chilli beef Posted November 13, 2015 Share Posted November 13, 2015 (edited) first of all angel, great mod, have played this for this last few days and really enjoyed it.I've set up a base on minmus with 3 haciendas 1 ponderosa a smoke pipe & about 9 chuck wagons. really great to be able to create parts and setup a true off world base.having a couple of difficulties however:firstly not sure if my smoke pipe is operational, nothing showing up to activate or deploy, apart from the initial inflate option, either when in control of the base or from EVA.secondly have some serious issues with ground clipping, which seems to be happening now each time i try to load the base, or near enough to load it with another craft. logs as follows (unfortunately cropped severely to fit in the post):[LOG 01:44:44.509] WBIResourceSwitcher [FFF8BDFA][144.7888]: Module redecorated.[LOG 01:44:44.510] WBIResourceSwitcher [FFF8BDFA][144.7888]: initModuleGUI called[ERR 01:44:44.511] WheelCollider requires an attached Rigidbody to function.[LOG 01:44:44.511] WBIAnimation [FFF8BC88][144.7888]: SetupAnimations called.[ERR 01:44:44.512] WheelCollider requires an attached Rigidbody to function.[LOG 01:44:44.512] WBIAnimation [FFF8BACC][144.7888]: SetupAnimations called.[LOG 01:44:44.513] WBIResourceSwitcher [FFF8B914][144.7888]: SetupAnimations called.[LOG 01:44:44.514] WBIResourceSwitcher [FFF8B914][144.7888]: OnStart - State: Landed Part: WBI.Chassis1u[LOG 01:44:44.514] WBIResourceSwitcher [FFF8B914][144.7888]: initTemplates called[LOG 01:44:44.517] WBIResourceSwitcher [FFF8B914][144.7888]: STORAGE_TEMPLATE;BATTERY has 18 templates.[LOG 01:44:44.518] WBIResourceSwitcher [FFF8B914][144.7888]: Template 0: Coolant[LOG 01:44:44.519] WBIResourceSwitcher [FFF8B914][144.7888]: Template 1: Fusion Pellets[LOG 01:44:44.519] WBIResourceSwitcher [FFF8B914][144.7888]: Template 2: Storage[LOG 01:44:44.520] WBIResourceSwitcher [FFF8B914][144.7888]: Template 3: LFO[LOG 01:44:44.520] WBIResourceSwitcher [FFF8B914][144.7888]: Template 4: Liquid Fuel[LOG 01:44:44.521] WBIResourceSwitcher [FFF8B914][144.7888]: Template 5: Liquid Hydrogen[LOG 01:44:44.522] WBIResourceSwitcher [FFF8B914][144.7888]: Template 6: Minerals[LOG 01:44:44.522] WBIResourceSwitcher [FFF8B914][144.7888]: Template 7: MonoPropellant[LOG 01:44:44.523] WBIResourceSwitcher [FFF8B914][144.7888]: Template 8: Ore[LOG 01:44:44.524] WBIResourceSwitcher [FFF8B914][144.7888]: Template 9: Research Kits[LOG 01:44:44.524] WBIResourceSwitcher [FFF8B914][144.7888]: Template 10: Rocket Parts[LOG 01:44:44.525] WBIResourceSwitcher [FFF8B914][144.7888]: Template 11: Water[LOG 01:44:44.526] WBIResourceSwitcher [FFF8B914][144.7888]: Template 12: XenonGas[LOG 01:44:44.526] WBIResourceSwitcher [FFF8B914][144.7888]: Template 13: Material Kits[LOG 01:44:44.527] WBIResourceSwitcher [FFF8B914][144.7888]: Template 14: MetalOre[LOG 01:44:44.528] WBIResourceSwitcher [FFF8B914][144.7888]: Template 15: Metal[LOG 01:44:44.528] WBIResourceSwitcher [FFF8B914][144.7888]: Template 16: Organics[LOG 01:44:44.529] WBIResourceSwitcher [FFF8B914][144.7888]: Template 17: Prime Flux Battery[LOG 01:44:44.530] WBIResourceSwitcher [FFF8B914][144.7888]: hideEditorGUI called[LOG 01:44:44.530] WBIResourceSwitcher [FFF8B914][144.7888]: RedecorateModule called. payForRedecoration: False loadTemplateResources: False template index: 17[LOG 01:44:44.531] WBIResourceSwitcher [FFF8B914][144.7888]: New shortName: Prime Flux Battery[LOG 01:44:44.532] WBIResourceSwitcher [FFF8B914][144.7888]: changeDecals called.