tygoo7 Posted July 26, 2014 Share Posted July 26, 2014 Are the prices balanced for these parts? Link to comment Share on other sites More sharing options...
dtobi Posted July 27, 2014 Share Posted July 27, 2014 Dtobi, the dropbox folder Klockheed_Martian_Special is empty. The others seem fine. I'm going to do some testing now.The crocodile fairings are still acting weird as I mentioned before:It is more odd than annoying.I tried to reproduce this but couldn't for me the crocs are always in the state I left them. When they come from the VAB, they act OK as well. Can you give me a step by step explanation how to reproduce this? Link to comment Share on other sites More sharing options...
4nxs Posted July 27, 2014 Share Posted July 27, 2014 I tried to reproduce this but couldn't for me the crocs are always in the state I left them. When they come from the VAB, they act OK as well. Can you give me a step by step explanation how to reproduce this?I retried it with the latest download of dropbox on a stock 32 bit install. Made a craft with a probe, two panels with crocs on them. One open and one closed. As soon as it is loaded in flight the crocs change state.I made a quick video to show the behavior, see the Dropbox folder. I also included the output log of that session.https://www.dropbox.com/sh/z5r9l8nosyxitju/AAAmN6VGu2x_PoFHrmO-wVGLaHope it helps. Link to comment Share on other sites More sharing options...
dtoxic Posted July 27, 2014 Share Posted July 27, 2014 here is a error with special parts but i cant be shure its a problem with your mode or stock skylabNullReferenceException: Object reference not set to an instance of an object at SkyLabExperiment.OnDestroy () [0x00000] in <filename unknown>:0 UnityEngine.Object:DestroyImmediate(Object, Boolean)UnityEngine.Object:DestroyImmediate(Object)PartLoader:StripComponent(GameObject)PartLoader:CreatePartIcon(GameObject, Single&)PartLoader:ParsePart(UrlConfig, ConfigNode):MoveNext()sorry for the damn smilies Link to comment Share on other sites More sharing options...
Boamere Posted July 27, 2014 Share Posted July 27, 2014 :ParsePartsorry for the damn smiliesI'm going to be immature here... ehehehehehheeh Arse eheheheAlso dtobi the auto-deploy option seems to be a bit wonky, like some auto deploy without it being set on, and others don't Link to comment Share on other sites More sharing options...
Tommygun Posted August 2, 2014 Share Posted August 2, 2014 I noticed when I tried to tweak the scale of the cargo bays the sizes are 1.25m, 1.875m and 3.75m.There doesn't seem to be any 2.5m size. I think there may have been some other parts too.Maybe the telescope lid and others? Link to comment Share on other sites More sharing options...
Kethevin Posted August 2, 2014 Share Posted August 2, 2014 I'm sorry. The download options are a bit confusing for me.If I want to get the parts displayed on the front page, do I just download Klockheed_Martian and then one of the Klockheed_Martian_Special files? Also, what is "others," (the download shows v2.0.1 and v2.0.1others)? Link to comment Share on other sites More sharing options...
cvod Posted August 3, 2014 Share Posted August 3, 2014 Not sure how difficult it would be, but I think it would be cool to see hollow docking rings (like this) added to this mod. Maybe add a part that would encase the top edge of an engine and be the first docking ring, and then a docking ring to put on a generic shroud. Link to comment Share on other sites More sharing options...
dtobi Posted August 4, 2014 Share Posted August 4, 2014 I'm sorry. The download options are a bit confusing for me.If I want to get the parts displayed on the front page, do I just download Klockheed_Martian and then one of the Klockheed_Martian_Special files? Also, what is "others," (the download shows v2.0.1 and v2.0.1others)?ALways use the latest one. That would be 2.01. The otherzip zips are exactly the same but zipped with a different zip too. This is a courtesy to linux users who had issues with the zip files.You just need klockheed_martian and klockheed_martian_special Link to comment Share on other sites More sharing options...
dtobi Posted August 4, 2014 Share Posted August 4, 2014 (edited) Anybody interested in some real wet workshop parts? Its basically just a door, some supply containers and some windows. Attach the door to any tank of any size (3 and 4m are fun!) and convert the empty space in the tank to living space. That 3m huge tank can house more than 20 kerbals (using the same volume per kerbal as the hitchhiker). I might release these soon after some testing if enough interest exists. The tanks and engines are from KW Rocketry (love these). Edited December 3, 2015 by diomedea corrected link to Imgur album Link to comment Share on other sites More sharing options...
acc Posted August 4, 2014 Share Posted August 4, 2014 Nice. I would like to have Link to comment Share on other sites More sharing options...
