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[1.3.0] Procedural Parts - Starwaster Branch


Starwaster

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On ‎10‎/‎14‎/‎2017 at 8:38 AM, justspace103 said:

i have gotten the game to start with procedural parts but when i go to load a craft with the parts it does not load. crafts without the procedural parts work fine. hopefully an update will come soon

i

i have notr had any issues with  it and i am running over 35 mods. can you please provide log, maybe i can help a little

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3 hours ago, Rafael acevedo said:

i

i have notr had any issues with  it and i am running over 35 mods. can you please provide log, maybe i can help a little

https://www.dropbox.com/s/039vjd3i7i8c0j5/KSP.log?dl=0

 

Im running KSP on a Mac on MacOS High Sierra, and using the terminal to start it in open gl to prevent lag spikes making the game unplayable

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On ‎10‎/‎15‎/‎2017 at 12:50 PM, justspace103 said:

https://www.dropbox.com/s/039vjd3i7i8c0j5/KSP.log?dl=0

 

Im running KSP on a Mac on MacOS High Sierra, and using the terminal to start it in open gl to prevent lag spikes making the game unplayable

Did not find anything critical on the log.  Actually it seems that all the parts are loading correctly.  Can you try this make a separate install of the game and just load procedural parts, that will tell us whether it is pp or something else

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On 10/15/2017 at 12:50 PM, justspace103 said:

https://www.dropbox.com/s/039vjd3i7i8c0j5/KSP.log?dl=0

 

Im running KSP on a Mac on MacOS High Sierra, and using the terminal to start it in open gl to prevent lag spikes making the game unplayable

Stock events (which are being fired by Procedural Parts) are throwing exceptions when loading the vessel. Apparently there's a concept of 'too soon' when firing vessel changing events which are needed to force the stock game to update the part's drag cubes. I thought that was something that I'd fixed but maybe not. I'll look into it.

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5 hours ago, Starwaster said:

Stock events (which are being fired by Procedural Parts) are throwing exceptions when loading the vessel. Apparently there's a concept of 'too soon' when firing vessel changing events which are needed to force the stock game to update the part's drag cubes. I thought that was something that I'd fixed but maybe not. I'll look into it.

I am not having any issues on Windows.  So it might be an oSX sierra issue a GL issue or a mod issue, since he is running an extensive mods list. Which is why i recommended a install with just OSX to eliminate variables

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I am having an issue with PP in 1.3.1 where the dry weight of the tanks stay the same no matter what size you make them.

Here are screenshots of what I am talking about.

https://gyazo.com/ea3d11755337fb7b12f3f77e7e00ff9b
https://gyazo.com/9c000488efa12da0248086f1b28158ee
https://gyazo.com/f302ec335ebcbb7361c17b967ca91454
https://gyazo.com/a19c44e0ecc1f95d18308e9911ff3873

It is making it quite hard to make small probes using PP tanks as it will always be 1 ton dry weight, even tho a tank of the same size weights 1/4 dry (FL-T400)

 

Here's a list of the current mods I have installed:
https://gyazo.com/82fb94b7022c3cab985667bd70d1be3e

Edited by mysteel
SS of mods
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13 hours ago, mysteel said:

I am having an issue with PP in 1.3.1 where the dry weight of the tanks stay the same no matter what size you make them.

Here are screenshots of what I am talking about.

https://gyazo.com/ea3d11755337fb7b12f3f77e7e00ff9b
https://gyazo.com/9c000488efa12da0248086f1b28158ee
https://gyazo.com/f302ec335ebcbb7361c17b967ca91454
https://gyazo.com/a19c44e0ecc1f95d18308e9911ff3873

It is making it quite hard to make small probes using PP tanks as it will always be 1 ton dry weight, even tho a tank of the same size weights 1/4 dry (FL-T400)

 

Here's a list of the current mods I have installed:
https://gyazo.com/82fb94b7022c3cab985667bd70d1be3e

i think it"s configurable containers... try deleting procedural parts config from CC.

