BRAAAP_STUTUTU Posted November 28, 2018 Share Posted November 28, 2018 @Angel-125 Forgive me for asking but since my BDB mol appears to not have any manifest/setup option i ended up wanting to make a new patch for it but i'm not sure how? basically i want the BDB "mossy" MOL to have the exact same functionallity and convertabillity as the M.O.L.E, and similarly want to add greenhouse/habitation functionallity and convertabillity to the hab module Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 28, 2018 Author Share Posted November 28, 2018 59 minutes ago, BRAAAP_STUTUTU said: @Angel-125 Forgive me for asking but since my BDB mol appears to not have any manifest/setup option i ended up wanting to make a new patch for it but i'm not sure how? basically i want the BDB "mossy" MOL to have the exact same functionallity and convertabillity as the M.O.L.E, and similarly want to add greenhouse/habitation functionallity and convertabillity to the hab module You would need to create a part config to do that. Consult the module manager documentation for how Quote Link to comment Share on other sites More sharing options...
BRAAAP_STUTUTU Posted November 29, 2018 Share Posted November 29, 2018 3 hours ago, Angel-125 said: You would need to create a part config to do that. Consult the module manager documentation for how hmm, on a second note, the supplied patch works provided i actually enable the settings for GUI and reconfig still gotta add the hab/greenhouse aswell as the converter stuff but i guess that shouldn't be too difficult right? Quote Link to comment Share on other sites More sharing options...
Warhorse Posted November 29, 2018 Share Posted November 29, 2018 On 11/27/2018 at 10:32 AM, Bombaatu said: Also, there is a new mod called Old Parts Redux that does restore the old Mk 1 Command Pod (among other things), so the two can co-exist, albiet with different names. Yeah, the problem with that is (at least for the Mk1-2 pod), the rename prevents you from using advanced IVAs like the one from ASET unless you do more config diddling. Quote Link to comment Share on other sites More sharing options...
Sudragon Posted November 29, 2018 Share Posted November 29, 2018 5 hours ago, Warhorse said: Yeah, the problem with that is (at least for the Mk1-2 pod), the rename prevents you from using advanced IVAs like the one from ASET unless you do more config diddling. Config diddling is half the fun of the game. Quote Link to comment Share on other sites More sharing options...
BRAAAP_STUTUTU Posted November 29, 2018 Share Posted November 29, 2018 (edited) @Angel-125 Sorry to keep bothering you with this, but i've run into another issue with trying to get the MOLE experiments to work on the BDB Mossy, this time around i think it's because of the "requiredpart" requirement of the experiments that said, i can autocomplete the experiments with kerbokats automated science sampler if i really have to... or add a science processor, but those are both workaround solutions, hmm Edited November 29, 2018 by BRAAAP_STUTUTU Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted December 7, 2018 Share Posted December 7, 2018 Hey, @Angel-125 - I'm trying to run the KNUTS experiment & see that requires Soil. I had been under the impression that 'Soil' was a *ahem* by-product of using Snacks, but over several days none had built up in the onboard Soil storage. I ended up shipping an Omni-storage container with some Soil (only way I could do it - no option in the regular tanks). So - if Soil doesn't come from using Snacks, where *does* it come from? Is it a drillable resource now? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 7, 2018 Author Share Posted December 7, 2018 24 minutes ago, Bombaatu said: Hey, @Angel-125 - I'm trying to run the KNUTS experiment & see that requires Soil. I had been under the impression that 'Soil' was a *ahem* by-product of using Snacks, but over several days none had built up in the onboard Soil storage. I ended up shipping an Omni-storage container with some Soil (only way I could do it - no option in the regular tanks). So - if Soil doesn't come from using Snacks, where *does* it come from? Is it a drillable resource now? Soil comes from Snacks. Makevsure that you have Siol production turned on in Snacks Settings ( from the KSP Settings menu) Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted December 8, 2018 Share Posted December 8, 2018 I got some help putting this together; here's a ModuleManager patch that restores the original Mk1 Command Pod: Quote @PART[mk1pod] { %TechHidden = False %category = Pods } Might be a good inclusion for MOLE since the new pod clashes so much with the art style. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted December 8, 2018 Share Posted December 8, 2018 (edited) On 12/7/2018 at 11:44 AM, Angel-125 said: Soil comes from Snacks. Makevsure that you have Siol production turned on in Snacks Settings ( from the KSP Settings menu) So I checked the settings & that one was already enabled (it's the 'Enable Recycling' button, according to the tool-tip). However, Soil still doesn't get produced. I do have storage for it. Bug? Also - I have sent up a ship on to a MOLE station running KNUTS. The experiment is done with its lab time & the experiment now says Needs Soil (0.000 of 194.400). The vessel has over 200 units of Soil, but the experiment won't see it. Any ideas? EDIT: never mind, I found it. The KNUTS processor on the Delores habitat has to be enabled. Edited December 8, 2018 by Bombaatu Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted December 14, 2018 Share Posted December 14, 2018 Do the WBI science contracts scale the amount of science gained based on the Science Reward modifier set when you start a career? I have a career set at 30% science rewards & it seems like the WBI contracts are giving too large an amount of science. Quote Link to comment Share on other sites More sharing options...
