DJ Reonic Posted August 30, 2020 Share Posted August 30, 2020 I am very much looking forward to the Kanadarm 2 and the updated SAWs for 1.10.1. This is an awesome mod. I am in the process of making subassemblies for all the USOS modules so I can try to build the ISS the real way. Quote Link to comment Share on other sites More sharing options...
CardZLol Posted September 2, 2020 Share Posted September 2, 2020 It seems stuck while loading the part "ht2_solarArray_duo", what can i do? Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted September 2, 2020 Share Posted September 2, 2020 4 minutes ago, CardZLol said: It seems stuck while loading the part "ht2_solarArray_duo", what can i do? As written in this thread before: Use 1.9.x KSP, or delete trusses from the plugin until it has bee updated. @ Everyone: Will the deletion of the trusses actually impact any upgrade path, if the plugin gets updated? Quote Link to comment Share on other sites More sharing options...
CardZLol Posted September 2, 2020 Share Posted September 2, 2020 23 minutes ago, chris-kerbal said: As written in this thread before: Use 1.9.x KSP, or delete trusses from the plugin until it has bee updated. @ Everyone: Will the deletion of the trusses actually impact any upgrade path, if the plugin gets updated? I deleted the ht_solarArray_duo cfg file, and it worked well on 1.10.1. Excited for when it updates to 1.10, tho. Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted September 3, 2020 Share Posted September 3, 2020 @benjee10 I found another thing. It seems that the new naming system with priorities is not working with the parts. I used the "ST-Z Control Block" and naming it with the new system (including priority) did not do anything. I needed to use the "old" rename vessel button to change the name as well. It is a minor, but thought I note it down. Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted September 3, 2020 Share Posted September 3, 2020 (edited) 23 hours ago, CardZLol said: I deleted the ht_solarArray_duo cfg file, and it worked well on 1.10.1. Excited for when it updates to 1.10, tho. No more solar panels? Edited September 3, 2020 by adriangm44 Quote Link to comment Share on other sites More sharing options...
DJ Reonic Posted September 3, 2020 Share Posted September 3, 2020 (edited) 15 minutes ago, adriangm44 said: No more solar panels? In their current state, they prevent KSP 1.10.0 and 1.10.1 from loading. They work just fine in 1.8.1 and 1.9.1, but something got updated in KSP that requires they be updated to work with newer versions. You can use them in 1.8.1 or 1.9.1 just fine, but in order to play on 1.10.1, the panels must be deleted or the game will not load. Edited September 3, 2020 by DJ Reonic Quote Link to comment Share on other sites More sharing options...
CardZLol Posted September 4, 2020 Share Posted September 4, 2020 On 9/3/2020 at 11:50 AM, DJ Reonic said: In their current state, they prevent KSP 1.10.0 and 1.10.1 from loading. They work just fine in 1.8.1 and 1.9.1, but something got updated in KSP that requires they be updated to work with newer versions. You can use them in 1.8.1 or 1.9.1 just fine, but in order to play on 1.10.1, the panels must be deleted or the game will not load. *only one must be deleted, the solo one works fine Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted September 5, 2020 Share Posted September 5, 2020 On 9/3/2020 at 4:50 PM, DJ Reonic said: In their current state, they prevent KSP 1.10.0 and 1.10.1 from loading. They work just fine in 1.8.1 and 1.9.1, but something got updated in KSP that requires they be updated to work with newer versions. You can use them in 1.8.1 or 1.9.1 just fine, but in order to play on 1.10.1, the panels must be deleted or the game will not load. Well, I could delete them from the GameData folder but can't get rid of the ones assembled in orbit Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted September 5, 2020 Share Posted September 5, 2020 5 hours ago, adriangm44 said: Well, I could delete them from the GameData folder but can't get rid of the ones assembled in orbit Just load the save in an old 1.9.x game and delete the parts in your world. Then you can load again in 1.10.x Quote Link to comment Share on other sites More sharing options...
Time_Valley Posted September 7, 2020 Share Posted September 7, 2020 (edited) I've got a operating problem....My loading page get stuck when loading files named ''parts/trusses/ht_solararray duo/ht_solararray duo'' oh I've just seen the former posts that's great Edited September 7, 2020 by Time_Valley Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted September 8, 2020 Share Posted September 8, 2020 On 9/6/2020 at 12:55 AM, chris-kerbal said: Just load the save in an old 1.9.x game and delete the parts in your world. Then you can load again in 1.10.x Do you think there will ever be a 1.10x version of the mod? Quote Link to comment Share on other sites More sharing options...
GoldForest Posted September 8, 2020 Share Posted September 8, 2020 11 minutes ago, adriangm44 said: Do you think there will ever be a 1.10x version of the mod? A 1.10 version is coming. @benjee10 Has a lot of mods and is busy with IRL. Patience. It will get updated, just have to wait. Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted September 8, 2020 Share Posted September 8, 2020 4 minutes ago, GoldForest said: A 1.10 version is coming. @benjee10 Has a lot of mods and is busy with IRL. Patience. It will get updated, just have to wait. Thanks mate for the update! Btw, what is IRL? I'd love to find out about it! Quote Link to comment Share on other sites More sharing options...
