Steel Dragon Posted April 2, 2016 Share Posted April 2, 2016 I Love the parts pack you have created. The only think I am lacking is a stock alike style space tug to make it all match style wise. As to Garages please keep the measurements the same for 1.1 as both the Orbital Space Tug and ARES Rover fit perfect in there with just enough room for attachments on the vehicles. I do have a request though. Can you change the Base Tri-Coupler by turning the hardpoints 180. This way the textured side would face out not the flat bottom. I know I'm doing things the mod wasn't really built for but it works really well. Please I don't really care what you make just keep making them there great parts http://spacedock.info/mod/313/Orbital%20Utility%20Vehicle http://spacedock.info/mod/388/Phoenix%20Industries%20ARES%20Rover Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted April 2, 2016 Share Posted April 2, 2016 47 minutes ago, Nils277 said: @Rafael acevedo That is a really tight fit of the rover. But it still looks cool. Already have an idea how to increase the heigh of the Garage. @Steel Dragon Thanks, happy you like the mod. Your modular base/station looks cool :-) Welcome to the Forums btw. I will be posting pics using kpbs parts as a rover so you get an idea on width. Obtaining what you do the rover mod, if you can make a height adjustable wheel, it would be glorious 25 minutes ago, Steel Dragon said: I Love the parts pack you have created. The only think I am lacking is a stock alike style space tug to make it all match style wise. As to Garages please keep the measurements the same for 1.1 as both the Orbital Space Tug and ARES Rover fit perfect in there with just enough room for attachments on the vehicles. I do have a request though. Can you change the Base Tri-Coupler by turning the hardpoints 180. This way the textured side would face out not the flat bottom. I know I'm doing things the mod wasn't really built for but it works really well. Please I don't really care what you make just keep making them there great parts http://spacedock.info/mod/313/Orbital%20Utility%20Vehicle http://spacedock.info/mod/388/Phoenix%20Industries%20ARES%20Rover I would not mind an extra part but I like the tricoupler the way it is, that way I deploy into the surface right side up. Will show you what I mean on a later post Quote Link to comment Share on other sites More sharing options...
Steel Dragon Posted April 2, 2016 Share Posted April 2, 2016 1 hour ago, Rafael acevedo said: I will be posting pics using kpbs parts as a rover so you get an idea on width. Obtaining what you do the rover mod, if you can make a height adjustable wheel, it would be glorious I would not mind an extra part but I like the tricoupler the way it is, that way I deploy into the surface right side up. Will show you what I mean on a later post I understand what you mean I didnt think about that usage. I use the by-coupler to make central pillars for the stations and thought the tri would look really good as the cent er of the fuel plant: 1 side has the fuel generator 1 side has ore storage and fuel cells 1 side has LO/OX/Mono tanks I only use simple kerbal fuels fore the moment just started with robotics. That's how my rovers can adjust to different docking ports and mine :-) But having the current part I get odd edges when rotating the parts outward but I suppose your correct there for heat shielding in flight and proper landing direction. Quote Link to comment Share on other sites More sharing options...
Dailey1082 Posted April 2, 2016 Share Posted April 2, 2016 (edited) So this happened: https://www.youtube.com/watch?v=ym9D0O0G5Bo and this is what happens when I use launch clamps: Edited April 2, 2016 by Dailey1082 Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted April 2, 2016 Share Posted April 2, 2016 4 minutes ago, Dailey1082 said: So this happened: https://www.youtube.com/watch?v=ym9D0O0G5Bo Try it on a version of KSP this mod currently supports, like 1.0.5. Quote Link to comment Share on other sites More sharing options...
