Nertea Posted March 11, 2019 Author Share Posted March 11, 2019 2 hours ago, kurgut said: When pivoting lights, the light effect doesn't change direction accordingly, restock issue? (not the best screenshot, but you got me) here in reversed rotation, light effect still the same Screwed up, sorry. Issue created. Quote Link to comment Share on other sites More sharing options...
kurgut Posted March 11, 2019 Share Posted March 11, 2019 2 minutes ago, Nertea said: Screwed up, sorry. Issue created. thumbs up !(out of like for today..) Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 11, 2019 Author Share Posted March 11, 2019 FYI hilariously deleting the bugged Restock+ project on Spacedock also deleted the uploads for the base mod too. Get things from Github until addressed please... Quote Link to comment Share on other sites More sharing options...
Brigadier Posted March 11, 2019 Share Posted March 11, 2019 43 minutes ago, Nertea said: FYI hilariously deleting the bugged Restock+ project on Spacedock also deleted the uploads for the base mod too. I'm laughing with you, not at you. Quote Link to comment Share on other sites More sharing options...
Harry.Reds Posted March 11, 2019 Share Posted March 11, 2019 20 hours ago, Poodmund said: As suggested recently in the thread, close the game, navigate to KSP's root folder, Drive:/Path/Kerbal Space Program/, and delete the file 'PartDatabase.cfg' and then re-run the game and see if it resolves the issue. Thanks that worked Quote Link to comment Share on other sites More sharing options...
ShawnPhillips Posted March 11, 2019 Share Posted March 11, 2019 This is wonderful. Though If I could get a variant of this mod that keeps the stack versions of the part available through part variants then this would never leave my mod loadout. I don't want to have to miss out on the work Squad is putting into redesigning the stock parts for this, Plus having having visually different (though statistically identical) parts would be very useful for a Faction themed playthrough that I have been wanting to do for some time now. Quote Link to comment Share on other sites More sharing options...
Actually_New_KSP_Player Posted March 11, 2019 Share Posted March 11, 2019 Any plans on adding additional solar panels? Something in between the non-static 1x3 3x2 panels and gigantors, those look like complete overkill for my ion crafts. Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted March 11, 2019 Share Posted March 11, 2019 24 minutes ago, Actually_New_KSP_Player said: Any plans on adding additional solar panels? Something in between the non-static 1x3 3x2 panels and gigantors, those look like complete overkill for my ion crafts. Near Future Solar has more panels than you can shake a stick at. Quote Link to comment Share on other sites More sharing options...
droezjjj Posted March 11, 2019 Share Posted March 11, 2019 On 3/6/2019 at 9:20 AM, Nertea said: does it work with realplume? Quote Link to comment Share on other sites More sharing options...
kurgut Posted March 11, 2019 Share Posted March 11, 2019 @Nertea The changelog says about need of an "updated realplume" for RP compatibility, but I can't find any update, or is this a fork/whatever? Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 11, 2019 Author Share Posted March 11, 2019 22 minutes ago, kurgut said: @Nertea The changelog says about need of an "updated realplume" for RP compatibility, but I can't find any update, or is this a fork/whatever? No update has been added, but some fixes were made to make things easier for RealPlume to fix in the future. Quote Link to comment Share on other sites More sharing options...
kurgut Posted March 11, 2019 Share Posted March 11, 2019 Just now, Nertea said: No update has been added, but some fixes were made to make things easier for RealPlume to fix in the future. allright, thanks Quote Link to comment Share on other sites More sharing options...
wafflemoder Posted March 11, 2019 Share Posted March 11, 2019 Absolutely amazing mod! Quote Link to comment Share on other sites More sharing options...
Blasty McBlastblast Posted March 12, 2019 Share Posted March 12, 2019 I think I may have found a small bug! The thrust of the LV909 Terrier engine is slightly offset from centre (all variants). This can be demonstrated in the VAB by placing the engine and rotating it along the long axis to see the thrust indicator wobble about. Reproducible with restock 0.1.2, module manager 4.0.2, and KSP 1.6.1 Quote Link to comment Share on other sites More sharing options...
ragzilla Posted March 12, 2019 Share Posted March 12, 2019 7 hours ago, Nertea said: FYI hilariously deleting the bugged Restock+ project on Spacedock also deleted the uploads for the base mod too. Get things from Github until addressed please... I'm guessing they're doing something hilariously bad w/r/t urlencoding where your + is interpreted as a space and then trimmed off the string. Quote Link to comment Share on other sites More sharing options...
hieywiey Posted March 12, 2019 Share Posted March 12, 2019 (edited) On the Science Jr., only the right door opens. Is this intentional? Edited March 12, 2019 by hieywiey Grammar Clarifications Quote Link to comment Share on other sites More sharing options...
