Olympic1 Posted February 4, 2015 Share Posted February 4, 2015 (edited) I fixed the mayor bugs of this mod and will release a unofficial PRE-release tomorrow.As said here is the pre-releaseThis updated breaks your savegame, so delete your LTech folder before installing this.Got everything working but there are some harmless exceptions when loading KSP.Changelog:Updated for KSP 0.90You can now test the Airbrake (contract)Gave the agency a descriptionRedid all the cfg'sARP support (Icons will follow later)Snacks supportCLS support for the SkyLabBetter KAS supportCamera's now work with RasterPropMonitor and VDSHullCamI'm making new models for the parts that now use Squad models. Maybe also gonna make an internal for the SkyLab.Dowload:GitHubDropBoxKerbalStuff Edited February 5, 2015 by Olympic1 KerbalStuff dl Link to comment Share on other sites More sharing options...
etmoonshade Posted February 4, 2015 Share Posted February 4, 2015 YOINK.Downloading now, may or may not get to test it today. Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 5, 2015 Share Posted February 5, 2015 The part name change is annoying, don't see why it was needed, although it does make it easier to determine what the part is from if someone happens to just be looking at the name. Still, a MM patch to include hidden parts with the old names will prevent people's saves from being destroyed (I only happened to be using the radiation detector). Worse, even if a person knows to go into their SFS and change all instances of "RadiationSensor" to "LT_RadiationSensor" that would still be wrong since in the SFS file it should be "LT.RadiationSensor" when underscores are used in part names. Link to comment Share on other sites More sharing options...
etmoonshade Posted February 5, 2015 Share Posted February 5, 2015 The camera works, and I'm most pleased about that. The rest of the stuff seems to work - nothing broken I can blame on L-Tech, at least. Link to comment Share on other sites More sharing options...
Olympic1 Posted February 5, 2015 Share Posted February 5, 2015 The part name change is annoying, don't see why it was needed, although it does make it easier to determine what the part is from if someone happens to just be looking at the name. Still, a MM patch to include hidden parts with the old names will prevent people's saves from being destroyed (I only happened to be using the radiation detector). Worse, even if a person knows to go into their SFS and change all instances of "RadiationSensor" to "LT_RadiationSensor" that would still be wrong since in the SFS file it should be "LT.RadiationSensor" when underscores are used in part names.Sorry for that, I will edit my post for now that this is save game breaking.The camera works, and I'm most pleased about that. The rest of the stuff seems to work - nothing broken I can blame on L-Tech, at least. The camera's took some time to fix, because that code is based of the code of the VDSCamera's. Link to comment Share on other sites More sharing options...
etmoonshade Posted February 5, 2015 Share Posted February 5, 2015 I'm definitely putting the cameras through their paces - got a bug report already. I was in the middle of a landing. Mechjeb was handling the vertical speed, so I decided to pop outside the craft and get a picture out over the Great Flats from the little plateau next to them.Picture was taken, the view went to show what the camera saw, and I landed while in that view... and I was stuck. I still had control of the craft via MJ (and presumably through keys, though I didn't test that,) but I couldn't change views back to the regular view. When I went to KSC, none of the buildings would show up.My guess is that this is caused by a situation change while the shutter is "open" - I've got it set to 1 second, if I remember right. If my savegame isn't hosed, I'll see if I can reproduce it.Edit: Savegame wasn't hosed, but I can't reproduce it either. I bumped the shutter time up to 5 seconds and tried again while in the middle of landing, and nothing. I submit my error logs below if you want to eyeball them, but I can't give you reproduction steps so this is probably more of an FYI.Logs are here:https://dl.dropboxusercontent.com/u/22571912/Pics/Spaceflight/KSP%20Screens/L-Tech%20Weirdness/KSP.log (starting around line 22500)https://dl.dropboxusercontent.com/u/22571912/Pics/Spaceflight/KSP%20Screens/L-Tech%20Weirdness/output_log.txt (starting around line 76060) Link to comment Share on other sites More sharing options...
