Mechtech Posted May 11, 2016 Share Posted May 11, 2016 On 5/9/2016 at 5:49 AM, Steel Dragon said: where are you all finding wheels that work? every leg or wheel I use explodes when it touches the ground. 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. Quote Link to comment Share on other sites More sharing options...
Steel Dragon Posted May 11, 2016 Share Posted May 11, 2016 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. Quote Link to comment Share on other sites More sharing options...
Galenmacil Posted May 12, 2016 Share Posted May 12, 2016 (edited) Speaking of Wheels and Legs: Spoiler [LOG 00:42:27.300] Load(Model): PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingGear [ERR 00:42:27.302] WheelCollider requires an attached Rigidbody to function. [ERR 00:42:27.302] WheelCollider requires an attached Rigidbody to function. [ERR 00:42:27.302] WheelCollider requires an attached Rigidbody to function. [ERR 00:42:27.302] WheelCollider requires an attached Rigidbody to function. [LOG 00:42:27.307] Load(Model): PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingGear2 [ERR 00:42:27.309] WheelCollider requires an attached Rigidbody to function. [ERR 00:42:27.309] WheelCollider requires an attached Rigidbody to function. [LOG 00:42:27.313] Load(Model): PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingLeg [ERR 00:42:27.315] WheelCollider requires an attached Rigidbody to function. [ERR 00:42:27.315] WheelCollider requires an attached Rigidbody to function. [LOG 00:42:27.318] Load(Model): PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingLeg2 [ERR 00:42:27.319] WheelCollider requires an attached Rigidbody to function. [ERR 00:42:27.319] WheelCollider requires an attached Rigidbody to function. And later on: Spoiler [LOG 00:43:52.856] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Airlocks_internal/airlock_end_g_internal/KKAOSS_Airlock_end_internal' [LOG 00:43:52.857] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Airlocks_internal/airlock_mid_g_internal/KKAOSS_Airlock_Mid_internal' [LOG 00:43:52.858] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Central_Hub_internal/internal/KKAOSS_Central_Hub_internal' [LOG 00:43:52.868] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Control_g_internal/internal/KKAOSS_Control_g_internal' [LOG 00:43:52.873] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Cupola_g_internal/internal/KKAOSS_Cupola_g_internal' [LOG 00:43:52.879] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Gangway_Hatch_internal/internal/KKAOSS_Gangway_Airlock_internal' [LOG 00:43:52.880] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Greenhouse_g_internal/internal/KKAOSS_Greenhouse_g_internal' [LOG 00:43:52.883] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Habitat_MK1_g_internal/internal/KKAOSS_Habitat_MK1_internal' [LOG 00:43:52.886] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Habitat_MK2_g_internal/internal/KKAOSS_Habitat_MK2_internal' [LOG 00:43:52.889] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Science_g_internal/internal/KKAOSS_Science_g_internal' [LOG 00:43:52.893] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Central_Hub_internal_RPM/KKAOSS_Central_Hub_internal_RPM' [LOG 00:43:52.905] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Central_Hub_internal_RPM/KKAOSS_Central_Hub_internal_2' [ERR 00:43:52.906] PartCompiler: Cannot clone model from 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals' directory as model does not exist [LOG 00:43:52.906] LoadInternalPart 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Central_Hub_internal_RPM/KKAOSS_Central_Hub_internal_2' FAILED: Cannot find model [LOG 00:43:52.906] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Central_Hub_internal_RPM/KKAOSS_Central_Hub_internal' [ERR 00:43:52.906] PartCompiler: Cannot clone model from 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals' directory as model does not exist [LOG 00:43:52.906] LoadInternalPart 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Central_Hub_internal_RPM/KKAOSS_Central_Hub_internal' FAILED: Cannot find model [LOG 00:43:52.906] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Control_g_internal_RPM/KKAOSS_Control_g_internal_RPM' [LOG 00:43:52.913] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Cupola_g_internal_RPM/KKAOSS_Cupola_g_internal_RPM' [LOG 00:43:52.935] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Cupola_g_internal_RPM/KKAOSS_Cupola_g_internal_RPM_f' [ERR 00:43:52.936] PartCompiler: Cannot clone model from 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals' directory as model does not exist [LOG 00:43:52.936] LoadInternalPart 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Cupola_g_internal_RPM/KKAOSS_Cupola_g_internal_RPM_f' FAILED: Cannot find model [LOG 00:43:52.936] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/gangway_airlock_RPM/KKAOSS_gangway_airlock_RPM' [LOG 00:43:52.937] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Habitat_MK1_g_internal_RPM/KKAOSS_Habitat_MK1_internal_RPM' [ERR 00:43:52.938] PartCompiler: Cannot clone model 'PlanetaryBaseInc/BaseSystem/Spaces/Habitat_MK1_g_internal/Habitat_MK2_g_internal' as model does not exist [ERR 00:43:52.938] PartCompiler: Model was not compiled correctly [LOG 00:43:52.938] LoadInternalPart 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Habitat_MK1_g_internal_RPM/KKAOSS_Habitat_MK1_internal_RPM' FAILED: Cannot find model [LOG 00:43:52.938] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Parts/DeepFreeze/Spaces/Cry-5000Internals/Cry-5000Internals/Cry-5000Internals' [LOG 00:43:52.941] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Parts/DeepFreeze/Spaces/Cry-5000Internals/Cry-5000InternalsRPM/Cry-5000InternalsDFRPM' [LOG 00:43:52.944] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'DFElectricGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFGlykerolGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFElectricGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFGlykerolGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFElectricGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFGlykerolGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFElectricGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFGlykerolGaugeBar' Edited May 12, 2016 by Galenmacil Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 12, 2016 Author Share Posted May 12, 2016 11 hours ago, 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. 