TheKurgan Posted October 10, 2017 Share Posted October 10, 2017 (edited) WEIRD thing going on in 1.3.1... I can't get any of my ships to move! I know, it's not updated to 1.3.1, but Besides this weird bug, I have no other issues. Everything seems fine with the mod, but no matter how much power I give the ships, they will not budge. Thought maybe it was an engine thing... nope, I put massive jet engines on a small boat, and it would not move... then BOOM!! it took off in the air lol. Edited October 10, 2017 by TheKurgan Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 10, 2017 Author Share Posted October 10, 2017 (edited) Hi , thats disturbing and surprising as I'm currently running tests on my fleet following the massive Radar update, prior to releasing 1.3.1 beta and have no issue whatsoever all is working as before . Pics of the ship? launch method, missing outdated mods that may affect them? KSP.log As you'd guess I'm pretty much fully up dated on everything I use( unofficial when required) though I tested the ships with all the missing modules in a clean 1.3.1 and aside from the log spam due to a dozen missing modules ( eventually they'll all be patched in) and the PIA of launching ships to the runway all was fine. Edited October 10, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
TheKurgan Posted October 10, 2017 Share Posted October 10, 2017 Must be one of my other mods. I'll do more testing. Link to comment Share on other sites More sharing options...
TheKurgan Posted October 10, 2017 Share Posted October 10, 2017 (edited) I can't figure out which mod is causing it, BUT I do know it has to be one of my mods. I made a copy of my game, and slimmed the mods down to : Spoiler And it worked no problem, boat moved along perfectly. Put all my other mods back in: Spoiler And the boat will not move.... I'm stumped, I have been eliminating them one at a time... but omg I will be at it all evening Pic of Boat: It's only 8 parts... 4 of those are launch clamps: Spoiler Mode used to launch - Vessel Mover (newest version. Video of issue: Spoiler Logs: Output_log.txt KSP.log If you can help me, it would be great, if not, I'll find it eventually... before I go to bed... in about 8 hours lol! Edited October 10, 2017 by TheKurgan Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 10, 2017 Author Share Posted October 10, 2017 (edited) NKD B9partswitch NearFutureLaunchVehicles and many others are showing as being incompatible with ksp 1.3.1 ( is FAR really updated already??? I doubt it and that meeses with the whole game including water|) , some are loading properly some are not. Many of the mods you use I have never even installed and many of them are trying to do things with the craft you are trying to launch, why exactly do you need life support on a boat? . Before going any further you should either clear out or update all those 1.3 mods . As you'll be getting nowhere fast, get binary break them down in chunks, break the chunks in chunks , But really the easy way just run whats updated and don't run whats not As it goes though there's nothing in there with my name on it, all seems fine Edited October 10, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
TheKurgan Posted October 10, 2017 Share Posted October 10, 2017 (edited) I'm breaking it down now, and adding a few mods at a time to see which one is the culprit. But have a look at the mods I was using when it worked fine, many of those are not 1.3.1 compatible either Thanks though I gots werk to do!! Edited October 10, 2017 by TheKurgan Link to comment Share on other sites More sharing options...
TheKurgan Posted October 11, 2017 Share Posted October 11, 2017 So, the mystery continues. I added mods back a few at a time, and loaded the game each time, testing a boat that I had pre-launched and saved... and it never failed, it worked perfectly fine once I had ALL my mods COPIED back into the game data folder. But hey, it's working. Baffled... but happy lol. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 11, 2017 Author Share Posted October 11, 2017 10 minutes ago, TheKurgan said: But hey, it's working. Yay. But weird, if it wasn't for the fact you've a million mods installed I'd be interested to find out why, but with so much going on, it's nigh on impossible to catch the right domino falling over. Good luck and i hope it lasts , at least until you've tried the Beta Link to comment Share on other sites More sharing options...
