Jump to content

[1.12.*] KerBalloons Reinflated - Real Science?


linuxgurugamer

Recommended Posts

@linuxgurugamer fyi...CKAN is pulling 0.5.0.8 from SpaceDock which is the version that does not work with Principia, rather than the latest version on GitHub = 0.5.0.7 which we discussed & verified earlier in this thread that does work fine with Principia.  Would be great to have CKAN manage the 0.5.0.7 version.  Thanks.

Link to comment
Share on other sites

1 hour ago, AloE said:

@linuxgurugamer fyi...CKAN is pulling 0.5.0.8 from SpaceDock which is the version that does not work with Principia, rather than the latest version on GitHub = 0.5.0.7 which we discussed & verified earlier in this thread that does work fine with Principia.  Would be great to have CKAN manage the 0.5.0.7 version.  Thanks.

Cant do that that, I'll have to make a new release .

Will try to do that this afternoon

Edited by linuxgurugamer
Link to comment
Share on other sites

  • 1 month later...
  • 1 month later...

For me, the 3.75m service bay wasn't showing in the VAB and the animation didn't work for the 0.65m service bay. Digging around, I noticed that the service bays use different animations now and that the config for the 3.75m bay was referencing an outdated model.

@linuxgurugamer I submitted a PR on GitHub to resolve these issues, and while I was at it I created a patch for ReStock.

Until they're able to find the time to update this minor issue in one of the Augean stable of mods they heroically care for, the following MM patches will do the job:

Basic patch (won't be applied if ReStock is present):

Spoiler
//Fix broken door animation on service bays + incorrect file path for 3.75m bay
@PART[ServiceBay_0625]:NEEDS[!ReStock]:AFTER[KerBalloons]
{
	@MODULE[ModuleAnimateGeneric]
	{
		@animationName = ServiceBayDoors
	}
}
@PART[ServiceBay_375]:NEEDS[!ReStock]:AFTER[KerBalloons]
{
	@model = Squad/Parts/Utility/ServiceBay_v2/ServiceBay_250_v2
	@MODULE[ModuleAnimateGeneric]
	{
		@animationName = ServiceBayDoors
	}
}

 

 

ReStock patch:

Spoiler
//ReStock patch for KerBalloons service bays
@PART[ServiceBay_0625]:NEEDS[ReStock]:AFTER[KerBalloons]
{
  !MODEL {}
  MODEL
  {
    model = ReStock/Assets/Payload/restock-service-bay-125-2
  }
  @MODULE[ModuleAnimateGeneric]
  {
    @animationName = DoorsOpen
  }
  MODULE
  {
    name = ModuleSeeThroughObject
    transformName = NewBay125
    shaderName = KSP/Bumped Specular (Transparent)
    screenRadius = 1.0
    leadModuleIndex = 0
    leadModuleTgtValue = 0
  }
  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
      }
    }
  }
}
@PART[ServiceBay_375]:NEEDS[ReStock]:AFTER[KerBalloons]
{
  !MODEL {}
  MODEL
  {
    model = ReStock/Assets/Payload/restock-service-bay-25-2
  }
  @MODULE[ModuleAnimateGeneric]
  {
    @animationName = DoorsOpen
  }
  @MODULE[ModuleSeeThroughObject]
  {
    @transformName = NewBay25
  }
  MODULE
  {
    name = ModulePartVariants
    useMultipleDragCubes = false
    baseVariant = Opaque
    VARIANT
    {
      name = Opaque
      displayName = #LOC_Restock_variant-service-bay-opaque
      primaryColor = #ffffff
      secondaryColor = #999999
      GAMEOBJECTS
      {
        ServiceBay25_Opaque = true
        ServiceBay25 = false
        ServiceBay25_Transparent = false
        FloorColliders = true
      }
    }
    VARIANT
    {
      name = Transparent
      displayName = #LOC_Restock_variant-service-bay-transparent
      primaryColor = #ffffff
      secondaryColor = #999999
      GAMEOBJECTS
      {
        ServiceBay25_Opaque = false
        ServiceBay25 = false
        ServiceBay25_Transparent = true
        FloorColliders = true
      }
    }
    VARIANT
    {
      name = Hollow
      displayName = #LOC_Restock_variant-service-bay-hollow
      primaryColor = #ffffff
      secondaryColor = #000000
      GAMEOBJECTS
      {
        ServiceBay25_Opaque = false
        ServiceBay25 = true
        ServiceBay25_Transparent = false
        FloorColliders = false
      }
    }
  }
  MODULE
  {
    name = FXModuleLookAtConstraint
    // Ringed
    CONSTRAINLOOKFX
    {
      targetName = CylBottom001
      rotatorsName = CylTop001
    }
    CONSTRAINLOOKFX
    {
      targetName = CylBottom002
      rotatorsName = CylTop002
    }
    CONSTRAINLOOKFX
    {
      targetName = CylBottom003
      rotatorsName = CylTop003
    }
    CONSTRAINLOOKFX
    {
      targetName = CylBottom004
      rotatorsName = CylTop004
    }
    CONSTRAINLOOKFX
    {
      targetName = CylTop001
      rotatorsName = CylBottom001
    }
    CONSTRAINLOOKFX
    {
      targetName = CylTop002
      rotatorsName = CylBottom002
    }
    CONSTRAINLOOKFX
    {
      targetName = CylTop003
      rotatorsName = CylBottom003
    }
    CONSTRAINLOOKFX
    {
      targetName = CylTop004
      rotatorsName = CylBottom004
    }
  }
}

 

 

Edited by UnanimousCoward
Fix typo
Link to comment
Share on other sites

  • 3 weeks later...

