Jognt Posted July 23, 2019 Share Posted July 23, 2019 On 7/21/2019 at 6:49 PM, aluc24 said: Outer Planets. EDIT: I will re-download that pack, since I'm not entirely sure if I have the latest version. Maybe that's the culprit. It reminds me of a bug I used to have. Could you check your gamedata/bonvoyage/plugins/plugindata/bonvoyage/config.xml for the controlWindow position? I used to have a problem where those would get set to a negative (offscreen) value. Maybe that's it? (setting both x and y to 0 got the window back onscreen for me back then) Ps. If you're uninstalling mods using CKAN, be sure to check if the mod's folder is actually gone from GameData. CKAN doesn't remove the folder if it contains files that weren't in the download (like configuration files), which can cause problems with mod interactions. Quote Link to comment Share on other sites More sharing options...
aluc24 Posted July 23, 2019 Share Posted July 23, 2019 18 minutes ago, Jognt said: It reminds me of a bug I used to have. Could you check your gamedata/bonvoyage/plugins/plugindata/bonvoyage/config.xml for the controlWindow position? I used to have a problem where those would get set to a negative (offscreen) value. Maybe that's it? (setting both x and y to 0 got the window back onscreen for me back then) Ps. If you're uninstalling mods using CKAN, be sure to check if the mod's folder is actually gone from GameData. CKAN doesn't remove the folder if it contains files that weren't in the download (like configuration files), which can cause problems with mod interactions. Thanks for the suggestion. I went into config, and set the controlWindow X and Y to 0 (they were 0.74 and 0.32 respectively), but it didn't fix the problem (window is still not visible). I am not using CKAN, I'm installing mods manually, and this install of BonVoyage was fresh, no previous configs. Quote Link to comment Share on other sites More sharing options...
Jognt Posted July 23, 2019 Share Posted July 23, 2019 43 minutes ago, aluc24 said: Thanks for the suggestion. I went into config, and set the controlWindow X and Y to 0 (they were 0.74 and 0.32 respectively), but it didn't fix the problem (window is still not visible). I am not using CKAN, I'm installing mods manually, and this install of BonVoyage was fresh, no previous configs. Ah, it was worth a shot. :p You could remove BV and do a CKAN install to see if that makes a difference? Quote Link to comment Share on other sites More sharing options...
maja Posted July 23, 2019 Author Share Posted July 23, 2019 @Jognt I appreciate your help, but when you look into the log, there is the error indicating a conflict with Kopernicus. To be precise, with Outer planets mod probably (as @aluc24 wrote), because BV and Kopernicus combination was tested by @4x4cheesecake Quote Link to comment Share on other sites More sharing options...
Jognt Posted July 23, 2019 Share Posted July 23, 2019 1 minute ago, maja said: @Jognt I appreciate your help, but when you look into the log, there is the error indicating a conflict with Kopernicus. To be precise, with Outer planets mod probably (as @aluc24 wrote), because BV and Kopernicus combination was tested by @4x4cheesecake Good point. My apologies Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted August 8, 2019 Share Posted August 8, 2019 Sorry to bother, but even after reading the wiki and this whole thread, I couldn't find what what I'm looking for: what is the general recommendation about the "Disable rotation" setting, on or off? Quote Link to comment Share on other sites More sharing options...
Jognt Posted August 8, 2019 Share Posted August 8, 2019 15 minutes ago, VoidSquid said: Sorry to bother, but even after reading the wiki and this whole thread, I couldn't find what what I'm looking for: what is the general recommendation about the "Disable rotation" setting, on or off? The default. Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted August 8, 2019 Share Posted August 8, 2019 12 minutes ago, Jognt said: The default ...which is "off", iirc, thanks Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted August 8, 2019 Share Posted August 8, 2019 Another noob question (never done any modding myself), if I may: Using MechJebForAll as a template, will the following lines work and give all vessels having wheels (which, for my game, are just rovers) the BV controller? @PART[*]:HAS[@MODULE[ModuleWheelBase]]:NEEDS[BonVoyage]:Final { MODULE { name = BonVoyageModule } } Quote Link to comment Share on other sites More sharing options...
Jognt Posted August 8, 2019 Share Posted August 8, 2019 (edited) 10 minutes ago, VoidSquid said: Another noob question (never done any modding myself), if I may: Using MechJebForAll as a template, will the following lines work and give all vessels having wheels (which, for my game, are just rovers) the BV controller? @PART[*]:HAS[@MODULE[ModuleWheelBase]]:NEEDS[BonVoyage]:Final { MODULE { name = BonVoyageModule } } It would work yes. But you'd have a controller active for every wheel, which may cause unforeseen problems. Here's my personal patch that just adds the BV module to the Rovemate and Landercan: // Small patch to add the Bon Voyage control module to the Rovemate and MK2 Lander Can. // Author: Jognt @PART[roverBody_v2|mk2LanderCabin_v2]:AFTER[BonVoyage] { MODULE { name = BonVoyageModule } } By the way, by using AFTER you do two things: ModuleManager will only execute the patch if BonVoyage is present (Like NEEDS); ModuleManager will run the patch right after BonVoyage's FOR pass; That way you don't need NEEDS and FINAL, since both the timing and conditional is present in the single AFTER. Edited August 8, 2019 by Jognt Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted August 8, 2019 Share Posted August 8, 2019 Ohkay... didn't know, that was helpful, thanks! Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted August 8, 2019 Share Posted August 8, 2019 Sigh... landingLegT*.cfg also contains MODULE { name = ModuleWheelBase Blarg Any suggestions for a better filter, covering only vessels having wheels? Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted August 8, 2019 Share Posted August 8, 2019 35 minutes ago, VoidSquid said: Any suggestions for a better filter, covering only vessels having wheels? How about: @PART[*]:HAS[@MODULE[ModuleWheelBase]:HAS[#wheelType[MOTORIZED]]]:NEEDS[BonVoyage]:FINAL { MODULE { name = BonVoyageModule } } This will add the BV module to motorized wheels only, so landing legs and gears are not affected. Should be fine if you don't want to build a rocket engine powered rover or something similar^^ Quote Link to comment Share on other sites More sharing options...
