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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90


nli2work

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Hooray! Thanks for the update. Looking forward to that new command module ;D

Say -- the scale on a few of the your parts is way off when I load your stock craft. Is there a tweakscale config I need to reset or re-do? This happened before but I thought it may have been due to a tweakscale update I did with already in-game craft.

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Hi everyone!

I will try my best english here, so I apologize for mistakes...

First i had to say this mod is a must have in my modlist since I discovered it. Really nice and fun!

I love the cyclopod and use it for most of my aircrafts.

I use JSGME to install and uninstall mods and can say it's really usefull to, quick, and organized, it tells you if a mod overwrites another's files.

But I have this problem since last Ksp instalation. (0.25, with a couple of mods I like):

...Well would like to post a screenshot but can't...

So...in VAB, when I put the cyclopod I can see: "JSIActiongroupswitch: INITIANIZATION ERROR, please check configuration."

It comes with a weird effect on the IVA rasterpropmonitor screen, like numbers (123456789 etc... or randoms textures pictures) no navball or whatever I am supposed to see).

The last thing is that I can't push RPM buttons.

Well to say simply, RPM just does not work, in those transparent pods. In last KSP install it was just fine.

Maybe I m in wrong thread, maybe it is a RPM issue. Has far I know, for sur I made something wrong, but the fact is, with more than 27 mods installed, the game finally doesn't crash anymore, weeks of testing different home made compilations, mod order etc....

So, like all of you understand, I really need to fix this issue to have a perfect 0.25 ( of my taste).

Does this "JSIActiongroupswitch: INITIANIZATION ERROR, please check configuration." speaks to someone?

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Hi everyone!

First of I have to apologize for my english, but I will try my best here;))

Since I discovered this transparent pods mod, It became a must have in my taste. really nice, fun, and well done! thanks.

Like most of you I spend couple of weeks (months ?) to make my modded KSP version work...I use JSGME for some who know it, it's really usefull and give you the possibility to install or uninstall mods very quick, with original files backups...Plus it tells you if a mod overwrites another's files. That's an advice, seriously it works fine.

whatever...

since few days, Ican finally play more than two ore three hours with no CTD or onther bad stuff! Yeeehaaa.

whatever...

The only issue I have is this:

In VAB, I can read"JSIActionGroupSwitch: INITIALIZATION ERROR, please check configuration."

With this, I can see strange things on the RPM IVA screen like infinite number list or weirds textures pictures files, don't know how to call it, and can't push any buttons...

Simply, RPM just does not work. and only happens with the transparent pods. (usually use the cyclopod which is awesome)

Maybe I m not in the good thread, maybe I should ask on RPM's one, and for sure I made something wrong, but I can't find anything on this issue in my langage (fr), just hope this message talks to charitable souls.

And by the way in forgot to mention that I wanted to post a screenshot but don't understand how to use url.

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can you tell me which one? I know the transport ship used to have that issue, I removed the tiny gears and updated the craft file I believe. I don't think anything else has tweakScale settings saved in the craft file.

I just double checked that I was using the *correct* craft files, and the new bumblebee config is there, but the intakes on the wings are at 400% --is this intended? The utility port and lights in the bay are also at 400% scale; Science Drone: Intakes, gear, and tail cones; YF-21: Intakes and gear.

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@guims

make sure you have RPM v18.3 installed in GameData

@BeetleCat

very strange... I can't figure out why that is. TweakScale settings didn't change for the last few RF updates. I checked the craft files with NotePad++ and all the defaltTransformScale settings are at 1,1,1. no reason they would show up at 400%. the Parts themselves are all exported at 1,1,1

Edited by nli2work
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I absolutely love the way your probe core works with the universal IVA, by the way, it is amazing.

However I do have a sugestion, is there any chance you can make a radial version of it? Like the place any where cockpits? I mean in theory I could use the cameras and a different probe core, but after using that nose one it is just not the same, sorry.