Wolf Baginski Posted December 21, 2018 Share Posted December 21, 2018 Tiny bug. File WildBlueIndustries/MOLE/LDEF/Experiments/LongTermCryogenicStorageStudy.cfg First line of file has a duplicated :NEEDS tag PART:NEEDS[DeepFreeze]:NEEDS[DeepFreeze] Module Manager gives a warning, and ignores the second :NEEDS so nothing breaks It's a trivial fix to delete the duplicate. The DeepFreeze reference is satisfied by "DeepFreeze_Continued" on Spacedock at https://spacedock.info/mod/142/DeepFreeze Continued... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 21, 2018 Author Share Posted December 21, 2018 1 hour ago, Wolf Baginski said: Tiny bug. File WildBlueIndustries/MOLE/LDEF/Experiments/LongTermCryogenicStorageStudy.cfg First line of file has a duplicated :NEEDS tag PART:NEEDS[DeepFreeze]:NEEDS[DeepFreeze] Module Manager gives a warning, and ignores the second :NEEDS so nothing breaks It's a trivial fix to delete the duplicate. The DeepFreeze reference is satisfied by "DeepFreeze_Continued" on Spacedock at https://spacedock.info/mod/142/DeepFreeze Continued... Thanks for pointing that out, it's already fixed in the next release. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 27, 2018 Author Share Posted December 27, 2018 Mark One Laboratory Extensions 1.17.0.0 is now available. GitHub URL: https://github.com/Angel-125/MOLE/releases/tag/v1.17.0.0 Changes - Recompiled for KSP 1.6 - Bug fixes. - Lowered rewards for contracts. Quote Link to comment Share on other sites More sharing options...
Sudragon Posted December 31, 2018 Share Posted December 31, 2018 (edited) Latest update seems to have broken the IA-18/-25/-etc series, with the nodes remaining in the correct place, but the framework rings not showing. IA-18 in this image is inverted. Edited December 31, 2018 by Sudragon Quote Link to comment Share on other sites More sharing options...
Vaga Posted December 31, 2018 Share Posted December 31, 2018 (edited) @Angel-125 I wanted to let you know CRP mods seems to be broken. If I use any fuel tank with like the fulcrum engine then right click it, the menu spams Flow Overlay button on the right click menu then breaks the menu. Is this mode even supported at all now? I assume it has to do with the new fuel types added to mole engines and the fuel tanks. Classic Stock mode also seems to have problems with mole engines. The corvette, Hemi Cuda, and Fulcrum engines using Raptium or Propellium fuels. Edited December 31, 2018 by Vaga Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 31, 2018 Share Posted December 31, 2018 (edited) @Vaga What you're experiencing is one of the major glitches in KSP 1.6 itself and the corrupt Steam files issue. Angel is already looking into the issues of the MOLE engines due to a flaw in the WBI multimode engine module, but for KSP, look around for the means to validate your KSP files via Steam, and possibly, delete the file <KSP folder>/PartDatabase.cfg and let KSP rebuild it next time you launch KSP. Edited December 31, 2018 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Vaga Posted December 31, 2018 Share Posted December 31, 2018 23 minutes ago, JadeOfMaar said: @Vaga What you're experiencing is one of the major glitches in KSP 1.6 itself and the corrupt Steam files issue. Angel is already looking into the ssues of the MOLE engines due to a flaw in the WBI multimode engine module, but for KSP, look around for the means to validate your KSP files via Steam, and possibly, delete the file KSP/PartDatabase.cfg and let KSP rebuild it next time you launch KSP. Those didn't seem to fix my errors in CRP mode. Classic stock does seem to work as long as I don't use alternate fuel. Is there a recommended mode I should use till the bug get fixed to avoid any errors? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 31, 2018 Share Posted December 31, 2018 @Vaga in that case, go here GameData/WildBlueIndustries/MOLE/Templates/ClassicStock (or /Templates/CRP). If you see same-named .cfg AND .txt files in here then delete all the WBI mods and re-download them fresh, namely, MOLE 1.16.2.1 or newer. The duplicate files (if that's what you have) are a packaging bug that Angel recently fixed. Quote Link to comment Share on other sites More sharing options...