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Hey guys, I seem to have a problem where the procedural SRB isn't the right thrust on launch. Is there a thrust limit to them? I have mine set at 4 kkN or 4 MN, but when I go to launchpad the most it can do is a piddly 720 N. I do not have configurable containers installed.

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6 minutes ago, Andrewwang66 said:

Hey guys, I seem to have a problem where the procedural SRB isn't the right thrust on launch. Is there a thrust limit to them? I have mine set at 4 kkN or 4 MN, but when I go to launchpad the most it can do is a piddly 720 N. I do not have configurable containers installed.

This is a known issue:  https://github.com/Starwaster/ProceduralParts/issues/12

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  • 2 weeks later...
27 minutes ago, Catatau_27 said:

Hi Sir, and the 1.3.1 ? this mod is very important to stop on 1.3.0 xD 

True. But a word of advice. Don't ask modders who are unpaid workers doing this for us for more updates. Be polite and wait as they are either a.) are working on something else or b.) are already working on it. Count on the fact that they will want to update it. It does get annoying after awhile. If you need to know whether your game can run it with an update simply ask if it is forwards compatible with (insert version here). You never want to annoy somebody who is helping you out of their heart, not their wallet.

Edited by KerBlitz Kerman
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It would be great if the cilinders could have one of the top or bottom faces offset a bit, that would give us so much to play with... I don't want to have million parts that can be done with procedural, just wish it was more versitale in some ways....

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On 6/11/2017 at 12:15 AM, Catatau_27 said:

Hi Sir, and the 1.3.1 ? this mod is very important to stop on 1.3.0 xD 

Just downloaded on 1.3.1, it works, even if when you launch the game it says that it's incompatible. I don't know if it has bugs because of this but it's working for me.

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On 10/17/2017 at 4:41 PM, Starwaster said:

Stock events (which are being fired by Procedural Parts) are throwing exceptions when loading the vessel. Apparently there's a concept of 'too soon' when firing vessel changing events which are needed to force the stock game to update the part's drag cubes. I thought that was something that I'd fixed but maybe not. I'll look into it.

Funny, I came here specifically about this very problem because PP is causing problems for EL. What I have found is that part modules are being initialized (thus OnStart getting called) in ShipConstruct.LoadShip. The vessel is not created until ShipConstruction.AssembleForLaunch is called (with ShipConstruct as a parameter) (I had a lot of grief with this in EL's early days, so I'm pretty familiar with the loading sequence).

Now, I am not 100% certain, but it looks like fixing ProceduralParts.ProceduralPart:OnPartColliderChanged to check part.vessel is not null before firing any vessel related events might be the solution.

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48 minutes ago, ColonelVInnie said:

Does "procedural frames with cutomizable size and length" come under things that are not going to come anytime soon? Would love to get a new form of frame now that the WW2Warships isn't too compatible.

I'm unlikely to add anything like ocean going ship parts at all.

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13 minutes ago, Murdabenne said:

Will a simple recompile work to correct the "not compatible with 1.3.1" error when running KSP?  I was thinking about doing that and posting a courtesy recompile link for those who are OCD about error messages.  Like me :blush:

No, a few small code changes are needed to update the version for that warning. There's a pull request for that in the queue:

https://github.com/Starwaster/ProceduralParts/pull/22

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OK thanks.  That's why I asked.  I was thinking that I heard a mod author mention something about a change Squad or Unity  had made that made for some pretty serious incompatibilities for certain mods or api calls.

Edited by Murdabenne
typo
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On 11/22/2017 at 4:44 PM, Alaygrounds said:

when is 1.3.1 coming?

True. But a word of advice. Don't ask modders who are unpaid workers doing this for us for more updates. Be polite and wait as they are either a.) are working on something else or b.) are already working on it. Count on the fact that they will want to update it. It does get annoying after awhile. If you need to know whether your game can run it with an update simply ask if it is forwards compatible with (insert version here). You never want to annoy somebody who is helping you out of their heart, not their wallet.

P.S. Yes I copy and pasted that, feel free to do so.

Edited by KerBlitz Kerman
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