MechBFP Posted May 30, 2020 Share Posted May 30, 2020 I honestly think someone at Squad just wished upon a monkey paw for the wheel and landing gear code. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted May 30, 2020 Share Posted May 30, 2020 (edited) 18 hours ago, Nertea said: Restock 1.1.2 Changed ModuleManager pass from [Restock] to [000_Restock] Can you explain what prompted this change? Do you anticipate changing it again? I'm trying to debug some problems with Indicator Lights that disappeared and textures that changed after updating ReStock when everything was working like I intended before the update. Edit: Found my problem. I had some personal patches to make things work that relied on BEFORE[ReStock] that now needed BEFORE[000_ReStock] Edited May 30, 2020 by Tonka Crash Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 30, 2020 Author Share Posted May 30, 2020 2 hours ago, Tonka Crash said: Can you explain what prompted this change? Do you anticipate changing it again? I'm trying to debug some problems with Indicator Lights that disappeared and textures that changed after updating ReStock when everything was working like I intended before the update. Edit: Found my problem. I had some personal patches to make things work that relied on BEFORE[ReStock] that now needed BEFORE[000_ReStock] A few high profile mod authors who wanted to use the content in the mod felt that would be better. I'm still not sure if it's the right choice, but in doing it I did tell people not to do this again... For exactly the reasons you have exemplified. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted May 31, 2020 Share Posted May 31, 2020 It's kinda vindicating to see that this change is breaking mods interactions in exactly this way. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 31, 2020 Share Posted May 31, 2020 5 minutes ago, Poodmund said: It's kinda vindicating to see that this change is breaking mods interactions in exactly this way. So is that a good thing? Not sure. I want to know why it was requested now! I have yet to see if this affected the TETRIX or SIMPLEX TechTree mods as I haven't had time since the update. Can anyone tell me if that's the case please? Peace. Quote Link to comment Share on other sites More sharing options...
Krzeszny Posted May 31, 2020 Share Posted May 31, 2020 Could it be possible to spawn stock engines with ReStock installed, for visual reasons? That way I could use a stock engine in one rocket and a ReStock engine in another rocket. Quote Link to comment Share on other sites More sharing options...
Jognt Posted May 31, 2020 Share Posted May 31, 2020 (edited) On 5/30/2020 at 7:38 PM, Nertea said: A few high profile mod authors who wanted to use the content in the mod felt that would be better. I'm still not sure if it's the right choice, but in doing it I did tell people not to do this again... For exactly the reasons you have exemplified. So that's why some of my tweaks stopped working... Reminds me of "Privatize the profits, socialize the losses." Is this only for ReStock, or also ReStockPlus? Edited May 31, 2020 by Jognt Quote Link to comment Share on other sites More sharing options...
Gameable17 Posted June 1, 2020 Share Posted June 1, 2020 I have a question, is this compatable with Fuel Tanks Plus/Color Coded Canisters made by NecroBones. Btw love the work, looks increadable Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted June 1, 2020 Share Posted June 1, 2020 On 5/28/2020 at 6:04 PM, Jognt said: Stock thing as far as I know. Edit: if the 250 is New, I’m guessing they borrowed from the stock big ISRU, which has this behavior. That explains a Restock behaviour but from a Restockplus point of view it could have been different Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 1, 2020 Author Share Posted June 1, 2020 17 hours ago, Gameable17 said: I have a question, is this compatable with Fuel Tanks Plus/Color Coded Canisters made by NecroBones. Btw love the work, looks increadable FTP will be fine, CCC will not work, it also replaces stock models. You will have to do some work to make restock not patch the CCC replaced tanks. 21 hours ago, Jognt said: So that's why some of my tweaks stopped working... Reminds me of "Privatize the profits, socialize the losses." Is this only for ReStock, or also ReStockPlus? Shouldn't really have any effects on RS+ Quote Link to comment Share on other sites More sharing options...
Gameable17 Posted June 1, 2020 Share Posted June 1, 2020 Just now, Nertea said: FTP will be fine, CCC will not work, it also replaces stock models. You will have to do some work to make restock not patch the CCC replaced tanks. Ok, thanks, I Kinda wish there was a way to keep the colored cans and use Restock, I kinda miss my easily identifiable cans based on color. Thanks for helping me Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 1, 2020 Author Share Posted June 1, 2020 8 minutes ago, Gameable17 said: Ok, thanks, I Kinda wish there was a way to keep the colored cans and use Restock, I kinda miss my easily identifiable cans based on color. Thanks for helping me You can, you just need to turn off everything Restock does to the tanks. Quote Link to comment Share on other sites More sharing options...
Gameable17 Posted June 1, 2020 Share Posted June 1, 2020 1 minute ago, Nertea said: You can, you just need to turn off everything Restock does to the tanks. but I like the tanks, at least the exteriors of them, I would trade the fact the tanks cores aren't color coded in return for much better looking tanks in general Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 1, 2020 Author Share Posted June 1, 2020 Ah fair enough. It's also something you can look into doing with a fairly minor bit of knowledge of image editing :). Quote Link to comment Share on other sites More sharing options...
