterop:FixedUpdate() This is something that is new in scatterer. Was not a problem in previous versions; would suggest you report the problem there. (basically, SSTU can do nothing about needing to render drag cubes; it has to. But scatterer should not be crashing when a drag cube is rendered) as i mentioned before, it also happens in pure stock with only scatterer and sstu. But now the plot thickens. Buddy told me there once was another issue like it and 'place a stock part somewhere on the sstu ship and make it root and see if it happens again". First i thought that was an absurd idea...but tried it anyhow, and i'm still picking up my jaw. Doing that solved the whole thing, no error, no warning, nothing. Just light on...light off, and no issue. Now, i have no idea what the permanent fix would be, but i would hate to see my one go to mod be plagued by this. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted June 18, 2019 Share Posted June 18, 2019 the problem with the petal adapters is it KICKS whatever's mounted there free, and into a tumble, which is a bad thing. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted June 18, 2019 Author Share Posted June 18, 2019 30 minutes ago, Wackenhut said: 'place a stock part somewhere on the sstu ship and make it root and see if it happens again Stock has some issues when the 'root part' uses dynamic drag cubes. Not much I can do about that -- I'd file that bug on the stock issue tracker. SSTU parts have to use dynamic drag cubes, period, and that includes if the player decides to use an SSTU part as root. Again though -- is there an issue with JUST SSTU installed (no scatterer?). If yes, please let me know, as the issue exists in SSTU. If the problem only occurs with Scatterer, then it is Scatterer that is having problems, and again, I would suggest raising the issue there (I cannot solve problems in other mods). Notably, if you look at the stack-trace, the SSTU code is executing just fine and completes its function calls without error. No problems there. The exception is occurring in Scatterer code. "scatterer.ShadowRemoveFadeCommandBuffer.OnDestroy ()" 2 minutes ago, RaiderMan said: the problem with the petal adapters is it KICKS whatever's mounted there free, and into a tumble, which is a bad thing. Then use the ISDC? IIRC it does not have colliders on it, except on the engines. (The petal adapter has to do some funny stuff regarding colliders to make the part even work, which is likely the problem you are encountering; you might try and disable the colliders on the petal adapter and see if that solves your particular issue) Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted June 18, 2019 Share Posted June 18, 2019 ISDC? and yeah..I'll give that a try..not sure why that didnt occur to me with the colliders.. edit...colliders on petal interstage adapter are already disabled by default. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted June 18, 2019 Author Share Posted June 18, 2019 5 minutes ago, RaiderMan said: ISDC? Interstage Decoupler -- SSTU-ISDC, in the 'payload' part tab (if I remember correctly). Basically a stand-alone interstage fairing, with built-in separation motors. You may be able to scale/disable the motors if not desired. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted June 18, 2019 Share Posted June 18, 2019 now..given I want the fairing attached TO the first stage when it pulls away...I should enable top dc staging and disable bottom? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted June 18, 2019 Author Share Posted June 18, 2019 (edited) 11 minutes ago, RaiderMan said: now..given I want the fairing attached TO the first stage when it pulls away...I should enable top dc staging and disable bottom? Sounds right. Or just flip the entire part around, and use the 'invert engines' button in the right-click menu. Either should work Edit: Yes -- that sounds correct. Originally the part was intended like the IC on the Saturn rockets, where it stayed attached to the 'upper' stage and was used as ullage, and then was discarded before/as engines were lit. So you would want the opposite staging setup to make the ISDC stick to the 'lower' stage. Can still use the 'invert engines' option if you would like, so that the separation motors push the lower stage away from the upper. Edited June 18, 2019 by Shadowmage Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted June 18, 2019 Share Posted June 18, 2019 sure, I see how it is now..if that dont work..'wait..I'm upside down!' -insert empire strikes back c3po rants at chewbacca here- lol! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 18, 2019 Share Posted June 18, 2019 @Shadowmage I had a report that EngineLight is acting oddly with the SSTU SRBs. I took a fast look, and it seems that SSTU has lots of unexpected emmissives which stock engines don't. Would you have any idea about this? Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted June 19, 2019 Share Posted June 19, 2019 ISDC worked..thank you! now..I have a slight..issue with the SRB contacting the center core..and I'm reasonably certain its something about the radial booster decoupler...dont suppose you can hazard a guess whats causing it?vulcan centaur 462 srb by XRaiderV1.7, on Flickr Quote Link to comment Share on other sites More sharing options...
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