TheKurgan Posted October 11, 2017 Share Posted October 11, 2017 12 minutes ago, SpannerMonkey(smce) said: you've a million mods installed I'd be interested to find out why, It's been an evolution... I started slowly adding mods a long time ago, and you'd think it was out of control... but it isn't I use stuff from every single one of those mods. I slim down from time to time, I was over 150 mods installed at one point... I think there are about 130 actual mods installed right now. Game loading is long, but the game runs perfectly fine otherwise. I use exception detector, and except for a stray exception from scatterer, Kopernicus and once in a while from Infernal Robotics, my install runs "relatively" clean and smooth. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 11, 2017 Author Share Posted October 11, 2017 8 minutes ago, TheKurgan said: perfectly fine otherwise. Spoiler Hey, the why i was interested in is not the , million mods, but the reason for the stuck ship. Back before i discovered making mods was more fun than downloading them, I ran everything, mind you back then it simply wasn't possible to do the things you see done every day now. Also you couldn't load that many as 32bit didn't get you far, and by the time the first 64 arrived I'd started modding. These days as space is something my ships usually teleport through on the way to a Laythe water launch, I don't need that many mods, and there's the small issue of making things i want/need/am curious about/ before downloading something to do the the job Congratulations, it seems that few are able to manage that feat, let alone get 1.3.1 working with 1 mod , Link to comment Share on other sites More sharing options...
Ruedii Posted October 11, 2017 Share Posted October 11, 2017 (edited) That Minisub is looking sweet! Edited October 11, 2017 by Ruedii Link to comment Share on other sites More sharing options...
TheKurgan Posted October 11, 2017 Share Posted October 11, 2017 (edited) 7 minutes ago, SpannerMonkey(smce) said: the why i was interested in is not the , million mods, but the reason for the stuck ship oh... yeah... I knew what you meant lol (no i didnt) Me too, It has me baffled, and I'm usually pretty keen on figuring these things out. Edited October 11, 2017 by TheKurgan Link to comment Share on other sites More sharing options...
SiegDerMaus Posted October 18, 2017 Share Posted October 18, 2017 Hello, I seem to be having a bit of an issue. I've just installed this and I've been replicating the Type 45 as my first project to get familiarised with the part pack. But every time the ship gets into the water, it starts sinking by the stern. If I let the stern go under, the whole thing goes out of control, flying around capsizing. The last test ended with the hull catapulted into orbit and the superstructure breaking off and sinking. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 18, 2017 Author Share Posted October 18, 2017 7 hours ago, SiegDerMaus said: Hello, I seem to be having a bit of an issue. I've just installed this and I've been replicating the Type 45 as my first project to get familiarised with the part pack. But every time the ship gets into the water, it starts sinking by the stern. If I let the stern go under, the whole thing goes out of control, flying around capsizing. The last test ended with the hull catapulted into orbit and the superstructure breaking off and sinking. HI, that sounds very much like you are scaling either the drives or the rudders, while there is scaling allowed, i do not really recommend using it on drives in particular, they are heavy to start with(because they are) and get very heavy very quickly when scaled. Apart from looks there's nothing scaling of drives improves, the drives might offer slightly better acceleration when larger, they will not however get you going anymore than a couple of m/s faster . Aside from that have no clue, as all my 1.3 45's loaded and launched fine in 1.3.1. Link to comment Share on other sites More sharing options...
SiegDerMaus Posted October 18, 2017 Share Posted October 18, 2017 11 hours ago, SpannerMonkey(smce) said: HI, that sounds very much like you are scaling either the drives or the rudders, while there is scaling allowed, i do not really recommend using it on drives in particular, they are heavy to start with(because they are) and get very heavy very quickly when scaled. Apart from looks there's nothing scaling of drives improves, the drives might offer slightly better acceleration when larger, they will not however get you going anymore than a couple of m/s faster . Aside from that have no clue, as all my 1.3 45's loaded and launched fine in 1.3.1. Oh, thank you very much! I did manage to get it sorted with a lot of ballast tweaking, but I'll not scale the drives in future so I don't have to deal with that. Thanks again! Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 18, 2017 Author Share Posted October 18, 2017 56 minutes ago, SiegDerMaus said: Oh, thank you very much! I did manage to get it sorted with a lot of ballast tweaking, but I'll not scale the drives in future so I don't have to deal with that. Thanks again! Thanks for letting me know how it went, perhaps i should simply make some much larger ones, as it's true when i started the mod I had no intention of making ships as big as they are now, so yes i'll grant they are a little small. Cheers Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 24, 2017 Author Share Posted October 24, 2017 (edited) SM_Marine 0.9.7.6 BETA for KSP 1.3.1 A large update adding 3 new ships (more really) , the Typhoon submarine, many many new parts . This release Beta due to testing every possible combination of part has proved impossible in house. Please use the issues facility to report any problems https://github.com/SpannerMonkey/SM-Marine/issues Requires 1 copy of SM_Industries (included) be installed NOT installing the SM_Industries folder will mean that parts may not appear, strings will be nonsensical and mod performance will be reduced Do note this is likely to be the last large update to SMM, at 100mb it needs to grow no more. . further updates will be concerned with enhancing the many items already contained in the mod. including the addition of some epic IVA's https://github.com/SpannerMonkey/SM-Marine/releases/download/v0.9.7.6beta/SM_Marine.131.Beta.0.9.7.6.zip Edited October 25, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
Wildcat111 Posted October 30, 2017 Share Posted October 30, 2017 @SpannerMonkey(smce) how do you eject the ballast water? It's not working for me. Link to comment Share on other sites More sharing options...