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. 1 hour ago, Galenmacil said: Speaking of Wheels and Legs: Reveal hidden contents [LOG 00:42:27.300] Load(Model): PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingGear [ERR 00:42:27.302] WheelCollider requires an attached Rigidbody to function. [ERR 00:42:27.302] WheelCollider requires an attached Rigidbody to function. [ERR 00:42:27.302] WheelCollider requires an attached Rigidbody to function. [ERR 00:42:27.302] WheelCollider requires an attached Rigidbody to function. [LOG 00:42:27.307] Load(Model): PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingGear2 [ERR 00:42:27.309] WheelCollider requires an attached Rigidbody to function. [ERR 00:42:27.309] WheelCollider requires an attached Rigidbody to function. [LOG 00:42:27.313] Load(Model): PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingLeg [ERR 00:42:27.315] WheelCollider requires an attached Rigidbody to function. [ERR 00:42:27.315] WheelCollider requires an attached Rigidbody to function. [LOG 00:42:27.318] Load(Model): PlanetaryBaseInc/BaseSystem/Parts/Wheels/LandingLeg2 [ERR 00:42:27.319] WheelCollider requires an attached Rigidbody to function. [ERR 00:42:27.319] WheelCollider requires an attached Rigidbody to function. And later on: Reveal hidden contents [LOG 00:43:52.856] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Airlocks_internal/airlock_end_g_internal/KKAOSS_Airlock_end_internal' [LOG 00:43:52.857] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Airlocks_internal/airlock_mid_g_internal/KKAOSS_Airlock_Mid_internal' [LOG 00:43:52.858] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Central_Hub_internal/internal/KKAOSS_Central_Hub_internal' [LOG 00:43:52.868] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Control_g_internal/internal/KKAOSS_Control_g_internal' [LOG 00:43:52.873] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Cupola_g_internal/internal/KKAOSS_Cupola_g_internal' [LOG 00:43:52.879] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Gangway_Hatch_internal/internal/KKAOSS_Gangway_Airlock_internal' [LOG 00:43:52.880] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Greenhouse_g_internal/internal/KKAOSS_Greenhouse_g_internal' [LOG 00:43:52.883] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Habitat_MK1_g_internal/internal/KKAOSS_Habitat_MK1_internal' [LOG 00:43:52.886] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Habitat_MK2_g_internal/internal/KKAOSS_Habitat_MK2_internal' [LOG 00:43:52.889] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/BaseSystem/Spaces/Science_g_internal/internal/KKAOSS_Science_g_internal' [LOG 00:43:52.893] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Central_Hub_internal_RPM/KKAOSS_Central_Hub_internal_RPM' [LOG 00:43:52.905] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Central_Hub_internal_RPM/KKAOSS_Central_Hub_internal_2' [ERR 00:43:52.906] PartCompiler: Cannot clone model from 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals' directory as model does not exist [LOG 00:43:52.906] LoadInternalPart 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Central_Hub_internal_RPM/KKAOSS_Central_Hub_internal_2' FAILED: Cannot find model [LOG 00:43:52.906] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Central_Hub_internal_RPM/KKAOSS_Central_Hub_internal' [ERR 00:43:52.906] PartCompiler: Cannot clone model from 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals' directory as model does not exist [LOG 00:43:52.906] LoadInternalPart 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Central_Hub_internal_RPM/KKAOSS_Central_Hub_internal' FAILED: Cannot find model [LOG 00:43:52.906] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Control_g_internal_RPM/KKAOSS_Control_g_internal_RPM' [LOG 00:43:52.913] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Cupola_g_internal_RPM/KKAOSS_Cupola_g_internal_RPM' [LOG 00:43:52.935] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Cupola_g_internal_RPM/KKAOSS_Cupola_g_internal_RPM_f' [ERR 00:43:52.936] PartCompiler: Cannot clone model from 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals' directory as model does not exist [LOG 00:43:52.936] LoadInternalPart 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Cupola_g_internal_RPM/KKAOSS_Cupola_g_internal_RPM_f' FAILED: Cannot find model [LOG 00:43:52.936] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/gangway_airlock_RPM/KKAOSS_gangway_airlock_RPM' [LOG 00:43:52.937] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Habitat_MK1_g_internal_RPM/KKAOSS_Habitat_MK1_internal_RPM' [ERR 00:43:52.938] PartCompiler: Cannot clone model 'PlanetaryBaseInc/BaseSystem/Spaces/Habitat_MK1_g_internal/Habitat_MK2_g_internal' as model does not exist [ERR 00:43:52.938] PartCompiler: Model was not compiled correctly [LOG 00:43:52.938] LoadInternalPart 'PlanetaryBaseInc/ModSupport/Configs/RasterPropMonitor/RPM_internals/Habitat_MK1_g_internal_RPM/KKAOSS_Habitat_MK1_internal_RPM' FAILED: Cannot find model [LOG 00:43:52.938] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Parts/DeepFreeze/Spaces/Cry-5000Internals/Cry-5000Internals/Cry-5000Internals' [LOG 00:43:52.941] PartLoader: Compiling Internal Space 'PlanetaryBaseInc/ModSupport/Parts/DeepFreeze/Spaces/Cry-5000Internals/Cry-5000InternalsRPM/Cry-5000InternalsDFRPM' [LOG 00:43:52.944] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'LightSwitch' [LOG 00:43:52.945] Cannot find InternalProp 'DFElectricGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFGlykerolGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFElectricGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFGlykerolGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFElectricGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFGlykerolGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFElectricGaugeBar' [LOG 00:43:52.945] Cannot find InternalProp 'DFGlykerolGaugeBar' 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. Quote Link to comment Share on other sites More sharing options...
