JeffreyCor Posted February 2, 2016 Share Posted February 2, 2016 Haven't seen any problems with IR, though the only thing that would be affected is mass. I never use TS for anything but IR since it's required so no idea for anything else you might use with TS. Link to comment Share on other sites More sharing options...
SyberSmoke Posted February 2, 2016 Share Posted February 2, 2016 (edited) I liked the idea about crash tolerance upgrades for parts. Landing legs do look to be the obvious choice. But really any increase in structure (crash tolerance) would also have an increase in dry mass. So that could be the catch. If you want to add a few extra m/s tolerance to a tank or engine or anything (beyond legs) then you should also have to take a hit to the object's mass. This way it is a little more balanced. Then people will have to pay to bring the mass back down and balance out their rockets. Second, if this were put in, then it may also be a good thought to add the crash tolerance as a tweakable. That way the player can tweak the tolerance and mass increase. So if I do not need the tank to be crash resistant, I can leave it off and save weight. But if I need it to survive an impact, well I can put it on and need to plan ahead. Edited February 2, 2016 by SyberSmoke Link to comment Share on other sites More sharing options...
fireblade274 Posted February 2, 2016 Share Posted February 2, 2016 I only use 4 mods, have always strictly said id only get ones that displayed information and trajectories, but this mod is very, very enticing. I've thought about this before and thought it would make an excellent stock addition. Ill probably check this out when 1.1 comes out, and hope the devs take a good look at this Link to comment Share on other sites More sharing options...
helaeon Posted February 3, 2016 Share Posted February 3, 2016 Ran into a problem. Upgraded some mods (USI Kolonization, Pathfinder, and added the Surface Experiment Pack) and KRnD failed to continue working. I would go to click on a part to upgrade and get a blank grey window. Log is spammed with: "[Error]: [KRnD] updatePart(): System.Exception: no origional-stats for part 'launchClamp1' at KRnD.KRnD.updatePart (.Part part, KRnD.KRnDUpgrade upgradesToApply) [0x00000] in <filename unknown>:0 " It is all different parts from stock parts and several mods. it appears if I remove the USI folder it fixes the problem. Link to comment Share on other sites More sharing options...
Istas Posted February 3, 2016 Share Posted February 3, 2016 Could you link to modulemanager somewhere other than github in the original post? I spent over half an hour trying to figure out which modulemanager file to download from there and what I was doing wrong before just doing a google search instead and getting the dll in just a few moments from its forum thread http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-module-manager-2618-january-17th-with-even-more-sha-and-less-bug/ Very neat mod. That always bugged me about science too; just when you get great science generation going, the tech tree is complete. Link to comment Share on other sites More sharing options...
cordilon Posted February 4, 2016 Share Posted February 4, 2016 Fantastic mod! It really should be in KSP by default =) As was expected, it crashes the game when used with one of my other favorite mods: Procedural Fairings. Is there any workaround or chance this can be fixed? Link to comment Share on other sites More sharing options...
Parkaboy Posted February 4, 2016 Share Posted February 4, 2016 (edited) Really like the idea of this mod, but I can't get it to work in my game. Does the icon only show up when I complete the tech tree? Edited February 4, 2016 by Parkaboy Link to comment Share on other sites More sharing options...
JeffreyCor Posted February 4, 2016 Share Posted February 4, 2016 It shows up immediately in the stock toolbar from the start when you are in the VAB or SPH. It sounds like it didn't get installed correctly since you're not seeing it, or there is an unknown conflict with another mod you are using. Link to comment Share on other sites More sharing options...
Parkaboy Posted February 4, 2016 Share Posted February 4, 2016 (edited) 6 minutes ago, JeffreyCor said: It shows up immediately in the stock toolbar from the start when you are in the VAB or SPH. It sounds like it didn't get installed correctly since you're not seeing it, or there is an unknown conflict with another mod you are using. I'm using Mechjeb, USI Life Support, Kerbal Alarm Clock and Kerbal Construction Time (and ModuleManager). And I'm not sure if I installed correctly, since the files weren't bundled in a .zip or .rar folder. I just downloaded everything from the GitHub link (except for the contents of the "source" folder) and placed all of it in my GameData folder. Edited February 4, 2016 by Parkaboy Link to comment Share on other sites More sharing options...
JeffreyCor Posted February 4, 2016 Share Posted February 4, 2016 I'm using the same ones, so doesn't sound like a conflict. it does sound like an install problem and another reason this should be on KerbalStuff (hint hint ) In your GameData folder, you should have the folder KRnD within that you should have the files: KRnD.dll parts.cfg R&D_icon.truecolor Moving the files around or recopying them to match should get you up and running. Link to comment Share on other sites More sharing options...
Parkaboy Posted February 4, 2016 Share Posted February 4, 2016 5 minutes ago, JeffreyCor said: In your GameData folder, you should have the folder KRnD within that you should have the files: KRnD.dll parts.cfg R&D_icon.truecolor Yes, that's what I did originally, and I still don't see a sign of the mod in the game... Link to comment Share on other sites More sharing options...