[LOG 01:44:44.532] WBIResourceSwitcher [FFF8B914][144.7888]: changeDecals has no named transforms to change.[LOG 01:44:44.533] WBIResourceSwitcher [FFF8B914][144.7888]: Module redecorated.[LOG 01:44:44.534] WBIResourceSwitcher [FFF8B914][144.7888]: initModuleGUI called[ERR 01:44:44.535] WheelCollider requires an attached Rigidbody to function.[LOG 01:44:44.535] WBIAnimation [FFF8B7A2][144.7888]: SetupAnimations called.[ERR 01:44:44.536] WheelCollider requires an attached Rigidbody to function.[LOG 01:44:44.536] WBIAnimation [FFF8B5E6][144.7888]: SetupAnimations called.[LOG 01:44:44.539] WBIResourceSwitcher [FFF8B2B0][144.7888]: SetupAnimations called.[LOG 01:44:44.539] WBIResourceSwitcher [FFF8B2B0][144.7888]: Part is inflatable, looking for animations.[LOG 01:44:44.540] WBIResourceSwitcher [FFF8B2B0][144.7888]: OnStart - State: Landed Part: WBI.Wagon2u[LOG 01:44:44.541] WBIResourceSwitcher [FFF8B2B0][144.7888]: initTemplates called[LOG 01:44:44.543] WBIResourceSwitcher [FFF8B2B0][144.7888]: STORAGE_TEMPLATE has 17 templates.[LOG 01:44:44.543] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 0: Coolant[LOG 01:44:44.544] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 1: Fusion Pellets[LOG 01:44:44.545] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 2: Storage[LOG 01:44:44.545] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 3: LFO[LOG 01:44:44.546] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 4: Liquid Fuel[LOG 01:44:44.547] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 5: Liquid Hydrogen[LOG 01:44:44.547] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 6: Minerals[LOG 01:44:44.548] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 7: MonoPropellant[LOG 01:44:44.549] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 8: Ore[LOG 01:44:44.549] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 9: Research Kits[LOG 01:44:44.550] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 10: Rocket Parts[LOG 01:44:44.550] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 11: Water[LOG 01:44:44.551] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 12: XenonGas[LOG 01:44:44.552] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 13: Material Kits[LOG 01:44:44.552] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 14: MetalOre[LOG 01:44:44.553] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 15: Metal[LOG 01:44:44.554] WBIResourceSwitcher [FFF8B2B0][144.7888]: Template 16: Organics[LOG 01:44:44.554] WBIResourceSwitcher [FFF8B2B0][144.7888]: hideEditorGUI called[LOG 01:44:44.555] WBIResourceSwitcher [FFF8B2B0][144.7888]: RedecorateModule called. payForRedecoration: False loadTemplateResources: True template index: 2[LOG 01:44:44.556] WBIResourceSwitcher [FFF8B2B0][144.7888]: loadResourcesFromTemplate called for template: Storage[LOG 01:44:44.557] WBIResourceSwitcher [FFF8B2B0][144.7888]: template: STORAGE_TEMPLATE{ name = KIS author = Angel-125 shortName = Storage logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/Storage glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/StorageGlow requiresModule = ModuleKISInventory description = This kit stores, well, anything