KeaKaka Posted June 14, 2020 Share Posted June 14, 2020 (edited) 21 minutes ago, Roostergod said: noticed that the "cherenkov" engine from restock+ doesn't switch to using lh2 when kerbal atomics is installed Just a comment, but the Nerv engine doesn't either. I hope this can change for realism's sake. Also welcome to page 60! Edited June 14, 2020 by Mountain Parrot Quote Link to comment Share on other sites More sharing options...
hotmailcompany52 Posted June 14, 2020 Share Posted June 14, 2020 Is there some way I can just disable the blacklist? I'm pretty lazy and I'm not short on ram either Quote Link to comment Share on other sites More sharing options...
NiL Posted June 15, 2020 Share Posted June 15, 2020 15 hours ago, hotmailcompany52 said: Is there some way I can just disable the blacklist? I'm pretty lazy and I'm not short on ram either Why would you want that..? It won't add <<old/new>> variants to the parts, blacklisted textures would just be loaded in RAM. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted June 15, 2020 Share Posted June 15, 2020 On 6/14/2020 at 7:39 AM, Mountain Parrot said: Just a comment, but the Nerv engine doesn't either. I hope this can change for realism's sake. Strange, they run on LH2 for me. Do you have the Kerbal Atomics patches that dynamically change all LF-only engines to liquid hydrogen and/or the patch for the NERV to make it dual mode with LF and LH2? They should be in KerbalAtomics/patches, it might be a separate download on CKAN (KerbalAtomicsNTRmodsupport or something like that). I actually had to modify the nuclear engine from the OctoSat mod to use a tiny amount of electricity to prevent the KA LH2 patch affecting it as the OctoSat fuel tanks can’t handle LH2 and my attempts to make the tanks work just broke them entirely. Quote Link to comment Share on other sites More sharing options...
Gameable17 Posted June 16, 2020 Share Posted June 16, 2020 (edited) Update to my question, someone over in the Missing History forum posted module manager configs for making Missing History compatible by disabling the parts that Missing History adds that are also added by Restock Plus, I figure quoting it here might help people out in the future On 5/20/2020 at 5:05 PM, A lazy noob said: Redid the patches by UnanimousCoward for the most recent version of ReStock and ReStock plus. Also included a depreciated part remover, for those who don't want them in their advanced part filters (This will break crafts containing old parts). ReStock Patch Reveal hidden contents //Patch for ReStock Texutures and Models by Noob. Written from the patch by UnanimousCoward @PART[pointyNoseConeA_1p5]:AFTER[MissingHistory]:NEEDS[ReStock]{//depreciated part @MODEL { @model = ReStock/Assets/Structural/restock-nosecone-125-2 } } @PART[pointyNoseConeB_1p5]:AFTER[MissingHistory]:NEEDS[ReStock]{//depreciated part @MODEL { @model = ReStock/Assets/Structural/restock-nosecone-125-2 } } @PART[ServiceBay_187,ServiceBay_187_v2]:AFTER[ReStock]:NEEDS[MissingHistory]{//old version is depreciated @MODEL { @model = ReStock/Assets/Payload/restock-service-bay-125-1 } //copied directly from restock-service-bays.cfg @MODULE[ModuleAnimateGeneric] { @animationName = DoorsOpen } @MODULE[ModuleSeeThroughObject] { @transformName = NewBay125 } MODULE { name = ModulePartVariants useMultipleDragCubes = false baseVariant = Opaque VARIANT { name = Opaque displayName = #LOC_Restock_variant-service-bay-opaque primaryColor = #ffffff secondaryColor = #ffffff GAMEOBJECTS { ServiceBay125_Opaque = true ServiceBay125 = false ServiceBay125_Transparent = false FloorColliders = true } } VARIANT { name = Transparent displayName = #LOC_Restock_variant-service-bay-transparent primaryColor = #ffffff secondaryColor = #999999 GAMEOBJECTS { ServiceBay125_Opaque = false ServiceBay125 = false ServiceBay125_Transparent = true FloorColliders = true } } VARIANT { name = Hollow displayName = #LOC_Restock_variant-service-bay-hollow primaryColor = #ffffff secondaryColor = #000000 GAMEOBJECTS { ServiceBay125_Opaque = false ServiceBay125 = true ServiceBay125_Transparent = false FloorColliders = false } } } //end copied material } @PART[probeStack_1p5]:AFTER[MissingHistory]:NEEDS[ReStock]{ @MODEL { @model = ReStock/Assets/Command/restock-drone-core-125-1 } } @PART[reactionWheel_1p5]:AFTER[MissingHistory]:NEEDS[ReStock&!IndicatorLights]{ @MODEL { @model = ReStock/Assets/Control/restock-reactionwheel-125-1 } } @PART[solidBooster_1p5]:AFTER[MissingHistory]:NEEDS[ReStock]{ @MODEL { @model = ReStock/Assets/Engine/restock-engine-srb-thumper-1 } } @PART[xenonTank_1p5]:AFTER[MissingHistory]:NEEDS[ReStock]{ @MODEL { @model = ReStock/Assets/FuelTank/restock-fueltank-xenon-125-1 } } @PART[battery_1p5]:AFTER[MissingHistory]:NEEDS[ReStock&!IndicatorLights]{ @MODEL { @model = ReStock/Assets/Electrical/restock-battery-125-1 } } @PART[MediumOreTank]:AFTER[MissingHistory]:Needs[ReStock]{ @MODEL { @model = ReStock/Assets/Resource/restock-oretank-125-1 } } ReStock Plus Patch Reveal hidden contents //Patch for MissingHistory and ReStock by Noob. Written from the patch by UnanimousCoward //just hides the MissingHistory Parts @PART[liquidEngine303]:NEEDS[ReStockPlus]:AFTER[MissingHistory]{ %TechHidden = True @category = none @subcategory = 0 } @PART[liquidEngineT15]:NEEDS[ReStockPlus]:AFTER[MissingHistory]{ %TechHidden = True @category = none @subcategory = 0 } @PART[ServiceBay_187_v2]:NEEDS[ReStockPlus]:AFTER[MissingHistory]{ %TechHidden = True @category = none @subcategory = 0 } @PART[MediumOreTank]:NEEDS[ReStockPlus]:AFTER[MissingHistory]{ %TechHidden = True @category = none @subcategory = 0 } Depreciated Part Remover (This will break crafts with old parts!) Reveal hidden contents //Missing History Obsolete Part Remover //removes the hidden parts from missing history !PART[pointyNoseConeA_1p5,pointyNoseConeB_1p5,Size3_Size2_Tank,nuclearEngineKANDL,ServiceBay_187]:NEEDS[MissingHistory]:AFTER[MissingHistory]{} Just getting into module manager patching, if y'all notice anything i can improve/missed, let me know. Edited June 16, 2020 by Gameable17 Quote Link to comment Share on other sites More sharing options...
Kraken that doesn't exist Posted June 18, 2020 Share Posted June 18, 2020 btw KSP 1.10 is adding an advanced grabbing unit jr. to the stock game and since that part was made up with this mod you might accidentally made part with the same name as a stock part but different when 1.10 is out, just letting ya know Quote Link to comment Share on other sites More sharing options...
Wyzard Posted June 18, 2020 Share Posted June 18, 2020 (edited) I was surprised by the news that 1.10 is adding a mini klaw: I've never wished for one of those, but I've often wished for a bigger one. The 1.25m klaw looks silly on a spacecraft designed for asteroid mining, with the 2.5m ISRU converter and the big orange drills. If Squad is only adding a small one, maybe Restock+ can fill the 2.5m klaw niche. Edited June 18, 2020 by Wyzard Quote Link to comment Share on other sites More sharing options...
Kraken that doesn't exist Posted June 18, 2020 Share Posted June 18, 2020 2 minutes ago, Wyzard said: I was surprised by the news that 1.10 is adding a mini klaw: I've never wished for one of those, but I've often wished for a bigger one. The 1.25m klaw looks silly on a spacecraft designed for asteroid mining, with the 2.5m ISRU converter and the big orange drills. If Squad is only adding a small one, maybe Restock+ can fill the 2.5m klaw niche. just wondering where would you attach a klaw the width of the Mk 1-3 command pod Quote Link to comment Share on other sites More sharing options...
