Willer Kerman Posted March 19, 2019 Share Posted March 19, 2019 (edited) For me, the 1.25 meters tanks are overlapping. I tried pulling out other mods and reinstalling the restock, but it did not work. https://imgur.com/OYlCM95 sorry for the low quality image. Edited March 19, 2019 by Willer Kerman Quote Link to comment Share on other sites More sharing options...
cineboxandrew Posted March 19, 2019 Share Posted March 19, 2019 2 hours ago, Willer Kerman said: For me, the 1.25 meters tanks are overlapping. I tried pulling out other mods and reinstalling the restock, but it did not work. https://imgur.com/OYlCM95 sorry for the low quality image. See the posts earlier in the thread for the fix Quote Link to comment Share on other sites More sharing options...
vardicd Posted March 19, 2019 Share Posted March 19, 2019 (edited) Here's an odd one, has anyone had any problems launching rockets from the woomerang, or desert launch sites since starting to use this mod? I know it's not a restock issue, because in a clean install with only restock it doesn't happen, but in my main install of 150+ mods, the minute I add restock the restock parts start falling through the woomerang and desert launch site platforms. Insofar as I can tell, non-restock parts aren't affected. I'm starting the process of troubleshooting my mod list now, but was wondering/hoping someone else had seen this before and could give me a leg up on identifying the offending mod. Edit: Correction problem is specific to Woomerang site. Desert site is fully functional with no problems. Edited March 19, 2019 by vardicd Quote Link to comment Share on other sites More sharing options...
Streetwind Posted March 19, 2019 Share Posted March 19, 2019 @vardicd 1. Verify that the terrain quality setting is the same between both installs. If not, please re-test with identical settings. 2. Does your modded install include Kopernicus? If yes, check if removing that fixes the issue. Quote Link to comment Share on other sites More sharing options...
vardicd Posted March 19, 2019 Share Posted March 19, 2019 (edited) 38 minutes ago, Streetwind said: @vardicd 1. Verify that the terrain quality setting is the same between both installs. If not, please re-test with identical settings. 2. Does your modded install include Kopernicus? If yes, check if removing that fixes the issue. 1 Quality settings are the same, 2 I do not play with Kopernicus. I have already ruled out both Kerbal construction time, [which modifies launch times, sites, resources, and was my number one suspect] and world stabilizer, which modifies world conditions when loading vessels It's really confusing me, as most of the mods I'm running are just part packs, launch escape systems, near future, feline utility rovers, pathfinder, buffalo, etc, or mods that modify parts, like dock rotate, jet sounds, wheel sounds, mk-1 cabin hatch. Kerbal construction time and world stabilizer are really the only 2 mods I have that affect "the world" to the best of my knowledge. I've got UI mods, like KSP alternate resource panel, kerbal alarm clock, and others like them, but nothing I'd suspect would affect the world, or how vessels load into it. Edited March 19, 2019 by vardicd Quote Link to comment Share on other sites More sharing options...
vardicd Posted March 19, 2019 Share Posted March 19, 2019 I'll play around with it more tomorrow after work and see if I can narrow things down, any further ideas are welcome though. Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted March 19, 2019 Share Posted March 19, 2019 I patiently waited for the official release, was not disappoint, the stuff is really amazing the team work is mesmerizing ! It gave me back the need to play (Re)stock Quote Link to comment Share on other sites More sharing options...
scottadges Posted March 19, 2019 Share Posted March 19, 2019 (edited) 13 hours ago, PmThay said: for who uses the Mk2 and Mk3 Expansion mods and is interested, I made this whitelist (because this mods use some stock textures):https://drive.google.com/file/d/1sW2C6Uowivd9H3Vd6X3kp3FPMLd82AWy/view I do indeed using Mk2/Mk3 Expansions, but I'm wondering if the ReStock folks can validate where do the whitelist file(s) go in the KSP folder structure? Do they sit in the "GameData/ReStock" folder? Or the main GameData folder? On 3/6/2019 at 4:49 PM, Tyko said: you can create a xxx.restockwhitelist file anywhere in your GameData distribution So just to understand, does "GameData distribution" mean anywhere in the GameData folder itself? i.e. outside the Restock mod folder, or would even putting the file within it work? Thanks for confirming! Edited March 19, 2019 by scottadges Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 19, 2019 Share Posted March 19, 2019 I believe they work like MM patches: Anywhere in any folder (or no folder) under GameData will work. For one-offs and personal use I maintain my own folder inside GameData, and I would probably put it there to keep it separate from official mod files. Quote Link to comment Share on other sites More sharing options...
PmThay Posted March 19, 2019 Share Posted March 19, 2019 @scottadges Because I like to maintain things organized I put the whitelist file inside de "GameData/ReStock" folder, but I do believe they mean that you can put the file anywhere inside the "GameData" folder. Quote Link to comment Share on other sites More sharing options...
