Brigadier Posted July 4, 2020 Share Posted July 4, 2020 6 hours ago, Kerminator1000 said: Do I need the extras folder? What does it add? If I do need it where do I put it: Game data folder or KSP folder? Mods always go in the GameData folder. Quote Link to comment Share on other sites More sharing options...
CalixK Posted July 6, 2020 Share Posted July 6, 2020 This is by far my favorite mod. Whenever I load any parts from this mod in, I get this construction sound before the game is playable again. Is this intended? Quote Link to comment Share on other sites More sharing options...
KallangoVerde Posted July 7, 2020 Share Posted July 7, 2020 Google translator Hi @Nertea I have problems with moving and inflatable parts, they are not inflating kkkk. I installed some mods but I don't remember the order I made and I believe that's the problem, but it's just a guess ... I'm new here on the forum and I'm still getting used to the rules, in the link below I'm making KSO.log available (I hope it's the right file kkkk) https://drive.google.com/file/d/1D7Cm3o_VMntetsuWhC212zoY-M4EV9NQ/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 7, 2020 Author Share Posted July 7, 2020 Just so it's clear: Use 1.9.x mod in 1.10.x, no support. On 7/5/2020 at 8:58 PM, CalixK said: This is by far my favorite mod. Whenever I load any parts from this mod in, I get this construction sound before the game is playable again. Is this intended? ... construction sound? 2 hours ago, KallangoVerde said: Google translator Hi @Nertea I have problems with moving and inflatable parts, they are not inflating kkkk. I installed some mods but I don't remember the order I made and I believe that's the problem, but it's just a guess ... I'm new here on the forum and I'm still getting used to the rules, in the link below I'm making KSO.log available (I hope it's the right file kkkk) https://drive.google.com/file/d/1D7Cm3o_VMntetsuWhC212zoY-M4EV9NQ/view?usp=sharing Your log seems to indicate that TweakScale is throwing a fit of some kind - no idea why. Quote Link to comment Share on other sites More sharing options...
Lisias Posted July 8, 2020 Share Posted July 8, 2020 On 7/7/2020 at 1:32 AM, Nertea said: Your log seems to indicate that TweakScale is throwing a fit of some kind - no idea why. Because I'm an idiot that forgets to remove event handlers when a part is killed, filling the KSP.log with Exceptions because the module tries to access a ghost part that was already garbage collected: [ERR 04:25:06.486] Exception handling event onEditorShipModified in class TweakScale:System.NullReferenceException at TweakScale.TweakScale.OnEditorShipModified (ShipConstruct ship) [0x00000] in <c3d11dd12519438cafd8dbec2a0a0668>:0 TweakScale.TweakScale.OnEditorShipModified (ShipConstruct ship) (at <c3d11dd12519438cafd8dbec2a0a0668>:0) It's fixed on the latest TweakScale, currently 2.4.3.16. Quote Link to comment Share on other sites More sharing options...
KallangoVerde Posted July 9, 2020 Share Posted July 9, 2020 Hello @Nertea I uninstalled TweakScale and it started working again. Now I'm going to install, test and see what happens ... any news I'll post again here. Thank you! Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 9, 2020 Share Posted July 9, 2020 (edited) Hi Nertea. EDIT - I've resolved it. I needed to put a ! in front of an !MKS. That was the issue. I'm all happy now - sorry to bother you. Does this noeed fixing in the SSPX B9 patches though? I'm having some issues (never got it quite right) to integrate Simplex Resources into the SSPX containers with their decals. Simplex Resources is supposed to be installed without the Community Resources. In the Spoiler is the code which could be copied to a CFG which shows what I am trying to do. Basically, I can't MM patch the transforms, so I remove and reapply them. I then attempt to assign a decal to the new tank types, but this doesn't give me the right decals - Water for the Saturate never shows up, instead I am currently getting the reddish circles one? Actually, with some iteration I managed to get water, but the RareOre became the reddish circle one. Spoiler // Resources - Saturate, HydrateOre, NaturalOre, RareOre // B9 Tank Types // Container Transforms // Container Part Switches RESOURCE_DEFINITION { name = Saturate title = Saturate abbreviation = Saturate density = 0.010 unitCost = 0.05 flowMode = ALL_VESSEL transfer = PUMP hsp = 1000 isTweakable = true isVisible = true volume = 5 } RESOURCE_DEFINITION { name = HydrateOre title = HydrateOre abbreviation = HydrateOre density = 0.015 unitCost = 0.02 flowMode = ALL_VESSEL transfer = PUMP hsp = 1000 isTweakable = true isVisible = true volume = 5 } RESOURCE_DEFINITION { name = NaturalOre title = NaturalOre abbreviation = NaturalOre density = 0.035 unitCost = 1.056 flowMode = ALL_VESSEL transfer = PUMP hsp = 814 isTweakable = true isVisible = true volume = 5 } RESOURCE_DEFINITION { name = RareOre title = RareOre abbreviation = RareOre density = 0.035 unitCost = 5.000 flowMode = ALL_VESSEL transfer = PUMP hsp = 814 isTweakable = true isVisible = true volume = 5 } !B9_TANK_TYPE[Ore] {} B9_TANK_TYPE { name = SRHydOre tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = HydrateOre unitsPerVolume = 1 } } B9_TANK_TYPE { name = SRNatOre tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = NaturalOre unitsPerVolume = 1 } } B9_TANK_TYPE { name = SRRarOre tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = RareOre unitsPerVolume = 1 } } B9_TANK_TYPE { name = SRSaturate tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = Saturate unitsPerVolume = 1 } } @PART[sspx-cargo-container*]:BEFORE[StationPartsExpansionRedux] { !MODULE[ModuleB9DisableTransform] {} MODULE { name = ModuleB9DisableTransform //!transform,* = any //transform = OreDecal //transform:NEEDS[!UmbraSpaceIndustries,!ExtraplanetaryLaunchpads] = MetallicOreDecal transform:NEEDS[!CommunityResourcePack] = UraniniteDecal transform:NEEDS[!CommunityResourcePack] = SubstrateDecal transform:NEEDS[!CommunityResourcePack] = MineralsDecal transform:NEEDS[!MKS] = CommoditiesDecal transform:NEEDS[!MKS] = ExoticMineralsDecal transform:NEEDS[MKS] = RareMetalsDecal transform:NEEDS[!CommunityResourcePack] = MaterialKitsDecal transform:NEEDS[!MKS,!ExtraplanetaryLaunchpads] = MetalsDecal transform:NEEDS[!MKS] = PolymersDecal transform:NEEDS[!MKS,!USILifeSupport] = SuppliesDecal transform:NEEDS[!MKS|GroundConstruction] = MachineryDecal transform:NEEDS[!MKS] = RecyclablesDecal transform:NEEDS[!MKS|GroundConstruction] = SpecializedPartsDecal transform:NEEDS[!CommunityResourcePack] = FertilizerDecal //transform:NEEDS[!MKS,!TacLifeSupport] = HydratesDecal transform:NEEDS[!MKS] = GypsumDecal transform:NEEDS[!MKS] = DirtDecal transform:NEEDS[!MKS] = SilicatesDecal transform:NEEDS[!MKS] = SiliconDecal transform:NEEDS[!MKS] = RefinedExoticsDecal transform:NEEDS[!MKS] = ColonySuppliesDecal transform:NEEDS[!MKS|!KerbalismSimplex] = OrganicsDecal transform:NEEDS[!CommunityResourcePack] = RockDecal //transform:NEEDS[!CommunityResourcePack] = WaterDecal transform:NEEDS[!CommunityResourcePack] = LeadDecal transform:NEEDS[!Snacks,!TacLifeSupport] = SnacksDecal transform:NEEDS[!Snacks] = SoilDecal transform:NEEDS[!ExtraplanetaryLaunchpads] = RocketPartsDecal transform:NEEDS[!ExtraplanetaryLaunchpads] = ScrapMetalDecal transform:NEEDS[!TacLifeSupport|!KerbalismSimplex] = LifeSupportDecal } } @PART[sspx-cargo-container*]:AFTER[StationPartsExpansionRedux] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[cargoSwitch]] { @SUBTYPE[Ore] { @name = RareOre @tankType = SRRarOre @title = RareOre } +SUBTYPE[RareOre] { @name = NaturalOre @tankType = SRNatOre @title = NaturalOre @transform = MetallicOreDecal } +SUBTYPE[RareOre] { @name = HydrateOre @tankType = SRHydOre @title = HydrateOre @transform = HydratesDecal } +SUBTYPE[RareOre] { @name = Saturate @tankType = SRSaturate @title = Saturate @transform = WaterDecal } } } Part of me wonders if it is at all worth the trouble and whether it would be easier to PR the SSPX file for direct support. I think I want to do this for KerbalismSimplex anyway. Would you be up for that? Peace. Edited July 9, 2020 by theJesuit Resolved my issue Quote Link to comment Share on other sites More sharing options...
