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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]


Nils277

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  On 5/9/2016 at 12:49 PM, Steel Dragon said:

where are you all finding wheels that work? every leg or wheel I use explodes when it touches the ground.

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are you updated to 1.1.2? both the 1.1.x updates had bugfixes related to the new wheel system (which is also used by landing legs) and many of the older mods haven't updated to the new system yet (which inevitably causes explosions) so yeah. if you're having that problem even with stock and updates... well then you should grab your output logs and file a bug report.

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Yes I use 1.1.2 and all my mods are up to date. Even with no mods I have no working wheels. The one set of wheels I have that doesn't explode as soon as I launch from VAB / SPH sinks into the ground and free spins. All others explode on contact. That is Lander legs and wheels (all stock parts). Also 85% of the time I dock two items together they get a horrible vibration that eventually causes them to fly apart.

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Speaking of Wheels and Legs:

  Reveal hidden contents

 

And later on:

  Reveal hidden contents

 

Edited by Galenmacil
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  On 5/11/2016 at 8:16 PM, Steel Dragon said:

Yes I use 1.1.2 and all my mods are up to date. Even with no mods I have no working wheels. The one set of wheels I have that doesn't explode as soon as I launch from VAB / SPH sinks into the ground and free spins. All others explode on contact. That is Lander legs and wheels (all stock parts). Also 85% of the time I dock two items together they get a horrible vibration that eventually causes them to fly apart.

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Try to delete the "PartDatabase.cfg" and the "Physics.cfg" file from you game directory. Might be something wrong in there. KSP will regenerate them at the next start.

  On 5/12/2016 at 5:52 AM, Galenmacil said:

Speaking of Wheels and Legs:

  Reveal hidden contents

 

And later on:

  Reveal hidden contents

 

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The error for the landing legs also appears for the stock wheels. This is because KPS uses its own mechanics for the wheels and unity does not seem to like this.

[LOG 09:50:01.981] Load(Model): Squad/Parts/Utility/landingLegLT-5/model
[ERR 09:50:01.987] WheelCollider requires an attached Rigidbody to function.

[ERR 09:50:01.988] WheelCollider requires an attached Rigidbody to function.

The other errors will be gone in the next update. They were there for a long while yet and @JPLRepo showed me a way to enable the Props for RPM in a more clean way.

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  On 5/12/2016 at 7:56 AM, Nils277 said:

Try to delete the "PartDatabase.cfg" and the "Physics.cfg" file from you game directory. Might be something wrong in there. KSP will regenerate them at the next start.

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I do appreciate the suggestion. Unfortunately it did not change anything. using the base landing leg on a small craft it exploded as soon as I launched (loaded onto runway)

Looks like I'm at the mercy of the devs to correct the collider issue.

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feature: Make garage parts/doors able to take conf per side  - ie. open garage has two sides, two doors, only one open limit.
feature: might be related to KIS/KAS, but parts start as "open". This cause problems. Can default state of parts be set up as "closed" ?

Edited by baranowb
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  On 5/12/2016 at 8:23 PM, LordYaar said:

I think the config for the Greenhouse with Kerbalism is a bit off. Kerbalism's native part produces 5000 food while PBS one only 500. Is this intended or a bug?

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I believe KPBS still needs to be updated to take into account that kerbalism got an update that changed it's food consumption.

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  On 5/12/2016 at 7:59 PM, Diddly Feelerino said:

Hi; first off - love the mod.

However I have noticed that, contrary to earlier versions of the mod the MK1 Planetary Habitat does not have an interior view anymore?

Any ideas on when that would be updated? Am looking forward to seeing the mod progress!

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The IVA should work as normal. All IVAs are updated. Can you send me the log? Look here for instructions 

  On 5/12/2016 at 8:05 PM, baranowb said:

feature: Make garage parts/doors able to take conf per side  - ie. open garage has two sides, two doors, only one open limit.
feature: might be related to KIS/KAS, but parts start as "open". This cause problems. Can default state of parts be set up as "closed" ?

