SpartanJack17 Posted May 29, 2019 Share Posted May 29, 2019 3 minutes ago, Flibble said: I have working clamps (via ROEngines), I don't have FASA itself installed. Oh, I see. Never mind then. Quote Link to comment Share on other sites More sharing options...
SpartanJack17 Posted May 29, 2019 Share Posted May 29, 2019 (edited) Alright, turns out ROEngines was somehow responsible for the missing FASA engines, I went through removing mods a few at a time to narrow it down and that was it. Is that intended? Thinking about it it makes sense for it to remove identical engines from other mods since it's supposed to streamline things, the problem is I "needed" the particular models from FASA, and some engines just weren't there, like the baby sergeant rockets for early US probes. Edited May 29, 2019 by SpartanJack17 Added more info Quote Link to comment Share on other sites More sharing options...
raidernick Posted May 29, 2019 Share Posted May 29, 2019 I didn't think I would need to point this out but ROEngines is incompatible with any mod that it uses parts from. It disables the original parts using mm patches and creates the new ones with different names. This breaks any craft files or saves you have using the old parts and obviously the original parts won't show up if ROEngines is installed. You can't use both the original mod and ROEngines, pick one. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 30, 2019 Share Posted May 30, 2019 (edited) https://github.com/KSP-RO/ROEngines/issues/18#issuecomment-497167709 Autopruner and unpruner batch files for Windows, to prune .dds .png .mbm .mu of the parts that are replaced by ROEngines mod. If you dare to create batches for Mac and Linux, please provide. Edited May 30, 2019 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
saithraphim Posted May 30, 2019 Share Posted May 30, 2019 Hey! I'm really sorry if someone already asked this but under 1.6.1 i am having trouble getting the Orion Service Module to work from SSTU. I can configure the fuel in the VAB but once i go to the launch pad I lose the configuration so the Service Module cannot be used. How can i correct this? Quote Link to comment Share on other sites More sharing options...
pap1723 Posted May 30, 2019 Share Posted May 30, 2019 14 hours ago, SpartanJack17 said: Alright, turns out ROEngines was somehow responsible for the missing FASA engines, I went through removing mods a few at a time to narrow it down and that was it. Is that intended? Thinking about it it makes sense for it to remove identical engines from other mods since it's supposed to streamline things, the problem is I "needed" the particular models from FASA, and some engines just weren't there, like the baby sergeant rockets for early US probes. If you look here: https://github.com/KSP-RO/ROEngines#where-are-my-parts I give instructions on how to show the hidden parts using Patch Manager. I apologize as I thought I included these instructions before. 38 minutes ago, saithraphim said: Hey! I'm really sorry if someone already asked this but under 1.6.1 i am having trouble getting the Orion Service Module to work from SSTU. I can configure the fuel in the VAB but once i go to the launch pad I lose the configuration so the Service Module cannot be used. How can i correct this? SSTU is very broken in RO 1.6.1 due to some massive changes from SSTU side of things. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 30, 2019 Share Posted May 30, 2019 (edited) 17 hours ago, raidernick said: You can't use both the original mod and ROEngines, pick one. The thing is that the original mod in most cases not only got engines but other parts as well - and forcing the user to remove all the other parts to have the engine in another mod collection is kinda hard. When starting a new game it should be totally okay to use both - and this is the reason why I created the autopruner und unpruner batch files (now with .prnl file for Autopruner.exe as well). RO / RP-1 is responsible for many parts no more showing in the usual Filter Extensions created categories and subcategories and stuff has to be found by digging like crazy whatsoever - so it's not any additional bothering when ROEngines is used instead of the mod's own engines. btw last session worked again, issues were gone and with ROEngines AND some mods AND my pruning done I was able to launch a vessel, so it works. Edited May 30, 2019 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Flibble Posted May 31, 2019 Share Posted May 31, 2019 Probably a bit early still but, has anyone tried the new breaking ground stuff with RO yet? Are there any plans to add support for the robotics or any other features? Quote Link to comment Share on other sites More sharing options...
