mecki Posted August 6, 2014 Share Posted August 6, 2014 Heads-up: KSP-AVC doesn't recognize the update, thinks that 0.9.17 is still installed. Link to comment Share on other sites More sharing options...
marce Posted August 6, 2014 Share Posted August 6, 2014 I have the great pleasure to report that, as far as I know, PP is now fixed.Awesome, thank you so much!! Link to comment Share on other sites More sharing options...
Raptor831 Posted August 6, 2014 Share Posted August 6, 2014 I have the great pleasure to report that, as far as I know, PP is now fixed.Huzzah! Thanks Nathan, you deserve a medal for keeping up with all the mods you're working on now! Link to comment Share on other sites More sharing options...
Master Tao Posted August 6, 2014 Share Posted August 6, 2014 (edited) Heads-up: KSP-AVC doesn't recognize the update, thinks that 0.9.17 is still installed.If the KSP-AVC warning does bother you, you can edit it by hand. KSP/GameData/ProceduralParts/ProceduralParts.version should say this:{ "NAME": "Procedural Parts", "URL": "https://raw.githubusercontent.com/Swamp-Ig/ProceduralParts/master/ProceduralParts.version", "VERSION": "0.9.[COLOR=#b22222][B]18[/B][/COLOR]", "KSP_VERSION": { "MAJOR": 0, "MINOR": 24, "PATCH": 2 }}That bold red bit is really the only change. Since the license (CC-BY-SA 3.0 Unported) allows it, I'm also uploading a zipped copy of the fixed version file (Edit: removed link b/c NathanKell posted an update). Unzip it in your GameData folder and merge – there's only one file in there. (Edit: or you could download it from the link in the code).Thanks again to NathanKell and Taniwha for their continued efforts to keep Swamp_ig's mod going. Very much appreciated. Edited August 6, 2014 by Master Tao Link to comment Share on other sites More sharing options...
acc Posted August 6, 2014 Share Posted August 6, 2014 Tested, all fine. Even my pre-update built vessels are working again Link to comment Share on other sites More sharing options...
Voidryder Posted August 6, 2014 Share Posted August 6, 2014 I have the great pleasure to report that, as far as I know, PP is now fixed.Outstanding! Just DL'd, installed and we're back in business. Way to go Nathan. I hereby dub thee "Mr. Mod Fixer Extraordinaire". Maybe Nereid will create a ribbon for you. Thank you. Link to comment Share on other sites More sharing options...
frencrs Posted August 6, 2014 Share Posted August 6, 2014 Just tried out the update, and I can confirm that the issue with resizing and scaling has been fixed, at least for me. Thank you again NathanKell, for this and all the other mods you maintain. I'm pretty sure half the mods in my folder are your work or have been transferred over to you.Can confirm Nathan's mods as "Game Essential". Link to comment Share on other sites More sharing options...
Mathijs Posted August 6, 2014 Share Posted August 6, 2014 Mathijs: you built the latest release using the latest (1.7.0) KAE? If you don't get the same behavior, *please* post what you built.Folks, my sincere apologies. Been working away at this; so has taniwha, and I even enlisted regex's help. We're still utterly mystified, because it'd be one thing if *nothing* worked, but the cones *do* work.Voidryder: thanks!The infuriating thing, though, is that in *this* sole case...nothing weird gets put in the log. That's why it's so hard to fix.Nathan, if you still (since you fixed it) tcare about my build ...I think this is it: https://drive.google.com/file/d/0B1Y7F0l-EjgjVzJGYUY2MC1xYkE/edit?usp=sharing but I got it from recycling bin, so i'm not sure this is the exact one. (I tried and tossed away a few builds)Not sure about the ksapiextensions version. I got it from another mod folder (procedural fairings if i remember correctly). Link to comment Share on other sites More sharing options...
Kolago Posted August 6, 2014 Share Posted August 6, 2014 Thank you so much for fixing PP! What was the problem? Time to get rid of all the tanks cluttering up the inventory! Link to comment Share on other sites More sharing options...
Mathijs Posted August 6, 2014 Share Posted August 6, 2014 Thank you so much for fixing PP! What was the problem? Time to get rid of all the tanks cluttering up the inventory!Judging by Nathan's commits: It looks like there's something wrong with the callback function, "RegisterOnUpdateEditor", in KSE. Link to comment Share on other sites More sharing options...
NathanKell Posted August 6, 2014 Share Posted August 6, 2014 Thanks! :]Well, my fix is really just a hack around the issue, and ferram pointed out there's still a bug with SRB nozzle placement. So expect another release before too long.Also, release updated with fixed version file. It was fixed in git, but I forgot to include it in the zip. Sorry. Link to comment Share on other sites More sharing options...
amo28 Posted August 7, 2014 Share Posted August 7, 2014 ... and ferram pointed out there's still a bug with SRB nozzle placement.Is that the issue where the nozzle is placed off-center on the Procedural SRB when you have small bells? I'd seen that issue in previous versions too. Had used StretchySRBs in 23.5 to get around it. Link to comment Share on other sites More sharing options...
mecki Posted August 7, 2014 Share Posted August 7, 2014 I'm using Realism Overhaul and RealFuels. Could someone explain to me what the Balloon type fueltanks are for?I figured out that I need the Cryo for cryogenic fuels and the ServiceModule for life support, energy and pressurized fuels. But when would I need to use "Balloon" or "BalloonCryo"? Link to comment Share on other sites More sharing options...