Edited by Imca
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I found and fixed the following 6 issues in my error log. Thanks :)

Fix: Add missing } at lines 86/87 for name = pulseJetLow in the .cfg file


[LOG 19:26:33.660] PartLoader: Compiling Part 'RetroFuture/Engines/fartJet/fartJet/fartJet'
[ERR 19:26:33.665] EffectList: Cannot find an effect type with node name of 'running'
[ERR 19:26:33.666] EffectList: Cannot find an effect type with node name of 'engage'
[ERR 19:26:33.666] EffectList: Cannot find an effect type with node name of 'disengage'
[ERR 19:26:33.667] EffectList: Cannot find an effect type with node name of 'flameout'

Fix: Remove t from engineAccelerationSpeed = 0.1t in the .cfg file


[LOG 19:26:33.839] PartLoader: Compiling Part 'RetroFuture/Engines/noseMountUHB/noseMount/noseMountUHB'
[ERR 19:26:33.847] Invalid float value

Fix: Copy rectFuselage_DIF and rectFuselage_NRM from Structural\surfaceAdapterto /med2mUtilityLong/


[LOG 19:26:34.570] PartLoader: Compiling Part 'RetroFuture/Structural/med2mUtilityLong/med2mUtility/med2mUtility'
[ERR 19:26:34.573] PartCompiler: Cannot replace texture as cannot find texture 'rectFuselage_DIF' to replace
[ERR 19:26:34.573] PartCompiler: Cannot replace texture as cannot find texture 'rectFuselage_NRM' to replace

Fix: Copy rectFuselage_DIF and rectFuselage_NRM from Structural\surfaceAdapterto /med2mUtilityLong/


[LOG 19:26:34.585] PartLoader: Compiling Part 'RetroFuture/Structural/med2mUtilityShort/med2mUtilityShort/med2mUtilityShort'
[ERR 19:26:34.588] PartCompiler: Cannot replace texture as cannot find texture 'rectFuselage_DIF' to replace
[ERR 19:26:34.589] PartCompiler: Cannot replace texture as cannot find texture 'rectFuselage_NRM' to replace

Fix: Remove ; from Angle Min & Angle Max in the .cfg file


[LOG 19:26:44.894] PartLoader: Compiling Internal Space 'RetroFuture/Command/props/rfThrottle/rfThrottle'
[ERR 19:26:44.896] Invalid float value Remove ; from Angle Min & Angle Max
[ERR 19:26:44.896] Invalid float value Remove ; from Angle Min & Angle Max

Fix: Remove ; from Angle Min & Angle Max in the .cfg file


[LOG 19:26:44.940] PartLoader: Compiling Internal Space 'RetroFuture/Command/props/RPMProps/rfAdvThrottle/rfAdvThrottle'
[ERR 19:26:44.942] Invalid float value Remove ; from Angle Min & Angle Max
[ERR 19:26:44.943] Invalid float value Remove ; from Angle Min & Angle Max

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I absolutely love the way your probe core works with the universal IVA, by the way, it is amazing.

However I do have a sugestion, is there any chance you can make a radial version of it? Like the place any where cockpits? I mean in theory I could use the cameras and a different probe core, but after using that nose one it is just not the same, sorry.

yes, I originally envisioned it that way. The part will have to be fairly large however, something around the size of the radial bubble canopy. otherwise the cameras will be very close to the parent part and you'd be able to see through it, and it'd look rather bad.

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ok, so I may be just having a complete idiocy moment, but I've installed this mod, along with firespitter, etc, and for some reason i cannot load up some of the ships due to missing or locked parts. The two ships are the p61x and the yf21. Has anyone else had any kind of problem similar to this?

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ok, so I may be just having a complete idiocy moment, but I've installed this mod, along with firespitter, etc, and for some reason i cannot load up some of the ships due to missing or locked parts. The two ships are the p61x and the yf21. Has anyone else had any kind of problem similar to this?

Sorry about that!

P61X has a nose cone part that requires BDArmory - nose cone with quad .50cal

YF21 has mechjeb module I accidentally left on the craft file.

I'll fix the config and craft file in the next couple days.

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Sorry about that!

P61X has a nose cone part that requires BDArmory - nose cone with quad .50cal

YF21 has mechjeb module I accidentally left on the craft file.

I'll fix the config and craft file in the next couple days.

awesome, thanks!

I haven't had a chance to really mess around with this mod a ton, but from what I've seen so far I like it.