it can hold. isKISInventory = True}[LOG 01:44:44.559] WBIResourceSwitcher [FFF8B2B0][144.7888]: capacityFactor: 2.25[LOG 01:44:44.559] WBIResourceSwitcher [FFF8B2B0][144.7888]: Clearing resource list[LOG 01:44:44.560] WBIResourceSwitcher [FFF8B2B0][144.7888]: Resources cleared[LOG 01:44:44.561] WBIResourceSwitcher [FFF8B2B0][144.7888]: template resource count: 0[LOG 01:44:44.562] WBIResourceSwitcher [FFF8B2B0][144.7888]: capacityModifier: 2.25[LOG 01:44:44.562] WBIResourceSwitcher [FFF8B2B0][144.7888]: New shortName: Storage[LOG 01:44:44.563] WBIResourceSwitcher [FFF8B2B0][144.7888]: changeDecals called.[LOG 01:44:44.563] WBIResourceSwitcher [FFF8B2B0][144.7888]: changeDecals has no named transforms to change.[LOG 01:44:44.564] WBIResourceSwitcher [FFF8B2B0][144.7888]: Module redecorated.[LOG 01:44:44.565] WBIResourceSwitcher [FFF8B2B0][144.7888]: initModuleGUI called[LOG 01:44:44.566] WBILight [FFF8B2AE][144.7888]: SetupAnimations called.[LOG 01:44:44.566] WBILight [FFF8B2AE][144.7888]: THERE! ARE! 0 LIGHTS![LOG 01:44:44.568] WBILight [FFF8B16A][144.7888]: SetupAnimations called.[LOG 01:44:44.568] WBILight [FFF8B16A][144.7888]: THERE! ARE! 0 LIGHTS![LOG 01:44:44.602] Reloaded override drag cube for zeroed cube root part WBI.BuffaloCab (buffalo msev) on vessel buffalo msev[LOG 01:44:44.883] 11/13/2015 1:44:44 AM,KerbalAlarmClock,Loading Textures[LOG 01:44:44.948] 11/13/2015 1:44:44 AM,KerbalAlarmClock,Loaded Textures[WRN 01:44:44.984] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[LOG 01:44:45.002] [EL Workshop] Kerbal: Kervie Kerman 0.9959573 0.7484548 False 0(0) 0.2946338 True 4 True True[LOG 01:44:45.020] [EL Workshop] Kerbal: Asnica Kerman 0.1254377 0.02256293 False 0(0) 1.101468 True 4 True True[LOG 01:44:45.021] [EL Workshop] Kerbal: Chuck Kerman 0.4649464 0.03936603 False 0(0) 0.8340687 True 4 True True[LOG 01:44:45.022] [EL Workshop] Kerbal: Gusmore Kerman 0.5088226 0.5674146 False 0(0) 0.6897876 True 4 True True[LOG 01:44:45.022] [EL Workshop] Kerbal: Natamy Kerman 0.6929736 0.9796385 False 0(0) 0.3520705 True 3 True True[LOG 01:44:45.030] [EL Workshop] Kerbal: Mercan Kerman 0.4680812 0.4998245 False 0(0) 0.7488333 True 2 False True[LOG 01:44:45.047] [EL Workshop] Kerbal: Jante Kerman 0.5590944 0.9099236 False 0(0) 0 False 4 False True[LOG 01:44:45.048] [EL Workshop] Kerbal: Geofgun Kerman 0.4860167 0.2244651 False 0(0) 0 False 4 False True[LOG 01:44:45.195] [KAE] Registering field prefabs for version 1.7.5.0 (latest)[LOG 01:44:45.197] [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_5_0 for KSPAPIExtensions.UIPartActionFloatEdit[LOG 01:44:45.199] [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_5_0 for KSPAPIExtensions.UIPartActionFloatEdit[LOG 01:44:45.205] [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_5_0 for KSPAPIExtensions.UIPartActionChooseOption[LOG 01:44:45.206] [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_5_0 for KSPAPIExtensions.UIPartActionChooseOption[LOG 01:44:45.236] [ScenarioDestructibles]: Loading... 