Souptime Posted June 4, 2020 Share Posted June 4, 2020 Hey, even without making history the galleon wont show up, can someone send screenshots of it? cant find any Quote Link to comment Share on other sites More sharing options...
One eyed Smile Posted June 5, 2020 Share Posted June 5, 2020 (edited) Hi, im on 1.9.1 and i have some flickering issues with shrouds. This one in particular is from stock rocket called acapello. Heat shield's shroud is flickering it'd be great if u could look into it. im on 1.9.1 on latest mods, with AVP installed. Edited June 5, 2020 by One eyed Smile Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 7, 2020 Share Posted June 7, 2020 @Nertea The collider for the OKTO2 is a bit funky. The sides are not vertical making surface attach parts difficult to align. Below are a bunch of antenna that are "close" to centered vertically on the side. Snap was on, but they are placed individually with no symmetry. There is an edge near the middle of the side causing some parts to flip up, some flip down. The edge didn't seem to be in the same place from side to side. Quote Link to comment Share on other sites More sharing options...
harelk Posted June 8, 2020 Share Posted June 8, 2020 my 1.25 meter parts keep clipping into each other. i think it's related to an error i get in the loading screen about "unexpected directories"? p.s. i don't run any other part mods Quote Link to comment Share on other sites More sharing options...
Poodmund Posted June 8, 2020 Share Posted June 8, 2020 55 minutes ago, harelk said: my 1.25 meter parts keep clipping into each other. i think it's related to an error i get in the loading screen about "unexpected directories"? p.s. i don't run any other part mods On 5/26/2020 at 6:30 AM, kirmie44 said: I'm getting an error during loading where it is surprised that the FL-T100 through 800 are still there and an error appears in the log. I figured they were just missing from the blacklist but that didn't solve it. This could be unrelated but I am having an issue with those tanks where reloading/copying these tanks causes attachment nodes to shrink into the model and basically crumple the rocket. It wouldn't bother me other than the texture glitch it causes bydoing this. The only way to fix it is by replacing each tank in the build. KSP Log: https://drive.google.com/file/d/1hzfoj7xVsr-0k0vROBqV08CLG-sZQndK/view?usp=sharing On 5/26/2020 at 9:04 PM, blowfish said: Nothing to do with the blacklist. Squad moved those files a few KSP versions ago, but Steam leaves the old versions around for some reason. The solution is to completely remove GameData/Squad and then validate your local files in Steam so that it will re-acquire it. @harelk, follow Blowfish's instructions above to resolve. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted June 8, 2020 Share Posted June 8, 2020 14 hours ago, Tonka Crash said: @Nertea The collider for the OKTO2 is a bit funky. The sides are not vertical making surface attach parts difficult to align. Below are a bunch of antenna that are "close" to centered vertically on the side. Snap was on, but they are placed individually with no symmetry. There is an edge near the middle of the side causing some parts to flip up, some flip down. The edge didn't seem to be in the same place from side to side. *snip* Seen a couple of reports about this and it seems that recently its become apparent that mesh normals affect surface attachment rather than just the raw collider geometry. I've raised an issue about this here: https://github.com/PorktoberRevolution/ReStocked/issues/865 If anyone else spots any parts that may be affected by this, causing issues with surface attachment, please let us know for reference. Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted June 8, 2020 Share Posted June 8, 2020 3 hours ago, Poodmund said: Seen a couple of reports about this and it seems that recently its become apparent that mesh normals affect surface attachment rather than just the raw collider geometry. I've raised an issue about this here: https://github.com/PorktoberRevolution/ReStocked/issues/865 If anyone else spots any parts that may be affected by this, causing issues with surface attachment, please let us know for reference. I can confirm the same on the basic OKTO. The irregularities are not the same on all eight sides, so be sure to verify a fix on each face. Quote Link to comment Share on other sites More sharing options...
Fredde104 Posted June 8, 2020 Share Posted June 8, 2020 I just downloaded this mod.. and I have havo to giva a big THANK YOU! Finally I have a reason to use the stock parts Quote Link to comment Share on other sites More sharing options...
Beale Posted June 11, 2020 Share Posted June 11, 2020 Some apollo stuff. Also available in a tasty cookies and cream version. Left: Making History Right: Restock Stil a few improvements warranted of course. Quote Link to comment Share on other sites More sharing options...
MashAndBangers Posted June 12, 2020 Share Posted June 12, 2020 On 6/11/2020 at 9:25 AM, Beale said: Some apollo stuff. Also available in a tasty cookies and cream version. Left: Making History Right: Restock Stil a few improvements warranted of course. That definitely looks much better. The old one looks very flat. Very nice job Beale! And Very nice job to everyone on this project! Quote Link to comment Share on other sites More sharing options...
Roostergod Posted June 14, 2020 Share Posted June 14, 2020 noticed that the "cherenkov" engine from restock+ doesn't switch to using lh2 when kerbal atomics is installed i wrote an extremely barebones modulemanager patch to switch it, for anyone whose too impatient to wait for nertea to change it @PART[restock-engine-cherenkov] { @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 1.0 } } } 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.