jrandom Posted December 8, 2013 Share Posted December 8, 2013 (edited) Weird SRB attachment/symmetry glitch:In the below screenshot, you can see I'm only getting an attachment point on one SRB. I restarted KSP and reloaded the craft, and now I'm not getting any attachment points! Not sure what might be causing this. (I'll work around it with a small cubic strut in the meantime.)Edit: After tossing on the cubic girder things, the attachment points on the SRBs suddenly popped back into existence and I was able to attach my nose cones the regular way. Go figure. Edited December 8, 2013 by jrandom Link to comment Share on other sites More sharing options...
mythbusters844 Posted December 8, 2013 Share Posted December 8, 2013 Weird SRB attachment/symmetry glitch:In the below screenshot, you can see I'm only getting an attachment point on one SRB. I restarted KSP and reloaded the craft, and now I'm not getting any attachment points! Not sure what might be causing this. (I'll work around it with a small cubic strut in the meantime.)Edit: After tossing on the cubic girder things, the attachment points on the SRBs suddenly popped back into existence and I was able to attach my nose cones the regular way. Go figure. I sometimes get a glitch similar to that and solve it by barely tweaking the height of it. Link to comment Share on other sites More sharing options...
NathanKell Posted December 8, 2013 Author Share Posted December 8, 2013 This is the same known issue as all the other attachment node related issues, which I promised to fix last weekend. But I've had a ridiculously busy week and barely finished half the MFS v4 coding before having to be away from my desktop from basically Thursday night through tomorrow night or even Monday. My apologies to all impacted by this and other bugs; I will release a fix as soon as I can.Same with conical tanks, which e-dog finished but I haven't been home yet to release.Again, my apologies. Link to comment Share on other sites More sharing options...
jrandom Posted December 8, 2013 Share Posted December 8, 2013 Again, my apologies. Yeah, how dare you have a life outside of KSP that takes time away from things you work amazingly hard on and then give away for free to the rest of us! Link to comment Share on other sites More sharing options...
Dante80 Posted December 8, 2013 Share Posted December 8, 2013 This is the same known issue as all the other attachment node related issues, which I promised to fix last weekend. But I've had a ridiculously busy week and barely finished half the MFS v4 coding before having to be away from my desktop from basically Thursday night through tomorrow night or even Monday. My apologies to all impacted by this and other bugs; I will release a fix as soon as I can.Same with conical tanks, which e-dog finished but I haven't been home yet to release.Again, my apologies. No need to apologize man, this is a hobby after all. Take your time, and try to have as much fun as possible while you are modding.From the little experience I have in modding (used to make texture packs for a couple of games), it is very important to pace yourself so that you don't burn out. You see, most modders love the game they are working with, but after some time they tend to play less and less the game while taking more and more time to fill requests about their work, answering to feedback or trying to solve problems that don't belong to them in the first place. The better/more popular their work gets, the more vicious the circle becomes, and there comes a time when your work becomes a chore, a job instead of a fun hobby. So pace yourself, try to have as much fun as possible in the process and don't feel bad about prolonging updates due to RL work. When/if its ready, its ready... C: Link to comment Share on other sites More sharing options...
jrandom Posted December 8, 2013 Share Posted December 8, 2013 (Although to be honest, I am so looking forward to the node attach OnLoad() fix thingy. I'm trying to get a very tall "sticks out of the VAB" rocket launched and it just gets too bendy past 450m/s or so, even with struts.) Link to comment Share on other sites More sharing options...
BrickedKeyboard Posted December 12, 2013 Share Posted December 12, 2013 I also tried a "sticking out of the VAB" rocket. The weird thing was that it launched perfectly the first time, but then upon reverting back to the VAB to tweak it, it never launched right after that.I would get crazy amounts of flexion at the connection points between stages, and no amount of struts was enough to help.So, is this due to this "OnLoad()" bug. Is there any work-around, or are we hosed until the update?I was able to get messy asparagus rockets to work just fine with stretchy tanks. Come to think of it, I had trilateral symmetry and a lot of struts connecting it all together. Link to comment Share on other sites More sharing options...
