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[1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)


sumghai

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Yeah, I figured it wasn't something caused by the SMS kit, just mentioning it in case anyone else had a issue as well. I thought it was ATM, but I don't have that installed on my testing build, and it still looks low res over there. Again, it's not a biggie, just glad I could fly stuff again without parts flying all over the place. :)

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I've installed all of the mods that you said where required to make the service module work, however, the RealChutes are failing to do anything, not even the chutes that come with the RealChutes mod are activating; or showing that its a parachute. I've tried to reinstall Realchutes- Nothing happened.

This sounds like a problem with RealChute, and not specifically SDHI.

If you have any parachute-equipped crafts built / launched before the RealChute V1.2 update, they will break. stupid_chris has stated this fairly clearly in his announcements thread.

You said that you cannot customize the docking ports for the service module, but when are they supposed to activate? All of the times I've done a launchpad abort, in flight abort, or just re-entry no parachute deployed.

I believe you've misread the FAQ - it states that the parachutes in the docking ports do not use RealChute's procedural parachute option (in other words, fixed parachute size / settings).

If you had consulted the tutorial on the wiki, you would have noted that you can either activate the chutes via the right-click context menu or using Action Group keys.

Please fix this.

I can't fix something without additional information (output_log.txt, screenshots, attempts to replicate on stripped-down game installations), and I certainly won't comply with rude demands.

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Please fix this.

I'm going to go one further and say that whatever needs fixing, needs fixing on your end.

At least try to help yourself, or failing that, help others help you. The Real Chute thread is where you need to be and don't go there without a log file and better information about the problem that you're experiencing on your end.

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I'm sorry if my previous comment appeared to be demanding, I didn't mean to come across as rude and that was poor communication on my part.

So I went back and took some screenshots of the docking port selected in the VAB and I don't see any button in the action groups that will allow me to deploy a chute.

And after looking at the wiki, I see that I am missing the Deploy chute, Disarm parachute, and Cut chute group actions.

I hope that information helps.

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I've installed all of the mods that you said where required to make the service module work, however, the RealChutes are failing to do anything, not even the chutes that come with the RealChutes mod are activating; or showing that its a parachute. I've tried to reinstall Realchutes- Nothing happened. You said that you cannot customize the docking ports for the service module, but when are they supposed to activate? All of the times I've done a launchpad abort, in flight abort, or just re-entry no parachute deployed. Please fix this.

Dude, if your problem is with RealChute, why are you coming here? I can straight away say you have a bad installation if nothing is working that way. Give us some logs and come talk about this in the realchute thread by remaining a little more calm and we can try fixing that.

EDIT:

I'm sorry if my previous comment appeared to be demanding, I didn't mean to come across as rude and that was poor communication on my part.

So I went back and took some screenshots of the docking port selected in the VAB and I don't see any button in the action groups that will allow me to deploy a chute.file:///Users/Blake_Wittmayer/Desktop/KSP_osx_0.24/Screenshots/screenshot19.png

And after looking at the wiki, I see that I am missing the Deploy chute, Disarm parachute, and Cut chute group actions.

I hope that information helps.

No, we need your output_log.txt and you need to upload your images for us to see them. And also, plealse do this in my thread as I said.

Also, those action groups are stock specific. RealChute works differently.

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So I went back and took some screenshots of the docking port selected in the VAB and I don't see any button in the action groups that will allow me to deploy a chute.file:///Users/Blake_Wittmayer/Desktop/KSP_osx_0.24/Screenshots/screenshot19.png

And after looking at the wiki, I see that I am missing the Deploy chute, Disarm parachute, and Cut chute group actions.

I hope that information helps.

We can't see that image. You cannot link to screenshots stored on your computer - you need to first upload them to an external image host (e.g. imgur) before you can post them on the internet.

Based on the limited information you've given, it's still likely that you haven't installed RealChute properly.

What version of KSP are you running? Can you set up a separate installation with no other add-ons other than just RealChute?

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I'm sorry if my previous comment appeared to be demanding, I didn't mean to come across as rude and that was poor communication on my part.

So I went back and took some screenshots of the docking port selected in the VAB and I don't see any button in the action groups that will allow me to deploy a chute.file:///Users/Blake_Wittmayer/Desktop/KSP_osx_0.24/Screenshots/screenshot19.png

And after looking at the wiki, I see that I am missing the Deploy chute, Disarm parachute, and Cut chute group actions.

I hope that information helps.

What you need to provide is a log file, either output_log.txt or player.log (for Mac or Linux)

To find your log file:

  • Windows: KSP_win\KSP_Data\output_log.txt
  • Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log
  • Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

But not ksp.log

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The decoupler on the avionics ring does not seem to function on linux 64-bit. Not just an issue of no force... there is no decoupling at all.

I'm sure you did it but did you right click and press decouple? Because the avionics ring and service module by design don't decouple by hitting space bar. I'm sure you tried it but I'm just checking.