0 objects registered[LOG 01:44:45.238] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered[LOG 01:44:45.239] Loading Depletion Nodes[LOG 01:44:45.240] DepNodeCount: 0[LOG 01:44:45.240] Loading Biome Nodes[LOG 01:44:45.241] BiomeNodeCount: 2[LOG 01:44:45.241] Loading Planet Nodes[LOG 01:44:45.242] PlanetNodeCount: 2[LOG 01:44:45.247] 11/13/2015 1:44:45 AM,KerbalAlarmClock,BaseLoadDone. Alarms Count (Should be 0):0[LOG 01:44:45.248] 11/13/2015 1:44:45 AM,KerbalAlarmClock,No Alarms to Load[LOG 01:44:45.249] 11/13/2015 1:44:45 AM,KerbalAlarmClock,ScenarioLoadDone. Alarms Count:0[LOG 01:44:45.250] [KS] OnLoad[ERR 01:44:45.251] Cannot find a Module of typename 'SCANcontroller'[ERR 01:44:45.252] ScenarioModule is null.[LOG 01:44:45.414] 11/13/2015 1:44:45 AM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue[LOG 01:44:45.416] 11/13/2015 1:44:45 AM,KerbalAlarmClock,Skipping version check[LOG 01:44:45.456] [FlightIntegrator]: Vessel Gusmore Station - Minmus has been unloaded 6.55999392271042, applying analytic temperature 287.101560097461[LOG 01:44:45.458] DragCubeSystem: Rendering procedural drag for WBI.CrewCab[LOG 01:44:45.562] [FlightIntegrator]: Vessel buffalo msev has been unloaded 6.55999392271042, applying analytic temperature 263.158619193139[WRN 01:44:45.579] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[WRN 01:44:45.590] [PartJoint]: None of the provided nodes was valid![WRN 01:44:45.594] [PartJoint]: None of the provided nodes was valid![WRN 01:44:45.596] [PartJoint]: None of the provided nodes was valid![WRN 01:44:45.605] [PartJoint]: None of the provided nodes was valid![WRN 01:44:45.606] [PartJoint]: None of the provided nodes was valid![WRN 01:44:45.614] [PartJoint]: None of the provided nodes was valid![WRN 01:44:45.616] [PartJoint]: None of the provided nodes was valid![WRN 01:44:45.619] [PartJoint]: None of the provided nodes was valid![WRN 01:44:45.620] [PartJoint]: None of the provided nodes was valid![WRN 01:44:45.621] [PartJoint]: None of the provided nodes was valid![LOG 01:44:45.624] Contract Log: Outdated save file detected! All contracts in save file were updated![LOG 01:44:45.661] 11/13/2015 1:44:45 AM,KerbalAlarmClock,Contracts System Ready[WRN 01:44:45.831] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[WRN 01:44:45.924] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[LOG 01:44:45.929] [PlanetariumCamera]: Focus: Gusmore Station - Minmus[WRN 01:44:46.024] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[WRN 01:44:46.097] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[WRN 01:44:46.153] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[WRN 01:44:46.211] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[WRN 01:44:46.264] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[WRN 01:44:46.318] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[WRN 01:44:46.372] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[WRN 01:44:46.431] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[WRN 01:44:46.492] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[WRN 01:44:46.548] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[WRN 01:44:46.604] [KAS] Warning ! ActiveVessel is landed and heightFromTerrain are negative (-1)[ERR 01:44:46.612] Input is null[ERR 01:44:46.618] Input is null[ERR 01:44:46.620] Input is null[LOG 01:44:46.626] [KAS] OnSave(Core) Docked joint detected, saving info...[LOG 01:44:46.627] [KAS] OnSave(Core) Docked joint detected, saving info...[ERR 01:44:46.630] Input is null[ERR 01:44:46.632] Input is null[LOG 01:44:46.634] [KAS] OnSave(Core) Docked joint detected, saving info...[LOG 01:44:46.635] [KAS] OnSave(Core) Docked joint detected, saving info...