linuxgurugamer Posted October 18, 2016 Author Share Posted October 18, 2016 Just released 3.0.18, which fixes the struts. Also, I'm asking for anyone interested in improving this mod to read the following: I need to get tags into all of the parts. Tags are used by the editor when searching for parts. This was a new feature added in 1.1 Please see the following posts for information on how tags work, and how to write the tags: I'll accept tags either as PRs on Github, or as a set of file/part name + tag list pairs. Look at the stock parts for examples of how Squad implemented the tags Link to comment Share on other sites More sharing options...
Green Baron Posted October 18, 2016 Share Posted October 18, 2016 (edited) Thank you. My favourite rocket parts mod ... i'm off to the planets. Edit: Ok, @linuxgurugamer, i have time today and will tag the engines. Edited October 18, 2016 by Green Baron Link to comment Share on other sites More sharing options...
drtedastro Posted October 18, 2016 Share Posted October 18, 2016 Hello to all. Found a 'strange' one. Had problems getting the Subassemblies to load and after tracking it down, i found that the nose cone parts had "module = Strut" in the part configs. Now, guessing from past versions, i changed these to module = Part, and all worked again. I don't know if there is something new and different in 1.2, or if there is some other problem, but that worked and the parts are now being created ( no more critical error in ksp.log ) and the parts are visible and the Subassemblies now load as they should. If what i did is wrong, let me know and also how or what to fix. Otherwise, I am calling it good and working with the mod. I think that there are some other oddities that are causing some problems and i will chase those down later, as time permits. 1:48 AM here, time for sleep. anyway thanks to all Cheers. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 18, 2016 Author Share Posted October 18, 2016 1 hour ago, drtedastro said: Hello to all. Found a 'strange' one. Had problems getting the Subassemblies to load and after tracking it down, i found that the nose cone parts had "module = Strut" in the part configs. Now, guessing from past versions, i changed these to module = Part, and all worked again. I don't know if there is something new and different in 1.2, or if there is some other problem, but that worked and the parts are now being created ( no more critical error in ksp.log ) and the parts are visible and the Subassemblies now load as they should. If what i did is wrong, let me know and also how or what to fix. Otherwise, I am calling it good and working with the mod. I think that there are some other oddities that are causing some problems and i will chase those down later, as time permits. 1:48 AM here, time for sleep. anyway thanks to all Cheers. Oh great, I was wondering where an error was coming from. Thanks, I'll get it fixed and updated Just released 3.0.19 with the strut -> part fix, thanks @drtedastro Link to comment Share on other sites More sharing options...
MaxRebo Posted October 18, 2016 Share Posted October 18, 2016 (edited) 5 hours ago, linuxgurugamer said: Oh great, I was wondering where an error was coming from. Do you by chance know just what the big idea was to have parts - that clearly are not struts - be declared struts in the first place? Quite a number of other pre-1.2 part packs have the same problem. It's trivial enough to just fix them up myself, but I'm curious what exactly the historical reasons for this oddity were, if any. Given that actual struts have actually been CompoundParts for some time (as opposed to Struts), I guess the reasons must be quite historical by now. Edited October 18, 2016 by MaxRebo Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 18, 2016 Author Share Posted October 18, 2016 22 minutes ago, MaxRebo said: Do you by chance know just what the big idea was to have parts - that clearly are not struts - be declared struts in the first place? Quite a number of other pre-1.2 part packs have the same problem. It's trivial enough to just fix them up myself, but I'm curious what exactly the historical reasons for this oddity were, if any. Given that actual struts have actually been CompoundParts for some time (as opposed to Struts), I guess the reasons must be quite historical by now. I have no idea Link to comment Share on other sites More sharing options...
drtedastro Posted October 18, 2016 Share Posted October 18, 2016 2 hours ago, MaxRebo said: Do you by chance know just what the big idea was to have parts - that clearly are not struts - be declared struts in the first place? Quite a number of other pre-1.2 part packs have the same problem. It's trivial enough to just fix them up myself, but I'm curious what exactly the historical reasons for this oddity were, if any. Given that actual struts have actually been CompoundParts for some time (as opposed to Struts), I guess the reasons must be quite historical by now. My best guess would be, Sh.t Happens. But that is only my guess... lol. Cheers. 7 hours ago, linuxgurugamer said: Oh great, I was wondering where an error was coming from. Thanks, I'll get it fixed and updated Just released 3.0.19 with the strut -> part fix, thanks @drtedastro No worries. Pulling hair out last night (not much left) so could not sleep until i found it. Thanks to you for all of your work on all of the mods you are doing. Way too much work... Cheers. Link to comment Share on other sites More sharing options...
MaxRebo Posted October 18, 2016 Share Posted October 18, 2016 1 hour ago, drtedastro said: My best guess would be, Sh.t Happens. Not only does it happen, it also infects newborn parts packs by virtue of copy+paste it seems Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 18, 2016 Author Share Posted October 18, 2016 New release: 3.0.20 Tags added thanks @Green Baron for doing the legwork. Link to comment Share on other sites More sharing options...
drtedastro Posted October 19, 2016 Share Posted October 19, 2016 thanks again to all for update(s). Cheers. Link to comment Share on other sites More sharing options...
