AdmiralSirJohn Posted December 27, 2020 Share Posted December 27, 2020 Is there a way to add a stack node to the Tomagachi (Kibo) module so I can launch and dock the thing with an expendable, rather than be forced to berth it with craft and parts I don't have and couldn't use even when I did? The new node system isn't backward compatible. Quote Link to comment Share on other sites More sharing options...
si2504 Posted January 6, 2021 Share Posted January 6, 2021 hi guys, where can i find a craft file for the ISS? thanks Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted January 6, 2021 Share Posted January 6, 2021 I don't think there is one. Wikipedia has a good overview on the parts which you should be able to find in the mod to build it yourself. Quote Link to comment Share on other sites More sharing options...
lemon cup Posted January 7, 2021 Share Posted January 7, 2021 On 1/6/2021 at 8:58 PM, si2504 said: hi guys, where can i find a craft file for the ISS? thanks Expand Here is an illustrated build guide for constructing the ISS using Habtech2 parts. It also shows what the Russian segment looks like using parts from Tantares. Quote Link to comment Share on other sites More sharing options...
I love ksp Posted January 7, 2021 Share Posted January 7, 2021 On 1/6/2021 at 8:58 PM, si2504 said: hi guys, where can i find a craft file for the ISS? thanks Expand Is there?https://github.com/pmborg/SpaceX-RO-Falcons Quote Link to comment Share on other sites More sharing options...
si2504 Posted January 9, 2021 Share Posted January 9, 2021 does anybody know which docking port the c-100 androgynous petal dock connects to? Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted January 9, 2021 Share Posted January 9, 2021 On 1/9/2021 at 2:00 PM, si2504 said: does anybody know which docking port the c-100 androgynous petal dock connects to? Expand Yes, the C-100 Androgynous Docking Mechanism. Because it has in it config "nodeType = B10_APAS" which is only used by this port. The name "Androgynous" said it: there is no male or female part needed. Quote Link to comment Share on other sites More sharing options...
si2504 Posted January 9, 2021 Share Posted January 9, 2021 On 1/9/2021 at 3:26 PM, Cheesecake said: Yes, the C-100 Androgynous Docking Mechanism. Because it has in it config "nodeType = B10_APAS" which is only used by this port. The name "Androgynous" said it: there is no male or female part needed. Expand hmm, crafts wouldn't connect to each other with the same port. also, where is the config file for the port as i cant find it in my files... Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted January 9, 2021 Share Posted January 9, 2021 Did you built it the correct way? I used this port many times and it works well. It`s notz directly in the HabTech-folder. Look here: GameData\Benjee10_sharedAssets\APAS. It`s called B10_APAS.cfg. Quote Link to comment Share on other sites More sharing options...
si2504 Posted January 9, 2021 Share Posted January 9, 2021 On 1/9/2021 at 3:32 PM, Cheesecake said: Did you built it the correct way? I used this port many times and it works well. It`s notz directly in the HabTech-folder. Look here: GameData\Benjee10_sharedAssets\APAS. It`s called B10_APAS.cfg. Expand ah that's why I couldn't find it then. thanks. I'm also having some issues with joint stability, any ideas? it just rocks up and down whilst sat on the run way.... Quote Link to comment Share on other sites More sharing options...
rettter3 Posted January 9, 2021 Share Posted January 9, 2021 On 1/9/2021 at 3:52 PM, si2504 said: ah that's why I couldn't find it then. thanks. I'm also having some issues with joint stability, any ideas? it just rocks up and down whilst sat on the run way.... Expand Use this: https://github.com/KSP-RO/Kerbal-Joint-Reinforcement-Continued/releases Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted January 12, 2021 Share Posted January 12, 2021 Question: On 1.10 do I delete the old Habtech folder so the game will load after I install Habtech2 or am I supposed to leave it alone? Thanks! Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted January 12, 2021 Share Posted January 12, 2021 Habtech Legacy and Habtech2 are two separate add-ons. Habtech2 is not an upgrade to Habtech. Hence you need to handle them separate. If you have ships/structures with Habtech Legacy components and you delete Habtech Legacy, they will disappear and not be upgraded (or sth.) to Habtech2. Quote Link to comment Share on other sites More sharing options...
Kilo60 Posted January 13, 2021 Share Posted January 13, 2021 OK Thanks! Quote Link to comment Share on other sites More sharing options...
SlavicMan Posted January 14, 2021 Share Posted January 14, 2021 On 4/15/2019 at 7:19 AM, benjee10 said: Could you explain in a little more detail? The cupola doesn’t have a seat mode inside it so I’m having a hard time picturing this. Are you using the latest dev version from GitHub? The SpaceDock version doesn’t have the cupola IVA yet. Expand yeah i was using the spacedock version, no worries. Quote Link to comment Share on other sites More sharing options...