PlasmaDynamics Posted December 12, 2013 Share Posted December 12, 2013 (edited) Any way to add more types of fuel including modded fuel from KSP Interstellar? Edited December 12, 2013 by PlasmaDynamics Link to comment Share on other sites More sharing options...
BrickedKeyboard Posted December 13, 2013 Share Posted December 13, 2013 Any way to add more types of fuel including modded fuel from KSP Interstellar?Apparently, there's a patch from KSP Interstellar posted in this thread. Page back a few. Oh, it's in the MFS thread, I think. Link to comment Share on other sites More sharing options...
jrandom Posted December 13, 2013 Share Posted December 13, 2013 Feature Request: Alter the 'T' key from cycling through textures to popping up a window with thumbnails of all available textures. This would make it easier to find the right one, even if a lot of extra textures are added. Link to comment Share on other sites More sharing options...
Starwaster Posted December 13, 2013 Share Posted December 13, 2013 I also tried a "sticking out of the VAB" rocket. The weird thing was that it launched perfectly the first time, but then upon reverting back to the VAB to tweak it, it never launched right after that.I would get crazy amounts of flexion at the connection points between stages, and no amount of struts was enough to help.So, is this due to this "OnLoad()" bug. Is there any work-around, or are we hosed until the update?I was playing with a stretchy in the VAB last night and its top/bottom attach nodes jumped to the center of the tank. Which is what I think the OnLoad() bug is, isn't it?So what I did was shrink it back down until the top / bottom were where the nodes were. Then scaled it back up and they rescaled too, right back to where they belonged. Link to comment Share on other sites More sharing options...
BrickedKeyboard Posted December 14, 2013 Share Posted December 14, 2013 (edited) Right, but I think the bug may break it every time you go to the launchpad? I mean, I don't know : there must be a work-around. People have been proudly showing off their stretch-tank rockets in this thread and others, but I don't know how they avoid the bug. Edited December 14, 2013 by NotMyRealName Link to comment Share on other sites More sharing options...
BrickedKeyboard Posted December 14, 2013 Share Posted December 14, 2013 So, apparently, the work around is you delete the line "<string name="decouplerStiffeningExtensionType7">StretchyTanks</string>" from the config file for kerbal joint reinforcement. This is still not optimal, but at least your rockets do not undergo http://tvtropes.org/pmwiki/pmwiki.php/Main/CriticalExistenceFailure the moment you blow the launch clamps. Link to comment Share on other sites More sharing options...
Starwaster Posted December 14, 2013 Share Posted December 14, 2013 Right, but I think the bug may break it every time you go to the launchpad? I mean, I don't know : there must be a work-around. People have been proudly showing off their stretch-tank rockets in this thread and others, but I don't know how they avoid the bug.I dunno, I have a few rockets that use multiple stretchies and I'm using KJR and it's on RSS (so you know they're a bit more massive and having to survive longer to get to orbit)I don't seem to be having the same issues that others are. It's puzzling, I dunno why.If I see it happening in the VAB I fix it as mentioned above or I throw it away and grab another off the shelf.... Link to comment Share on other sites More sharing options...
NathanKell Posted December 14, 2013 Author Share Posted December 14, 2013 Here is a beta of v7.https://www.dropbox.com/s/jugq79z6qdtiw6e/StretchySRB_v7.zipv7 == \/ ==*Fixed balloon tank to no-surf-attach, lowered crash tolerance*Added Service Module super-stretchy*Added new conic tank by e-dog*Added technode-based radius limits by e-dog*Added nodeSizeScalar to support Realism Overhaul*Fixed node issue, where it was not set properly on load (affected procedural fairings and KJR).*No longer changes shader when KerbPaint present*Added new nozzles for the Stretchy SRBs by Tiberion Link to comment Share on other sites More sharing options...
DasBananenbrot Posted December 14, 2013 Share Posted December 14, 2013 OMG will test it soon. I am thrilled to see the new SRB nozzles and the conical tank Link to comment Share on other sites More sharing options...