RandomKerbal Posted July 10, 2020 Share Posted July 10, 2020 (edited) Can anyone tell me how change the parts from the discontinued "Stockalike Station Parts Expansion" to this "Station Parts Expansion Redux" directly with file editing? I do not wish to launch and built the whole space station again. Edited July 10, 2020 by RandomKerbal Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 10, 2020 Share Posted July 10, 2020 It was a long time ago that SSPXR was released. I seem to remember that the big move from Expansion to redux was save breaking, file names and node positions too I'm guessing. If you don't want the challenge of relaunching again may I suggest Hyperedit or the stock alt-F12 menu to place a revised station into orbit. Peace. Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 10, 2020 Author Share Posted July 10, 2020 6 hours ago, RandomKerbal said: Can anyone tell me how change the parts from the discontinued "Stockalike Station Parts Expansion" to this "Station Parts Expansion Redux" directly with file editing? I do not wish to launch and built the whole space station again. This is nontrivial because many parts changed shape. However if you want to try, you really just need to go into your save file and change part names. Not hard, but tedious. Quote Link to comment Share on other sites More sharing options...
RandomKerbal Posted July 11, 2020 Share Posted July 11, 2020 6 hours ago, theJesuit said: It was a long time ago that SSPXR was released. I seem to remember that the big move from Expansion to redux was save breaking, file names and node positions too I'm guessing. If you don't want the challenge of relaunching again may I suggest Hyperedit or the stock alt-F12 menu to place a revised station into orbit. Peace. That's the reason why I kept using the discontinued SSPX until now. 6 hours ago, Nertea said: This is nontrivial because many parts changed shape. However if you want to try, you really just need to go into your save file and change part names. Not hard, but tedious. By the way, all your mods looks cool and gorgeous, you must have put in a lot of effort. The only reason that I feel unsatisfied is that you kept changing some of the part's name, causing my ships to disappear or glitched. Quote Link to comment Share on other sites More sharing options...
Bored971 Posted July 11, 2020 Share Posted July 11, 2020 Just wanted to take a minute as I circle back around to KSP to pay my respects and ask my usual question; is this working ok in 1.10.x? Thanks for all you do Nertea. Quote Link to comment Share on other sites More sharing options...
Probro Posted July 12, 2020 Share Posted July 12, 2020 any chance this could be updated for 1.10? Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted July 12, 2020 Share Posted July 12, 2020 15 hours ago, Bored971 said: Just wanted to take a minute as I circle back around to KSP to pay my respects and ask my usual question; is this working ok in 1.10.x? Thanks for all you do Nertea. I think no Quote Link to comment Share on other sites More sharing options...
Entropian Posted July 12, 2020 Share Posted July 12, 2020 (edited) Quote any chance this could be updated for 1.10? No, @Nertea has already said that he will wait until 1.10.1 releases to update his mods. Also, please don't pester the mod developers for updates. Edited July 12, 2020 by Entropian quote Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted July 12, 2020 Share Posted July 12, 2020 (edited) On 6/20/2020 at 9:35 PM, Dep_Opt said: They look absolutely awesome, but the lack of life support integration is putting me off for now. Guess I'll just have to make do with the Lynx, Karibou, Malamute and Akita. Yeah, I like rovers... Which integration is missing? I was curious to see if they still function, and all the bells and whistles still seem to work fine with Kerbalism, etc. The compass / navball issue is the same as all other RPM-based things at the moment. Spoiler [now I just need to rebind the screenshot key away from the forces overlay key ... ] Ooops, maybe I spoke too soon -- and I can't get out to see if I can fix the flat... Spoiler </offtopic> Edited July 12, 2020 by Beetlecat Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted July 12, 2020 Share Posted July 12, 2020 (edited) Has anyone ever written even a partial patch to incorporate Indicator Lights for this mod they would be willing to share? Lack of a patch is the primary reason I don't use this. I like having the indicators on crewed parts to easily tell where Kerbals are hiding on my bases and stations. Edited July 13, 2020 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
Quack Posted July 17, 2020 Share Posted July 17, 2020 Hi @Nertea, Not sure if this has been asked before but I've been wondering if you ever considered adding docking Nodes? For example the Unity and Harmony Module has it's docking ports on the side of the module but it has it protruding inward. Also love this mod btw. Quote Link to comment Share on other sites More sharing options...
