Starwaster Posted May 28, 2017 Share Posted May 28, 2017 5 hours ago, progressiveMonkey said: @Starwaster Ok, so reinstalling mods manually did do the trick. Just an additional question: do you know under which circumstances CKAN can lead to this kind of problems? If it randomly installs outdated dlls, it doesn't really make one's life easier.. It probably depends on how it's listed on CKAN and whether updates to the mod are handled automatically by CKAN or if it needs manual indexing. A bad *.version file could maybe do it but it's all speculation since I don't personally deal with CKAN on a regular basis. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 29, 2017 Author Share Posted May 29, 2017 (edited) 13 hours ago, Calvin_Maclure said: @Nils277 What part of the part cfg must I remove in order to remove the animations of the K&K garage, garage front door? Reason being that Ubio's welding mod randomly welds some with open doors and some with closed. [SNIP] You have to remove MODULE { name = ModuleAnimateGeneric animationName = Garage_Side_Left startEventGUIName = Open Right endEventGUIName = Close Right actionGUIName = Toggle Ramp allowDeployLimit = true revClampDirection = true revClampSpeed = false revClampPercent = false layer = 1 } MODULE { name = ModuleAnimateGeneric animationName = Garage_Side_Right startEventGUIName = Open Left endEventGUIName = Close Left actionGUIName = Toggle Ramp allowDeployLimit = true revClampDirection = true revClampSpeed = false revClampPercent = false layer = 2 } from the file "GameData/PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_side_g.cfg". It may be that the animation is set to animate automatically though, meaning that the animation will always play when those are modules are not there. You can also try to set the layer to 1 for both modules. 12 hours ago, progressiveMonkey said: @Starwaster Ok, so reinstalling mods manually did do the trick. Just an additional question: do you know under which circumstances CKAN can lead to this kind of problems? If it randomly installs outdated dlls, it doesn't really make one's life easier.. Maybe a bad version file or you have a mod installed that needs an older version of KPBS. I don't know of any mod that does this though. 12 hours ago, Sluggo said: As a heads up, the part 'KKAOSS.KIS.Tank' isn't compatible with 1.3. I've been trying to mess with it and make it work, but as of yet, to no avail. It causes 2 of my stations to not load, and when I try to remove it from the save file it causes huge chunks of my stations to not load at all, not really sure where to go from here. I guess it needs KIS to be updated for KSP 1.3 too. Else the part will not be available because KIS is not running. 19 hours ago, Starslinger999 said: Quick Question: Is this mod compatible for 1.3? if not, will there be an update? Not yet. But i'm working on it. There is no ETA yet though. On 24.5.2017 at 7:13 AM, gmonkeyone said: Hey Nils277! I love the work you have done on this mod! I was wondering how I get the 4 parts that go with extra planetary launch pads mod. I would really like to send those parts to my two bases that are identical on eve and duna. Please respond! Thanks. You need to have ModuleManager and the original Extraplanetary Launchpads installed. Also you need the latest version of KPSB. Can you post a log file, it may help to find the cause for the problem. Edited May 29, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted May 29, 2017 Share Posted May 29, 2017 2 hours ago, Nils277 said: You have to remove MODULE { name = ModuleAnimateGeneric animationName = Garage_Side_Left startEventGUIName = Open Right endEventGUIName = Close Right actionGUIName = Toggle Ramp allowDeployLimit = true revClampDirection = true revClampSpeed = false revClampPercent = false layer = 1 } MODULE { name = ModuleAnimateGeneric animationName = Garage_Side_Right startEventGUIName = Open Left endEventGUIName = Close Left actionGUIName = Toggle Ramp allowDeployLimit = true revClampDirection = true revClampSpeed = false revClampPercent = false layer = 2 } from the file "GameData/PlanetaryBaseInc/BaseSystem/Parts/Utility/Garages/garage_side_g.cfg". It may be that the animation is set to animate automatically though, meaning that the animation will always play when those are modules are not there. You can also try to set the layer to 1 for both modules. Hey @Nils277, thanks for the answer. This is exactly what I went in and removed but as you say, it actually caused the animation to play automatically. Haven't tried setting the layer to ''1'', so I'll try that. But have you any idea if its at all possible to avoid this mishap with ubio's welding? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 29, 2017 Author Share Posted May 29, 2017 37 minutes ago, Calvin_Maclure said: Hey @Nils277, thanks for the answer. This is exactly what I went in and removed but as you say, it actually caused the animation to play automatically. Haven't tried setting the layer to ''1'', so I'll try that. But have you any idea if its at all possible to avoid this mishap with ubio's welding? Not really. I have not heard of thos mod yet and don't know how it actually works. When it merges multiple parts into one part with one mehs, it will probably have some problems when there are multiple animations in one part. Setting it to layer 1 might help, because it might then be handled as one animation. Can't say for sure though. Quote Link to comment Share on other sites More sharing options...
