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[1.3+] Stockalike Station Parts Expansion [retired]


Nertea

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I for one personally prefer whatever shaders Nertea has currently been using (stock diffuse and specular) rather than anything really reflective and shiny. Doesn't fit in with the stock KSP aesthetic in my opinion. So that's where I'm laying my vote. :) 

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@Nertea I've been trolling my logs for errors to clean up due to large numbers of mods I use and I noticed a couple errors. Not sure if this is a mistake or what but I thought I'd bring it to your attention. 

This is my mod list as of today.

  Reveal hidden contents

And here is a link to my last KSP log.

https://drive.google.com/open?id=1YP1J1csmnYuBTig0ulR3_jaWhSoSU0Yg

This is the error that I spotted.

  Quote

[ERR 18:44:57.142] Texture 'StationPartsExpansion/Parts/Structural/crewtube-125/crewtube-125-1-n' not found!

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Don't know if this is an issue of just reloading the mod, a problem with ModuleManager, Interstellar Fuel Switch or what. Unfortunately I've got so many mods installed that I'm not sure where any of the errors I have start from.

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  On 12/11/2017 at 12:41 AM, Magnavox said:

@Nertea I've been trolling my logs for errors to clean up due to large numbers of mods I use and I noticed a couple errors. Not sure if this is a mistake or what but I thought I'd bring it to your attention. 

This is my mod list as of today.

  Reveal hidden contents

And here is a link to my last KSP log.

https://drive.google.com/open?id=1YP1J1csmnYuBTig0ulR3_jaWhSoSU0Yg

This is the error that I spotted.

Don't know if this is an issue of just reloading the mod, a problem with ModuleManager, Interstellar Fuel Switch or what. Unfortunately I've got so many mods installed that I'm not sure where any of the errors I have start from.

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It's not really a problem, there's a missing texture that I haven't fixed because this mod is on the chopping block. It won't affect much. 

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@Nertea Do you know if the B9PartSwitch plays nice with ModuleStructuralNode? If so, you could make it so that the end caps only show up when you have something attached to that node.

 

By the way... the new station parts are absolutely gorgeous.

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Edited by Electrocutor
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  On 12/21/2017 at 7:49 PM, Electrocutor said:

@Nertea Do you know if the B9PartSwitch plays nice with ModuleStructuralNode? If so, you could make it so that the end caps only show up when you have something attached to that node.

 

By the way... the new station parts are absolutely gorgeous.

  Reveal hidden contents

 

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Sexy!

Also nah, I prefer the deterministic control rather than the node-based one.

 

And if you want to test! There's now an official testing release in my dev thread. Should be mostly stable, but the usual caveats of warnings, etc still apply.

 

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  • 2 weeks later...

Hi!

I believe I've found a bug of some sorts in the Redux version.

When you have the Simple Construction mod installed (but not Extraplanetary Launchpads, since SC is not dependent on it), the B9 part switch freaks out during game load about the "MetalOre" and "SrapMetal" resources not being defined. I saw they have the NEEDS tag, but still.

Since Simple Construction needs a few files from EL (but not the entire mod install), so I guess B9 picks up the directory and thinks that EL is installed, but then can't find the resource definitions.

Not sure if I'm the first to find this, but the B9 error message promts to quit the game so it's quite big. Commenting out the specific lines in SSPXR-B9TankTypes.cfg and SSPXR-Containers-Switches.cfg solved the problem, but making a duplicate resource definition for these freaks broke Simple Construction so it's not a good solution.

BTW I'm in love with the inflating parts and the leveling legs! (just to say something nice too)

Cheers :cool:

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  On 1/6/2018 at 10:16 AM, LEGIONBOSS said:

Hi!

I believe I've found a bug of some sorts in the Redux version.

When you have the Simple Construction mod installed (but not Extraplanetary Launchpads, since SC is not dependent on it), the B9 part switch freaks out during game load about the "MetalOre" and "SrapMetal" resources not being defined. I saw they have the NEEDS tag, but still.

Since Simple Construction needs a few files from EL (but not the entire mod install), so I guess B9 picks up the directory and thinks that EL is installed, but then can't find the resource definitions.

Not sure if I'm the first to find this, but the B9 error message promts to quit the game so it's quite big. Commenting out the specific lines in SSPXR-B9TankTypes.cfg and SSPXR-Containers-Switches.cfg solved the problem, but making a duplicate resource definition for these freaks broke Simple Construction so it's not a good solution.