Dailey1082 Posted April 2, 2016 Share Posted April 2, 2016 2 hours ago, Red Iron Crown said: Try it on a version of KSP this mod currently supports, like 1.0.5. Guess I'll have to remove it until it's updated then Quote Link to comment Share on other sites More sharing options...
interface Posted April 2, 2016 Share Posted April 2, 2016 Hello, love your mod it is one of my favorites. I have been messing with 1.1 and I would suggest checking if squad stock parts are having issues before adjusting any parts of the same type. Stock wheels and landing gear were very buggy but have been drastically adjusted and they are much better now. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 3, 2016 Author Share Posted April 3, 2016 4 hours ago, Dailey1082 said: Guess I'll have to remove it until it's updated then I will be able to make an prerelease update for 1.1 on monday. 56 minutes ago, interface said: Hello, love your mod it is one of my favorites. I have been messing with 1.1 and I would suggest checking if squad stock parts are having issues before adjusting any parts of the same type. Stock wheels and landing gear were very buggy but have been drastically adjusted and they are much better now. Jep, i already saw how they changed and am currently messing around with them ;-) Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted April 4, 2016 Share Posted April 4, 2016 I have just installed this to try (KSP v1.0.5 & KPBS v1.0.6). Has anyone else noticed that after doing a crew member transfer that if you try to switch to internal view (no JSI RPM installed) it throws a NRE? Or have I somehow messed it up? Quote Link to comment Share on other sites More sharing options...
Steel Dragon Posted April 4, 2016 Share Posted April 4, 2016 I have a serious part request if your still doing active development. A size 1 windowed / glass bridge walk way. If you took your 6 ended modular corridor for size, stretched it to maybe double length and only a 2 way (possible 4). Then reskinned the part with the windows you use for the planetary copula (with transparentpod off) I totally love the transparentpod on for the greenhouses but until 1.1 I cant leave it on. Please consider this as I hate the stock station / base pressurized tubs and such and absolutely love your style!!!!!!!!!!!!! Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 4, 2016 Share Posted April 4, 2016 2 hours ago, Steel Dragon said: I have a serious part request if your still doing active development. A size 1 windowed / glass bridge walk way. If you took your 6 ended modular corridor for size, stretched it to maybe double length and only a 2 way (possible 4). Then reskinned the part with the windows you use for the planetary copula (with transparentpod off) I totally love the transparentpod on for the greenhouses but until 1.1 I cant leave it on. Please consider this as I hate the stock station / base pressurized tubs and such and absolutely love your style!!!!!!!!!!!!! Try Kerbal Tubes for windowed walkways. Very much in keeping! Peace. Quote Link to comment Share on other sites More sharing options...
Steel Dragon Posted April 4, 2016 Share Posted April 4, 2016 10 minutes ago, theJesuit said: Try Kerbal Tubes for windowed walkways. Very much in keeping! Peace. Thank you so much!!!! Those are perfect. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 5, 2016 Author Share Posted April 5, 2016 19 hours ago, Kaa253 said: I have just installed this to try (KSP v1.0.5 & KPBS v1.0.6). Has anyone else noticed that after doing a crew member transfer that if you try to switch to internal view (no JSI RPM installed) it throws a NRE? Or have I somehow messed it up? This does not sound good. Can you provide a KSP.log file for this? Oh which part exactly did that happen? And what other mods do you have installed? 19 hours ago, Steel Dragon said: I have a serious part request if your still doing active development. A size 1 windowed / glass bridge walk way. If you took your 6 ended modular corridor for size, stretched it to maybe double length and only a 2 way (possible 4). Then reskinned the part with the windows you use for the planetary copula (with transparentpod off) I totally love the transparentpod on for the greenhouses but until 1.1 I cant leave it on. Please consider this as I hate the stock station / base pressurized tubs and such and absolutely love your style!!!!!!!!!!!!! Hmm...do you still think this is needed with Kerbal Tubes? Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted April 5, 2016 Share Posted April 5, 2016 (edited) 1 hour ago, Nils277 said: This does not sound good. Can you provide a KSP.log file for this? Oh which part exactly did that happen? And what other mods do you have installed? I posted the issue late last night. Now I have slept on this and with a fresh perspective I guessed those exact questions you might ask. I am setting up a clean install to see if the problem can be reproduced without my usual mod it until it crashes mess. Edit 1. It is still happening with only this mod and modulemanager in gamedata. Last night I believe I saw a lot of RPM warnings in the log. Now, if I add RPM it doesn't generate any NRE. Still investigating... Edit 2. This looks suspiciously like it maybe that I have not broken it. [KPBS] ERROR EXC loading Images Could not find a part of the path "/home/keith/KSP_linux/Gamedata/PlanetaryBaseInc/BaseSystem/Icons/KPBSlifesupport.png". Don't you just love/hate linux/Linux? Gamedata versus GameData Edit 3. I am not sure that "Gamedata versus GameData" is all it is? Issue logged on Github complete with Player.log. This mod looks awesome by the way! No rush, no stress, I am waiting for KSP 1.1 stable release and in the meantime switching to the space center appears to be an effective work around. Edited April 5, 2016 by Kaa253 Quote Link to comment Share on other sites More sharing options...