Urses Posted May 29, 2017 Share Posted May 29, 2017 7 minutes ago, Nils277 said: Not really. I have not heard of thos mod yet and don't know how it actually works. When it merges multiple parts into one part with one mehs, it will probably have some problems when there are multiple animations in one part. Setting it to layer 1 might help, because it might then be handled as one animation. Can't say for sure though. If i am not absolutely false the original modder has strickly adviced to use only one animated or usable part like wheels, experiments, lights or engines. Meld more together summons the kraken. He recomended to never meld more as one item with same function in one part. You can take 1 Light+ 1 engine and so on, but not 2 wheels or 2 experiments. Hope this helps. Funny Kabooms Urses Quote Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted May 29, 2017 Share Posted May 29, 2017 2 minutes ago, Urses said: If i am not absolutely false the original modder has strickly adviced to use only one animated or usable part like wheels, experiments, lights or engines. Meld more together summons the kraken. He recomended to never meld more as one item with same function in one part. You can take 1 Light+ 1 engine and so on, but not 2 wheels or 2 experiments. Hope this helps. Funny Kabooms Urses The bizarre thing is that it worked in the past on one of the builds I made: There ended up being just one with open doors, and all others were closed. Quote Link to comment Share on other sites More sharing options...
Sluggo Posted May 29, 2017 Share Posted May 29, 2017 7 hours ago, Nils277 said: I guess it needs KIS to be updated for KSP 1.3 too. Else the part will not be available because KIS is not running. KIS got updated on Friday, it works, the only thing that's giving me problems is this particular part from the planetary base pack.. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 29, 2017 Author Share Posted May 29, 2017 1 minute ago, Sluggo said: KIS got updated on Friday, it works, the only thing that's giving me problems is this particular part from the planetary base pack.. Will have to take a look at it and try to fix it when i update to 1.3 then. Quote Link to comment Share on other sites More sharing options...
Urses Posted May 29, 2017 Share Posted May 29, 2017 3 hours ago, Calvin_Maclure said: The bizarre thing is that it worked in the past on one of the builds I made: /snip/ There ended up being just one with open doors, and all others were closed. Like i understand it this is the kraken like mentioned. You get a animation but without a chance to decide wich one. Of your target is to get specific animation to work you have to breack your meld in small enough chunks to evade doublets. The best way i think is direktly to ask pn the Meld Tread if somebody has a solution for your targeted behaviour. Funny Kabooms Urses Quote Link to comment Share on other sites More sharing options...
Sluggo Posted May 29, 2017 Share Posted May 29, 2017 20 minutes ago, Nils277 said: Will have to take a look at it and try to fix it when i update to 1.3 then. Thanks, let me know if there's anything I can provide to help with investigating. I've taken a look at my save file and the part's source file and I can't figure out why it's not working. Quote Link to comment Share on other sites More sharing options...
jackinator Posted May 30, 2017 Share Posted May 30, 2017 Please help I dont deploy modules Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted May 30, 2017 Share Posted May 30, 2017 37 minutes ago, jackinator said: Please help I dont deploy modules Hey there, could be a couple things wrong. Could you post a picture of your GameData folder to start off with? Quote Link to comment Share on other sites More sharing options...
jackinator Posted May 30, 2017 Share Posted May 30, 2017 (edited) 1 hour ago, Krakatoa said: Hey there, could be a couple things wrong. Could you post a picture of your GameData folder to start off with? Spoiler https://yadi.sk/i/rdqmB5PE3JgJBX Edited May 30, 2017 by jackinator Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 31, 2017 Share Posted May 31, 2017 4 hours ago, jackinator said: Please help I dont deploy modules Are you using KSP 1.3, if so KPBS doesn't work with it. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted May 31, 2017 Share Posted May 31, 2017 (edited) 5 hours ago, jackinator said: Hide contents https://yadi.sk/i/rdqmB5PE3JgJBX So, it looks like you're using Module Manager 2.8, which is the KSP 1.3 version. Since Planetary Base Systems hasn't made it to 1.3 yet, you'll need to either revert your game version and mods back to 1.2.2 or wait a bit longer so this mod can get caught up. The disparity is causing your problems. Edited May 31, 2017 by Krakatoa spelling Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted May 31, 2017 Share Posted May 31, 2017 That really sucks, I thought part mods would be fine, but the converters just aren't working. The parts are there, but the life support functionality isn't working. I thought it was an issue not recognizing the TAC LS mod that was updated for 1.3, but then I noticed even the fuel cell isn't working. I think it might be a localization naming problem: Spoiler KPBS fuel cell converter module: MODULE { name = ModuleKPBSConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell FillAmount = 0.95 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false ... Stock fuel cell converter module: MODULE { name = ModuleResourceConverter ConverterName = #autoLOC_502022 //#autoLOC_502022 = Fuel Cell StartActionName = #autoLOC_502023 //#autoLOC_502023 = Start Fuel Cell StopActionName = #autoLOC_502024 //#autoLOC_502024 = Stop Fuel Cell ToggleActionName = #autoLOC_502025 //#autoLOC_502025 = Toggle Fuel Cell FillAmount = 0.95 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false Quote Link to comment Share on other sites More sharing options...
