RB101 Posted February 5, 2023 Share Posted February 5, 2023 (edited) @OrbitalManeuvers Possible culprit mods found, I'm going to test more before 100% confirming Current suspects are: CommNet Antennas Extension CommNet Antennas Consumptor CommNet Antennas Info CommNet Constellation Remote Tech Redev Antenna Current culprits cleared, rechecking previous set of mods Edited February 5, 2023 by RB101 Quote Link to comment Share on other sites More sharing options...
Rodger Posted February 6, 2023 Author Share Posted February 6, 2023 The ksp log can show what patches are being applied to a part, so if you search for the part names and look through the patch applications it can give some clues. And if you want to upload the log I can check it too. Quote Link to comment Share on other sites More sharing options...
RB101 Posted February 6, 2023 Share Posted February 6, 2023 (edited) @OrbitalManeuvers I've confirmed "Research and Development" as the Primary and only cause for this issue. Spoiler Crafts saved before removing the mod retain the issue due to how RnD interacts with craft files. Rebuilding a fresh craft after it is uninstalled does not results in the same issue. I've also tested craft built and saved before installing it, which then get the issue whilst it is installed, but lose the issue again after uninstalling RnD. I'm not going to uninstall RnD because it is just too important to my playthroughs... NOTE: I suspect the dual high/low power modes might be the cause of the conflict? (as stock mode switch engines only have a single air breathing mode) RnD is known for handling engines with multiple modes that use exactly the same fuels very poorly. Spoiler I don't know why the engines need high and low power modes though, as the throttle limiter already fills that funciton and is much more freely tweakable, and can be controlled by a Kal-1000 controller. Removing the dual mode may fix the issue, though I'm not familiar enough with KSP coding to test this myself Here's my log file for when the mod is installed: https://we.tl/t-aQXed6soSK Edited February 6, 2023 by RB101 Quote Link to comment Share on other sites More sharing options...
Rodger Posted February 6, 2023 Author Share Posted February 6, 2023 If you make a new cfg file with this in it, somewhere in your game data, it should fix it: @PART[bb_Prop|bb_PropSingle]:AFTER[KRnD] { !MODULE[KRnDModule] {} } Without knowing exactly how krnd works, I’m guessing this should stop the prop parts from being affected by it at all. Quote Link to comment Share on other sites More sharing options...
RB101 Posted February 6, 2023 Share Posted February 6, 2023 4 hours ago, Rodger said: If you make a new cfg file with this in it, somewhere in your game data, it should fix it: @PART[bb_Prop|bb_PropSingle]:AFTER[KRnD] { !MODULE[KRnDModule] {} } Without knowing exactly how krnd works, I’m guessing this should stop the prop parts from being affected by it at all. I can confirm this fixes the issue when placed into the Bumblebee patches folder! Would you mind making the above .cfg file a permanent edition to this mod please? Quote Link to comment Share on other sites More sharing options...
SpudNutimus Posted May 8, 2023 Share Posted May 8, 2023 (edited) Heads up, I cobbled together a patch to Near Future Electrical's Decaying RTGs extra which adds compatibility with Bumblebee's RTG part to it, in case anyone happens to want to use that extra with this mod. You can find the .cfg file on GitHub HERE or paste the following code in yourself: Spoiler // Bumblebee @PART[bb_RTG]:FOR[NearFutureElectrical] { @cost *= 0.5 !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 0.6 HalfLife = 8.35 EasyMode = true } } Edited August 13, 2023 by SpudNutimus Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted June 3, 2023 Share Posted June 3, 2023 @Rodger just saw this mentioned in my log, in case it's not on purpose. Spoiler https://github.com/Rodg88/BumbleBee/blob/e47a7d5fd52ade2b6ff690ff593613f47da4200c/GameData/Bumblebee/Parts/bb_Sensor.cfg#L129 Quote Link to comment Share on other sites More sharing options...