VoidSquid Posted August 8, 2019 Share Posted August 8, 2019 Will try this out, thanks a lot, @4x4cheesecake, much appreciated Quote Link to comment Share on other sites More sharing options...
maja Posted August 8, 2019 Author Share Posted August 8, 2019 Huge thanks to everyone who answers here before me. Time zones are slowing my answers to questions Quote Link to comment Share on other sites More sharing options...
maja Posted August 9, 2019 Author Share Posted August 9, 2019 On 7/21/2019 at 6:59 PM, aluc24 said: I tried with the latest version of Outer Planets. Problem still there. Hi there and sorry for waiting. I had a vacation I tested it with KSP 1.7.3, BonVoyage 0.14.8, Kopernicus 1.7.3.-1, OPM 2.2.5 and Module manager 4.0.2. No error, rover was moved from the runway to it's destination without a problem. Quote Link to comment Share on other sites More sharing options...
aluc24 Posted August 14, 2019 Share Posted August 14, 2019 On 8/9/2019 at 5:44 PM, maja said: Hi there and sorry for waiting. I had a vacation I tested it with KSP 1.7.3, BonVoyage 0.14.8, Kopernicus 1.7.3.-1, OPM 2.2.5 and Module manager 4.0.2. No error, rover was moved from the runway to it's destination without a problem. Damn. This is weird. Is there any way I can find out what is causing the problem without having to test by removing and re-adding all the mods I have installed? That takes ages Quote Link to comment Share on other sites More sharing options...
maja Posted August 14, 2019 Author Share Posted August 14, 2019 12 minutes ago, aluc24 said: Damn. This is weird. Is there any way I can find out what is causing the problem without having to test by removing and re-adding all the mods I have installed? That takes ages Be it me, I make a brand new copy of KSP, add all the mods, test and if there is still the error then remove them in batches and test again. Rinse and repeat. You don't need to remove mods one by one. If you find the wrong batch, then you can identify the offending mod. Quote Link to comment Share on other sites More sharing options...
aluc24 Posted August 14, 2019 Share Posted August 14, 2019 3 minutes ago, maja said: Be it me, I make a brand new copy of KSP, add all the mods, test and if there is still the error then remove them in batches and test again. Rinse and repeat. You don't need to remove mods one by one. If you find the wrong batch, then you can identify the offending mod. Yeah, that's what I meant... That takes ages to narrow it down, since I have like 60 mods now. Is there any better way? Maybe look at logs or something? Quote Link to comment Share on other sites More sharing options...
maja Posted August 14, 2019 Author Share Posted August 14, 2019 3 minutes ago, aluc24 said: Yeah, that's what I meant... That takes ages to narrow it down, since I have like 60 mods now. Is there any better way? Maybe look at logs or something? Well, the error manifests itself, when BV is checking for a main star from Kopernicus. Where do you have KSP installed? Quote Link to comment Share on other sites More sharing options...
aluc24 Posted August 14, 2019 Share Posted August 14, 2019 1 minute ago, maja said: Well, the error manifests itself, when BV is checking for a main star from Kopernicus. Where do you have KSP installed? I have it on C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program - why? Quote Link to comment Share on other sites More sharing options...
maja Posted August 14, 2019 Author Share Posted August 14, 2019 5 minutes ago, aluc24 said: I have it on C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program - why? I wonder, if there can be some problem with user rights. If you can copy the whole KSP to another drive, then try it. Quote Link to comment Share on other sites More sharing options...
aluc24 Posted August 14, 2019 Share Posted August 14, 2019 19 minutes ago, maja said: I wonder, if there can be some problem with user rights. If you can copy the whole KSP to another drive, then try it. I tried it... Still the same Quote Link to comment Share on other sites More sharing options...
Starman4308 Posted August 14, 2019 Share Posted August 14, 2019 (edited) At least with Bon Voyage v0.14.8 on KSP v1.7.3, there's an issue where, on picking a target on the map, latitude and longitude are mixed up. This leads to lots of "path not found" errors, as there's a nontrivial chance that you're trying to enter a latitude of greater than 180 degrees. It's possible this only occurs when selecting a site of longitude 180-360 degrees; I forgot to test that. EDIT: The temporary workaround is to enter lat/lon manually. Edited August 14, 2019 by Starman4308 Quote Link to comment Share on other sites More sharing options...
maja Posted August 14, 2019 Author Share Posted August 14, 2019 27 minutes ago, aluc24 said: I tried it... Still the same Then you are leaved with eliminating mods to find the culprit(s). Or you can start with a clean install and add them back until the error shows. Quote Link to comment Share on other sites More sharing options...
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