Steel Dragon Posted May 12, 2016 Share Posted May 12, 2016 2 hours ago, 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. 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. Quote Link to comment Share on other sites More sharing options...
Diddly Feelerino Posted May 12, 2016 Share Posted May 12, 2016 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! Quote Link to comment Share on other sites More sharing options...
baranowb Posted May 12, 2016 Share Posted May 12, 2016 (edited) 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 May 12, 2016 by baranowb Quote Link to comment Share on other sites More sharing options...
Yaar Podshipnik Posted May 12, 2016 Share Posted May 12, 2016 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? Quote Link to comment Share on other sites More sharing options...
Itsdavyjones Posted May 13, 2016 Share Posted May 13, 2016 4 hours ago, 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? I believe KPBS still needs to be updated to take into account that kerbalism got an update that changed it's food consumption. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 13, 2016 Author Share Posted May 13, 2016 20 hours ago, 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! The IVA should work as normal. All IVAs are updated. Can you send me the log? Look here for instructions 20 hours ago, 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" ? 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 20 hours ago, 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? The support for Kerbalism will be updated in the next update. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted May 13, 2016 Share Posted May 13, 2016 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. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 13, 2016 Author Share Posted May 13, 2016 1 hour ago, 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. This is new to me. Can you send me the log from when this happens? You can look here for instructions on the logs. Quote Link to comment Share on other sites More sharing options...
Diddly Feelerino Posted May 13, 2016 Share Posted May 13, 2016 6 hours ago, 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 The support for Kerbalism will be updated in the next update. 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? Quote Link to comment Share on other sites More sharing options...
Diddly Feelerino Posted May 14, 2016 Share Posted May 14, 2016 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.... Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted May 14, 2016 Share Posted May 14, 2016 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. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted May 14, 2016 Share Posted May 14, 2016 22 hours ago, Nils277 said: This is new to me. Can you send me the log from when this happens? You can look here for instructions on the logs. 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!!!!! Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 14, 2016 Author Share Posted May 14, 2016 7 hours ago, 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.... Thanks, i will look into it to find the error. 3 hours ago, 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. Must be a error from my side then. Lets hope, the log says somethig about the error. 47 minutes ago, 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!!!!! Thanks I will take a look, what the problem with vesselview is. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted May 14, 2016 Share Posted May 14, 2016 2 minutes ago, 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 I will take a look, what the problem with vesselview is. vesslview wasn't even working and I not sure it was even the latest version. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 14, 2016 Author Share Posted May 14, 2016 (edited) @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? Edited May 14, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
Diddly Feelerino Posted May 14, 2016 Share Posted May 14, 2016 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 =) Quote Link to comment Share on other sites More sharing options...
dave1904 Posted May 14, 2016 Share Posted May 14, 2016 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 Quote Link to comment Share on other sites More sharing options...
baranowb Posted May 14, 2016 Share Posted May 14, 2016 On 5/13/2016 at 6:39 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 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. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted May 14, 2016 Share Posted May 14, 2016 11 minutes ago, 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 I found the issue, was a Aies Dish Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted May 14, 2016 Share Posted May 14, 2016 (edited) 1 hour ago, 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? 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 May 14, 2016 by Rafael acevedo Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 14, 2016 Author Share Posted May 14, 2016 1 hour ago, 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 =) 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. 40 minutes ago, 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 Thanks, will take a look at it. 39 minutes ago, 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. 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. ;-) 28 minutes ago, dave1904 said: I found the issue, was a Aies Dish Hmm, have to try out this perticular part then. 27 minutes ago, 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 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. Quote Link to comment Share on other sites More sharing options...
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