Messeno Posted January 14, 2021 Share Posted January 14, 2021 hi, I tried to install the mod in 1.9.1 but the mod doesn't activate I don't see the parts what can I do? Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted January 14, 2021 Share Posted January 14, 2021 On 1/14/2021 at 6:56 PM, Messeno said: hi, I tried to install the mod in 1.9.1 but the mod doesn't activate I don't see the parts what can I do? Expand Did you install it correctly? Did you install all the dependencies? Make sure you have installed the dependencies for KSP 1.9.1. Quote Link to comment Share on other sites More sharing options...
Messeno Posted January 15, 2021 Share Posted January 15, 2021 On 1/14/2021 at 7:12 PM, Cheesecake said: Did you install it correctly? Did you install all the dependencies? Make sure you have installed the dependencies for KSP 1.9.1. Expand yes I have correctly installed the mod here is the screen: I installed the dependencies via ckan, the strange thing is that the other mods work the habtech2 no and I don't understand why Quote Link to comment Share on other sites More sharing options...
lemon cup Posted January 15, 2021 Share Posted January 15, 2021 On 1/15/2021 at 11:47 AM, Messeno said: yes I have correctly installed the mod here is the screen: Expand HabTech2-master shouldn’t be installed in your GameData folder. Go into “Habtech2-master”, then go into “GameData”, and then copy paste whatever is in that folder into your GameData folder. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted January 15, 2021 Share Posted January 15, 2021 On 1/15/2021 at 11:47 AM, Messeno said: yes I have correctly installed the mod here is the screen: I installed the dependencies via ckan, the strange thing is that the other mods work the habtech2 no and I don't understand why Expand As @lemon cupsaid: this is wrong. Also: there should be no zip in GameData and the NearFutureProps is not needed until you install a Nertea-mod like NearFuture-Spacecrafts or Stockalike Station Parts Redux. Quote Link to comment Share on other sites More sharing options...
si2504 Posted January 15, 2021 Share Posted January 15, 2021 Do any of the ISS modules have a crew hatch? I am unable to EVA from any of the modules. thanks Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted January 15, 2021 Share Posted January 15, 2021 On 1/15/2021 at 7:55 PM, si2504 said: Do any of the ISS modules have a crew hatch? I am unable to EVA from any of the modules. thanks Expand Only the Destiny Airlock does IRL, so use the "Quest" airlock. Or just EVA from the visiting ship. Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted January 29, 2021 Share Posted January 29, 2021 So I tried to see if I can do anything about the drag cube issue. @ValiZockt recommended to generate the cube by each ModuleDeployablePart. Trying that with the ht2_radiatorTriple I figured that not a single value is created in the parts database. No matter what I did so far, I always get the following exception: [LOG 22:57:04.190] PartLoader: Compiling Part 'HabTech2/Parts/Trusses/ht2_radiatorTriple/ht2_radiatorTriple' [LOG 22:57:04.230] PartLoader: Part 'HabTech2/Parts/Trusses/ht2_radiatorTriple/ht2_radiatorTriple' has no database record. Creating. [LOG 22:57:04.230] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [WRN 22:57:04.238] DragCubeSystem: Part 'ht2.radiatorTriple' has more than two IMultipleDragCube part modules. You should consider procedural drag cubes. [LOG 22:57:04.238] DragCubeSystem: Creating drag cubes for part 'ht2.radiatorTriple' [EXC 22:57:04.339] NullReferenceException: Object reference not set to an instance of an object ModuleDeployablePart.AssumeDragCubePosition (System.String name) (at <948fceea813942b7ac6b6d1b2dc2d0a3>:0) DragCubeSystem+<RenderDragCubes>d__34.MoveNext () (at <948fceea813942b7ac6b6d1b2dc2d0a3>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <7d9ec060e791409ab3eb85c61e312ed6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <RenderDragCubesCoroutine>d__31:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>d__46:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Searching, I figured that @Zorg had this exception with a solarAntenna and @RoverDude with some lights. I am not sure this is the same issue, however they both added drag cube information to the configs. I tried the procedural = True config with the triple radiator, it did not seem to help anything. As we found out before, defining a cube in the config would help, the question is now how I get the right one for it? Normally I would read it out of the parts database, which is empty (I suspect because of the exception).... So a bit catch-22... Quote Link to comment Share on other sites More sharing options...
dave1904 Posted February 9, 2021 Share Posted February 9, 2021 I would recommend removing the shiptype = station from the PMA in future updates. Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted February 9, 2021 Share Posted February 9, 2021 On 2/9/2021 at 10:33 AM, dave1904 said: I would recommend removing the shiptype = station from the PMA in future updates. Expand Do you mean the vesseltype? Why change it, is there an issue with that? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.