TBenz Posted July 17, 2020 Share Posted July 17, 2020 4 hours ago, Quack said: Hi @Nertea, Not sure if this has been asked before but I've been wondering if you ever considered adding docking Nodes? For example the Unity and Harmony Module has it's docking ports on the side of the module but it has it protruding inward. Also love this mod btw. The Clamp-O-Tron can be mounted radially, if you want to be able to dock to the sides of station pieces. Or, if you are like me and prefer to only connect modules in a way that makes sense for crew passage, that's what the hub parts are for. I very much doubt Nertea wants to go through the work to remodel these parts just to add dedicated side docking nodes. That's a lot of work for a payoff that many would consider marginal. Quote Link to comment Share on other sites More sharing options...
JorgeCS Posted July 17, 2020 Share Posted July 17, 2020 7 hours ago, Quack said: Hi @Nertea, Not sure if this has been asked before but I've been wondering if you ever considered adding docking Nodes? For example the Unity and Harmony Module has it's docking ports on the side of the module but it has it protruding inward. Also love this mod btw. Maybe you can try to do something like this, if you want the radial docking ports in an 'inwards' fashion: Feel free to use this https://kerbalx.com/myrddin/Harmony 3 hours ago, TBenz said: The Clamp-O-Tron can be mounted radially, if you want to be able to dock to the sides of station pieces. Or, if you are like me and prefer to only connect modules in a way that makes sense for crew passage, that's what the hub parts are for. I did my Harmony-alike exactly like that but adding the elevons between the docking ports to 'make it prettier' Quote Link to comment Share on other sites More sharing options...
Quack Posted July 18, 2020 Share Posted July 18, 2020 Thanks @TBenz and @JorgeCS, will try later. Quote Link to comment Share on other sites More sharing options...
Titi Posted July 18, 2020 Share Posted July 18, 2020 Hello! Has someone tested it for KSP 1.10? I really want to have this mod but I don't wanna get my save file corrupted (or whatever could happen if it's not compatible) Quote Link to comment Share on other sites More sharing options...
RandomKerbal Posted July 19, 2020 Share Posted July 19, 2020 On 7/18/2020 at 7:55 PM, Titi said: Hello! Has someone tested it for KSP 1.10? I really want to have this mod but I don't wanna get my save file corrupted (or whatever could happen if it's not compatible) I have not tested it, but of course it is compatible(I think so). It only adds in new parts. Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 19, 2020 Author Share Posted July 19, 2020 I'm not even working on updates until 1.10.1. On 7/17/2020 at 8:34 AM, Quack said: Hi @Nertea, Not sure if this has been asked before but I've been wondering if you ever considered adding docking Nodes? For example the Unity and Harmony Module has it's docking ports on the side of the module but it has it protruding inward. Also love this mod btw. Retrofitting to existing modules would be tough, and building dedicated ones, well.... that's just kinda pointless parts to me. ISS replicas go to HabTech2 thread, better options there! Quote Link to comment Share on other sites More sharing options...
RandomKerbal Posted July 20, 2020 Share Posted July 20, 2020 12 hours ago, Nertea said: I'm not even working on updates until 1.10.1. Retrofitting to existing modules would be tough, and building dedicated ones, well.... that's just kinda pointless parts to me. ISS replicas go to HabTech2 thread, better options there! Yes, I agree with you, KSP is not RSS. Those who like RSS should play Orbiter. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.