GoldForest Posted September 8, 2020 Share Posted September 8, 2020 13 minutes ago, adriangm44 said: Thanks mate for the update! Btw, what is IRL? I'd love to find out about it! I was about to honestly answer, but then I realized it was a joke. Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted September 8, 2020 Share Posted September 8, 2020 30 minutes ago, GoldForest said: I was about to honestly answer, but then I realized it was a joke. What do you mean? Quote Link to comment Share on other sites More sharing options...
GoldForest Posted September 8, 2020 Share Posted September 8, 2020 14 minutes ago, adriangm44 said: What do you mean? Do you really not know what IRL means? In Real Life? I thought you were joking about not knowing what that meant. Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted September 8, 2020 Share Posted September 8, 2020 5 hours ago, GoldForest said: Do you really not know what IRL means? In Real Life? I thought you were joking about not knowing what that meant. Oh wow! You know, I'm from Spain, and I learn new things every day just like everybody else Quote Link to comment Share on other sites More sharing options...
I love ksp Posted September 9, 2020 Share Posted September 9, 2020 16 hours ago, adriangm44 said: Oh wow! You know, I'm from Spain, and I learn new things every day just like everybody else I'm from China. Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted September 10, 2020 Share Posted September 10, 2020 Hi @benjee10, I found another thing to be broken with 1.10.1. When habtech2 and bundled mods are installed, I won't get a SSTO beyond Mach 1 speed. It just stops accelerating at ~300m/s. I've checked the same craft over and over with different mods and can reliably say: I install habtech2, craft is slow. Delete habtech2, craft flies fine. You can read in the following thread: I already tried updating B9PartSwitch and Community Resource Pack (What is that actually needed for?), but it did not change anything. If I can help you with testing or logs, let me know. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted September 10, 2020 Share Posted September 10, 2020 11 hours ago, chris-kerbal said: Hi @benjee10, I found another thing to be broken with 1.10.1. When habtech2 and bundled mods are installed, I won't get a SSTO beyond Mach 1 speed. It just stops accelerating at ~300m/s. I've checked the same craft over and over with different mods and can reliably say: I install habtech2, craft is slow. Delete habtech2, craft flies fine. You can read in the following thread: I already tried updating B9PartSwitch and Community Resource Pack (What is that actually needed for?), but it did not change anything. If I can help you with testing or logs, let me know. Habtech2 is not 1.10 compatible. Don't use Habtech with 1.10 Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted September 10, 2020 Share Posted September 10, 2020 6 minutes ago, GoldForest said: Habtech2 is not 1.10 compatible. Don't use Habtech with 1.10 To make it specific, current incompatibilities are: - ht_solarArray_duo is blocking KSP to load, you can circumvent it by deleting the ht_solarArray_duo.cfg file (you also can't have that part in your world) - Naming of vessels will not work as expected, you have to name it in separate dialogues - SSTOs are not possible, as you cannot accelerate enough (not sure if this error has an impact somewhere else), this can't be worked around - Bundles mods are outdated, you can exchange them for newer versions If you find anything else, feel free to add. BTW @benjee10 within the SSTO Thread, @JadeOfMaar said the following regarding the Solar Truss: As for the solar truss this happens to any part that has ModuleDeployableSolarPanel{} + mesh animation + procedural drag cubes. Define a DRAG_CUBE{} with a single/fixed state (and delete any such node that defines procedural or multiple states) in the part config and KSP will stop choking on it Not sure if it helps you, as you might know already, but again it does not hurt to note it down. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted September 10, 2020 Share Posted September 10, 2020 2 hours ago, chris-kerbal said: To make it specific, current incompatibilities are: - ht_solarArray_duo is blocking KSP to load, you can circumvent it by deleting the ht_solarArray_duo.cfg file (you also can't have that part in your world) - Naming of vessels will not work as expected, you have to name it in separate dialogues - SSTOs are not possible, as you cannot accelerate enough (not sure if this error has an impact somewhere else), this can't be worked around - Bundles mods are outdated, you can exchange them for newer versions If you find anything else, feel free to add. BTW @benjee10 within the SSTO Thread, @JadeOfMaar said the following regarding the Solar Truss: As for the solar truss this happens to any part that has ModuleDeployableSolarPanel{} + mesh animation + procedural drag cubes. Define a DRAG_CUBE{} with a single/fixed state (and delete any such node that defines procedural or multiple states) in the part config and KSP will stop choking on it Not sure if it helps you, as you might know already, but again it does not hurt to note it down. If i had to guess the speed problem is due to the lack of drag cubes. Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted September 12, 2020 Share Posted September 12, 2020 On 9/10/2020 at 2:36 PM, GoldForest said: If i had to guess the speed problem is due to the lack of drag cubes. I have no clue on modding, but I figured, that the duo solar array is the only one without a .mu mesh file. Maybe because of that the drag cube is generated, which seems to mess up KSP? However, how that affected my SSTO (that is using no habtech parts) is still a mystery for me. Quote Link to comment Share on other sites More sharing options...
nick1041 Posted September 22, 2020 Share Posted September 22, 2020 Any plans on updating this to 1.10 as well as redirect and the orbiter construction kit? Quote Link to comment Share on other sites More sharing options...
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