Darkstar616 Posted April 5, 2016 Share Posted April 5, 2016 Is it Monday yet? Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 5, 2016 Author Share Posted April 5, 2016 (edited) PreRelease for 1.1 Ladies, Gentlekerbs and others, i have uploaded a first experimental PreRelease for KSP 1.1. Please note: This is the first step towards a conversion to 1.1 and some things might not be functional yet. This release can NOT be used in 1.0.5! Things that still have to be done: Tags for the Parts (for searching) Lighting in the IVAs Entries for KSPedia JPLRepo said, that the deepfreeze parts also need an update If you find any serious bugs other than the mentioned ones, please report them here with a KSP.log file Regarding the deprecated parts: The deprecated landing gear/landing leg comination (that shouldn't be used anymore) is still missing its functionality. The conversion is somewhat annoying and i don't know if two landing-legs/gears still would work with the new wheel system. Therefore it is not yet decided if it will remain unfunctional. It is best to not use them anymore and replace the ones already at crafts. PS: Is anyone still using this part? @Darkstar616 I don't know, is it? Edited April 5, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
Darkstar616 Posted April 5, 2016 Share Posted April 5, 2016 God bless Quote Link to comment Share on other sites More sharing options...
sharpspoonful Posted April 5, 2016 Share Posted April 5, 2016 (edited) 20 hours ago, Steel Dragon said: I have a serious part request if your still doing active development. A size 1 windowed / glass bridge walk way. If you took your 6 ended modular corridor for size, stretched it to maybe double length and only a 2 way (possible 4). Then reskinned the part with the windows you use for the planetary copula (with transparentpod off) I totally love the transparentpod on for the greenhouses but until 1.1 I cant leave it on. Please consider this as I hate the stock station / base pressurized tubs and such and absolutely love your style!!!!!!!!!!!!! You are talking about the old (and somewhat barely functional) Bavarian Tubes. They did work with KIS/KAS until recently, but I think the last update has finally broke them. I'd love to see a mod with similar dimensions and in-situ base building. Plus that style of play really fits with the PBS structures. Just my 2 cents. Edited April 5, 2016 by sharpspoonful Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 5, 2016 Author Share Posted April 5, 2016 (edited) 2 hours ago, Kaa253 said: I posted the issue late last night. Now I have slept on this and with a fresh perspective I guessed those exact questions you might ask. I am setting up a clean install to see if the problem can be reproduced without my usual mod it until it crashes mess. Edit 1. It is still happening with only this mod and modulemanager in gamedata. Last night I believe I saw a lot of RPM warnings in the log. Now, if I add RPM it doesn't generate any NRE. Still investigating... Edit 2. This looks suspiciously like it maybe that I have not broken it. [KPBS] ERROR EXC loading Images Could not find a part of the path "/home/keith/KSP_linux/Gamedata/PlanetaryBaseInc/BaseSystem/Icons/KPBSlifesupport.png". Don't you just love/hate linux/Linux? Gamedata versus GameData Edit 3. I am not sure that "Gamedata versus GameData" is all it is? Issue logged on Github complete with Player.log. This mod looks awesome by the way! No rush, no stress, I am waiting for KSP 1.1 stable release and in the meantime switching to the space center appears to be an effective work around. To Edit2: This is not the cause for the bug you encounter. The message you see is a log entry from my code, which i added when @Secret Hamster reproted missing icons in the VAB/SPH. He/She also used linux. So you basically found the reason for another bug i was unable to find And it is indeed linked to the one darn capital letter. Lets see of this can be fixed. Is the GameData folder always named "Gamedata" on linux? To Edit3: Thanks for the upload. Sadly this log only mentions the occurance of an NPE NRE. Could you also upload the file named "KSP.log"? It generally provides a bit more information about the problem. Just as you mentioned it, i remember that a similar issue has also been reported on Curse not long ago. But as almost always the user did never respond to my question or provided a log . Well, i quess its time to start up my Linux VM once again and run a test in there Êdit: Have you tried it in 1.1 with the PreRelease i just uploaded...maybe its an issue with 64Bit with the "old" KSP Edited April 5, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted April 5, 2016 Share Posted April 5, 2016 (edited) On Linux the folder is called GameData with a capital D (always). I wondered if you really wanted KSP.log, most times modders want the Player.log from linux systems. Anyway KSP.log on Github in a few minutes. Sorry I have not got KSP 1.1 PreRelease. I purchased KSP from the store back at version 0.18 Edited April 5, 2016 by Kaa253 Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 5, 2016 Author Share Posted April 5, 2016 Thanks The report says that the IVAs do work when RPM is installed? Well this IS weird. Quote Link to comment Share on other sites More sharing options...
