Gordon Dry Posted November 8, 2019 Share Posted November 8, 2019 @Brigadier see above or https://github.com/ChrisAdderley/StationPartsExpansionRedux/pull/211 Quote Link to comment Share on other sites More sharing options...
Brigadier Posted November 8, 2019 Share Posted November 8, 2019 22 minutes ago, Gordon Dry said: @Brigadier see above or https://github.com/ChrisAdderley/StationPartsExpansionRedux/pull/211 Thanks. I'm reading too many threads to keep track of what I already have seen. And I'm the first one to think to myself, "Gee, why don't you read the thread, dummy?" Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted November 9, 2019 Share Posted November 9, 2019 Some times by hunting the clues down you come to a solid conclusion on what to fix. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted November 9, 2019 Share Posted November 9, 2019 (edited) @Nertea SSPRX allowed me to make this, the Ares Class Advanced. Link to craft: https://kerbalx.com/The-Doctor/Ares-Class-Advanced Link to video https://m.facebook.com/groups/533845020006170?view=permalink&id=2619377994786185 Link to the development pics https://thedoctor117.imgur.com/all Edited November 9, 2019 by The-Doctor Quote Link to comment Share on other sites More sharing options...
DStaal Posted November 9, 2019 Share Posted November 9, 2019 On 11/8/2019 at 10:58 AM, HansAcker said: This looks to be the same root cause: https://github.com/ChrisAdderley/StationPartsExpansionRedux/pull/211 The MM patches cannot find the DeployedCrewCapacity key because its module accidentally moved below B9. Confirmed. If you close the brackets properly, the error is resolved. Quote Link to comment Share on other sites More sharing options...
Christian427 Posted November 10, 2019 Share Posted November 10, 2019 I've found that I can't inflate or deflate modules such as the "PFD-B 'Blimp' Inflatable Module" while in the VAB. Can anyone else confirm this? I'm not sure if this is a bug with this mod, or a conflict with another one. Quote Link to comment Share on other sites More sharing options...
Domspace Posted November 10, 2019 Share Posted November 10, 2019 @Christian427 i have the same problem Quote Link to comment Share on other sites More sharing options...
Jognt Posted November 10, 2019 Share Posted November 10, 2019 14 hours ago, Christian427 said: I've found that I can't inflate or deflate modules such as the "PFD-B 'Blimp' Inflatable Module" while in the VAB. Can anyone else confirm this? I'm not sure if this is a bug with this mod, or a conflict with another one. 2 hours ago, Domspace said: @Christian427 i have the same problem Log files would be appreciated. I don’t play KSP myself at the moment, but logs contain magic. Quote Link to comment Share on other sites More sharing options...
Domspace Posted November 10, 2019 Share Posted November 10, 2019 5 hours ago, Jognt said: Log files would be appreciated. I don’t play KSP myself at the moment, but logs contain magic. Putting the bracket there fixes the problem. I am not experienced with modding so I didn't knew they were talking about that. Quote Link to comment Share on other sites More sharing options...
Jognt Posted November 10, 2019 Share Posted November 10, 2019 14 minutes ago, Domspace said: Putting the bracket there fixes the problem. I am not experienced with modding so I didn't knew they were talking about that. Derp. My bad too. I somehow didn’t manage to do the 1+1 math on that bug! Glad it works now! Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 10, 2019 Author Share Posted November 10, 2019 (edited) I can release that patch from here but I can't test it. It seems simple so I don't mind doing that but it's the only fix I can realistically do from here. Edit: 1.3.1 released Edited November 10, 2019 by Nertea Quote Link to comment Share on other sites More sharing options...
Christian427 Posted November 10, 2019 Share Posted November 10, 2019 (edited) Thank you! I also didn't realize that previous post was referring to the same bug. I've tried adding the bracket and it works for the 'Dirigible' module (the long one) however the 'Blimp' (the shorter one) still doesn't show the inflatable module. I added the bracket into both files. Is anyone else getting the same thing or did I do something wrong? Also, where is the log file located? I'd be happy to attach it if it will help. Never mind, I did something stupid. Works fine! Edited November 11, 2019 by Christian427 Quote Link to comment Share on other sites More sharing options...
Jognt Posted November 11, 2019 Share Posted November 11, 2019 (edited) 57 minutes ago, Nertea said: I can release that patch from here but I can't test it. It seems simple so I don't mind doing that but it's the only fix I can realistically do from here. Edit: 1.3.1 released Shoo! You’re on vacation! <3 Edited November 11, 2019 by Jognt Quote Link to comment Share on other sites More sharing options...