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The avionics ring is just really finicky to snap on properly. It seems to want to snap the heat shield to the bottom node instead of the top node, and everything looks like it goes together fine until you try to decouple it. I don't know if there's a way to fix that in the model or config, but just make sure it's not clipping when you snap it on.

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The decoupler on the avionics ring does not seem to function on linux 64-bit. Not just an issue of no force... there is no decoupling at all.
I'm sure you did it but did you right click and press decouple? Because the avionics ring and service module by design don't decouple by hitting space bar. I'm sure you tried it but I'm just checking.

The Service Module / Avionics Ring decouplers uses Starwaster's custom AnimatedDecouplers plugin, and there is a 64-bit version of the DLL in the first post of this topic.

Also, said decouplers are indeed designed to only be activated via Action Groups or right-click context menu.

The avionics ring is just really finicky to snap on properly. It seems to want to snap the heat shield to the bottom node instead of the top node, and everything looks like it goes together fine until you try to decouple it. I don't know if there's a way to fix that in the model or config, but just make sure it's not clipping when you snap it on.

This is because the two stack nodes are really close to each other.

Both the heat shield and the avionics ring have clipping enabled - the heat shield is supposed to conform with the Mk1-2 Pod, while the avionics ring needs to have clipping enabled to prevent any potential explosions due to its very close proximity to the heat shield. There's little I can do about this.

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This is because the two stack nodes are really close to each other.

Both the heat shield and the avionics ring have clipping enabled - the heat shield is supposed to conform with the Mk1-2 Pod, while the avionics ring needs to have clipping enabled to prevent any potential explosions due to its very close proximity to the heat shield. There's little I can do about this.

You could make the nodes size 0 to make it easier to snap. Then use a plugin to size them up to increase joint strength in flight The Copernicus pack in my sig includes such a plugin for just that purpose. It's got a permissive license so anyone can use it.

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You could make the nodes size 0 to make it easier to snap. Then use a plugin to size them up to increase joint strength in flight The Copernicus pack in my sig includes such a plugin for just that purpose. It's got a permissive license so anyone can use it.

Or you could include a prebuilt subassembly.

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You could make the nodes size 0 to make it easier to snap. Then use a plugin to size them up to increase joint strength in flight The Copernicus pack in my sig includes such a plugin for just that purpose. It's got a permissive license so anyone can use it.
Or you could include a prebuilt subassembly.
It's really not that hard to do, dude.
I have zero problem with it. A number of other users *do* have problems with it therefore my suggestion.
Well, why don't you make one and put it up for download?

I may have an idea regarding the heat shield and service module / avionics ring node snapping issue - all it might involve are a few simple tweaks to the CFGs.

I'll report back in the dev thread once I've thoroughly investigated.

EDIT: No joy, stock parts also exhibit this not-so-logical snapping behavior even with part clipping disabled. I'll also have to pass on the node size plugin this time.

Edited by sumghai
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The parachutes in the docking ring are not working for me? They're not showing up at all in the "slideshow" thing or when I right click on the docking port in game. I am not using Real Chutes either?

You must install RealChutes.

This is stated very clearly in the dependencies list in the first post.

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The node snapping thing isn't a clipping problem, it's just something that can happen if the center of a node lies within any other node. If two large nodes lie close together then the wrong one can be snapped to by the unwary.

I think you should try the resizer. Once configured its transparent and unobtrusive. But it's your call so whatever you want.

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The node snapping thing isn't a clipping problem, it's just something that can happen if the center of a node lies within any other node. If two large nodes lie close together then the wrong one can be snapped to by the unwary.

Aye, thanks for the heads-up :)

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problem is still there

Have you installed the latest version of HotRockets properly?

Are you able to test SDHI + all dependencies on a stripped-down KSP installation? (i.e. no other add-ons)

I am having the same issue.

I have tested SDHI + all dependencies on an otherwise clean install and am still having issues.

I do NOT have hot rockets installed as it is not listed as a dependency.

The engine bell glows red but no particle effects occur. The engine produces thrust, and the sound plays.

I've looked at the part.cfg for yours and the stock LV-909 and cannot see any differences in the FX that might be causing it.

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The engine bell glows red but no particle effects occur. The engine produces thrust, and the sound plays.

I've looked at the part.cfg for yours and the stock LV-909 and cannot see any differences in the FX that might be causing it.

Exact same here. Not game breaking but weird.

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The engine bell glows red but no particle effects occur. The engine produces thrust, and the sound plays.

I've looked at the part.cfg for yours and the stock LV-909 and cannot see any differences in the FX that might be causing it.

Exact same here. Not game breaking but weird.

Confirmed on my end.

I've opened an issue on GitHub (#22), and am currently investigating.

EDIT: Bug is caused by SDHI_SMS_MMPatch_HotRockets.cfg - the patch apparently is removing the stock effects without actually checking if HotRockets is installed. The fix would involve adding a :NEEDS[] argument..

EDIT2: Until I get a fix out, if you aren't using HotRockets and just want the stock effects, delete the aforementioned patch.

Edited by sumghai
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