[LOG 01:44:46.636] [KAS] OnSave(Core) Docked joint detected, saving info...[LOG 01:44:46.638] [KAS] OnSave(Core) Docked joint detected, saving info...[ERR 01:44:46.640] Input is null[ERR 01:44:46.641] Input is null[ERR 01:44:46.643] Input is null[ERR 01:44:46.644] Input is nullmy full game data install is:KISKASMKS Litefull necrobones suite(spaceY, color coded etc)OSE WorkshopELPFirespitter (plugin only not the rest of the mod)interstellar fuel switchkerbalstatsmechjebpart commanderkerbal alarm clockcommunity resource packmodule manager 2.6.13kspapiexceptions.dllmy kerbal version is 1.05, all mods have been freshly downloaded, plus kerbal has been cleared out and reinstalled fully today. the only mods that may be out of date are part commander, ose workshop & kerbal alarm clock, everything else is showing as updated for 1.05.i know this is a bit of a wall of text, if you'd like to check out my save file, i can mail it to you. unfortunately the whole base seems to clip the ground by about 1 metre all at the same time, & i can't tell from the logs myself which part is creating the issue, even if it's not kerbal itself. Edited November 13, 2015 by chilli beef Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 13, 2015 Author Share Posted November 13, 2015 Thanks for the feedback. The Smoke Pipe works just like the flat radiator panels that don't unfold; if you have steam coming out of the top of the Smoke Pipe then it is working properly. Thus far I haven't figured out how to indicate that the part is cooling. I may have to fake a folding radiator panel so I can get some status text.Terrain is definitely a factor with your collision woes. I have one base on Duna that is just find with a Saddle bolted to the ground and another that would explode if I bolted a Saddle to the ground. In the latter case I had to just lay the base onto the ground. Finding a universal solution to varied terrain has proven problematic. Thus far I've found that if the base shakes after returning from timewarp, chances are the area is a good location to not bolt the saddle into the ground. If the base jumps into the air upon loading, that may mean you need a smaller base.I found some more bugs that I fixed today as well, such as the greenhouse not recognizing the skill of the occupant, and the EPL RocketParts maker stopping when ScrapMetal gets full. Both will be fixed in the next update. Quote Link to comment Share on other sites More sharing options...
chilli beef Posted November 13, 2015 Share Posted November 13, 2015 (edited) thanks for the quick reply, i've tried a few things out since posting. i intentionally let my base blow up a few times to see if i could spot the issue, and when it was in several fragments it seemed those still linked to KAS tubes were the only ones that still had the ground clipping problem when i came out of time warp / loaded. not sure if that could be it?found a nice work around though, used the survey station to build an entire new base designed in the SPH using a combination of MKS lite and pathfinder which seems uber stable now. Edited November 13, 2015 by chilli beef Quote Link to comment Share on other sites More sharing options...
chilli beef Posted November 13, 2015 Share Posted November 13, 2015 a pic of my base before it got replaced Quote Link to comment Share on other sites More sharing options...