Olympic1 Posted February 5, 2015 Share Posted February 5, 2015 I'm definitely putting the cameras through their paces - got a bug report already. I was in the middle of a landing. Mechjeb was handling the vertical speed, so I decided to pop outside the craft and get a picture out over the Great Flats from the little plateau next to them.Picture was taken, the view went to show what the camera saw, and I landed while in that view... and I was stuck. I still had control of the craft via MJ (and presumably through keys, though I didn't test that,) but I couldn't change views back to the regular view. When I went to KSC, none of the buildings would show up.My guess is that this is caused by a situation change while the shutter is "open" - I've got it set to 1 second, if I remember right. If my savegame isn't hosed, I'll see if I can reproduce it.Edit: Savegame wasn't hosed, but I can't reproduce it either. I bumped the shutter time up to 5 seconds and tried again while in the middle of landing, and nothing. I submit my error logs below if you want to eyeball them, but I can't give you reproduction steps so this is probably more of an FYI.Logs are here:https://dl.dropboxusercontent.com/u/22571912/Pics/Spaceflight/KSP%20Screens/L-Tech%20Weirdness/KSP.log (starting around line 22500)https://dl.dropboxusercontent.com/u/22571912/Pics/Spaceflight/KSP%20Screens/L-Tech%20Weirdness/output_log.txt (starting around line 76060)I encountered that problem also once, since then I couldn't reproduce. Let me look at it Link to comment Share on other sites More sharing options...
jlcarneiro Posted February 7, 2015 Share Posted February 7, 2015 The part name change is annoying, don't see why it was needed, although it does make it easier to determine what the part is from if someone happens to just be looking at the name. Still, a MM patch to include hidden parts with the old names will prevent people's saves from being destroyed (I only happened to be using the radiation detector). Worse, even if a person knows to go into their SFS and change all instances of "RadiationSensor" to "LT_RadiationSensor" that would still be wrong since in the SFS file it should be "LT.RadiationSensor" when underscores are used in part names.Even deleting the folder as oriented, my whole station vanished because of the digital camera, the radio and the radiation sensor.Luckily, I had a recent save! Can you help me? I don't know how to create this MM patch... Link to comment Share on other sites More sharing options...
Svm420 Posted April 22, 2015 Share Posted April 22, 2015 http://i.imgur.com/E0SOFPg.jpgHappens when I use the "Snap Picture" action via an action group. I assigned it while in flight using Action Groups Extended, since that lets me take a photo instantly without having to wait for signal delay when I use the right-click menu. However when I use the right-click menu I get the proper "This picture is amazing!" message and from that point on clicking the action via AGX also produces the right message. Gotta admit I did transmit that data home just once Getting this with the latest prerelease. Link to comment Share on other sites More sharing options...
Olympic1 Posted April 29, 2015 Share Posted April 29, 2015 I'll try to update this mod to 1.0, but it will take some time because of RL.Also I want your opinions about the airbrakes in this mod.Their are now stock airbrakes in the game, do you guys want to use those or keep the the airbrakes of this mod? Link to comment Share on other sites More sharing options...
Drew Kerman Posted April 29, 2015 Share Posted April 29, 2015 nothing wrong with more part options IMO. If the L-Tech airbrakes offer different performance than stock (better or worse) rather than just straight up duplicate them they should stay Link to comment Share on other sites More sharing options...
etmoonshade Posted May 8, 2015 Share Posted May 8, 2015 I'll be hella pleased just to have it. If it's easy to tweak the airbrakes to work with 1.0? Go for it - why not? Link to comment Share on other sites More sharing options...
Olympic1 Posted July 7, 2015 Share Posted July 7, 2015 I finally have some time to update this mod, sorry to kept you guys waiting.I fixed the .cfg files and rebuild the .dll and almost everything works The only problem I have atm is that the SkyLab can't generate any Insight. Even though it created the resources succesfully.I checked for typos, but there aren't any, so it must be in the code. I understand most of the code, but here I'm stuck.If someone could help me by looking at the code that would be greatly appreciated.Source Link to comment Share on other sites More sharing options...