aviin Posted January 6, 2024 Share Posted January 6, 2024 The error mentioned above by @OrbitalManeuvers is caused by a typo in the Bumblebee Sensor Package config file. The typo prevents running the barometer experiment from an action group. Here is a Module Manager patch to correct the typo and let the barometer experiment work as intended. I prefer patches like this over editing the original files, but obviously it could be done that way, too. Bumblebee Sensor Package Barometer Fix // -------------------------------------------------------------------------------------------------------------------- // Bumblebee Sensor Package Barometer Fix // -------------------------------------------------------------------------------------------------------------------- @PART[bb_Sensor]:NEEDS[Bumblebee] { @MODULE:HAS[#experimentID[barometerScan]] { @useActionGroups = True } } I didn't come here to talk about that, but I saw that error and had to fix it before I felt comfortable posting what I actually came here for... While I was doing a personal update on the Knes TweakScale configs, I decided to write some for Bumblebee. I always enjoyed using the electric props from Firespitter to make things like quad copters and whatnot, and when you combine that with TweakScale, you can make some pretty neat low part count stuff. TweakScale for Bumblebee seemed like something interesting to play with, so I wrote the requisite configs to do so, and I decided I might as well share them. So here they are. Note 1: Some of the parts will require the latest version of the TweakScale Beta with TweakScaleExperimental enabled, but if you're only after the props, pretty much any version of TweakScale will do. Note 2: Scaling up the size of the props exacerbates the issue of the Bumblebee props continuing to generate thrust when they run out of available EC. Rest assured the problem exists even on standard sized props without my patch installed, but the thrust values are so low that they typically wouldn't be enough to move your craft. Scaling up the size increases the size of that latent thrust. Bumblebee TweakScale Patches // -------------------------------------------------------------------------------------------------------------------- // Bumblebee TweakScale Patches // -------------------------------------------------------------------------------------------------------------------- @PART[bb_Aeroshell]:NEEDS[Bumblebee,TweakScale] // Bumblebee "Apiary" Aeroshell { %MODULE[TweakScale] { type = stack defaultScale = 2.5 } } @PART[bb_Chute]:NEEDS[Bumblebee,TweakScale] // Bumblebee Main Parachute { %MODULE[TweakScale] { type = free_square } } @PART[bb_Core]:NEEDS[Bumblebee,TweakScale] // Bumblebee Drone Probe Core { #@TWEAKSCALEBEHAVIOR[Science]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = free } } @PART[bb_Decoupler]:NEEDS[Bumblebee,TweakScale] // Bumblebee Decoupler { #@TWEAKSCALEBEHAVIOR[Decoupler]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = free } } @PART[bb_Drogue]:NEEDS[Bumblebee,TweakScale] // Bumblebee Drogue Parachute { %MODULE[TweakScale] { type = free_square } } @PART[bb_HGA]:NEEDS[Bumblebee,TweakScale] // Bumblebee "Antennae" High Gain Antenna { %MODULE[TweakScale] { type = free_square } } @PART[bb_Prop]:NEEDS[Bumblebee,TweakScale] // Bumblebee "Wings" Contra-Propeller { #@TWEAKSCALEBEHAVIOR[Engine]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = free } } @PART[bb_PropSingle]:NEEDS[Bumblebee,TweakScale] // Bumblebee "Wing" Single Propeller { #@TWEAKSCALEBEHAVIOR[Engine]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = free } } @PART[bb_RTG]:NEEDS[Bumblebee,TweakScale] // Bumblebee "Stinger" RTG { %MODULE[TweakScale] { type = free } } @PART[bb_Seismometer]:NEEDS[Bumblebee,TweakScaleExperimental] // Bumblebee "Proboscis" Deployable Seismometer { #@TWEAKSCALEBEHAVIOR[Science]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = free } } @PART[bb_Sensor]:NEEDS[Bumblebee,TweakScaleExperimental] // Bumblebee Sensor Package { #@TWEAKSCALEBEHAVIOR[Science]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = free } } @PART[bb_SingleTruss]:NEEDS[Bumblebee,TweakScale] // Bumblebee single-mount Truss { %MODULE[TweakScale] { type = free } } @PART[bb_Skids]:NEEDS[Bumblebee,TweakScaleExperimental] // Bumblebee "Knees" Skids { #@TWEAKSCALEBEHAVIOR[Science]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = free } } @PART[bb_Truss]:NEEDS[Bumblebee,TweakScale] // Bumblebee Truss { %MODULE[TweakScale] { type = free } } @PART[bb_Dunaprop]:NEEDS[Bumblebee,TweakScale] // "Dragonfly" Low Density Contra-Propeller { #@TWEAKSCALEBEHAVIOR[Engine]/MODULE[TweakScale] { } %MODULE[TweakScale] { type = free } } Enjoy or not as you see fit Quote Link to comment Share on other sites More sharing options...
Smallant55 Posted July 7, 2024 Share Posted July 7, 2024 Are my propellers supposed to look like this? Quote Link to comment Share on other sites More sharing options...
Rodger Posted July 7, 2024 Author Share Posted July 7, 2024 Just now, Smallant55 said: Are my propellers supposed to look like this? Nope, you're probably missing some dependencies, or didn't install them all correctly. Probably this one: https://github.com/Angel-125/KerbalActuators/releases Quote Link to comment Share on other sites More sharing options...