KnedlikMCPE Posted June 1, 2019 Share Posted June 1, 2019 Hello. This is my first time using RO. Somehow, after installing RO, only thing that i was able to do in VAB or SPH was to witch between them. I have a log if this can help: https://www.icloud.com/iclouddrive/0BzBmNNogSD0a4Cu8kMzW7YAQ#Player Quote Link to comment Share on other sites More sharing options...
jdub3350 Posted June 2, 2019 Share Posted June 2, 2019 Is there anything in this log file that might indicate why my rockets are getting stuck to the pad? Even with a 1.5 TWR they seem like they are stuck on something. Thanks for any and all help. https://drive.google.com/file/d/1WonAiywyX-nkFPYq9k1hUAjms8XrqHM9/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
KnedlikMCPE Posted June 2, 2019 Share Posted June 2, 2019 Hey, the problem has been fixed now. Just one thing: no plumes from engines. Tell me if you need a log. Quote Link to comment Share on other sites More sharing options...
JohnMcLane Posted June 2, 2019 Share Posted June 2, 2019 On 5/30/2019 at 5:28 AM, pap1723 said: SSTU is very broken in RO 1.6.1 due to some massive changes from SSTU side of things. Noticed that, some idea what needs to be done with the RO Patches? With some pointing i could try fixing it. Quote Link to comment Share on other sites More sharing options...
pap1723 Posted June 3, 2019 Share Posted June 3, 2019 15 hours ago, jdub3350 said: Is there anything in this log file that might indicate why my rockets are getting stuck to the pad? Even with a 1.5 TWR they seem like they are stuck on something. Thanks for any and all help. https://drive.google.com/file/d/1WonAiywyX-nkFPYq9k1hUAjms8XrqHM9/view?usp=sharing If I have to guess, you have an SSTU procedural decoupler on there that is smaller than 0.25m, make it at least 0.25m and the problem will be fixed. Quote Link to comment Share on other sites More sharing options...
jdub3350 Posted June 3, 2019 Share Posted June 3, 2019 4 hours ago, pap1723 said: If I have to guess, you have an SSTU procedural decoupler on there that is smaller than 0.25m, make it at least 0.25m and the problem will be fixed. Would have never guessed that. I'll take a look tonight and let you know how it works. Quote Link to comment Share on other sites More sharing options...
pap1723 Posted June 3, 2019 Share Posted June 3, 2019 6 hours ago, jdub3350 said: Would have never guessed that. I'll take a look tonight and let you know how it works. When they are below about 0.23m, they have a negative decoupler power and KSP does not like that. Quote Link to comment Share on other sites More sharing options...
jdub3350 Posted June 4, 2019 Share Posted June 4, 2019 17 hours ago, pap1723 said: When they are below about 0.23m, they have a negative decoupler power and KSP does not like that. I looked through the debug at launch and most of the errors being thrown were from modules specific to EngineLightingReLit. I removed it last night and will have to build a new craft to test. Quote Link to comment Share on other sites More sharing options...
jdub3350 Posted June 4, 2019 Share Posted June 4, 2019 If I were to change in GameData/RealismOverhaul/RO_SuggestedMods/SSTU/SSTU_Tanks.cfg- @MODULE[SSTUModularPart] { @diameterIncrement = 0.1 @minDiameter = 0.1 @maxDiameter = 99.0 %enableVScale = true !UPGRADES,*{} } And change the @diameterincrement to =1.0, would that cause all the SSTU procedurals to increase the step size to 1.0? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted June 4, 2019 Share Posted June 4, 2019 1 hour ago, jdub3350 said: I looked through the debug at launch and most of the errors being thrown were from modules specific to EngineLightingReLit. I removed it last night and will have to build a new craft to test. I had this one and it is due to EngineLightingRelit latest version that is for KSP 1.7.0 it seems that is getting suggested in CKAN as compatible with previous KSP versions when actually it is not. This is happening with a lot of mods released for KSP 1.7.X because the creators are not updating the version info file to say that the min ksp version should 1.7.0. Quote Link to comment Share on other sites More sharing options...