Tyko Posted March 19, 2019 Share Posted March 19, 2019 1 hour ago, scottadges said: So just to understand, does "GameData distribution" mean anywhere in the GameData folder itself? i.e. outside the Restock mod folder, or would even putting the file within it work? Correct - as @PmThay and @DStaal also mentioned - you can put your MM configs anywhere in the GameData folder. Like them, I also have a folder I created just to store my personal configs. This isn't required, but it keeps your GameData folder organized and makes it easy to move your favorite configs from one game install to the next. Quote Link to comment Share on other sites More sharing options...
Relative_Prgramming Posted March 19, 2019 Share Posted March 19, 2019 I have a problem with the NR-M6 Configurable Engine Cluster Mount. I cannot place any of the 2.5m Engines inside. It either places them sideways outside, or in the center. Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted March 19, 2019 Share Posted March 19, 2019 10 minutes ago, Relative_Prgramming said: I have a problem with the NR-M6 Configurable Engine Cluster Mount. I cannot place any of the 2.5m Engines inside. It either places them sideways outside, or in the center. You probably want the Near Future Tech thread - that part comes from NF Launch Vehicles, not Restock(+). Quote Link to comment Share on other sites More sharing options...
TonedMite133805 Posted March 19, 2019 Share Posted March 19, 2019 (edited) Is Restock compatible w/ MM 3.1.2? Edited March 19, 2019 by TonedMite133805 Correction Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 19, 2019 Share Posted March 19, 2019 (edited) 13 minutes ago, TonedMite133805 said: Is Restock compatible w/ MM 3.1.2? Why would you be running an older version? Edited March 19, 2019 by blowfish Quote Link to comment Share on other sites More sharing options...
TonedMite133805 Posted March 19, 2019 Share Posted March 19, 2019 For Kerbalism, SXT, and SSPXr. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted March 19, 2019 Share Posted March 19, 2019 (edited) 7 minutes ago, TonedMite133805 said: For Kerbalism, SXT, and SSPXr. Just for those?... but why?... those are all supported on KSP 1.6.1... vOv which means, if those are your only mods, you *should* be running newest MM... unless you are on a really old version of KSP... vOv Edited March 19, 2019 by Stone Blue Quote Link to comment Share on other sites More sharing options...
TonedMite133805 Posted March 19, 2019 Share Posted March 19, 2019 MM 4.0.2 is compatible with them? Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 19, 2019 Share Posted March 19, 2019 3 minutes ago, TonedMite133805 said: MM 4.0.2 is compatible with them? Do you have a specific reason to believe it isn't? Quote Link to comment Share on other sites More sharing options...
Eridan Posted March 19, 2019 Share Posted March 19, 2019 (edited) 5 minutes ago, blowfish said: Do you have a specific reason to believe it isn't? There was a time when ModuleManager 4 was incompatible with Kerbalism, but now their latest versions are compatible EDIT: from the Kerbalism thread Quote Kerbalism 2.1.2 and Module Manager 4.0.2 and above are compatible. WARNING: Do not use Module Manager 4.x for now! There is an incompatibility. Use 3.x versions of MM. Edited March 19, 2019 by Eridan Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 19, 2019 Share Posted March 19, 2019 8 minutes ago, Eridan said: There was a time when ModuleManager 4 was incompatible with Kerbalism, but now their latest versions are compatible EDIT: from the Kerbalism thread Ah right, forgot about that. It shouldn't be an issue with Kerbalism 2.1.2 anymore though. Quote Link to comment Share on other sites More sharing options...
TonedMite133805 Posted March 19, 2019 Share Posted March 19, 2019 How do I convert the mods from 3.1.2 to 4.0.2? Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 19, 2019 Share Posted March 19, 2019 26 minutes ago, TonedMite133805 said: How do I convert the mods from 3.1.2 to 4.0.2? You mean from working with ModuleManager 3.1.2 to 4.0.2? First off, this is the wrong thread to be asking that in - you should be asking in the ModuleManager thread. Secondly, there were no syntax changes between those two ModuleManager versions - there was just more error checking added, and some reordering of the loading for speed. In most cases there's nothing to convert. If you do see errors, consult the ModuleManager thread for how to report, fix, or better yet report a fix to the mod in question. Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 19, 2019 Share Posted March 19, 2019 Just to clarify, Kerbalism broke because it was depending very deeply on the specific timing etc of how ModuleManager applied patches. This is not the case with other mods. Quote Link to comment Share on other sites More sharing options...
Willer Kerman Posted March 19, 2019 Share Posted March 19, 2019 17 hours ago, cineboxandrew said: See the posts earlier in the thread for the fix Thanks, Removing and replacing the Squad folder solved the problem. Quote Link to comment Share on other sites More sharing options...
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