Ascension Islander Posted August 4, 2014 Share Posted August 4, 2014 Anybody interested in some real wet workshop parts?Hells. Yes. Link to comment Share on other sites More sharing options...
Tommygun Posted August 5, 2014 Share Posted August 5, 2014 Anybody interested in some real wet workshop parts? Its basically just a door, some supply containers and some windows. Attach the door to any tank of any size (3 and 4m are fun!) and convert the empty space in the tank to living space..Will you include a fuel dump part for any left over fuel? Link to comment Share on other sites More sharing options...
dtobi Posted August 5, 2014 Share Posted August 5, 2014 Will you include a fuel dump part for any left over fuel? Yes. That is required, too. There is one in SmartParts already, though. Link to comment Share on other sites More sharing options...
biohazard15 Posted August 6, 2014 Share Posted August 6, 2014 The crocodile adapters are useless - they haven't any nodes to attach something inside them. Link to comment Share on other sites More sharing options...
dtobi Posted August 6, 2014 Share Posted August 6, 2014 The crocodile adapters are useless - they haven't any nodes to attach something inside them.Strong verdict. Could it be that you are doing it wrong?Try using a end plate below the croc. The end plate gives you the missing attachment point. Link to comment Share on other sites More sharing options...
Malsheck Posted August 7, 2014 Share Posted August 7, 2014 Hey dtobi! Thanks again for the hard work that you put into your mods. It really is appreciated. I'm making great use of your new float parts as seen in the video below. I've needed something like this for a long time now. Please keep up the great work! Link to comment Share on other sites More sharing options...
falken Posted August 8, 2014 Share Posted August 8, 2014 I've been having very strange issues with KM Special Parts. I made an Apollo style mission using the storage shrouds and Crocodile fairings. Everything works fine UNTIL I leave the ship alone and return to it. Suddenly, Kerbin has disappeared, all of the ship has disappeared asides from the Capsule itself, and nothing works.After removing the KM parts from the ship, this glitch was not in any way repeatable.Is it not playing nice with my other addons?On the ship is the following:KW Rocketry 2.6cSDHI Service Module 2.0Aerojet Kerbodyne (RCS thrusters)ASET Alcor lander podProcedural Parts 0.9.18Tweakscale 1.37I am using the latest version of KM parts too.e: Oh, and it's x86 / 32bit Link to comment Share on other sites More sharing options...
dtobi Posted August 9, 2014 Share Posted August 9, 2014 Dtobi, the dropbox folder Klockheed_Martian_Special is empty. The others seem fine. I'm going to do some testing now.The crocodile fairings are still acting weird as I mentioned before...I tried it... does it only happen when you go from VAB to the launchpad without anything attached on top?Or did you also see this during flight? Link to comment Share on other sites More sharing options...
dtobi Posted August 9, 2014 Share Posted August 9, 2014 Ok. I just uploaded a new version (2.1). It should be more stable since it does not require dynamic linking of the km_lib anymore. km_lib is still required though.As a goodie it contains a set of parts for wet workshops.Steps: 1)Attach a door to a tank.2) Launch your rocket and drain the tank COMPLETELY. (Smart Parts has a fuel valve to help with that!)3) Bring supplies and transfer these to the door.4) Klick the door and convert empty tanks to empty space to living space5) Bring kerbals to the doorRight now all happens in the door. Depending on the feedback, I might continue this and extend it with connected living space support, etc. Link to comment Share on other sites More sharing options...
Hocki Posted August 10, 2014 Share Posted August 10, 2014 I Have an issue. It is impossible to open and close the Crocodile fairings, and the Cargo Bays. I get no option to open and close them. Link to comment Share on other sites More sharing options...
dtobi Posted August 10, 2014 Share Posted August 10, 2014 I Have an issue. It is impossible to open and close the Crocodile fairings, and the Cargo Bays. I get no option to open and close them.Did you install the KM base package, too? Link to comment Share on other sites More sharing options...