KnedlikMCPE Posted June 4, 2019 Share Posted June 4, 2019 Hello, i have a mixture rss/ro/rp-0 and real plume does not work - no plume visible Quote Link to comment Share on other sites More sharing options...
MadArkael Posted June 4, 2019 Share Posted June 4, 2019 On 6/2/2019 at 7:53 AM, jdub3350 said: Is there anything in this log file that might indicate why my rockets are getting stuck to the pad? Even with a 1.5 TWR they seem like they are stuck on something. Thanks for any and all help. https://drive.google.com/file/d/1WonAiywyX-nkFPYq9k1hUAjms8XrqHM9/view?usp=sharing Not sure by your comments if you sorted it, but KSP also does not like negative mass objects. Sometimes TweakScale works funny with specific parts. Quote Link to comment Share on other sites More sharing options...
KnedlikMCPE Posted June 4, 2019 Share Posted June 4, 2019 37 minutes ago, MadArkael said: Not sure by your comments if you sorted it, but KSP also does not like negative mass objects. Sometimes TweakScale works funny with specific parts. Seeing you know a lot about KSP. Can you please help me with my problem too? I can’t wait to get RO/RP-0 fully functional. Quote Link to comment Share on other sites More sharing options...
Flibble Posted June 4, 2019 Share Posted June 4, 2019 1 hour ago, KnedlikMCPE said: Seeing you know a lot about KSP. Can you please help me with my problem too? I can’t wait to get RO/RP-0 fully functional. You'll need to post a log at the least if you want help. Quote Link to comment Share on other sites More sharing options...
MadArkael Posted June 4, 2019 Share Posted June 4, 2019 2 hours ago, KnedlikMCPE said: Seeing you know a lot about KSP. Can you please help me with my problem too? I can’t wait to get RO/RP-0 fully functional. I have played a lot of KSP, I do not, however, know a lot. I'm assuming that's a 1.3.1 installation, If you have a save and crafts you dont want to go away, copy your entire Kerbal Space Program directory to another folder and generate a clean 1.3.1 install. Fire the game up once with no mods. Then install the barebones to get RO/RSS/RP-0 working. If real plume still isnt working at that point, I have nothing for you. However, if it is working, then you know it was a mod. Quote Link to comment Share on other sites More sharing options...
KnedlikMCPE Posted June 5, 2019 Share Posted June 5, 2019 10 hours ago, MadArkael said: I have played a lot of KSP, I do not, however, know a lot. I'm assuming that's a 1.3.1 installation, If you have a save and crafts you dont want to go away, copy your entire Kerbal Space Program directory to another folder and generate a clean 1.3.1 install. Fire the game up once with no mods. Then install the barebones to get RO/RSS/RP-0 working. If real plume still isnt working at that point, I have nothing for you. However, if it is working, then you know it was a mod. I have a 1.6.1 install and already tried your way solving that 11 hours ago, Flibble said: You'll need to post a log at the least if you want help. File: https://www.icloud.com/iclouddrive/0C2dEG0Zsg99FmKugs5lf_r7w#Player LOOOOOONG Video showing the problem with watermark: Quote Link to comment Share on other sites More sharing options...
Flibble Posted June 5, 2019 Share Posted June 5, 2019 2 hours ago, KnedlikMCPE said: File: https://www.icloud.com/iclouddrive/0C2dEG0Zsg99FmKugs5lf_r7w#Player You have over 8000 instances of MissingFieldException: Field '.KSPParticleEmitter.pe' not found. I suspect that's the issue. Possible causes, the following mods didn't load: BahaSP/Plugins/BDAnimationModules.dll KSPWheel/Plugin/KSPWheel.dll SSTU/Plugins/SSTUTools.dll I suspect it's one of those breaking things. In particular SSTU is known to be broken with RO at the moment, so I'd try uninstalling that as a starting point. Quote Link to comment Share on other sites More sharing options...
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