BTW I'm in love with the inflating parts and the leveling legs! (just to say something nice too)

Cheers :cool:

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You should probably post things like this in the dev thread, but glad you like.

I don't really understand the install structure here though, so SC doesn't need EPL, but needs EPL files? That will certainly cause a problem. It would be good to have someone who uses SC inspect the patches for compatibility.

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  On 1/6/2018 at 10:41 PM, Nertea said:

You should probably post things like this in the dev thread, but glad you like.

I don't really understand the install structure here though, so SC doesn't need EPL, but needs EPL files? That will certainly cause a problem. It would be good to have someone who uses SC inspect the patches for compatibility.

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SimpleConstruction is basically Extraplanetary Launchpads with a less complex resource chain and uses only stock parts, so the mod adds no parts of its own. It does use the EL plugin though and keeps this in the original folder, adding only a different set of recipes and MM patches. Because it omits MetalOre and ScrapMetal as new resources, problems arise when other mods expect these.

A solution would involve separate patches for regular EL and when SimpleConstruction is also present. I'm not sure how easy it is to remove a resource from a tank with MM after the EL patch runs... A simpler solution would be to add those resource definitions (even if unused), but that's probably up to the SC dev (who dropped support last week, no new takers yet if I'm not mistaken).

edit: I had a look at the SSPXR-Containers-Switches.cfg. Perhaps a :NEEDS[ExtraplanetaryLaunchpads,!SimpleConstruction] for ScrapMetal and MetalOre would work near the end of the file. Can't test it right now though...

Edited by domassimo
found another solution
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  On 1/6/2018 at 10:41 PM, Nertea said:

You should probably post things like this in the dev thread, but glad you like.

I don't really understand the install structure here though, so SC doesn't need EPL, but needs EPL files? That will certainly cause a problem. It would be good to have someone who uses SC inspect the patches for compatibility.

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Sorry, didn't know there's a newer one.

  On 1/7/2018 at 12:19 AM, domassimo said:

SimpleConstruction is basically Extraplanetary Launchpads with a less complex resource chain and uses only stock parts, so the mod adds no parts of its own. It does use the EL plugin though and keeps this in the original folder, adding only a different set of recipes and MM patches. Because it omits MetalOre and ScrapMetal as new resources, problems arise when other mods expect these.

A solution would involve separate patches for regular EL and when SimpleConstruction is also present. I'm not sure how easy it is to remove a resource from a tank with MM after the EL patch runs... A simpler solution would be to add those resource definitions (even if unused), but that's probably up to the SC dev (who dropped support last week, no new takers yet if I'm not mistaken).

edit: I had a look at the SSPXR-Containers-Switches.cfg. Perhaps a :NEEDS[ExtraplanetaryLaunchpads,!SimpleConstruction] for ScrapMetal and MetalOre would work near the end of the file. Can't test it right now though...

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I did test it, and it works! Brilliant idea, I'll post it to the newer thread.

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  • 4 weeks later...
  On 1/7/2018 at 12:19 AM, domassimo said:

SimpleConstruction is basically Extraplanetary Launchpads with a less complex resource chain and uses only stock parts, so the mod adds no parts of its own. It does use the EL plugin though and keeps this in the original folder, adding only a different set of recipes and MM patches. Because it omits MetalOre and ScrapMetal as new resources, problems arise when other mods expect these.

A solution would involve separate patches for regular EL and when SimpleConstruction is also present. I'm not sure how easy it is to remove a resource from a tank with MM after the EL patch runs... A simpler solution would be to add those resource definitions (even if unused), but that's probably up to the SC dev (who dropped support last week, no new takers yet if I'm not mistaken).

edit: I had a look at the SSPXR-Containers-Switches.cfg. Perhaps a :NEEDS[ExtraplanetaryLaunchpads,!SimpleConstruction] for ScrapMetal and MetalOre would work near the end of the file. Can't test it right now though...

Expand  

Same thing with USI MKS. EPL-MKS.cfg (patch for removing ugly original EPL stuff when you have MKS installed) strictly deletes original EPL resources and B9PartSwitch freaks out.

Patched to ignore EPL resources when MKS is installed. Will commit after testing... along with some typo fixes in ru.cfg...

https://github.com/ChrisAdderley/StationPartsExpansionRedux/pull/118

Edited by Dr. Jet
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