I get massive NRE spam in my logs which I believe may be traced to this mod. Here's a log file: https://drive.google.com/file/d/1u4TEFoLFsJPxH6mTmLgSmDWYNCgE6-JI/view?usp=sharing

What I did when it happened:
1) Launched a small science rocket out to the ocean like 8km from KSC. Super short distance, no big deal. It continues gathering science with Kerbalism
2) Noticed it was out of range, and it couldn't transmit data. Got brilliant idea to inflate a balloon with an antenna, as I suspected the probe was just a little too far out and the horizon was in the way while it was splashed down. Figured the balloon could act as a relay.
3) I was right. It worked! yay! - but I don't really care to wait around for the balloon now, so I try to go back to space center. Game informs me that I cannot do that mid-flight and that it's going to take me back in time instead. That's annoying, but okay, fine whatever. Not such a brilliant plan after all I guess.
4) I come back to space center, balloon craft icon is on the launchpad, but NREs are spamming me like crazy (I have the error display up in the right corner which caused me to suspect it.

It appears to happen after doing something with Balloons. I would then go ahead and retest this exact thing again just to be sure. The log attached is the confirmation attempt.

EDIT: Here's the full modlist installed: https://docs.google.com/spreadsheets/d/1xN8rAX_M04w5H-79PLUWc8cdp0z-CpRdRaL1I7-hI14/edit?usp=sharing

 

Edited by charliepryor
Decided to include full modlist, incase there is a known issue.
Link to comment
Share on other sites

22 hours ago, charliepryor said:

I get massive NRE spam in my logs which I believe may be traced to this mod. Here's a log file: https://drive.google.com/file/d/1u4TEFoLFsJPxH6mTmLgSmDWYNCgE6-JI/view?usp=sharing

What I did when it happened:
1) Launched a small science rocket out to the ocean like 8km from KSC. Super short distance, no big deal. It continues gathering science with Kerbalism
2) Noticed it was out of range, and it couldn't transmit data. Got brilliant idea to inflate a balloon with an antenna, as I suspected the probe was just a little too far out and the horizon was in the way while it was splashed down. Figured the balloon could act as a relay.
3) I was right. It worked! yay! - but I don't really care to wait around for the balloon now, so I try to go back to space center. Game informs me that I cannot do that mid-flight and that it's going to take me back in time instead. That's annoying, but okay, fine whatever. Not such a brilliant plan after all I guess.
4) I come back to space center, balloon craft icon is on the launchpad, but NREs are spamming me like crazy (I have the error display up in the right corner which caused me to suspect it.

It appears to happen after doing something with Balloons. I would then go ahead and retest this exact thing again just to be sure. The log attached is the confirmation attempt.

EDIT: Here's the full modlist installed: https://docs.google.com/spreadsheets/d/1xN8rAX_M04w5H-79PLUWc8cdp0z-CpRdRaL1I7-hI14/edit?usp=sharing

 

Interesting that you point to this mod, when all the null references are in DistantObject.  Not saying that it's not this, but this could be a mod interaction.

Try removing  DistantObjectEnhancement and see what happens.

 

Link to comment
Share on other sites

  • 2 months later...
1 hour ago, yoko said:

Attempting to install and get I confronted with a rather spooky error message. The other parts from this mod show up in the VAB, just not the  balloon itself. 

9WVpmy2.png

the error itself

VaHYJtt.png

my gamedata folder

https://awau.moe//8sb8KCt.log

my KSP.log file

any idea what's going on?

Probably not installed correctly.

I recommend you use CKAN to install your mods

Link to comment
Share on other sites

  • 3 weeks later...
33 minutes ago, eberkain said:

The 0.625m service bay doors do not work, they are just stuck open. there is a toggle button but it does nothing.  

You have Kerbalism installed.    Try it without Kerbalism and I'll look at it, otherwise contact the Kerbalism folk

Link to comment
Share on other sites

  • 2 months later...
2 hours ago, Akagi said:

@linuxgurugamer Do these balloons allow you to hover in one place? I'm designing a Jool floating base and need to know if I have to do something janky.

No, but you can use AirPark if  you want.  

This is just a simple balloon mod. There is a mod to do dirigibles, but it's not well maintained

Link to comment
Share on other sites

  • 1 month later...

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...