Kaa253 Posted April 5, 2016 Share Posted April 5, 2016 The IVAs work without RPM installed as well. It is very weird. They always work, it is just when you transfer a crew member something gets primed to glitch. I think that because the kerbal portraits disappear which reminds me of parts with no IVA. Then if you try to go into IVA view mode the game freezes but does not fully lock up because you can still use ESC to return to the space centre. After doing that everything goes back to normal and you can even return to the vessel and visit all the crew in their new seats in IVA view mode. As you say, weird. I only put on RPM for a minute or two. It did seem to make the screen blink when you transferred the crew member. Like something still glitched out but the presence of RPM snaps it back to good again. I am really impressed with the quick 1.1 releases by yourself and other modders. Well done. I hope Squad don't make us non-steamers wait too much longer for KSP 1.1 "stable". I wonder if I should try your new 1.1 version in 1.0.5? Here it is late so tomorrow maybe. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 5, 2016 Author Share Posted April 5, 2016 (edited) 5 minutes ago, Kaa253 said: The IVAs work without RPM installed as well. It is very weird. They always work, it is just when you transfer a crew member something gets primed to glitch. I think that because the kerbal portraits disappear which reminds me of parts with no IVA. Then if you try to go into IVA view mode the game freezes but does not fully lock up because you can still use ESC to return to the space centre. After doing that everything goes back to normal and you can even return to the vessel and visit all the crew in their new seats in IVA view mode. As you say, weird. I only put on RPM for a minute or two. It did seem to make the screen blink when you transferred the crew member. Like something still glitched out but the presence of RPM snaps it back to good again. I am really impressed with the quick 1.1 releases by yourself and other modders. Well done. I hope Squad don't make us non-steamers wait too much longer for KSP 1.1 "stable". I wonder if I should try your new 1.1 version in 1.0.5? Here it is late so tomorrow maybe. I would not recommend trying the 1.1 PreRelease in 1.0.5. Squad redesigned/changed some of the internal code so i had to change some sections of the plugin code to work with 1.1, meaning that the 1.1 release cannot be used in 1.0.5. Also all the Wheels/Legs are very different now and won't work. Edited April 5, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
Darkstar616 Posted April 5, 2016 Share Posted April 5, 2016 Found a bug with the k&k cross-way, fairly easy to replicate and it could be with other parts too but dragging, clicking, etc seems to do the trick. I put it up against the planetary cupola, shift clicked and dragged it around and it made other parts un-selectable. You're welcome bby Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 5, 2016 Author Share Posted April 5, 2016 (edited) 44 minutes ago, Darkstar616 said: Found a bug with the k&k cross-way, fairly easy to replicate and it could be with other parts too but dragging, clicking, etc seems to do the trick. I put it up against the planetary cupola, shift clicked and dragged it around and it made other parts un-selectable. You're welcome bby Thanks, i will look into it. What OS did you use and did you use 32Bit or 64Bit KSP? Edit: What do you mean with: It made other parts un-selectable? The parts in the list of available objects or the parts in the editor? A log would be helpfule there Double Edit: My fault, i have found the reason for this bug. I accidentally used a wrong source file for the corridor-nodes. I will fix that. Edited April 5, 2016 by Nils277 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.