Krakatoa Posted April 24, 2017 Share Posted April 24, 2017 2 minutes ago, Angel-125 said: The hangout spot is a really nice touch. Looks great! Should only be deprecated, not deleted. The original parts are still there. Thanks! Yeah, just went back and loaded the quicksave and I'm getting the same message. Suchandsuchcraft was not loaded because it had the following parts missing: "WBI.GondoHab" "WBI.GondoLab" And just the lab on the surface station. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 24, 2017 Author Share Posted April 24, 2017 (edited) 5 minutes ago, Krakatoa said: Thanks! Yeah, just went back and loaded the quicksave and I'm getting the same message. Suchandsuchcraft was not loaded because it had the following parts missing: "WBI.GondoHab" "WBI.GondoLab" And just the lab on the surface station. Ok, both parts still exist in the mod, they're in the Gondola folder. Not sure why you're seeing the issue, but go to GondoHab.cfg and change TechRequired = Unresearchable category = None to TechRequired = advExploration category = Utility Do the same for GondoLab and GondoGarden, and you should be back in business. Edited April 24, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted April 24, 2017 Share Posted April 24, 2017 7 minutes ago, Angel-125 said: Ok, both parts still exist in the mod, they're in the Gondola folder. Not sure why you're seeing the issue, but go to GondoHab.cfg and change TechRequired = Unresearchable category = None to TechRequired = advExploration category = Utility and you should be back in business. They liiiiiive! Thank you kindly, did a bit of a double take when I loaded it up, hahah. Quote Link to comment Share on other sites More sharing options...
PmThay Posted April 26, 2017 Share Posted April 26, 2017 Hello @Angel-125. First of all congrats on this amazing mod, it looks awesome. I want to ask a question,when you say that this mod depends of the Hooligan Labs Airships mod, do this mod depends on the plugin (HLAirships.dll) and if so can i delete the rest of the hooligan mod folders (less the "plugins" folder), or at least can i delete the "Parts" folder? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 26, 2017 Author Share Posted April 26, 2017 1 hour ago, PmThay said: Hello @Angel-125. First of all congrats on this amazing mod, it looks awesome. I want to ask a question,when you say that this mod depends of the Hooligan Labs Airships mod, do this mod depends on the plugin (HLAirships.dll) and if so can i delete the rest of the hooligan mod folders (less the "plugins" folder), or at least can i delete the "Parts" folder? The only thing it needs is the plugin. You can delete the parts if desired. Quote Link to comment Share on other sites More sharing options...
PmThay Posted April 26, 2017 Share Posted April 26, 2017 7 minutes ago, Angel-125 said: The only thing it needs is the plugin. You can delete the parts if desired. Nice!!! Thanks for the quick response Chears. Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted April 30, 2017 Share Posted April 30, 2017 Hey @Angel-125, I was having a bit of a bug where the new version of the GondoLab seemed to have way less utility than the old. I couldn't use the manage operations window to use the mobile processor, though I could use the old way of doing it, and I had no way to set it up to run LDEF style experiments. I figured it was because of the tweak I did to have both versions of the lab and hab in game, but on comparing the cfgs (GondoLab and GondoLab2) side by side, I think I fixed at least the MPL side of things by adding a "2" to //The GondoLab can handle the Science wing of Pathfinder when the mod is installed. //Due to its smaller size, it is much less efficient. @PART[WBI_GondoLab2]:FOR[Airships]:NEEDS[Pathfinder]:FINAL this part. I think that tells it to affect the new one. Still can't run LDEF stuff on it like the older version, but my new one is set as just the MPL as opposed to the commercial science lab because of things not working right earlier. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 30, 2017 Author Share Posted April 30, 2017 10 hours ago, Krakatoa said: Hey @Angel-125, I was having a bit of a bug where the new version of the GondoLab seemed to have way less utility than the old. I couldn't use the manage operations window to use the mobile processor, though I could use the old way of doing it, and I had no way to set it up to run LDEF style experiments. I figured it was because of the tweak I did to have both versions of the lab and hab in game, but on comparing the cfgs (GondoLab and GondoLab2) side by side, I think I fixed at least the MPL side of things by adding a "2" to //The GondoLab can handle the Science wing of Pathfinder when the mod is installed. //Due to its smaller size, it is much less efficient. @PART[WBI_GondoLab2]:FOR[Airships]:NEEDS[Pathfinder]:FINAL this part. I think that tells it to affect the new one. Still can't run LDEF stuff on it like the older version, but my new one is set as just the MPL as opposed to the commercial science lab because of things not working right earlier. This should do the trick... Heisenberg 2.4.1 is now available: - Minor update to consolidate RPM/ASET ModuleManager patches into one file. - VTOL Manager has improved hover management during low framerate conditions. - Fix for IVA screens not remembering what image they were displaying. - GondoLab has all of its templates again. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 7, 2017 Author Share Posted May 7, 2017 Heisenberg 2.4.2 is now available: - Gondola Storage Units now all have both internal and external KIS inventory access. - The GondoLab and GondoHab now have 800-liters of KIS storage regardless of configuration. - Removed experimental WBINodeStripper; it was causing KAS issues. - Recompiled Kerbal Actuators. Quote Link to comment Share on other sites More sharing options...