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I happened across this mod on Kerbal stuff, and all though there are some minor things that need to be tweaked like adding braking noises to landing gear and allowing the main gears to be steerable, this mod completes what is missing in B9. B9 is great but the MK2 cockpits limit designs to wider body modern fighters like the F22 and offers no good MK1 cockpit. All though, and I think it was Stupid Chris who provided it, did resize the MKII B9 cockpit into a MKI and it works well but not for all designs. Your mod's rectangular fuselage system and radially attached cockpits make it far easier for me to design a much greater variety of fighters. So far I've made replicas of F-4, F-5, F-14, F-111, F-100, F-104, F-105, F-18, and I have others planned as well. The insides, with RPM enabled, look great and make me feel like I'm flying a fifties or sixties designed fighter jet and the newer bubble cockpits are just as great! Thanks again.

Here are some screens for you.

OisIp4s.png

Cvv5COI.png

RxwI2Ny.png

Album

http://imgur.com/3nVjbCM,JHgjwmg,ofiqTIm,hclJw7E,Cvv5COI,YeKR4WE,OisIp4s,n9bg0PC,nwDfQqQ,122WV5M,XfKKSbn,gBu02In,ilrZT6O,jJKsZJM,ahhrulL,zuofEx0,vXTmB3W,IP6c8fs,RxwI2Ny,m31LTKy,vjTSvY2#18

Edited by StevenJ
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Very cool planes! Glad you like the parts. I'll get around to switching the gears to use FS eventually. Which mod is the bendy F18 main landing gear from?

No problem, I appreciate the work you do and all other modders do as well. The F18 gear is from Infinite Dice Internal combustion mod. It's his naval rear landing gear. I modified the cfg file to increase it's size by about 50%

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I happened across this mod on Kerbal stuff, and all though there are some minor things that need to be tweaked like adding braking noises to landing gear and allowing the main gears to be steerable, this mod completes what is missing in B9. B9 is great but the MK2 cockpits limit designs to wider body modern fighters like the F22 and offers no good MK1 cockpit. All though, and I think it was Stupid Chris who provided it, did resize the MKII B9 cockpit into a MKI and it works well but not for all designs. Your mod's rectangular fuselage system and radially attached cockpits make it far easier for me to design a much greater variety of fighters. So far I've made replicas of F-4, F-5, F-14, F-111, F-100, F-104, F-105, F-18, and I have others planned as well. The insides, with RPM enabled, look great and make me feel like I'm flying a fifties or sixties designed fighter jet and the newer bubble cockpits are just as great! Thanks again.

Here are some screens for you.

http://i.imgur.com/OisIp4s.png

http://i.imgur.com/Cvv5COI.png

http://i.imgur.com/RxwI2Ny.png

Album

http://imgur.com/3nVjbCM,JHgjwmg,ofiqTIm,hclJw7E,Cvv5COI,YeKR4WE,OisIp4s,n9bg0PC,nwDfQqQ,122WV5M,XfKKSbn,gBu02In,ilrZT6O,jJKsZJM,ahhrulL,zuofEx0,vXTmB3W,IP6c8fs,RxwI2Ny,m31LTKy,vjTSvY2#18

Why didnt you run the alternate skins file for those craft. It would look much better and run P-wings with them?

Like I made this fighter to look a bit like the Mirage 2000, but it is a SSTO now.

s2vrIY7.jpg

XZOO4WR.jpg

1lqe64D.jpg

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Ah I thought of it but i'm a fan of "paint it black" :D

Besides there have been planes that had black stripes or black main fuselage with grey wings etc. I have p-wings but some of them don't display right and have clipping problems. I do like them and Id id use P wings for my F-105 Thundercheif. The other reason is I like to challenge myself by only using prefabricated wing shapes. Thanks for your comments though.

Edited by StevenJ
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I have a little problem usually when I try add wings to retrofuture parts starts the game extremely to lag and the wing sdo not can be built on. I am not sure whether the problem only with retrofuture share.

There is however no matter which wing it, whether by retro future or stock

Sry for my bad english :P

Edited by sjwt
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ALT-F2 in the Editor and see if any red/yellow log entry comes up when a wing part doesn't attach. When it does, note which wing part you were trying to attach, quit the game immediately with ALT-F4 and post the output_log.txt from KSP_Data. not the log.txt from KSP. Since it's happening with all wing parts, it's probably some plugin, the only way to see what it is looking at the output_log.txt

also does the game quit by itself occasionally?

Edited by nli2work
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