corbett Posted October 6, 2016 Share Posted October 6, 2016 (edited) 23 minutes ago, Tokamak said: @corbett The log file is too big to fit into a forum post. Only the first little bit makes it into the post. You need to upload it to dropbox or pastebin or some other file sharing site. how to do that Edited October 6, 2016 by corbett Link to comment Share on other sites More sharing options...
Vanamonde Posted October 6, 2016 Share Posted October 6, 2016 @corbett , I am sorry but I had to delete your log post because it was so long that it was causing page loading errors. Please upload the log on a file hosting site and only use the link to that site on our forum. Link to comment Share on other sites More sharing options...
corbett Posted October 6, 2016 Share Posted October 6, 2016 20 minutes ago, Tokamak said: @corbett The log file is too big to fit into a forum post. Only the first little bit makes it into the post. You need to upload it to dropbox or pastebin or some other file sharing site. how to do that 6 minutes ago, Vanamonde said: @corbett , I am sorry but I had to delete your log post because it was so long that it was causing page loading errors. Please upload the log on a file hosting site and only use the link to that site on our forum. no problem Link to comment Share on other sites More sharing options...
Vanamonde Posted October 6, 2016 Share Posted October 6, 2016 @corbett Pastebin.com, Dropbox.com, and other websites will allow you to upload large files, no account needed and at no charge. The sites then provide a link to your file that you can include in your post here. Link to comment Share on other sites More sharing options...
Starman4308 Posted October 6, 2016 Share Posted October 6, 2016 Thank you so much for reupdating Porkjet's Hab pack. I really like having a centrifuge part for quasi-realism. As for TAC:LS support, I'm not really sure anything should be done for Porkjet's inflatable stuff; while regular habitat modules can be assumed to carry some amount of food/water/oxygen by default, the inflatables are probably just "inflatable living space". If you want some generic default values, TAC LS has an "MM_AddResources.cfg" config which gives anything with a ModuleCommand module 1.097 food, 0.725 water, 111.038 oxygen, and storage for 95.913 CO2, 0.1 waste, and 0.924 wastewater per Kerbal capacity. Another thanks to Porkjet, DennyTX, and udk_lethal_d0se for creating these wonderful mods in the first place, and allowing Tokamak to re-release them. Link to comment Share on other sites More sharing options...
Starwaster Posted October 6, 2016 Share Posted October 6, 2016 On 9/24/2016 at 2:47 PM, Tokamak said: Unfortunately they don't, and for technical reasons, without having the original source files, it would be a huge pain to add them. Sorry. I'd recommend using the stock fairings, or Procedural Fairings. If you model such a shroud independently of the original part, it can then be added in the part's config file by putting all meshes into a MODEL node. (such a node may or may not already exist) Link to comment Share on other sites More sharing options...
Tokamak Posted October 6, 2016 Author Share Posted October 6, 2016 3 hours ago, Starwaster said: If you model such a shroud independently of the original part, it can then be added in the part's config file by putting all meshes into a MODEL node. (such a node may or may not already exist) Oh, that makes sense. Thanks! Link to comment Share on other sites More sharing options...
Starwaster Posted October 6, 2016 Share Posted October 6, 2016 @Tokamak btw, not sure if you're aware but the adept shield has serious drag cube issues because its normals are screwed up. If you're serious about doing anything with it then it needs custom normals crafted for it. Link to comment Share on other sites More sharing options...
Tokamak Posted October 6, 2016 Author Share Posted October 6, 2016 Just now, Starwaster said: @Tokamak btw, not sure if you're aware but the adept shield has serious drag cube issues because its normals are screwed up. If you're serious about doing anything with it then it needs custom normals crafted for it. It does? I didn't think to look for that, because I did a bunch of testing in-game and I didn't have any issues. Can you be more specific so I know what to look for? Link to comment Share on other sites More sharing options...