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The garages will be overhauled in one of the next updates to be able to hold e.g. the Buffalo Rover. Will add the separate doors too. That they start deployed is a stock behaviour. You see that too on the stock cargo bays. I can't change that. Just close them in the VAB /SPH :wink:

  On 5/12/2016 at 8:23 PM, LordYaar said:

I think the config for the Greenhouse with Kerbalism is a bit off. Kerbalism's native part produces 5000 food while PBS one only 500. Is this intended or a bug?

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The support for Kerbalism will be updated in the next update. 

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Has anyone ever had problems with rockets stuck hovering midair on the launchpad. I cant find the problem and have been looking for hours. The K&K modular 6x6 part seems to be the issue but sometimes it works so I'm not sure.

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  On 5/13/2016 at 6:49 PM, dave1904 said:

Has anyone ever had problems with rockets stuck hovering midair on the launchpad. I cant find the problem and have been looking for hours. The K&K modular 6x6 part seems to be the issue but sometimes it works so I'm not sure.

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This is new to me. Can you send me the log from when this happens? You can look here for instructions on the logs. :wink:

 

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  On 5/13/2016 at 4:39 PM, Nils277 said:

The IVA should work as normal. All IVAs are updated. Can you send me the log? Look here for instructions 

The garages will be overhauled in one of the next updates to be able to hold e.g. the Buffalo Rover. Will add the separate doors too. That they start deployed is a stock behaviour. You see that too on the stock cargo bays. I can't change that. Just close them in the VAB /SPH :wink:

The support for Kerbalism will be updated in the next update. 

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I'm confused. How do I send the log? Everything is located in the Game Data folder perfectly. All the IVAs work apart from the MK I habitat. Are there any known incompatibilities?

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I can confirm both the shaking behavior after docking ( I am glad for quick saves, after 9 tries it workaday) ( I had had 6 previous dockings with no issues) and the MK I habitat behavior. Also kerbal on mk1 doesn't show in portrait. 

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  On 5/14/2016 at 11:09 AM, Diddly Feelerino said:

Nevermind, got it. Here's the output_log;

https://www.dropbox.com/s/tx6efgx9m1gnz0l/output_log.txt?dl=0

I still have no idea why the MK I Habitat is the only one that has no option for interior views. The others all work flawlessly....

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Thanks, i will look into it to find the error.

  On 5/14/2016 at 4:00 PM, Rafael acevedo said:

I can confirm both the shaking behavior after docking ( I am glad for quick saves, after 9 tries it workaday) ( I had had 6 previous dockings with no issues) and the MK I habitat behavior. Also kerbal on mk1 doesn't show in portrait. 

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Must be a error from my side then. Lets hope, the log says somethig about the error.

  On 5/14/2016 at 6:20 PM, dave1904 said:

Vesselview was the issue. I don't know how but now everything is working. I have been using your mod for ages and just knew it could not be the issue. Great work BTW!!!!!

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Thanks :wink: I will take a look, what the problem with vesselview is.  

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  On 5/14/2016 at 7:10 PM, Nils277 said:

Thanks, i will look into it to find the error.

Must be a error from my side then. Lets hope, the log says somethig about the error.

Thanks :wink: I will take a look, what the problem with vesselview is.  

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vesslview wasn't even working and I not sure it was even the latest version.

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and now Im after running into another problem that is caused by remotetech my base is phantom accelerating and hovering over the mun.

http://prntscr.com/b42k1o

here is an output log but there are loads of mods here that could be causing issues but so far this is the only craft to cause troubles like this. Its the same one that was stuck on the launchpad before I deleted vessel view.  Its stops when I disable the antennas, save and then reload. I doubt your mod is the issue but you can take a look at the log if you want.

https://www.dropbox.com/s/x28o9apbvjm2sed/output_log.txt?dl=0

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  On 5/13/2016 at 4:39 PM, Nils277 said:

The garages will be overhauled in one of the next updates to be able to hold e.g. the Buffalo Rover. Will add the separate doors too. That they start deployed is a stock behaviour. You see that too on the stock cargo bays. I can't change that. Just close them in the VAB /SPH 

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Awesome. Trick is that, when you use KIS/KAS, you have to attach part, close doors, open inventory, drag object into it, delete object. Still, workaround is here. IgorZ is trying to counter that "open by default" feature, at least thats what he wrote on KIS/KAS thread.