Hocki Posted August 10, 2014 Share Posted August 10, 2014 (edited) Did you install the KM base package, too?I realized that the KM base I installed only contained the command bunker. It works now. Edited August 10, 2014 by Hocki Link to comment Share on other sites More sharing options...
somnambulist Posted August 10, 2014 Share Posted August 10, 2014 I've been having very strange issues with KM Special Parts. I made an Apollo style mission using the storage shrouds and Crocodile fairings. Everything works fine UNTIL I leave the ship alone and return to it. Suddenly, Kerbin has disappeared, all of the ship has disappeared asides from the Capsule itself, and nothing works.I've been having the same problem off and on. Need to do more testing but for me it seems that upgrading TweakScale breaks Special Parts that are already in use. Temporarily removing TweakScale seems to workaround the problem without explosions (so far...). Link to comment Share on other sites More sharing options...
somnambulist Posted August 10, 2014 Share Posted August 10, 2014 dtobi -- I managed to reproduce the bug with KM special parts that use TweakScale in career mode. This same problem doesn't happen in sandbox mode and doesn't happen with Squad parts that use TweakScale.Steps to reproduce:Start a new career save.Create a simple craft consisting of a pod and a KM shroud (any type)Launch, then exit to space center and exit the game. It's important that you actually restart the game, not just exit out to the space center or title screen.Re-open KSP, open the save.Go to the craft on the launch pad. Craft is now broken.Full logs are available here, relevant portion excerpted below. ------------------- initializing flight mode... ------------------(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Target vessel index: 2 vessel count: 3(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)setting new dominant body: KerbinFlightGlobals.mainBody: Kerbin(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Reference Frame: Rotating(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[TweakScale Warning] No SCALETYPE with name stack(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)IndexOutOfRangeException: Array index is out of range. at TweakScale.TweakScale.Setup () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.LoadModule (.ConfigNode node, System.Int32& moduleIndex) [0x00000] in <filename unknown>:0 at ProtoPartModuleSnapshot.Load (.Part hostPart, System.Int32& moduleIndex) [0x00000] in <filename unknown>:0 at ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) [0x00000] in <filename unknown>:0 at ProtoVessel.LoadObjects () [0x00000] in <filename unknown>:0 at Vessel.Load () [0x00000] in <filename unknown>:0 at Vessel.MakeActive () [0x00000] in <filename unknown>:0 at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0 at FlightGlobals.SetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0 at FlightDriver.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Km attachment tweaker is running!!!(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[TweakScale Warning] No SCALETYPE with name stack(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)IndexOutOfRangeException: Array index is out of range. at TweakScale.TweakScale.Setup () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)[KAE] Registering field prefabs for version 1.7.0.0 (latest)(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_0_0 for KSPAPIExtensions.UIPartActionFloatEdit(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_0_0 for KSPAPIExtensions.UIPartActionFloatEdit(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_0_0 for KSPAPIExtensions.UIPartActionChooseOption(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_0_0 for KSPAPIExtensions.UIPartActionChooseOption(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[VesselSpawner]: No new objects this time. (Odds are 1:2)(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)[PlanetariumCamera]: Focus: Untitled Space Craft(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetGameObject () at UnityEngine.Component.get_gameObject () [0x00000] in <filename unknown>:0 at ApplicationLauncher.ScaleModList () [0x00000] in <filename unknown>:0 at ApplicationLauncher.RemoveApplication (.ApplicationLauncherButton button) [0x00000] in <filename unknown>:0 at ContractsApp.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)NullReferenceException at (wrapper managed-to-native) UnityEngine.MeshFilter:set_sharedMesh (UnityEngine.Mesh) at SpriteMesh.CreateMesh () [0x00000] in <filename unknown>:0 at SpriteMesh.get_mesh () [0x00000] in <filename unknown>:0 at SpriteRoot.Delete () [0x00000] in <filename unknown>:0 at SpriteBase.Delete () [0x00000] in <filename unknown>:0 at UIListItemContainer.Delete () [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy) [0x00000] in <filename unknown>:0 at ApplicationLauncher.RemoveApplication (.ApplicationLauncherButton button) [0x00000] in <filename unknown>:0 at ResourceDisplay.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetGameObject () at UnityEngine.Component.get_gameObject () [0x00000] in <filename unknown>:0 at MapView.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Link to comment Share on other sites More sharing options...
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