Nils277 Posted May 31, 2017 Author Share Posted May 31, 2017 (edited) 20 minutes ago, KerikBalm said: That really sucks, I thought part mods would be fine, but the converters just aren't working. The parts are there, but the life support functionality isn't working. I thought it was an issue not recognizing the TAC LS mod that was updated for 1.3, but then I noticed even the fuel cell isn't working. I think it might be a localization naming problem: Reveal hidden contents KPBS fuel cell converter module: MODULE { name = ModuleKPBSConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell FillAmount = 0.95 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false ... Stock fuel cell converter module: MODULE { name = ModuleResourceConverter ConverterName = #autoLOC_502022 //#autoLOC_502022 = Fuel Cell StartActionName = #autoLOC_502023 //#autoLOC_502023 = Start Fuel Cell StopActionName = #autoLOC_502024 //#autoLOC_502024 = Stop Fuel Cell ToggleActionName = #autoLOC_502025 //#autoLOC_502025 = Toggle Fuel Cell FillAmount = 0.95 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false That happens because KPBS is not a parts only mod. As you can see in the config you posted, the part uses the ModuleKPBSConverter which is from the plugin. And the plugin is not yet compiled for 1.3 so it won't work. You will notice that some parts (Habitat MK2, Lab, Greenhouse) cannot retract or deploy. They also use a custum module from the plugin. You'll have to wait until the update is done. Edited May 31, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 1, 2017 Author Share Posted June 1, 2017 (edited) Update to 1.4.3 Quote Update for KSP 1.3.0 Recompiled plugin dll Adapted to the new localization system (no translations yet) General: Updated CRP Updated CCK Mod Support: Updated and adjusted the configs for USI-LS (thanks to @DStaal and @Merkov) Bug Fixes: Fixed negative costs of metal container when empty Looking for help: If anyone is interested to translate KPBS into one of the new supported languages of KSP, please let me know! I'm unfortunately not able to speak any of the new languages. You can find all the texts that need translation here: KPBS Texts. (5916 Words) Edited June 1, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 1, 2017 Share Posted June 1, 2017 Whoot! I just want to acknowledge @Merkov, as he did much of the legwork on the USI-LS rebalance. Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted June 1, 2017 Share Posted June 1, 2017 44 minutes ago, Nils277 said: Update to 1.4.3 Looking for help: If anyone is interested to translate KPBS into one of the new supported languages of KSP, please let me know! I'm unfortunately not able to speak any of the new languages. You can find all the texts that need translation here: KPBS Texts. (5916 Words) Nils I'll help in Spanish Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 1, 2017 Author Share Posted June 1, 2017 (edited) 7 minutes ago, DStaal said: Whoot! I just want to acknowledge @Merkov, as he did much of the legwork on the USI-LS rebalance. Added 2 minutes ago, Rafael acevedo said: Nils I'll help in Spanish Very cool, thanks! Edited June 1, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted June 1, 2017 Share Posted June 1, 2017 Ill try to have the encyclopedia translated by tommoroow Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 1, 2017 Author Share Posted June 1, 2017 13 minutes ago, Rafael acevedo said: Ill try to have the encyclopedia translated by tommoroow Take as much time as you need, no need to hurry Quote Link to comment Share on other sites More sharing options...
KerikBalm Posted June 1, 2017 Share Posted June 1, 2017 Awesome, IMO, squad should hire you like they hired porkjet. The more I use this parts pack, the more I like it - although I do make minor tweaks to it. I've wondered something about the modular bays though, do the wedges placed in them count as aerodynamically shielded? if not, could they be made to be? It seems to me that the modular storage racks should be less draggy when full vs when empty, so adding wedges to them should certainly not add drag. Time to download and make the following changes: All wedges that fit in the modular bay have their physics significance set to 1 (should help performance). Algae farms don't need ore. Algal farms can turn ore into waste (waste could be a limiting component previously). (container) Greenhouses produce O2 and food in appropriate ratios so that if it is supplying enough food for 1 kerbal, it supplies enough oxygen for 1 kerbal (no carbon extractor needed) - container greenhouse mass increased. On an unrelated note, has anyone managed to make a mini rover that fits in the Planetary Service Bay? Since I'm mostly limiting myself to constructing bases from pieces that fit in mk3 cargobays, the larger garage parts are outside the scope of most of my projects. All rovers so far have been kept outside. I'd like to make a Planetary Service Bay into a mini hangar for a mini rover for cool points, but I cant seem to make it work. Quote Link to comment Share on other sites More sharing options...
SkyRender Posted June 1, 2017 Share Posted June 1, 2017 And with this, all of my essential mods are updated to 1.3. Big thanks to all of the mod creators out there for keeping up to date with the game. You are what makes KSP awesome! Quote Link to comment Share on other sites More sharing options...
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