Errol Posted November 12, 2019 Share Posted November 12, 2019 (edited) @Nertea I'm wondering how difficult it would be, and if it is allowed (I'm not super well versed in licensing stuff) to create and/or share modified versions of these parts. So far all I have done is learn about .cfg stuff, but I would like to learn more, and also really want something very close to what this mod has. Here is my idea: I would like a centrifuge ring that is intended to be assembled in space rather than launched and then extended. What I am thinking is just changing the model of the large centrifuge so that the hub and struts are all gone, and to duplicate the sections to make the ring be soild and continuous. The attachment nods would stay in the same places, and the assumption would be that the ring is riding on rails of some sort that you just imagine being there for role play purposes. I guess you'd also have to modify the colliders..... I'm not even sure where to begin with learning to do that, never mind the licensing questions.... Maybe easier to request you release just those beautiful curved habitable sections of the large centrifuge as a single part so we can build with it on our own in KSP? Would need to get creative to find a way to get it rotating, but if the are the right length and have attachment nods on the ends, they could be made into a solid ring with the recoupler mod. Come to think of it, they could even be launched individually, and assembled in space with docking ports, this would mean no dependency on other mods like EL or recoupler if you want to release this idea as a part in this mod. Doesn't address the getting it to rotate issue, but I'd rather have more pieces to play with, TBH. Anyway....to cut this meandering post short, love your work, can't stop myself from picturing different uses for elements of the parts you have made. Edited November 12, 2019 by Errol Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 12, 2019 Share Posted November 12, 2019 @Errol Nertea's not the kind to accept random requests, neither to let anyone reuse his art. He has fought mod makers who did so, and so his licenses make his stance abundantly clear. Your proposal is quite attractive but sadly, it may be better you learn to make models or you find a small-time part maker who *does* take on random requests. That said... Breaking Ground's robotics will properly allow you to produce a non-kraken spinning lego centrifuge system. The rotors have stack nodes, after all, and the prop blades or whatever else you attach will spin as you want them to but not on rails. Just make/configure a big and powerful rotor, and offset the nodes out to where you need them to fit your ring pieces. Quote Link to comment Share on other sites More sharing options...
Errol Posted November 13, 2019 Share Posted November 13, 2019 On 11/12/2019 at 2:04 PM, JadeOfMaar said: @Errol Nertea's not the kind to accept random requests, neither to let anyone reuse his art. He has fought mod makers who did so, and so his licenses make his stance abundantly clear. Your proposal is quite attractive but sadly, it may be better you learn to make models or you find a small-time part maker who *does* take on random requests. That said... Breaking Ground's robotics will properly allow you to produce a non-kraken spinning lego centrifuge system. The rotors have stack nodes, after all, and the prop blades or whatever else you attach will spin as you want them to but not on rails. Just make/configure a big and powerful rotor, and offset the nodes out to where you need them to fit your ring pieces. Thanks for the info. I haven't used Nertea's mods much before, wasn't fully aware of his stance on this stuff. Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 14, 2019 Author Share Posted November 14, 2019 This is not an accurate depiction of my stance. PM me if you're interested in doing this work and we'll talk. Quote Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted November 16, 2019 Share Posted November 16, 2019 Just a question, I'm using the greenhouse from this with TAC-LS and idk where my food is going, I depleted it by using the mineral siphon, then turned it off after finding out it was eating all my food.... now I was recharging my food stores until I realized they stopped filling, then I noticed all my storages still had no food. Is this something I should bring up with TAC-LS? Mod list: Spoiler [x] Science! Continued (xScienceContinued 5.23) B9 Part Switch (B9PartSwitch v2.12.1) Background Resources (BackgroundResources v0.14.0.0) BetterBurnTime (BetterBurnTime 1.10) BetterCrewAssignment (BetterCrewAssignment 1.4) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.12.4) CapCom - Mission Control On The Go (CapCom 2.11) Chatterer (Chatterer 0.9.98) ClickThrough Blocker (ClickThroughBlocker 0.1.9.3) Community Category Kit (CommunityCategoryKit 5.0.0.0) Community Resource Pack (CommunityResourcePack 1.3.0.0) Community Tech Tree (CommunityTechTree 1:3.3.7) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4) Contract Configurator (ContractConfigurator 