Starwaster Posted October 6, 2016 Share Posted October 6, 2016 Drag cube area is too small for both animated states and its cD is probably off too Link to comment Share on other sites More sharing options...
Tokamak Posted October 6, 2016 Author Share Posted October 6, 2016 Just now, Starwaster said: Drag cube area is too small for both animated states and its cD is probably off too Hrm. I actually do not know much about how KSP gets drag cubes, but I'll have to learn. I've learned a lot about animation and modelling since I touched those parts, so hopefully I can deal with that. I'm not familiar with the term cD, though. Link to comment Share on other sites More sharing options...
Starwaster Posted October 6, 2016 Share Posted October 6, 2016 39 minutes ago, Tokamak said: Hrm. I actually do not know much about how KSP gets drag cubes, but I'll have to learn. I've learned a lot about animation and modelling since I touched those parts, so hopefully I can deal with that. I'm not familiar with the term cD, though. Drag coefficient. You don't really have to do anything with the model just override the drag cubes with custom versions. Link to comment Share on other sites More sharing options...
Tokamak Posted October 6, 2016 Author Share Posted October 6, 2016 42 minutes ago, Starwaster said: Drag coefficient. You don't really have to do anything with the model just override the drag cubes with custom versions. I see. Thanks for the pointer. I will hit up google for details on how to, but now I know the thing to search for. Link to comment Share on other sites More sharing options...
Titan 3000 Posted October 6, 2016 Share Posted October 6, 2016 Sorry about taking so long @Tokamak, Here is the link to my log file; https://www.dropbox.com/s/88udr0reonflfxy/output_log.txt?dl=0 Sorry to be such a noob. Link to comment Share on other sites More sharing options...
corbett Posted October 7, 2016 Share Posted October 7, 2016 (edited) 22 hours ago, Tokamak said: @corbett The log file is too big to fit into a forum post. Only the first little bit makes it into the post. You need to upload it to dropbox or pastebin or some other file sharing site. here is the link: https://www.dropbox.com/s/ue6e6gp2xqnmx09/output_log.txt?dl=0 Edited October 7, 2016 by corbett Link to comment Share on other sites More sharing options...
Tokamak Posted October 7, 2016 Author Share Posted October 7, 2016 Both @corbett and @Titan 3000 have the same errors in their logs. PartCompiler: Cannot clone model 'TokamakIndustries/parts/inflato1/model' as model does not exist This means that the part files are missing or corrupted. Try downloading and reinstalling the mod pack. https://github.com/maekern/Tokamak-Refurbished-Parts/releases Link to comment Share on other sites More sharing options...
Titan 3000 Posted October 7, 2016 Share Posted October 7, 2016 Hey @Tokamak, is there a chance that the corruption happened at copying or extracting the files? and what file name should I put in my KSP gamedata folder? the one with the mod name, the one inside that called gamedata itself or tokamak industries folder? Which one would work the best? Link to comment Share on other sites More sharing options...
Tokamak Posted October 7, 2016 Author Share Posted October 7, 2016 1 minute ago, Titan 3000 said: Hey @Tokamak, is there a chance that the corruption happened at copying or extracting the files? and what file name should I put in my KSP gamedata folder? the one with the mod name, the one inside that called gamedata itself or tokamak industries folder? Which one would work the best? I'm not quite sure what you are asking. The "one with the mod name" is the TokamakIndustries folder. You should have a folder named GameData in your KSP folder. In that folder should be folders like Squad, UmbraSpaceIndustries, and TokamakIndustries. The TokamakIndustries folder should contain folders named agencies, assets, parts, and spaces. Like this: Link to comment Share on other sites More sharing options...
Titan 3000 Posted October 7, 2016 Share Posted October 7, 2016 The files I listed were nested the way I wrote them with TokamakRefurbishedParts-0.1.3 being the folder from the zip file with GameData inside of it and Tokamakindusties as the one inside of GameData. Tokamakindustries was the one with all of the other files in there. It seems from your pic that the one I want to move into KSP gamedata folder is the Tokamakindustries folder. Thanks Link to comment Share on other sites More sharing options...
