Z3R0_0NL1N3 Posted June 1, 2020 Share Posted June 1, 2020 @henrylzy As the others have said, connect it to Destiny. It seems weird but this isn't wrong. S0 never connected to Z1 irl, it attached like the mod. Z1 was used as a temporary holder for PMAs and solar arrays. Quote Link to comment Share on other sites More sharing options...
Mr_Xarchok Posted June 4, 2020 Share Posted June 4, 2020 Does it work with Tweakscale? Quote Link to comment Share on other sites More sharing options...
Lisias Posted June 6, 2020 Share Posted June 6, 2020 On 6/4/2020 at 1:08 PM, Mr_Xarchok said: Does it work with Tweakscale? There're no patches on the Add'On, neither on TweakScale's "stock" patches. But you can ask for it on the TweakScale Companion Program thread. It will probably took some time due Real Life™ issues, but it will be eventually done. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted June 9, 2020 Share Posted June 9, 2020 Is there a way to merge the IVAs from the old Habtech to Habtech2? Quote Link to comment Share on other sites More sharing options...
Drakenex Posted June 14, 2020 Share Posted June 14, 2020 On 6/9/2020 at 2:55 PM, davidy12 said: Is there a way to merge the IVAs from the old Habtech to Habtech2? @PART[ht2_moduleQuest] { @INTERNAL { @name = habtech_airlockInternal } } @PART[ht2_moduleColumbus] { @INTERNAL { @name = habtech_columbusInternal } } @PART[ht2_moduleDestiny] { @INTERNAL { @name = habtech_labInternal } } @PART[ht2_moduleKibo] { @INTERNAL { @name = habtech_jemInternal } } @PART[ht2_moduleLabNode,ht2_moduleHarmony,ht2_moduleUnity] { @INTERNAL { @name = habtech_nodeInternal } } Quote Link to comment Share on other sites More sharing options...
davidy12 Posted June 14, 2020 Share Posted June 14, 2020 23 minutes ago, Drakenex said: @PART[ht2_moduleQuest] { @INTERNAL { @name = habtech_airlockInternal } } @PART[ht2_moduleColumbus] { @INTERNAL { @name = habtech_columbusInternal } } @PART[ht2_moduleDestiny] { @INTERNAL { @name = habtech_labInternal } } @PART[ht2_moduleKibo] { @INTERNAL { @name = habtech_jemInternal } } @PART[ht2_moduleLabNode,ht2_moduleHarmony,ht2_moduleUnity] { @INTERNAL { @name = habtech_nodeInternal } } NOICE Quote Link to comment Share on other sites More sharing options...
davidy12 Posted June 14, 2020 Share Posted June 14, 2020 Wait, @Drakenex why didn't you add a cupola IVA and do I put the internals into a Habtech (V1) folder? Quote Link to comment Share on other sites More sharing options...
Drakenex Posted June 14, 2020 Share Posted June 14, 2020 41 minutes ago, davidy12 said: Wait, @Drakenex why didn't you add a cupola IVA and do I put the internals into a Habtech (V1) folder? Habtech2 already have one. Install Habtech V1 and delete everything but the Internals folder Quote Link to comment Share on other sites More sharing options...
MashAndBangers Posted June 18, 2020 Share Posted June 18, 2020 Oh the places you will go! Quote Link to comment Share on other sites More sharing options...
benjee10 Posted June 18, 2020 Author Share Posted June 18, 2020 5 minutes ago, MashAndBangers said: Oh the places you will go! blessed timeline Quote Link to comment Share on other sites More sharing options...
alberro+ Posted June 19, 2020 Share Posted June 19, 2020 2 hours ago, MashAndBangers said: Oh the places you will go! Hopefully somewhere other than LEO/LKO. Quote Link to comment Share on other sites More sharing options...
Jim123 Posted June 20, 2020 Share Posted June 20, 2020 I have a bug with the solar panel Truss spawning my craft a few hundred meters in the air. I re downloaded the mod i made a new install of ksp and still the same thing happens with the same part. https://imgur.com/a/2UDYyrM Quote Link to comment Share on other sites More sharing options...
alberro+ Posted June 21, 2020 Share Posted June 21, 2020 4 hours ago, Jim123 said: I have a bug with the solar panel Truss spawning my craft a few hundred meters in the air. I re downloaded the mod i made a new install of ksp and still the same thing happens with the same part. https://imgur.com/a/2UDYyrM Same issue here, I believe there was a mod that could in theory fix this issue, but i'm not sure what the exact name was. Quote Link to comment Share on other sites More sharing options...