1.28.0) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.1.5) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.1) Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.1.4) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Contract Parser (ContractParser 9.0) Contracts Window + (ContractsWindowPlus 9.4) Custom Barn Kit (CustomBarnKit 1.1.20.0) Destruction Effects (DestructionEffects 2:v1.11.0) DMagic Orbital Science (DMagicOrbitalScience 1.4.3) Dynamic Battery Storage (DynamicBatteryStorage 2:2.1.0.0) Engine Lighting Relit (EngineLightRelit 1.6.2.2) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.8.0-2) Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1) Hangar Extender (HangerExtenderExtended 3.6.0) Infernal Robotics - Next (InfernalRoboticsNext v3.0.0) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.1) Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.1.15) KSP AVC (KSP-AVC 1.4.0.3) MechJeb 2 (MechJeb2 2.9.0.0) MechJeb and Engineer for all! (MechJebForAll 1.3.0.6) Module Manager (ModuleManager 4.1.1) Near Future Construction (NearFutureConstruction 1.2.1) Near Future Electrical (NearFutureElectrical 1.1.0) Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.1.0) Near Future Electrical Core (NearFutureElectrical-Core 1.1.0) Near Future IVA Props (NearFutureProps 1:0.6.1) Near Future Propulsion (NearFuturePropulsion 1.2.0) Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.2.0) Near Future Solar (NearFutureSolar 1.1.0) Near Future Solar Core (NearFutureSolar-Core 1.1.0) Progress Parser (ProgressParser 11.0) QuickSearch (QuickSearch 1:3.3.0.4) Real Plume (RealPlume 2:v13.1.0) Real Plume - Stock Configs (RealPlume-StockConfigs v3.0.1) RealChute Parachute Systems (RealChute v1.4.7.5) Reentry Particle Effect (ReentryParticleEffect 1.4) RemoteTech (RemoteTech v1.9.4) RemoteTech - SETI Config (SETI-RemoteTech 1.3.0.1) RemoteTech - SETI ProbeControlEnabler (SETI-ProbeControlEnabler 1.3.0.0) REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.6.0) ResearchBodies (ResearchBodies 2:V1.11.0.0) SCANsat (SCANsat v18.14) scatterer (Scatterer 2:v0.0541) scatterer - default config (Scatterer-config 2:v0.0541) scatterer - sunflare (Scatterer-sunflare 2:v0.0541) Science Relay (ScienceRelay 6.0) ScienceAlert ReAlerted (ScienceAlert 1.9.8.4) SETI-Contracts (SETI-Contracts 1.3.0.0) SETI-ProbeParts (SETI-ProbeParts 1.3.0.2) SETI-Rebalance (SETI-BalanceMod 1.3.0.2) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.7.0) StageRecovery (StageRecovery 1.9.2) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.3.1) TAC Life Support (TACLS) (TACLS v0.14.0.0) Toolbar (Toolbar 1:1.8.0.5) Toolbar Controller (ToolbarController 1:0.1.9.4) Universal Storage II (UniversalStorage2 1.7.0.10) Unmanned before Manned (SETI-UbM) (UnmannedBeforeManned 1.3.0.2) Waypoint Manager (WaypointManager 2.8.1) Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 16, 2019 Author Share Posted November 16, 2019 9 hours ago, mcwaffles2003 said: Just a question, I'm using the greenhouse from this with TAC-LS and idk where my food is going, I depleted it by using the mineral siphon, then turned it off after finding out it was eating all my food.... now I was recharging my food stores until I realized they stopped filling, then I noticed all my storages still had no food. Is this something I should bring up with TAC-LS? Mod list: Reveal hidden contents [x] Science! Continued (xScienceContinued 5.23) B9 Part Switch (B9PartSwitch v2.12.1) Background Resources (BackgroundResources v0.14.0.0) BetterBurnTime (BetterBurnTime 1.10) BetterCrewAssignment (BetterCrewAssignment 1.4) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.12.4) CapCom - Mission Control On The Go (CapCom 2.11) Chatterer (Chatterer 0.9.98) ClickThrough Blocker (ClickThroughBlocker 0.1.9.3) Community Category Kit (CommunityCategoryKit 5.0.0.0) Community Resource Pack (CommunityResourcePack 1.3.0.0) Community Tech Tree (CommunityTechTree 1:3.3.7) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4) Contract Configurator (ContractConfigurator 1.28.0) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.1.5) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.1) Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.1.4) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Contract Parser (ContractParser 9.0) Contracts Window + (ContractsWindowPlus 9.4) Custom Barn Kit (CustomBarnKit 1.1.20.0) Destruction Effects (DestructionEffects 2:v1.11.0) DMagic Orbital Science (DMagicOrbitalScience 1.4.3) Dynamic Battery Storage (DynamicBatteryStorage 2:2.1.0.0) Engine Lighting Relit (EngineLightRelit 1.6.2.2) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.8.0-2) Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1) Hangar Extender (HangerExtenderExtended 3.6.0) Infernal Robotics - Next (InfernalRoboticsNext v3.0.0) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.1) Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.1.15) KSP AVC (KSP-AVC 1.4.0.3) MechJeb 2 (MechJeb2 2.9.0.0) MechJeb and Engineer for all! (MechJebForAll 1.3.0.6) Module Manager (ModuleManager 4.1.1) Near Future Construction (NearFutureConstruction 1.2.1) Near Future