Tokamak Posted October 7, 2016 Author Share Posted October 7, 2016 1 minute ago, Titan 3000 said: The files I listed were nested the way I wrote them with TokamakRefurbishedParts-0.1.3 being the folder from the zip file with GameData inside of it and Tokamakindusties as the one inside of GameData. Tokamakindustries was the one with all of the other files in there. It seems from your pic that the one I want to move into KSP gamedata folder is the Tokamakindustries folder. Thanks Ah, yes. That would make it not work. For future reference, if you ever see a GameData folder in any mod zip, that means that what is in that GameData needs to go directly into your KSP's GameDada folder. Link to comment Share on other sites More sharing options...
Titan 3000 Posted October 7, 2016 Share Posted October 7, 2016 (edited) 9 hours ago, Tokamak said: Ah, yes. That would make it not work. For future reference, if you ever see a GameData folder in any mod zip, that means that what is in that GameData needs to go directly into your KSP's GameDada folder. Thank you so very much edit: It works now, Thanks Edited October 8, 2016 by Titan 3000 Link to comment Share on other sites More sharing options...
ZentroCatson Posted October 11, 2016 Share Posted October 11, 2016 Dude, you're doing some amazing work here! Keep it going, we can never have enough mods. Could you maybe split up the packs? I'm not really interested in the heat shields or the wet workshop. Another orphaned mod that I recommend you to take a look at would be Porkjets Atomic Age mod, I don't think it'll be too difficult to get it running again, though the nuclear Lightbulb might need a rebalance. Ps. Moar Overwatch easter eggz plz Link to comment Share on other sites More sharing options...
Andem Posted October 12, 2016 Share Posted October 12, 2016 In case you read this before the dev thread, Can I make a request? Is it possible to make the "Lights On" and "Inflate" two separate animations? I've been trying to separate the two for ages without success, and I was hoping you could. Link to comment Share on other sites More sharing options...
BigFatStupidHead Posted October 19, 2016 Share Posted October 19, 2016 I whipped together a life support MM config for Snacks! @PART[TIinflato1]:NEEDS[Snacks]:AFTER[Snacks] { !RESOURCE[Snacks]{} RESOURCE { name = Snacks amount = 500 maxAmount = 500 } } @PART[TIinflato2]:NEEDS[Snacks]:AFTER[Snacks] { !RESOURCE[Snacks]{} RESOURCE { name = Snacks amount = 380 maxAmount = 380 } } @PART[TIinflatoFlat]:NEEDS[Snacks]:AFTER[Snacks] { !RESOURCE[Snacks]{} RESOURCE { name = Snacks amount = 50 maxAmount = 50 } } The numbers are entirely made up and probably need adjusting. Link to comment Share on other sites More sharing options...
Tokamak Posted October 19, 2016 Author Share Posted October 19, 2016 4 minutes ago, BigFatStupidHead said: I whipped together a life support MM config for Snacks! @PART[TIinflato1]:NEEDS[Snacks]:AFTER[Snacks] { !RESOURCE[Snacks]{} RESOURCE { name = Snacks amount = 500 maxAmount = 500 } } @PART[TIinflato2]:NEEDS[Snacks]:AFTER[Snacks] { !RESOURCE[Snacks]{} RESOURCE { name = Snacks amount = 380 maxAmount = 380 } } @PART[TIinflatoFlat]:NEEDS[Snacks]:AFTER[Snacks] { !RESOURCE[Snacks]{} RESOURCE { name = Snacks amount = 50 maxAmount = 50 } } The numbers are entirely made up and probably need adjusting. How would you feel about me tossing that into the next release, so I don't have one more thing to research and fiddle with? Link to comment Share on other sites More sharing options...
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