Echo11 Posted June 21, 2020 Share Posted June 21, 2020 (edited) 13 hours ago, Jim123 said: I have a bug with the solar panel Truss spawning my craft a few hundred meters in the air. I re downloaded the mod i made a new install of ksp and still the same thing happens with the same part. https://imgur.com/a/2UDYyrM I believe this is known issue. Benjee mentioned this a couple of times, and that he's attempting to fix it, though it seems that he has yet to find a solution. I do wish him good luck, this seems to be a rather annoying issue to fix. Edited June 21, 2020 by Echo11 Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted June 22, 2020 Share Posted June 22, 2020 (edited) Whos/which end pieces are used on things like Unity and such? I don't see one specific to Habtech 2. The one in the pictures matches the style well, none that I have in my library are really that well matched. Edited June 22, 2020 by LawnDartLeo Quote Link to comment Share on other sites More sharing options...
alberro+ Posted June 22, 2020 Share Posted June 22, 2020 27 minutes ago, LawnDartLeo said: Whos/which end pieces are used on things like Unity and such? I don't see one specific to Habtech 2. The one in the pictures matches the style well, none that I have in my library are really that well matched. The large docking port included in the mod should be used to connect station modules. Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted June 22, 2020 Share Posted June 22, 2020 @alberro+... nope. Sub-types. Alternate appearances selectable on the object itself. I'm kind of rusty in KSP and since 1.3 there have been a lot QOL changes that reduce part counts and give additional appearances for the same part. Thanks for responding, though. Quote Link to comment Share on other sites More sharing options...
Jim123 Posted June 22, 2020 Share Posted June 22, 2020 I have a suggestion for benjee with fixing the problem i know you might not have time but this is a idea you can maybe just rebuild the model and part from scratch the solar truss it may not be the best way to deal with it i don't know much about modding but it may make more sense rather than to not find what causing it. Quote Link to comment Share on other sites More sharing options...
benjee10 Posted June 22, 2020 Author Share Posted June 22, 2020 2 minutes ago, Jim123 said: I have a suggestion for benjee with fixing the problem i know you might not have time but this is a idea you can maybe just rebuild the model and part from scratch the solar truss it may not be the best way to deal with it i don't know much about modding but it may make more sense rather than to not find what causing it. Unfortunately the part affected is the single most complex part in the mod as it’s the dual-axis array. It was extremely finnicky and time-consuming to set up in the first place (there are four animated deployable tracking modules and with fairly complex rigging) so I would rather not have to do it again. I’d say in terms of hours invested in this mod, a good 20-30% went into that part alone! There’s always a chance that whatever broke it last time could unbreak when 1.9 comes out, as the part functioned okay in previous versions, so I’ll hold out til then before making a decision on what to do. In the meantime World Fixer apparently mostly fixes it, though I haven’t tried that out myself. Quote Link to comment Share on other sites More sharing options...
Jim123 Posted June 22, 2020 Share Posted June 22, 2020 3 hours ago, benjee10 said: Unfortunately the part affected is the single most complex part in the mod as it’s the dual-axis array. It was extremely finnicky and time-consuming to set up in the first place (there are four animated deployable tracking modules and with fairly complex rigging) so I would rather not have to do it again. I’d say in terms of hours invested in this mod, a good 20-30% went into that part alone! There’s always a chance that whatever broke it last time could unbreak when 1.9 comes out, as the part functioned okay in previous versions, so I’ll hold out til then before making a decision on what to do. In the meantime World Fixer apparently mostly fixes it, though I haven’t tried that out myself. Okay another idea is that you could make the solar panels and raitoirs separate parts you add on to it. Once again i don't know much about making mods so this could just make things harder i don't know just a idea. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted June 23, 2020 Share Posted June 23, 2020 On 6/22/2020 at 3:21 AM, LawnDartLeo said: @alberro+... nope. Sub-types. Alternate appearances selectable on the object itself. I'm kind of rusty in KSP and since 1.3 there have been a lot QOL changes that reduce part counts and give additional appearances for the same part. Thanks for responding, though. Like alberro said , use the 1.25m CBM ports . The switchable variants are interchangeable and only for aesthetics . Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted June 23, 2020 Share Posted June 23, 2020 @sslaptnhablhat, the cosmetic was the issue. I was looking for a part, when I realized there was a subtype to select for end cap appearance. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted June 23, 2020 Share Posted June 23, 2020 Just now, LawnDartLeo said: @sslaptnhablhat, the cosmetic was the issue. I was looking for a part, when I realized there was a subtype to select for end cap appearance. But what is the issue ? You don' t have B9PS installed ? I don t really understand Quote Link to comment Share on other sites More sharing options...
LawnDartLeo Posted June 23, 2020 Share Posted June 23, 2020 The pretty end caps. It was simply a matter of make the selections in VAB to change the appearance of the bare ends. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted June 23, 2020 Share Posted June 23, 2020 2 minutes ago, LawnDartLeo said: The pretty end caps. It was simply a matter of make the selections in VAB to change the appearance of the bare ends. Again , I don 't understand what you're saying ,sorry . Quote Link to comment Share on other sites More sharing options...
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