XOC2008 Posted October 30, 2017 Share Posted October 30, 2017 1 hour ago, Wildcat111 said: @SpannerMonkey(smce) how do you eject the ballast water? It's not working for me. Make sure your resource cheats aren't on because then things will take on ballast but never lose it. Link to comment Share on other sites More sharing options...
Wildcat111 Posted October 31, 2017 Share Posted October 31, 2017 22 hours ago, XOC2008 said: Make sure your resource cheats aren't on because then things will take on ballast but never lose it. Ok, thanks! Link to comment Share on other sites More sharing options...
Hs.Panda Posted November 30, 2017 Share Posted November 30, 2017 (edited) not sure if i'm doing this right or not but some help would be appreciated.. i'm in career mode, trying to build a sub/typhoon and it's uncontrollable/there is no onboard crew? i've attached a few photos, in the hanger there is a spot where i can add 4 crew members, but then when i launch the ship the only crew i have is val in her little detachable pod, and the ship is no longer manned/controllable if/when i detach the pod..... not sure if this is because i tweakscaled it to about 10% or if i'm missing a part, or doing something wrong? p.s. i tried launching it from the KSC dock from kerbin side, because i just found the water launch sites add on just now while looking thru this thread again to see if i'm missing something, so that's why it has wheels >////>; https://imgur.com/a/VlcT5 Edited November 30, 2017 by Hs.Panda Link to comment Share on other sites More sharing options...
XOC2008 Posted November 30, 2017 Share Posted November 30, 2017 3 hours ago, Hs.Panda said: not sure if i'm doing this right or not but some help would be appreciated.. i'm in career mode, trying to build a sub/typhoon and it's uncontrollable/there is no onboard crew? i've attached a few photos, in the hanger there is a spot where i can add 4 crew members, but then when i launch the ship the only crew i have is val in her little detachable pod, and the ship is no longer manned/controllable if/when i detach the pod..... not sure if this is because i tweakscaled it to about 10% or if i'm missing a part, or doing something wrong? p.s. i tried launching it from the KSC dock from kerbin side, because i just found the water launch sites add on just now while looking thru this thread again to see if i'm missing something, so that's why it has wheels >////>; https://imgur.com/a/VlcT5 Those look like LBP sub parts which explains everything. Look for the SMM Typhoon/Oscar parts. Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted November 30, 2017 Author Share Posted November 30, 2017 (edited) 5 hours ago, Hs.Panda said: not sure if i'm doing this right or not but some help would be appreciated.. 2 hours ago, XOC2008 said: Those look like LBP sub parts which explains everything As my confederate mentions above you've built the sub using LBP sub parts , these are NOT the same in anyway as the SMM Typhoon parts. The image below as well as being the default build , the state at which all balancing and tuning was done, contains all the part names from the editor Edited November 30, 2017 by SpannerMonkey(smce) Link to comment Share on other sites More sharing options...
Hs.Panda Posted November 30, 2017 Share Posted November 30, 2017 oh, my mistake i didn't realize they were different parts. Link to comment Share on other sites More sharing options...
sharkey1 Posted December 4, 2017 Share Posted December 4, 2017 is the daleque VLS supposed to be able to radially attach to parts? Link to comment Share on other sites More sharing options...
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