123nick Posted May 10, 2017 Share Posted May 10, 2017 hey i have a qeustion, can you add more variants of the cargo gondola? specificall,y maybe one where the door slides up into itself instead of sliding back, so you can have a whole line of cargo gondolas an when they all open they dont all block the ramp of the ones behind it? and maybe a cargo gondola without door or ramp, just a hollow gondola piece for storing. maybe also a cargo gondola that doesnt open too the side, but opens to the front/back? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 10, 2017 Author Share Posted May 10, 2017 12 hours ago, 123nick said: hey i have a qeustion, can you add more variants of the cargo gondola? specificall,y maybe one where the door slides up into itself instead of sliding back, so you can have a whole line of cargo gondolas an when they all open they dont all block the ramp of the ones behind it? and maybe a cargo gondola without door or ramp, just a hollow gondola piece for storing. maybe also a cargo gondola that doesnt open too the side, but opens to the front/back? I will consider it, thoug I have other projects to work on right now. Thanks for the suggestions. Quote Link to comment Share on other sites More sharing options...
Best_JAxeel Posted May 14, 2017 Share Posted May 14, 2017 I love how you can apply and remove decals or flags to the sides of the airship parts If only there was an option to add or remove the sloping ramp part of the cargo lift though... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 14, 2017 Author Share Posted May 14, 2017 Heisenberg 2.5.0 is now available: New Part Cargo Gondola Type 2: This gondola component has gull-wing doors instead of slide-out doors, and it lacks a cargo ramp. Bug Fixes & Enhancements - Gondola Storage Units can now participate in Pathfinder's resource distribution. - Fixed Crash To Desktop issues experienced at startup that are associated with Kerbal Actuators. - Revised Kerbal Actuators GUI. Quote Link to comment Share on other sites More sharing options...
KerbalKore Posted May 15, 2017 Share Posted May 15, 2017 I love this mod, and have recently started a trip around the world with it. This has inspired me to do something new, and for that I thank you! Love your mods, Bill the Kerbal. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 15, 2017 Author Share Posted May 15, 2017 49 minutes ago, Bill the Kerbal said: I love this mod, and have recently started a trip around the world with it. This has inspired me to do something new, and for that I thank you! Love your mods, Bill the Kerbal. Thanks! I built the mod specifically so that I could travel around Kerbin and see what's there. I haven't done that before either. You can check out my progress in the KEEP thread. Quote Link to comment Share on other sites More sharing options...
NinjaSnail1080 Posted May 17, 2017 Share Posted May 17, 2017 I have two words: Jool colonization Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted May 23, 2017 Share Posted May 23, 2017 Love it, it's perfect except I really need an arrestor cable. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted May 23, 2017 Share Posted May 23, 2017 2 hours ago, kiwinanday said: Love it, it's perfect except I really need an arrestor cable. Look for Aircraft Carrier parts in the forum search bar. Pretty positive there is one Quote Link to comment Share on other sites More sharing options...
Dark_Derp Posted May 24, 2017 Share Posted May 24, 2017 12 hours ago, kiwinanday said: Love it, it's perfect except I really need an arrestor cable. here is the link: https://spacedock.info/mod/1068/Aircraft Carrier Accessories Quote Link to comment Share on other sites More sharing options...
kiwinanday Posted May 24, 2017 Share Posted May 24, 2017 (edited) 6 hours ago, Dark_Derp said: here is the link: https://spacedock.info/mod/1068/Aircraft Carrier Accessories I love you. EDIT: These things are YOOJ. Had to improvise. Edited May 24, 2017 by kiwinanday Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 24, 2017 Author Share Posted May 24, 2017 @Shnyrik either uses tweakscale or rescales them. They're pretty effective. Quote Link to comment Share on other sites More sharing options...
Shnyrik Posted May 26, 2017 Share Posted May 26, 2017 On 24.05.2017 at 5:55 PM, Angel-125 said: Shnyrik either uses tweakscale So it is To my mind 27% is the best scale to fit airship's flight deck. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 28, 2017 Author Share Posted May 28, 2017 Heisenberg 2.6.0 is now available: - Recompiled plugin for KSP 1.3. - Increased KIS storage in the airship hulls. - You can convert Equipment into MaterialKits in the Workshop. - Updated Snacks support. Quote Link to comment Share on other sites More sharing options...
JewelShisen Posted May 28, 2017 Share Posted May 28, 2017 @Angel-125 So happy to see this updated as well! Honestly you have made parts I could only dream about making. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 28, 2017 Author Share Posted May 28, 2017 5 minutes ago, JewelShisen said: @Angel-125 So happy to see this updated as well! Honestly you have made parts I could only dream about making. Heisenberg wouldn't fly without Hooligan Labs, glad you got HL updated too. Quote Link to comment Share on other sites More sharing options...
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