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  On 5/14/2016 at 8:46 PM, dave1904 said:

and now Im after running into another problem that is caused by remotetech my base is phantom accelerating and hovering over the mun.

http://prntscr.com/b42k1o

here is an output log but there are loads of mods here that could be causing issues but so far this is the only craft to cause troubles like this. Its the same one that was stuck on the launchpad before I deleted vessel view.  Its stops when I disable the antennas, save and then reload. I doubt your mod is the issue but you can take a look at the log if you want.

https://www.dropbox.com/s/x28o9apbvjm2sed/output_log.txt?dl=0

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I found the issue, was a Aies Dish

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  On 5/14/2016 at 7:32 PM, Nils277 said:

@Diddly Feelerino and @Rafael acevedo I might have found the error. The log says, that the IVA for the MK1 that is used for RPM can't be found. I must have made something wrong there. Will be fixed in the next version.

Rafael: What shaking behaviour do you mean?

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Nils talking about the one described by steel dragons post. You dock two parts together, suddenly the vehicle you just dock stars vibrating. This vibration stars replicating across the structure until the structure shakes itself apart. Surprisingly is following physics completely, vibration initiates a frequency that replicates in waveform thru the structure and then bounces back, and just like real physics is amplified exponentially as the waveform travels up and down the structure. Too bad that there is no reason the structure should start vibrating in the first place. Otherwise it would be a great tool for a physics class. Possibility exist that the docking ports were not perfectly along, and the magnetic attraction between them introduced the vibration. If this is the case, it can probably be fixed by introducing a soft dock, wait for motions to stabilized, followed by hard dock. Which is exactly what real spacecraft do

Edited by Rafael acevedo
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  On 5/14/2016 at 7:33 PM, Diddly Feelerino said:

Happy days! Do you know a quick workaround in the meantime? I can easily edit the files as required, and I've been gagging to see the MK1 views of Sarnus in OPM =)

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You can delete the RPM config for the MK1, its somewhere PlanetaryBaseInc /ModSupport/Config/RPM. Will look up the exact Name tomorrow. But you won't have to wait long otherwise, i plan to release an update in the earlier half of the next week.

  On 5/14/2016 at 8:46 PM, dave1904 said:

and now Im after running into another problem that is caused by remotetech my base is phantom accelerating and hovering over the mun.

http://prntscr.com/b42k1o

here is an output log but there are loads of mods here that could be causing issues but so far this is the only craft to cause troubles like this. Its the same one that was stuck on the launchpad before I deleted vessel view.  Its stops when I disable the antennas, save and then reload. I doubt your mod is the issue but you can take a look at the log if you want.

https://www.dropbox.com/s/x28o9apbvjm2sed/output_log.txt?dl=0

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Thanks, will take a look at it.

  On 5/14/2016 at 8:48 PM, baranowb said:

Awesome. Trick is that, when you use KIS/KAS, you have to attach part, close doors, open inventory, drag object into it, delete object. Still, workaround is here. IgorZ is trying to counter that "open by default" feature, at least thats what he wrote on KIS/KAS thread.

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Ah, now I understand. I think when IgorZ says he tries to find a way to counter it, we will have to wait for his actions. ;-)

  On 5/14/2016 at 8:58 PM, dave1904 said:

I found the issue, was a Aies Dish

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Hmm, have to try out this perticular part then.

  On 5/14/2016 at 9:00 PM, Rafael acevedo said:

Nils talking about the one described by steel dragons post. You dock two parts together, suddenly the vehicle you just dock stars vibrating. This vibration stars replicating across the structure until the structure shakes itself apart. Surprisingly is following physics completely, vibration initiates a frequency that replicates in waveform thru the structure and then bounces back, and just like real physics is amplified exponentially as the waveform travels up and down the structure. Too bad that there is no reason the structure should start vibrating in the first place. Otherwise it would be a great tool for a physics class. Possibility exist that the docking ports were not perfectly along, and the magnetic attraction between them introduced the vibration. If this is the case, it can probably be fixed by introducing a soft dock, wait for motions to stabilized, followed by hard dock. Which is exactly what real spacecraft do

Expand  

Hmm, a very interesting behavior. Might be a problem with slightly overlapping colliders of the docking ports. I will try to replicate this and adjust the colliders of the docking ports accordingly. 

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