Electrical (NearFutureElectrical 1.1.0) Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.1.0) Near Future Electrical Core (NearFutureElectrical-Core 1.1.0) Near Future IVA Props (NearFutureProps 1:0.6.1) Near Future Propulsion (NearFuturePropulsion 1.2.0) Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.2.0) Near Future Solar (NearFutureSolar 1.1.0) Near Future Solar Core (NearFutureSolar-Core 1.1.0) Progress Parser (ProgressParser 11.0) QuickSearch (QuickSearch 1:3.3.0.4) Real Plume (RealPlume 2:v13.1.0) Real Plume - Stock Configs (RealPlume-StockConfigs v3.0.1) RealChute Parachute Systems (RealChute v1.4.7.5) Reentry Particle Effect (ReentryParticleEffect 1.4) RemoteTech (RemoteTech v1.9.4) RemoteTech - SETI Config (SETI-RemoteTech 1.3.0.1) RemoteTech - SETI ProbeControlEnabler (SETI-ProbeControlEnabler 1.3.0.0) REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.6.0) ResearchBodies (ResearchBodies 2:V1.11.0.0) SCANsat (SCANsat v18.14) scatterer (Scatterer 2:v0.0541) scatterer - default config (Scatterer-config 2:v0.0541) scatterer - sunflare (Scatterer-sunflare 2:v0.0541) Science Relay (ScienceRelay 6.0) ScienceAlert ReAlerted (ScienceAlert 1.9.8.4) SETI-Contracts (SETI-Contracts 1.3.0.0) SETI-ProbeParts (SETI-ProbeParts 1.3.0.2) SETI-Rebalance (SETI-BalanceMod 1.3.0.2) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.7.0) StageRecovery (StageRecovery 1.9.2) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.3.1) TAC Life Support (TACLS) (TACLS v0.14.0.0) Toolbar (Toolbar 1:1.8.0.5) Toolbar Controller (ToolbarController 1:0.1.9.4) Universal Storage II (UniversalStorage2 1.7.0.10) Unmanned before Manned (SETI-UbM) (UnmannedBeforeManned 1.3.0.2) Waypoint Manager (WaypointManager 2.8.1) Sorry, don't really know - all the LS compats are community sourced. Could ask in TAC, might be a misconfiguration here... Quote Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted November 16, 2019 Share Posted November 16, 2019 @Nertea Thanks for the quick reply, I messaged the TAC-LS thread Thanks for the mods, love all of them Quote Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted November 22, 2019 Share Posted November 22, 2019 Any reason why the minerals in the greenhouse aren't filled by default? Quote Link to comment Share on other sites More sharing options...
Askerad Posted November 25, 2019 Share Posted November 25, 2019 Hey ! Huge fan of the mod. I've been using it on my campaign and god damn does it make stations that look good. I'm starting playing around with modding myself, and i see you're accepting contributions on your github. Have you planned on integrating RasterPropMonitor And/Or ASET props/avionics ? I would like to try and add it at least to the 2.5m+ command centers as they feel a little barren for the moment. If i were to try, would you be interested ? Anyway thanks for continuing the mod, it rocks. I took a gander at what you had in store in the issues on the github and god damn i'm hyped. Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 30, 2019 Author Share Posted November 30, 2019 On 11/25/2019 at 8:39 AM, Askerad said: Hey ! Huge fan of the mod. I've been using it on my campaign and god damn does it make stations that look good. I'm starting playing around with modding myself, and i see you're accepting contributions on your github. Have you planned on integrating RasterPropMonitor And/Or ASET props/avionics ? I would like to try and add it at least to the 2.5m+ command centers as they feel a little barren for the moment. If i were to try, would you be interested ? Anyway thanks for continuing the mod, it rocks. I took a gander at what you had in store in the issues on the github and god damn i'm hyped. Thanks! I have no idea if what's in the roadmap will get done, I have lots of other mods and priorities. Used to have a contributor working on those but he left the modding scene. ASET stuff - yes, I accept submitted PRs for this, but personally have no plans to do it myself. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 30, 2019 Share Posted November 30, 2019 Seeing as he appears to have blocked the only person actually working on this, I don't see ASET integration happening anytime soon, though. Quote Link to comment Share on other sites More sharing options...
Cubivore Posted December 9, 2019 Share Posted December 9, 2019 This mod is pretty rad, been using it for stations and for large interplanetary ships. However, I am having a couple issues with where Kerbals are seated in some of the modules. First, with the Bagel inflatable centrifuge: Second, with the Blimp inflatable habitat: I deleted the mod and re-installed the latest version, it made no difference. The only other mods I have installed are Stockalike Surface Lights and Planetary Base Systems, neither of which should interfere; just for safety, I removed both when I re-installed this mod just to be sure and the issue is still present. Is anyone else having this problem, or is there weirdness with my specific install? Quote Link to comment Share on other sites More sharing options...
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