JeffreyCor Posted February 4, 2016 Share Posted February 4, 2016 (edited) Try deleting the folder, also deleting the MM cache files, redownloading and copying that folder to GameData and see if it comes up. Something is definitely not doing what it is supposed to for you. EDIT: Hang on, it just hit me you said " the files weren't bundled in a .zip or .rar folder." They ARE in a zip. Click the GitHub link and on the right side there is a button "Download ZIP" after downloading that (KRnD-master.zip) go into GameData in the Zip and copy KRnD to your GameData folder. Edited February 4, 2016 by JeffreyCor Link to comment Share on other sites More sharing options...
Green Baron Posted February 4, 2016 Share Posted February 4, 2016 Man, this mod is powerfull ! Especially the ISP-tweaking is maybe a little bit too cheap ... Nevertheless, nice idea and well done ! k Link to comment Share on other sites More sharing options...
Parkaboy Posted February 4, 2016 Share Posted February 4, 2016 1 hour ago, JeffreyCor said: Hang on, it just hit me you said " the files weren't bundled in a .zip or .rar folder." They ARE in a zip. Click the GitHub link and on the right side there is a button "Download ZIP" after downloading that (KRnD-master.zip) go into GameData in the Zip and copy KRnD to your GameData folder. Just tried this, and for some reason, it worked! And that's why I need glasses - I totally missed the "download ZIP" button. Thanks for the support! Link to comment Share on other sites More sharing options...
JeffreyCor Posted February 4, 2016 Share Posted February 4, 2016 11 minutes ago, Parkaboy said: Just tried this, and for some reason, it worked! And that's why I need glasses - I totally missed the "download ZIP" button. Thanks for the support! My pleasure I'm glad it's working for you now. This mod really adds a lot of depth and strategy to parts and tech. It's quickly earned a place on my must have list and I'm excited to see what the author has in mind for future improvements Link to comment Share on other sites More sharing options...
Garibaldi2257 Posted February 4, 2016 Share Posted February 4, 2016 lets hope the author comes back, I absolutely love this mod. Link to comment Share on other sites More sharing options...
Robo336 Posted February 7, 2016 Share Posted February 7, 2016 I have a problem with getting the UI to work. When in the VAB, the R&D button appears as expected. When I press it a grey box appears, asking me to select a part. But selecting a part does nothing. Left clicking moves the part around like normal, and right clicking just opens the auxiliary menu. I there a specific way I have to select a part for improvement? Link to comment Share on other sites More sharing options...
JeffreyCor Posted February 7, 2016 Share Posted February 7, 2016 No you're doing it right, open the box, left click on a part, and the box should show info. Double check MM to make sure you have it installed and up to date, if won't be assigning options to parts without that. Link to comment Share on other sites More sharing options...
Robo336 Posted February 7, 2016 Share Posted February 7, 2016 I can't find any documentation on how to install MM correctly, so I've probably done that wrong. Link to comment Share on other sites More sharing options...
Garibaldi2257 Posted February 7, 2016 Share Posted February 7, 2016 MM just needs to be in your gamedata folder. preferably the most recent version of it. Also, you should click on the part from the parts tab, not a part already on your rocket. Link to comment Share on other sites More sharing options...
Robo336 Posted February 7, 2016 Share Posted February 7, 2016 I've redownloaded the .zip from the link provided just to be sure. I've tried to place the ModuleManager-master folder in the gamedata folder like with any other mod, but apart from ksp loading a little bit slower, nothing's changed. Link to comment Share on other sites More sharing options...
Garibaldi2257 Posted February 7, 2016 Share Posted February 7, 2016 MM is a file, you don't need a folder. the MM thread has the file you need. Link to comment Share on other sites More sharing options...
JeffreyCor Posted February 7, 2016 Share Posted February 7, 2016 KRnD is the folder that goes under GameData. ModuleManager.2.6.18.dll is the file that goes in GameData. The link for MM on the main post here is also to the wrong location. It going to the source no the compiled dll. You can get the correct download link on the MM threat at http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-module-manager-2618-january-17th-with-even-more-sha-and-less-bug/ Link to comment Share on other sites More sharing options...
Robo336 Posted February 7, 2016 Share Posted February 7, 2016 Thanks for linking to the right MM file. It appears to be working now. Link to comment Share on other sites More sharing options...
PTNLemay Posted February 8, 2016 Share Posted February 8, 2016 Heh, it's funny. Not that long ago I was thinking "Wouldn't it be cool if there was a mod that did..." basically exactly what you're doing here. I quickly gave up on the notion because I've never made a mod before and I don't know what's involved nor how difficult it might be to implement. I'm quite glad you took the effort though and are making something out of it. I wish you the best of luck! Link to comment Share on other sites More sharing options...
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