Danky2233 Posted March 12, 2019 Share Posted March 12, 2019 Amazing mod! Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 12, 2019 Share Posted March 12, 2019 (edited) 1 hour ago, hieywiey said: On the Science Jr., only the right door opens. Is this intentional? From the last page: On 3/10/2019 at 7:38 PM, cineboxandrew said: Thanks for reporting this, I just pushed a fix which will be included in the next update Edited March 12, 2019 by theonegalen Quote Link to comment Share on other sites More sharing options...
Gapone Posted March 12, 2019 Share Posted March 12, 2019 @Nertea Why don't you use variants with only texture switch? Don't you know how to do it? Quote Link to comment Share on other sites More sharing options...
tater Posted March 12, 2019 Share Posted March 12, 2019 I’d have worked on it some more myself (seems straightforward), but I’m on vacation right now (sitting at hotel breakfast drinking coffee in advance of the family getting their act together). Quote Link to comment Share on other sites More sharing options...
KaitoSSB Posted March 12, 2019 Share Posted March 12, 2019 Ran into this with RealPlume, been told to delete the Squad and Squad Expansion folders in the RealPlume - Stock folder to fix by some people. Just wanted to double check. Quote Link to comment Share on other sites More sharing options...
marcb Posted March 12, 2019 Share Posted March 12, 2019 On 3/10/2019 at 8:37 AM, marcb said: Problem solved after a fresh install and reinstalling ReStock and Engineer Redux mods through CKAN. Not sure what caused the issue. I still have the faulty install on the side, if a dev want me to dig a bit more. If not, I'll simply wipe it out Well, not really. I installed the mod on another computer (still linux, but completely different distribution/hardware) and ran in the exact same problem. Except that wiping the current installation does not solve anything. I can see in the log that it is correctly blacklisting Squad's assets: [Restock] Reading blacklist ReStock/Restock.restockblacklist (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [Restock] Removing blacklisted assets (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [Restock] Removing Squad/Parts/Aero/aerodynamicNoseCone/Rockomax_Adapters_diffuse.dds (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Then I can see some restock parts are loaded: (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Load(Texture): ReStock/Assets/Aero/restock-heat-shield-1-alt-n (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Load(Texture): ReStock/Assets/Aero/restock-heat-shield-1-alt ... Load(Model): ReStock/Assets/Aero/restock-heatshield-0625-1 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Load(Model): ReStock/Assets/Aero/restock-heatshield-125-1 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Load(Model): ReStock/Assets/Aero/restock-heatshield-25-1 ... Config(@PART[parachuteDrogue]:AFTER[RealChute]) ReStock/Compatibility/RealChute/@PART[parachuteDrogue]:AFTER[RealChute] (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Config(@PART[parachuteLarge]:AFTER[RealChute]) ReStock/Compatibility/RealChute/@PART[parachuteLarge]:AFTER[RealChute] ... And here's what I have when playing the game: Quote Link to comment Share on other sites More sharing options...
Snark Posted March 12, 2019 Share Posted March 12, 2019 6 hours ago, Gapone said: @Nertea Why don't you use variants with only texture switch? Don't you know how to do it? I'd suggest reading the OP of the thread; it does a pretty good job of explaining the rationale for what the mod does and why. Given that Nertea is one of the best known modders in the KSP community, with years of experience and many of the game's most popular mods, backed up in this case by several other extremely experienced and well known modders in a team effort, I'd say that it's fairly safe bet that they know what they're doing and have good reasons for their approach. Quote Link to comment Share on other sites More sharing options...
Milkywegian Posted March 12, 2019 Share Posted March 12, 2019 Does this mod work with mods that modifies or adds something to every command module, let's say a mod like Kerbalism? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 12, 2019 Share Posted March 12, 2019 9 minutes ago, Nafiu Sean said: Does this mod work with mods that modifies or adds something to every command module, let's say a mod like Kerbalism? ReStock only changes what parts look like, so yes, it will work with such mods. Quote Link to comment Share on other sites More sharing options...
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