dr_jt Posted November 14, 2015 Share Posted November 14, 2015 I recently came across this mod and decided to give it a go. I'm only working with a base off to the side of KSC for testing purposes.Newest release being used.KSP 1.05This is what I have found out so far.This is mostly randomly happening.Ponderosa Inflatable ModuleTraps Kerbels in it. Unable to EVA.Gas LightBlows up when being placed, when a Kerbal gets close, and when trying to attach a pipe to it. I guess the last may be the same as the second one.Sinks into the ground and then blows up when right clicking.Saddle Muncrete SlabBlows up when being placed and when attaching a pipe. This may be the same as the gas light and blows up when a Kerbal gets close.That's about it for random stuff.When I reloaded the saved game I had a pipe that was attached to a Saddle Muncrete Slab doubled up. It kind of looked like it was attached to both pipe connections on the slab. This slab already had two connections to it because I was using it in the middle of a long pipe run.All the lights in the domes go off at high warp speeds. I don't know about the Gas lights because they all blew up on me.At this point I have only played around with the modules.I also had a funky thing happen. I had left one of the expanding tubes on the ground and when I reloaded the game and switched to the base it launched itself into Kerbin and then into the air maybe 5 or 6 hundred meters. Then it fell back and blew up when it hit the ground. It's a minor thing I just have to remember. Really nice job on this mod. I now have visions of building a city on Minmus or the Mun. Mun Base Alpha here I come. :) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 14, 2015 Author Share Posted November 14, 2015 I recently came across this mod and decided to give it a go. I'm only working with a base off to the side of KSC for testing purposes.Newest release being used.KSP 1.05This is what I have found out so far.This is mostly randomly happening.Ponderosa Inflatable ModuleTraps Kerbels in it. Unable to EVA.Gas LightBlows up when being placed, when a Kerbal gets close, and when trying to attach a pipe to it. I guess the last may be the same as the second one.Sinks into the ground and then blows up when right clicking.Saddle Muncrete SlabBlows up when being placed and when attaching a pipe. This may be the same as the gas light and blows up when a Kerbal gets close.That's about it for random stuff.When I reloaded the saved game I had a pipe that was attached to a Saddle Muncrete Slab doubled up. It kind of looked like it was attached to both pipe connections on the slab. This slab already had two connections to it because I was using it in the middle of a long pipe run.All the lights in the domes go off at high warp speeds. I don't know about the Gas lights because they all blew up on me.At this point I have only played around with the modules.I also had a funky thing happen. I had left one of the expanding tubes on the ground and when I reloaded the game and switched to the base it launched itself into Kerbin and then into the air maybe 5 or 6 hundred meters. Then it fell back and blew up when it hit the ground. It's a minor thing I just have to remember. Really nice job on this mod. I now have visions of building a city on Minmus or the Mun. Mun Base Alpha here I come. :) Thanks for the feedback. Unfortunately without logs I can't be of help. It does sound like the location you're at is not conducive to having parts attached to the ground. Have you tried just laying the base onto the ground without attaching it? I've not had an issue with the Ponderosa; I can enter and leave the module either by clicking on the door or clicking on the portrait button. Do you have specifics on what happened? Quote Link to comment Share on other sites More sharing options...
dr_jt Posted November 14, 2015 Share Posted November 14, 2015 Thanks for the feedback. Unfortunately without logs I can't be of help. It does sound like the location you're at is not conducive to having parts attached to the ground. Have you tried just laying the base onto the ground without attaching it? I've not had an issue with the Ponderosa; I can enter and leave the module either by clicking on the door or clicking on the portrait button. Do you have specifics on what happened?Not really looking for help. I just wanted to give some feedback. I'm a developer and use to do mods for Orbitersim and I know how hard it is to get any feedback good or bad.When the Kerbals get stuck there is not portrait to click, but the hatch for the module shows the kerbal inside.I tried placing the slab and not attaching it. Most of the time it blows up when the kerbal walks away, but not always.I built the base on Kerbin proper about 200 meters past the KSC launch pad object edge on the side towards the water. I could load a picture if it would provide any info. What logs are you looking for. Next time something blows up I'll try to post them.I consider what I've run across so far as pretty minor. I start a base on the Mun and see if I get any of the same issues. Maybe I'm just to close to the KSC. Quote Link to comment Share on other sites More sharing options...
Xuixien Posted November 15, 2015 Share Posted November 15, 2015 Is the 1.0.5 release backwards compatible? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 16, 2015 Author Share Posted November 16, 2015 [quote name='Xuixien']Is the 1.0.5 release backwards compatible?[/QUOTE] Great question. :) Your saves from 1.0.4 will be ok, but the plugin code is compiled for 1.0.5 Quote Link to comment Share on other sites More sharing options...