RedAV8R Posted August 7, 2014 Share Posted August 7, 2014 I'm using Realism Overhaul and RealFuels. Could someone explain to me what the Balloon type fueltanks are for?I figured out that I need the Cryo for cryogenic fuels and the ServiceModule for life support, energy and pressurized fuels. But when would I need to use "Balloon" or "BalloonCryo"?Balloon tanks are lighter than their standard counterparts. In the real world they require pressurization in order to hold their shape, otherwise they'd collapse upon themselves. So in KSP...dry weight/volume is less with balloon tanks.@NK: TIME FOR MORE FAQ:) Link to comment Share on other sites More sharing options...
mecki Posted August 7, 2014 Share Posted August 7, 2014 Balloon tanks are lighter than their standard counterparts. In the real world they require pressurization in order to hold their shape, otherwise they'd collapse upon themselves. So in KSP...dry weight/volume is less with balloon tanks.@NK: TIME FOR MORE FAQ:)Thanks for the quick answer!I guess Procedural Parts balloon tank then should also be able to hold Monopropellants / Hypergolics and not only ServiceModules? But that maybe is something RealFuels would have to change (if it is correct), right? Link to comment Share on other sites More sharing options...
NathanKell Posted August 7, 2014 Share Posted August 7, 2014 Nope.*All* tanks are pressurized. The distinction is between tanks that are mildly pressurized (everything but ServiceModule), and tanks that are *very, very* pressurized (ServiceModule) and are therefor fit for pressure-fed engines (RCS are pressure-fed engines btw).RedAV8R: yep... Link to comment Share on other sites More sharing options...
Ophiuchus Posted August 8, 2014 Share Posted August 8, 2014 Is that the issue where the nozzle is placed off-center on the Procedural SRB when you have small bells? I'd seen that issue in previous versions too. Had used StretchySRBs in 23.5 to get around it.It's not just small bells... Link to comment Share on other sites More sharing options...
Taki117 Posted August 9, 2014 Share Posted August 9, 2014 So, I'm trying to make a texture pack for these and I'm having some issues with the Config. I have it set up just like the other texture packs, but they don't seem to work. Any advice?Here's the config I'm working on.@STRETCHYTANKTEXTURES[Default]{ KW1 { // by Taki117 sides { texture = PPKWTex/KW1 bump = PPKWTex/1_25ShaftsF1Normal uScale = 1 vScale = 1 autoscale = true autoWidthDivide = true } ends { texture = PPWTex/EndCapF1 } }KW2 { // by Taki117 sides { texture = PPKWTex/KW2 bump = PPKWTex/1_25ShaftsF1Normal uScale = 1 vScale = 1 autoscale = true autoWidthDivide = true } ends { texture = PPWTex/EndCapF1 } }KW3 { // by Taki117 sides { texture = PPKWTex/KW3 bump = PPKWTex/1_25ShaftsF1Normal uScale = 1 vScale = 1 } ends { texture = PPWTex/EndCapF1 } }KW4 { // by Taki117 sides { texture = PPKWTex/KW4 bump = PPKWTex/1_25ShaftsF1Normal uScale = 1 vScale = 1 autoscale = true autoWidthDivide = true } ends { texture = PPWTex/EndCapF1 } }} Link to comment Share on other sites More sharing options...
NathanKell Posted August 9, 2014 Share Posted August 9, 2014 And you have MM (I presume) and you have this cfg file somewhere in GameData?What does you GameData/PPWTex folder look like? Screenshot of the folder? Link to comment Share on other sites More sharing options...
Ruedii Posted August 9, 2014 Share Posted August 9, 2014 @NathanKellI would be more than happy to help you figure out/implement the proper equations to apply for price and mass-scaling for each of the different shapes available in Procedural Parts (PM me if you're interested in my help). One of my best subjects was Geometry back in my high school days (though I've now graduated from Graduate School).If you want to help, you should head over to the Github page and take a look at the code. Yes, ideally the base price and weight should both be based on surface area multiplied by wall thickness. KSP already handles fuel price for you so volume doesn't need to be in the equation. Link to comment Share on other sites More sharing options...
Taki117 Posted August 9, 2014 Share Posted August 9, 2014 And you have MM (I presume) and you have this cfg file somewhere in GameData?What does you GameData/PPWTex folder look like? Screenshot of the folder?I do Have Module Manager, and my GameData is quite literally just PParts, the folder containing my textures, Squad (Minus the parts folder) and Module Manager. The Config will load fine (According to the Module Manager Message it says 1 patch applied) but when I go to swap the textures they do not appear. Link to comment Share on other sites More sharing options...
ferram4 Posted August 9, 2014 Share Posted August 9, 2014 You've got a few lines in there where you use "PPWTex" rather than "PPKWTex", which might be causing the issues if PP requires that an end texture be found for it to work. Link to comment Share on other sites More sharing options...
Taki117 Posted August 9, 2014 Share Posted August 9, 2014 (edited) You've got a few lines in there where you use "PPWTex" rather than "PPKWTex", which might be causing the issues if PP requires that an end texture be found for it to work.That's probably it then. I did it once and then just copy/pasted. Thank you for taking a look at it.Edit: Yep, that fixed it. Now to finish editing the textures. Thank you! Edited August 9, 2014 by Taki117 Link to comment Share on other sites More sharing options...
hydropos Posted August 11, 2014 Share Posted August 11, 2014 Thanks for the offer Northstar. As NK said, I've already started working on itI don't mean to sound impatient, but any update on this? Link to comment Share on other sites More sharing options...
lajoswinkler Posted August 12, 2014 Share Posted August 12, 2014 Can we expect polyhedra anytime soon? I'd like prisms. Trigonal prisms, cubes... It would be nice to match the probe cores. Link to comment Share on other sites More sharing options...
Recommended Posts