Guest Posted December 14, 2013 Share Posted December 14, 2013 Looks really lovely. I have a small request, though. The conical tank works perfect for nosecones, but it needs something like an aerodynamic spike to be placed on top. Could that be added to the mod? Just a small spike with a generic texture, fitting the smallest diameter you can shrink the conical tank to. Would be especially helpful with FAR.Another feature I'd like to see (though probably at a later date) would be the ability to offset the top surface. This is mostly to allow nosecones like on Atlas SRBs or Energia strapons. Link to comment Share on other sites More sharing options...
Beatmaster Hank Posted December 14, 2013 Share Posted December 14, 2013 So I don't know if I'm doing something wrong, but trying to stretch SRBs doesn't work. Whenever I put on an hover my mouse over it, it doesn't tell me the mass and fuel and stuff like that; it also highlights the entire ship instead of just that part and it won't let me actually stretch it. I also noticed that for someone reason a few meters below it in the VAB it's constantly doing the animation of smoke and fire as if it were launched. Also, I can't switch the types of fuel using the shortcuts but I can by accessing the Action Groups. I have StretchySRB v6 and MFS v3.3 and I know I'm supposed to have logs, but I don't know how to do that. Thanks! Link to comment Share on other sites More sharing options...
AbeS Posted December 14, 2013 Share Posted December 14, 2013 You can't change fuel with the shortcut if you have MFS, with MFS fuels are handled in the Action Group Editor Link to comment Share on other sites More sharing options...
NathanKell Posted December 14, 2013 Author Share Posted December 14, 2013 Dragon01: I'll try to get to it at some point. For now you can just use one of RO's nosecones, or if you need something sharper the HMX one from NovaPunchBeatmaster Hank: weird. So, is anyone else experiencing that issue? If not, I think it's probably an install issue. Link to comment Share on other sites More sharing options...
jrandom Posted December 14, 2013 Share Posted December 14, 2013 (edited) Found a glitch in v7: In career mode, the super-stretchable tanks (width-resizeable) default to a very, very small radius and the width is unresizeable. Works fine in sandbox. I also tried firing up a new Career savegame from scratch and it exhibits the same behavior: Edited December 14, 2013 by jrandom Link to comment Share on other sites More sharing options...
NathanKell Posted December 14, 2013 Author Share Posted December 14, 2013 check tech.cfg in the folder. You have to unlock some nodes to get nontrivial radii. (basicRocketry unlocks radiusFactor of 0.25x, which should be 0.625m) Link to comment Share on other sites More sharing options...
jrandom Posted December 14, 2013 Share Posted December 14, 2013 check tech.cfg in the folder. You have to unlock some nodes to get nontrivial radii. (basicRocketry unlocks radiusFactor of 0.25x, which should be 0.625m)And here I was so clever with my "make every part go in starting tech" so I could have my SandboxScience career mode. I'm bettin' I'm going to run into other fun issues like this with other mods, too...Should I set 'start' to '100'? Will that work or do I have to somehow force an unlocking of one of the other tech nodes in my .cfg? Link to comment Share on other sites More sharing options...
NathanKell Posted December 14, 2013 Author Share Posted December 14, 2013 Yes.Other issues...just with MFS v4 I think. But that's also hand-editable obvs. Don't know if anyone else is coding independent reliance on technodes. OH. Next version of pFairings will likely have a similar system, since e-dog wrote the one for stretchy. Link to comment Share on other sites More sharing options...
jrandom Posted December 14, 2013 Share Posted December 14, 2013 Yes.Other issues...just with MFS v4 I think. But that's also hand-editable obvs. Don't know if anyone else is coding independent reliance on technodes. OH. Next version of pFairings will likely have a similar system, since e-dog wrote the one for stretchy. Well drat, using 'start = 100' didn't work. I think I'm going to have to unlock Basic Rocketry (or hand-edit my savegame) to get ST fully up and running. I didn't see any tech requirement settings in MFS. Are those in the prerelease of v4 that I have? Link to comment Share on other sites More sharing options...
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