Neowulf Posted July 7, 2015 Share Posted July 7, 2015 Suggestion: Cut the labcore module and trim the labexperiment module down to just eat defined resources and triggers an experiment on activation. Then insight production can be covered by the stock resource system.Could use ModuleResourceConverter with specialist bonuses for scientists, or a planetary_resource and extractor with insight concentrations spread out.Bonus points for making the lab module generic, so you just define an experiment to run and the resource amounts to consume.Might be faster now to just fix the insight generator code, but going forward a simplified plugin would be easier to maintain. Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 29, 2015 Share Posted July 29, 2015 is there anything besides the SkyLab code holding this back from a 1.0 release? Link to comment Share on other sites More sharing options...
Olympic1 Posted July 29, 2015 Share Posted July 29, 2015 Good news, I got the skylab to work. An update will come soon to you. Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 9, 2015 Share Posted August 9, 2015 my PC was down and out for a week thx to a failed motherboard but I'm back to getting my 1.0.4 game up and running. Any news on this? I know, packaging releases isn't a favorite thing of mine either Link to comment Share on other sites More sharing options...
Stone Blue Posted September 25, 2015 Share Posted September 25, 2015 Any new news on this for a 1.0.4, 1.0.2, or even just a 1.0 release update? Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 26, 2015 Share Posted September 26, 2015 I've figured Olympic has been too busy or hasn't come across any serious issues under 1.0.4 to put in time to update. I don't use all aspects of this mod currently, but I've not had any issues with it so far so haven't really bothered poking for an update since my last request, which was before I just went ahead and installed it anyway. I'd suggest giving it a shot and if you find something seriously broken, then letting Olympic know here that an update is really needed Link to comment Share on other sites More sharing options...
Stone Blue Posted September 26, 2015 Share Posted September 26, 2015 ^^Thanx, Gaiiden! ... Good to know... :thumbsup: Link to comment Share on other sites More sharing options...
etmoonshade Posted October 11, 2015 Share Posted October 11, 2015 I've hit this pretty solidly with a hammer (and a few SRBs,) and I haven't run into any problems with it. I'm pleased to see this still works in 1.0.4. Link to comment Share on other sites More sharing options...
etmoonshade Posted October 20, 2015 Share Posted October 20, 2015 Okay, check that. Things with attachment nodes only work halfway right - they'll only attach on one side. I'll bet there's a fix for this, but I don't know what it is off the top of my head. I'll play with it and hack together a ModuleManager script to fix it if I can (I know I've seen this before...) Link to comment Share on other sites More sharing options...
Drew Kerman Posted October 21, 2015 Share Posted October 21, 2015 you need to change the node_stack_bottom to a negative for the 5th value in the part.cfg file. For example the SkyLab:node_stack_bottom = 0.0, -0.65, 0.0, 0.0, 1.0, 0.0, 2should benode_stack_bottom = 0.0, -0.65, 0.0, 0.0, -1.0, 0.0, 2 Link to comment Share on other sites More sharing options...
etmoonshade Posted October 22, 2015 Share Posted October 22, 2015 Or someone could tell me what's borked. Thanks! Link to comment Share on other sites More sharing options...
etmoonshade Posted March 3, 2016 Share Posted March 3, 2016 @Olympic1: Based on @Gaiiden's info above, I fixed the dodgy nodes in the following .zip: https://dl.dropboxusercontent.com/u/22571912/LTech_v2.25_fixed.7z You're welcome to roll it into whatever you're doing already - like it's all that difficult. (of course, that assumes you're still interested in doing anything with this mod - it's quite likely you've got your hands full with SpaceDock at the moment ) ----- Everyone else: I've been playing with this in 1.05, and it seems to be working perfectly fine with what I've fiddled with. Specifically, that one thing that I love, the cameras. In fact, first time I zipped the above archive, I accidentally zipped up my 30+ screenshots I made since I started playing 1.05 yesterday. Oops. >_> Link to comment Share on other sites More sharing options...
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