EdusacconBR Posted November 16, 2015 Share Posted November 16, 2015 the cooling tower depends on any other mod? because mine automatically inflate and i cant deflate or use it Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 16, 2015 Author Share Posted November 16, 2015 [quote name='EdusacconBR']the cooling tower depends on any other mod? because mine automatically inflate and i cant deflate or use it[/QUOTE] That sounds like a bug. I will have that fixed next update. Thanks for the feedback. :) Quote Link to comment Share on other sites More sharing options...
dr_jt Posted November 16, 2015 Share Posted November 16, 2015 I brought some stuff to Minmu and set it up. At first I had problems with stuff blowing up. So much so that I had to send another ship with replacements. Then I notice I was trying to use a scientist to place and move stuff around. When I switched to an Engineer I didn't have any stuff blow up. The only thing I noticed was the doubling up of pipes and pipes switching were they are plugged into. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 17, 2015 Author Share Posted November 17, 2015 Yeah the doubling of pipes is an interaction between KAS and Pathfinder. I haven't figur d that one out yet.. Quote Link to comment Share on other sites More sharing options...
dr_jt Posted November 20, 2015 Share Posted November 20, 2015 Stuff blows up even with an Engineer. This happens mostly when placing on the ground and bumping into it or trying to grab it again. I also noticed that the large tubes connecting domes didn't should the tube graphic after I returned to the saved game. The connections still said "connected" so I had to disconnect both ends and then reconnect to get the tubes to show. Quote Link to comment Share on other sites More sharing options...
Denko666 Posted November 24, 2015 Share Posted November 24, 2015 Anyone else using OSE Workshop in conjunction with Pathfinder? after upgrading Clockworks and Blacksmith gives an error message it cannot init the Workshop GUI. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 24, 2015 Author Share Posted November 24, 2015 (edited) [quote name='Denko666']Anyone else using OSE Workshop in conjunction with Pathfinder? after upgrading Clockworks and Blacksmith gives an error message it cannot init the Workshop GUI.[/QUOTE] I am as well and am working on a fix. Thanks for the report. :) Looks like a lot has changed with the new OSE Workshop. For one, it doesn't look like I can switch between RocketParts and MaterialKits anymore. :( It also looks like you need ExoticMinerals and RareMetals for some parts as well. This will take me some time to sort out. Edited November 24, 2015 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Denko666 Posted November 24, 2015 Share Posted November 24, 2015 ok, at least its not my install :) lots of good luck with the fix! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 25, 2015 Author Share Posted November 25, 2015 [quote name='Denko666']ok, at least its not my install :) lots of good luck with the fix![/QUOTE] Thanks. :) All in all, it's going pretty well. Basically it involves some rebalancing, adding new templates, and making sure things still work. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 25, 2015 Author Share Posted November 25, 2015 (edited) Get the latest [URL="https://github.com/Angel-125/Pathfinder/releases/tag/0.9.4"]here[/URL]. [img]http://i.imgur.com/Vths3xz.jpg[/img] 0.9.4 Believe it or Not The Greatest American Hero Theme Song - Believe it or Not Now you can fly around any planet that has an atmosphere with a personal jet-powered wing! It works similarly to a command seat; just drop it on the ground (be careful, some terrain is explosive), right-click to board it, then rotate upright. Alternately, bolt it to the side of a craft, board, and decouple. The wing can be used on any planet with an atmosphere thanks to its monopropellant-powered jet engines. Just don't expect terrific range, unless you switch to liquid fuel and fly in an oxygenated atmosphere like Kerbin or Laythe. JetWing is inspired by JetMan Yves Rossy and the defunct KerbolQuest winged jetpack. The JetWing and its accessories work best with Kerbal Inventory System and either GoodSpeed Fuel Pump or TAC Fuel