Vaga Posted January 1, 2019 Share Posted January 1, 2019 6 hours ago, JadeOfMaar said: @Vaga in that case, go here GameData/WildBlueIndustries/MOLE/Templates/ClassicStock (or /Templates/CRP). If you see same-named .cfg AND .txt files in here then delete all the WBI mods and re-download them fresh, namely, MOLE 1.16.2.1 or newer. The duplicate files (if that's what you have) are a packaging bug that Angel recently fixed. @JadeOfMaar I think I have tried everything I can think of at my end. I am only getting the problem with engines in the MOLE mod. Its still usable in Classic Stock but I get the flow overlay bug in All the other modes I have tried. (Did not try the light mode) CRP and Pristine both seem to cause the error for me. Only Module Manager is installed with MOLE right now. Deleting template files and Partdatabse.CFG had no change and all the files are validated in steam. This all started for me in 1.4.5 then seemed to fix its self. In 1.5.1 it came back and hasn't worked since then. I'll just run in classic Stock and wait for the hotfix and see if it starts working again. Quote Link to comment Share on other sites More sharing options...
Frostiken Posted January 1, 2019 Share Posted January 1, 2019 Is there any chance of updating this and some of the other mods to use textures more friendly with the stock capsules? The Appaloosa is fine for the old Mk1 pod, but it's not around anymore. Also it annoys me to no end that the Mk1 control package doesn't even fit on the nose of the Mk1 pod properly and you have to offset it to sink it in to cover up the lip. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 2, 2019 Author Share Posted January 2, 2019 (edited) On 12/31/2018 at 8:44 PM, Frostiken said: Is there any chance of updating this and some of the other mods to use textures more friendly with the stock capsules? The Appaloosa is fine for the old Mk1 pod, but it's not around anymore. Also it annoys me to no end that the Mk1 control package doesn't even fit on the nose of the Mk1 pod properly and you have to offset it to sink it in to cover up the lip. Eventually yes, but I am working on other projects at the moment. Some of it, like node placement, can go faster with help. Edited January 2, 2019 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Mandella Posted January 3, 2019 Share Posted January 3, 2019 Forgive me for not giving full debug information, but I'm not on my gaming computer and in fact my workaround is doing fine for me, but I thought you might want to know non-the-less. I'm having the same problem as has been reported pages back, in that MOLE 1.16.1.0 does not have any "Manage Operations" button in any configuration, but rolling back to version 1.15.1.0 does. I'm playing a heavily modded Kerbal version 1.4.5 with RSS/SMURF on Windows 10. Quote Link to comment Share on other sites More sharing options...
Shaman Posted January 4, 2019 Share Posted January 4, 2019 Not sure if this has been brought up yet or if this is the same issue @Vaga is having, but I am unable to change the engine mode for the WB2 or WB3 engines. I created a new test environment with just KSP 1.6.0.2395, module manager 3.1.2 and MOLE 1.17.0.0 . I made sure I didn't have any corrupted KSP files (Ran the file validation and then only run the KSP executable from the directory and not through steam launcher). Left all the settings default and if you go into VAB and try and change the engine modes on the WB2 and WB3 it will not change. The fulcrum seems to work properly, however after you make the change you need to do something to the craft (i.e. add/remove a part) before the D/V changes show up in the staging column on the right. Thanks! Quote Link to comment Share on other sites More sharing options...
RavenEchoseven Posted January 6, 2019 Share Posted January 6, 2019 Just thought I'd note this for MOLE fans: If you are looking for a good way to integrate MOLE with the new textures, try using Legacy Variants. It adds the old models as variants, making a nice way to switch back to the old MK1 pod MOLE works with. A great way of keeping both the new textures and making @Angel-125's incredible mod textures work in KSP 1.6. Still love this mod and it is a must have for me. Quote Link to comment Share on other sites More sharing options...
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