MattBox Posted October 19, 2016 Share Posted October 19, 2016 Hey guys. Just a heads up, some of the 1.5m fuel tanks are Oxidiser only, and don't have liquid fuel and the batteries are in the Utiities, not Power category. I spotted this in my campaign game, but it could apply to other parts too. Easy fix, but probably could do with a hotfix. Link to comment Share on other sites More sharing options...
Shirson Posted October 19, 2016 Share Posted October 19, 2016 \GameData\KWRocketry\Parts\Fuel\KW_Universal_Tanks\1mL2.cfg ... tags = [kwrock fueltank ?lfo liquid oxidizer propellant rocket RESOURCE // <- Missed. Add manually { name = LiquidFuel amount = 216 maxAmount = 216 } RESOURCE { name = Oxidizer amount = 264 maxAmount = 264 } Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 19, 2016 Author Share Posted October 19, 2016 9 hours ago, MattBox said: Hey guys. Just a heads up, some of the 1.5m fuel tanks are Oxidiser only, and don't have liquid fuel and the batteries are in the Utiities, not Power category. I spotted this in my campaign game, but it could apply to other parts too. Easy fix, but probably could do with a hotfix. I checked all the tanks, except for the one that @Shirson pointed out, they all seem ok. Batteries have been updated. Next time, please specify exactly which parts have problems. Makes it easier to find and fix. Looking for a random tank is rather tedious and prone to error. update with these fixes in a few minutes New release is on Github, Spacedock seems to be down right now, I'll get it updated there when it comes back Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 19, 2016 Author Share Posted October 19, 2016 Spacedock is now upated Link to comment Share on other sites More sharing options...
DrScarlett Posted October 19, 2016 Share Posted October 19, 2016 Hi Linuxgurugamer, I wanted to ask, does KW Rocketry do anything with the techtree, does it add an "experimental rocketry" node? I have a weird issue with a duplicate node that I cannot seem to fix. Greetz, Dr. Scarlett Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 19, 2016 Author Share Posted October 19, 2016 No it doesn't. But... depending on when you installed, it's possible one of the directories is messed up. Also, there was an update of KW this morning. So first delete the entire KW directory, if you are using CKAN, then remove KW then to be save, go in and make sure the entire directory is removed. Then reinstall and try it again. Beyond that, it wouldn't be KW, but post logs and pics, maybe we can help Link to comment Share on other sites More sharing options...
DrScarlett Posted October 19, 2016 Share Posted October 19, 2016 Please explain how to supply you with a log? Never did that before. Okido running with KW removed, the extra node is gone, when I manually reinstall 3.0.21, and start a new game (career), this is what I get: This is what is there without KW installed: This is what my module manager tech tree says: RDNode { id = experimentalRocketry title = Experimental Rocketry description = Don't take "experimental" lightly. cost = 1000 hideEmpty = False nodeName = ct_experimentalRocketry anyToUnlock = True icon = RDicon_rocketry-experimental pos = -927,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } } RDNode { id = experimentalRocketry title = Experimental Rocketry description = The closer the top of your rocket is to the stars on the launchpad, the easier it is to reach them. Well, that's the theory. cost = 1000 hideEmpty = False nodeName = node8_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-veryHeavy pos = -952,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } } Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 19, 2016 Author Share Posted October 19, 2016 To get me the log: If on windows: One is a detailed log file (henceforth output_log.txt) that (I believe) is created by Unity, and it differs for each OS; KSP_Data/output_log.txt for Windows,or KSP_Data_x64/output_log.txt if runnin g64 bit Player.log for Mac, and I believe something similar for Linux. T. However, I see the problem, will fix it this evening. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 19, 2016 Author Share Posted October 19, 2016 Actually, I need that log. It looks like you have another mod installed which is also added the ExperimentalRocketry node Link to comment Share on other sites More sharing options...
DrScarlett Posted October 19, 2016 Share Posted October 19, 2016 8 minutes ago, linuxgurugamer said: Actually, I need that log. Okido here goes: Output log Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 19, 2016 Author Share Posted October 19, 2016 You are using Community Tech Tree, which has not been updated for 1.2 Link to comment Share on other sites More sharing options...
DrScarlett Posted October 19, 2016 Share Posted October 19, 2016 Ow funny, I keep close track of my mods, and I do not remember installing it or where to look for it to get rid of it But thanks Is it part of Community resources 0.6.1? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 19, 2016 Author Share Posted October 19, 2016 Just now, DrScarlett said: Ow funny, I keep close track of my mods, and I do not remember installing it or where to look for it to get rid of it But thanks That being said, I'm going to look into this, it appears there is a more recent version which might be updated. If you used ckan, then it might have been pulled in that way depending on other mods 1 minute ago, DrScarlett said: Ow funny, I keep close track of my mods, and I do not remember installing it or where to look for it to get rid of it But thanks Is it part of Community resources 0.6.1? Quite possibly. Link to comment Share on other sites More sharing options...
DrScarlett Posted October 19, 2016 Share Posted October 19, 2016 Can you tell me where to look for it in my GameData? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 19, 2016 Author Share Posted October 19, 2016 GameData/CommunityTechTree But I'd advise you to leave it and live with the extra nodes right now, removing that can cause other problems Link to comment Share on other sites More sharing options...
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