Balancer. In addition to the Jetwing, this release also introduces the M1A2 Grizzly, a larger wheel than the Mountain Goat that has a wider wheelbase and better traction. This all comes at the expense of not being able to enter and exit Mk3 cargo bays, however. Finally, there were some big changes to OSE Workshop and the Community Resource Pack recently, and Pathfinder has been updated to reflect the changes. You might find prospecting a lucrative business if you bring stuff home... NOTE: Due to changes in OSE Workshop, you can no longer switch between MaterialKits and RocketParts. However, the Ironworks still has converters that switch between RocketParts and MaterialKits. Additionally, OSE Workshop's changes now require ExoticMinerals and RareMetals for some parts, so plan accordingly. New Parts - Added the M1A2 Grizzly. - Added the JetWing. - Added the JetWing Drop Tank. Works great with Good Speed Fuel Pump or TAC Fuel Balancer. - Added the JetWing Parachute. Like the Outback, it can be attached to the JetWing. - Added the JetWing Cargo Pallet. Mount these to the wing's hardpoints and you can surface-attach small items. JetWing Flight controls Insert: Toggle VTOL mode PageUp: Increase vertical speed PageDown: Decrease vertical speed Delete: Reset vertical speed to zero Gear: Toggle kickstand Outback - Moved the Outback from Pathfinder to the Buffalo mod. Storage Templates - Added ExoticMinerals template. - Added RareMetals template. Blacksmith - Removed ability to switch between RocketParts and MaterialKits. - Updated production requirements to latest OSE Workshop standards. Clockworks - Removed ability to switch between RocketParts and MaterialKits. - Updated production requirements to latest OSE Workshop standards. - Added converter to sift Dirt into ExoticMinerals and RareMetals. Pathfinder Geology Lab - Added converter to sift Dirt into ExoticMinerals and RareMetals. It isn't as efficient as the converter in the Clockworks but it gets the job done. Bug Fixes - The Greenhouse will now properly account for the current crewmember residing in the module. - If you have Extraplanetary Launchpads installed, when making RocketParts, excess ScrapMetal will be dumped instead of halting RocketPart creation. - The Smoke Pipe should inflate properly now, and its active cooling can be enabled/disabled. Other - Updated to latest CRP - Updated to latest OSE Workshop. - Adjusted maximum stored resources by module. Ponderosa/Casa: 2000, Doc: 3000, Hacienda/Homestead: 4000 Edited November 25, 2015 by Angel-125 Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted November 25, 2015 Share Posted November 25, 2015 Any way to rebind the "toggle VTOL" function? Using the Insert key on my laptop's a little difficult... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 25, 2015 Author Share Posted November 25, 2015 [quote name='MaverickSawyer']Any way to rebind the "toggle VTOL" function? Using the Insert key on my laptop's a little difficult...[/QUOTE] Not at the moment. The hooks to do so are in place, so next release you'll be able to do that. For now, if, if you right-click on the wing and click "Show GUI" you can use the on-screen hover controls. Below is a picture: [img]http://i.imgur.com/nXZwfhW.png[/img] Quote Link to comment Share on other sites More sharing options...
Denko666 Posted November 25, 2015 Share Posted November 25, 2015 JETPACK!!!! Genius! Quote Link to comment Share on other sites More sharing options...
EdusacconBR Posted November 25, 2015 Share Posted November 25, 2015 YAAY! proper smoke pipe :D Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 25, 2015 Author Share Posted November 25, 2015 [quote name='Denko666']JETPACK!!!! Genius![/QUOTE] And more than just a fun toy. You can mount science gear to it, fly to a remote site, and perform experiments. :) The wing itself is still experimental but it's definitely flyable. [quote name='EdusacconBR']YAAY! proper smoke pipe :D[/QUOTE] Yup! Glad it's working for you. :) Quote Link to comment Share on other sites More sharing options...
EdusacconBR Posted November 25, 2015 Share Posted November 25, 2015 there will be more jetpacks :D ? Quote Link to comment Share on other sites More sharing options...
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