HansAcker Posted June 18, 2020 Share Posted June 18, 2020 2 hours ago, Wyzard said: The 1.25m klaw looks silly on a spacecraft designed for asteroid mining, with the 2.5m ISRU converter and the big orange drills. That's where I use the tri-coupler to attach 3 klaws below a 2.5m tank. Adds some more grip, too. A single klaw distends or breaks easily in my experience, especially when pulling an asteroid with a lot of power. Quote Link to comment Share on other sites More sharing options...
golkaidakhaana Posted June 18, 2020 Share Posted June 18, 2020 4 hours ago, Kraken that doesn't exist said: btw KSP 1.10 is adding an advanced grabbing unit jr. to the stock game and since that part was made up with this mod you might accidentally made part with the same name as a stock part but different when 1.10 is out, just letting ya know I m sure the restock team are well aware of this . Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 18, 2020 Author Share Posted June 18, 2020 4 hours ago, Kraken that doesn't exist said: btw KSP 1.10 is adding an advanced grabbing unit jr. to the stock game and since that part was made up with this mod you might accidentally made part with the same name as a stock part but different when 1.10 is out, just letting ya know I somehow doubt that Squad will name the part restock-claw-625-1. Squad naming conventions are usually something like serviceBay250, fueltank-1-3, crewCabin... you know, there actually isn't a convention. So I guess it'll be something totally random. But it probably won't start with restock. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted June 18, 2020 Share Posted June 18, 2020 I was hoping for Poodle_v2_final_final1 Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 18, 2020 Share Posted June 18, 2020 50 minutes ago, Poodmund said: I was hoping for Poodle_v2_final_final1 ..._small_large Quote Link to comment Share on other sites More sharing options...
Andy1234567890 Posted June 18, 2020 Share Posted June 18, 2020 Hey Nertea Im not sure where to post to get the attention of the restock team But im having and issue with the following infernal robotics next the docker model uses the clampotron Jr. model form stock Ksp ive made the config for it to ignore restock but how do i whitlist the squad model Note i am very new to configs and all that stuff so be gentle please ...LOL Any way loove your mods keep up the good work Quote Link to comment Share on other sites More sharing options...
Streetwind Posted June 19, 2020 Share Posted June 19, 2020 16 hours ago, Andy1234567890 said: ive made the config for it to ignore restock but how do i whitlist the squad model Welcome to the forums There is a tutorial that includes practical examples available here: https://github.com/PorktoberRevolution/ReStocked/wiki/Asset-Blacklist-and-Whitelist Quote Link to comment Share on other sites More sharing options...
Andy1234567890 Posted June 20, 2020 Share Posted June 20, 2020 On 6/19/2020 at 5:48 PM, Streetwind said: Welcome to the forums There is a tutorial that includes practical examples available here: https://github.com/PorktoberRevolution/ReStocked/wiki/Asset-Blacklist-and-Whitelist My dude thanx Ill give that a looksy and see if i can get it fixed Quote Link to comment Share on other sites More sharing options...
Andy1234567890 Posted June 20, 2020 Share Posted June 20, 2020 5 hours ago, Andy1234567890 said: My dude thanx Ill give that a looksy and see if i can get it fixed So i went and read up on how they do it i had to modify a few things but it worked Thank you much 07 Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 25, 2020 Share Posted June 25, 2020 On 5/24/2020 at 6:38 PM, Nertea said: I think the aero parts are fine, we're not going to be replacing them beyond adding some normal maps to the ones that lack them. @Nertea I know you have no desire to do a update of the aero parts and I don't blame you, but adding variant colors for steerable control fins to match your fuel tank colors would be a nice improvement. These tend to be the few aero parts I commonly use with rockets. Right now the only option is white fins regardless of the rest of a rocket color scheme. Quote Link to comment Share on other sites More sharing options...