Huntieboy Posted November 13, 2024 Share Posted November 13, 2024 WhenIi deploy the main parachute and jettison the heat shield, the game crashes to desktop. Any ideas why? Quote Link to comment Share on other sites More sharing options...
Astronomer Posted Thursday at 10:43 PM Share Posted Thursday at 10:43 PM Wow it's so cute! So NASA is going to actually launch this one to Titan in 4 years? Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted Thursday at 10:45 PM Share Posted Thursday at 10:45 PM On 5/13/2020 at 7:54 AM, Rodger said: I present to you my first parts mod, Bumblebee! A (re)stockalike mod based on NASA's Dragonfly drone, designed to explore Titan-like worlds! Includes a black colour scheme too: album: https://imgur.com/a/lFNv9dI Build Guide: https://github.com/Rodg88/BumbleBee/wiki/Build-Guide Video review from Kottabos: Features include: * Small electric propellers that use @Angel-125's KerbalActuators to give them spinning blades, mirroring, prop blur, and a hover mode. * An antenna that tracks the homeworld (in one axis at least) * A large science payload, including compatibility for some Bluedog Design Bureau and Coatl Probes Plus experiments if those mods are installed. * Compatibility for Near Future Electrical, the probe core will include a large capacitor if installed, to increase flight range. * A parachute/drogue combo with "fancy custom normals", that plug into the 2.5m aerodynamic back shell (which is designed to fit the Restock heat shield), or can be surface attached as a drogue/main set Download: https://spacedock.info/mod/2428/Bumblebee https://github.com/Rodg88/BumbleBee/releases Also on CKAN V0.6 Updated deps and tested in KSP 1.12.2 Fixed prop sound on high power mode Fixed colliders on decoupler causing sticky aeroshell deployment Merge PR for Interstellar Extended support (thanks Shimomeitakatote) V0.5 Added variants to the decoupler with 0.625m and 1.25m bottom diameter rings, instead of just the specialized Bumblebee decoupler. Updated Indicator Lights patch to take advantage of new features in v1.7 (commnet connection indicator). V0.4 Added gold and silver foil textures to the Core, Antenna, RTG, and science Sensor. Updated all lenses to have a new reflective texture. Added carbon texture variant to prop parts. V0.3 New dual rotor part for light probes in light atmospheres, based on the NASA Mars Helicopter. Also a long variant of the single truss for the Duna rotor. Added Surface Sample experiment to the landing skid part (requires the Bumblebee Probe core on the same craft to work) Minor fixes to other parts. V0.2: Updated Prop parts. They now activate on Duna, but won't do you much good. Also enabled surface attachment on the single prop, and added ground FX. Also a low power mode for precision flight on low gravity moons. Added glowing LEDs, with compatibility for NFE (blue LED's brightness = capaciter charge) and Indicator Lights (Top Green LED goes yellow/red on low/critical charge). Added Hullcam Patch Download includes B9 Part Switch, Kerbal Actuators, CommunityResourcePack, and DMagicScienceAnimate, which are the hard dependencies, as well as CommunityCategoryKit which is optional (parts all appear in the Rover category). License: CC BY-NC-SA 4.0 https://creativecommons.org/licenses/by-nc-sa/4.0/ Bundles the following mods, which are covered by their own respective licenses: ModuleManager by Sarbian and Blowfish https://github.com/sarbian/ModuleManager B9 Part Switch by Blowfish https://github.com/blowfishpro/B9PartSwitch/releases Kerbal Actuators by Angel-125 https://github.com/Angel-125/KerbalActuators/releases CommunityResourcePack by Bob Palmer https://github.com/BobPalmer/CommunityResourcePack CommunityCategoryKit by Bob Palmer https://github.com/BobPalmer/CommunityCategoryKit DMagicModuleScienceAnimateGeneric by DMagic https://github.com/DMagic1/DMModuleScienceAnimateGeneric I know what I should do today... 1 minute ago, Astronomer said: Wow it's so cute! So NASA is going to actually launch this one to Titan in 4 years? yes Quote Link to comment Share on other sites More sharing options...
Jeffery Kerman Posted Saturday at 10:05 PM Share Posted Saturday at 10:05 PM Which planets/moons can this fly on with the normal propellers? What about OPM's or Kcalbeloh's bodies? Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted Saturday at 10:41 PM Share Posted Saturday at 10:41 PM (edited) 36 minutes ago, Jeffery Kerman said: Which planets/moons can this fly on with the normal propellers? What about OPM's or Kcalbeloh's bodies? Well, judging by the OP, it can fly on Tekto, Eve, and Huygens. (From JNSQ) Edited Saturday at 10:41 PM by Mr. Kerbin Quote Link to comment Share on other sites More sharing options...
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