One eyed Smile Posted June 26, 2020 Share Posted June 26, 2020 So i'm been looking thru my console playing with the stock vessels. And i noticed im getting these errors saying Error: [roverWheel2 Restock.ModuleRestockConstraints] Unknown constraint type "EVENTS" I have some rovers roaming around using von voyage that's not far away. Could this be related to this error? And would this error have some impact on my game? Or can i just ignore it? My mod list and player.log https://www.dropbox.com/s/cctd5dlak7m86lb/Player.log?dl=0 Spoiler AECS_Motion_Suppressor (air brake, engine, & control surface) (AECS-Motion-Suppressor 1.3.2.3) AlphaMensae's Modular Launch Pads (ModularLaunchPads 2.0.8) Antenna Helper (AntennaHelper 2:1.0.7.2) ASET Agency (ASETAgency 1.0) ASET Avionics (ASETAvionics 2.1) ASET Props (ASETProps 1.5) Astronomer's Visual Pack (AstronomersVisualPack 2:v4.04) Astronomer's Visual Pack-8k Textures (AVP-8kTextures v1.11) AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.5.16) AutoAGL (AutoAGL 1.2) B9 Part Switch (B9PartSwitch v2.16.0) BetterBurnTime (BetterBurnTime 1.10) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.12.6) BonVoyage (BonVoyage 1:1.0.1.1) Camera Focus Changer (CameraFocusChanger 1:1.1.0) Camera Tools (CameraTools v1.14.0) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 0.1.9.5) Community Category Kit (CommunityCategoryKit 5.1.0.0) Community Delta-V Maps (CommunityDeltaVMaps v2.6.0) Community Resource Pack (CommunityResourcePack 1.3.0.0) Contract Configurator (ContractConfigurator 1.28.0) Contract Parser (ContractParser 9.0) Contracts Window + (ContractsWindowPlus 9.4) Craft Manager (CraftManager 1.2.0) Critical Temperature Gauge (CriticalTemperatureGauge 1.9.1.1) Custom Barn Kit (CustomBarnKit 1.1.20.0) Custom Pre Lauch Checks (CustomPreLaunchChecks 1.8.1) DE IVAExtension (DE-IVAExtension v1.0.2) Decoupler Shroud (DecouplerShroud 0.7.2) Destruction Effects (DestructionEffects 2:v1.11.0) Distant Object Enhancement Continued (DistantObject v2.0.0.2) Distant Object Enhancement Continued default config (DistantObject-default v2.0.0.2) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.9.1) Docking Port Descriptions (DockingPortDescriptions 1.0.1.1) Docking Port Sound FX (DockingPortSoundFX v2.1.12) Earn Your Stripes! (EarnYourStripes 4.0.2) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1) Engine Lighting Relit (EngineLightRelit 1.6.2.3) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.8.0-2) EvaFollower (EvaFollower 1:1.1.1.5) Extended information about scientific experiments in VAB (ScienceSituationInfo 1:1.3.4) Field Training Facility (FieldTrainingFacility 1.2.0.0) Filter Extensions - Plugin (FilterExtensions 3.2.5) Final Frontier (FinalFrontier 1.8.1-3479) Flight Tracker (FlightTracker 3.0.0.1) HeapPadder (HeapPadder 0.0.2) HullcamVDS Continued (HullcamVDSContinued 0.2.0) Improved and Updated Chase Camera (ImprovedUpdatedChaseCam 1.6.4) Jet Sounds Continued (JetSoundsContinued 1.3.0.6) JSIPartUtilities (JSIPartUtilities 0.5.0.4) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Attachment System (KAS 1.6) Kerbal Changelog (KerbalChangelog v1.3.0) Kerbal Construction Time (KerbalConstructionTime 1:1.4.7.13) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.1) Kerbal Inventory System (KIS 1.25) Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.1.15) Kerbalism (Kerbalism 3.9) Kerbalism - Default Config (Kerbalism-Config-Default 3.9) Kerbal-Konstructs (KerbalKonstructs 1.8.1.15) Kourageous Tourists (KourageousTourists 0.5.2) KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) (KRASH 0.5.33) Kronal Vessel Viewer Continued (KVVContinued 0.1.1)KSC Extended (KSCExtended 2.2) KSP AVC (KSP-AVC 1.4.1.4) KXAPI (KXAPI 1.2.0) LightsOut Relit (LightsOutRelit v0.3.0.1) MagiCore (MagiCore 1.3.2.3) Magpie Mods (MagpieMods 1.5.5) MechJeb 2 (MechJeb2 2.9.2.0) Minimum Ambient Lighting Updated (MinAmbLightUpd 1.2.6) Module Manager (ModuleManager 4.1.3) Navball Docking Alignment Indicator CE-2 (NavballDockAlignIndCE 1.1.0) NavHud (NavHudRenewed 1.4.0.4) NavUtilities continued (NavUtilitiesContinued 0.7.2) Omega's Stockalike Structures: No Textures Required (StockalikeStructures 0.0.12) One Window (OneWindow 4.0) PersistentRotation (PersistentRotation 1.8.7) PlanetShine (PlanetShine 0.2.6.3) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.3) Progress Parser (ProgressParser 11.0) RasterPropMonitor (RasterPropMonitor 1:v0.31.3) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.3)RCS Build Aid Continued (RCSBuildAidCont 1:0.10.0) Real Plume (RealPlume 2:v13.3.1) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.1) Reentry Particle Effect Renewed (ReentryParticleEffect 1.9.1.1) ReStock (ReStock 1.1.2) ReStock Extra - Rigid Legs (RestockRigidLegs 1.1.2) ReStock+ (ReStockPlus 1.1.2) SafeChute (SafeChute v2.1.19) SCANsat (SCANsat v20.1) scatterer (Scatterer 3:v0.0610) Scatterer Default Config (Scatterer-config 3:v0.0610) Scatterer Sunflare (Scatterer-sunflare 3:v0.0610) ScrapYard (ScrapYard 2.1.0.0) Ship Effects Continued (ShipEffectsContinued 1.0.11) SIMPLEX TechTree (SimplexTechTree 1:1.16.2020) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) StageRecovery (StageRecovery 1.9.2.2) Strategia (Strategia 1.8.0) TextureReplacer (TextureReplacer v4.1.3) Textures Unlimited (TexturesUnlimited 1.5.10.25) The Janitor's Closet (JanitorsCloset 0.3.7) Time Control (TimeControl 1:2.9.8) Toolbar Controller (ToolbarController 1:0.1.9.4) Tracking Station Evolved (TrackingStationEvolved 6.0) Training Laboratory (FieldTrainingLaboratory 1.2.0.0) Tundra's Space Center (TundraSpaceCenter 2.0.1) Vessel Viewer Continued (VesselView 2:0.8.8.3) VesselView-UI-RasterPropMonitor (VesselView-UI-RasterPropMonitor 1:0.8.8.3) Waypoint Manager (WaypointManager 2.8.1) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1) Quote Link to comment Share on other sites More sharing options...
Bej Kerman Posted June 26, 2020 Share Posted June 26, 2020 On 3/6/2019 at 8:20 AM, Nertea said: Q: Will this break my existing stock craft if I add/remove it?A: It will not. What if the craft uses a new variant introduced by Restock? Quote Link to comment Share on other sites More sharing options...
oversoul Posted June 26, 2020 Share Posted June 26, 2020 A-E-S-T-H-E-T-I-C This parts pack is good looking, and I appreciate the effort by the Nertea and the other modders. Hopefully that will soften the blow of my next comment: what have you done to my Poodle engine!? ;P Quote Link to comment Share on other sites More sharing options...
Poodmund Posted June 26, 2020 Share Posted June 26, 2020 4 hours ago, Bej Kerman said: What if the craft uses a new variant introduced by Restock? If a specified variant, used in a craft file, doesn't exist it will fall back to using the base variant as specified in the part file (basically the default variant). Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 26, 2020 Author Share Posted June 26, 2020 12 hours ago, One eyed Smile said: So i'm been looking thru my console playing with the stock vessels. And i noticed im getting these errors saying Error: [roverWheel2 Restock.ModuleRestockConstraints] Unknown constraint type "EVENTS" I have some rovers roaming around using von voyage that's not far away. Could this be related to this error? And would this error have some impact on my game? Or can i just ignore it? My mod list and player.log https://www.dropbox.com/s/cctd5dlak7m86lb/Player.log?dl=0 Looks like the config is... strange? I will summon @cineboxandrew to take a look. 18 hours ago, Tonka Crash said: @Nertea I know you have no desire to do a update of the aero parts and I don't blame you, but adding variant colors for steerable control fins to match your fuel tank colors would be a nice improvement. These tend to be the few aero parts I commonly use with rockets. Right now the only option is white fins regardless of the rest of a rocket color scheme. Good point, but I don't really intend to work on restock much if at all in the near future. 1 hour ago, oversoul said: A-E-S-T-H-E-T-I-C This parts pack is good looking, and I appreciate the effort by the Nertea and the other modders. Hopefully that will soften the blow of my next comment: what have you done to my Poodle engine!? ;P Made it look better :P. Quote Link to comment Share on other sites More sharing options...
cineboxandrew Posted June 27, 2020 Share Posted June 27, 2020 21 hours ago, One eyed Smile said: Error: [roverWheel2 Restock.ModuleRestockConstraints] Unknown constraint type "EVENTS" Completely harmless, but I just fixed it for the next version 14 hours ago, Bej Kerman said: What if the craft uses a new variant introduced by Restock? It'll revert to either the first or the default variant... I forget which but those two are usually the same thing Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted June 27, 2020 Share Posted June 27, 2020 Why would anyone use a half-sized klaw? Personally I find it very useful for doing those Kerbal rescue contracts as I've built a rescue pod using the Luciole command pod with a detachable Restock mini-klaw because every now and again some dumb Kerbal needs rescued from a pod with no exits. A 2.5m super-Klaw would be nice but I don't look at asteroids right now so I wouldn't use it. Quote Link to comment Share on other sites More sharing options...
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