CatastrophicFailure Posted August 16, 2014 Share Posted August 16, 2014 (edited) Reminds me, I updated everything to 2.1 and I'm still getting the error spamming the log. Doesn't appear to actually be causing any trouble, but still can't be good.--EDIT--strike that, reverse it... Smart parts seem to be broke with 2.1... Alt trigger not working... More testing needed... Edited August 16, 2014 by CatastrophicFailure Link to comment Share on other sites More sharing options...
The Mechanic Posted August 16, 2014 Share Posted August 16, 2014 (edited) Indeed. Before going back to 2.0.2 I was unable to start the timer. With SmartParts 2.0.2 - which also is not dependant on the km_lib.dll and is the latest version by Firov -, SSE 2.1 and SpecialParts 2.1 I'm not getting any errors in the debug console. So far it works. Might be that something between 2.0.2 and 2.1 did go wrong?Edit: The altimeter part as well as the fuel-thingy work as well with 2.0.2. No error messages occurred in the debug console. Edited August 16, 2014 by The Mechanic Link to comment Share on other sites More sharing options...
somnambulist Posted August 16, 2014 Share Posted August 16, 2014 (edited) dtobi -CFGs for both multiadapters are missing the closing braces. Anyone who wants to fix their own install until dtobi is back from holiday, open 'ma0.cfg' and 'ma1.cfg' and add a '}' at the end of each file.Edit: There's also duplicate of these in SSEs. Edited August 16, 2014 by somnambulist Duplicate parts found Link to comment Share on other sites More sharing options...
Tommygun Posted August 16, 2014 Share Posted August 16, 2014 isn't that suppose to be the ERV (Earth Return Vehicle)?Possibly, their are several versions floating around. Link to comment Share on other sites More sharing options...
Sutima Posted August 17, 2014 Share Posted August 17, 2014 The cargobay scaling is way off with tweakscale IMO, go from like 400 and mass of 0.25 to like 10 times that. Its not usable. Link to comment Share on other sites More sharing options...
colmo Posted August 21, 2014 Share Posted August 21, 2014 (edited) I got a very annoying problem on a wet workshop I was sending to the Mün.At launch, the CoM shifted rather far down, and the problem became more apparent as I staged. It ended up (according to the persistence file) some 670 metres away from the root of the vessel. This meant it was difficult to accurately manoeuvre (like it was on the long end of a bendy stick, with wild perturbation in orbit if I rotated) presumably due to rounding errors on what KSP though was a very long ship, couldn't land because I couldn't get a camera angle, and had a devil of a time getting a rendezvous because the navball was lying to me!I can recentre the camera by warping or returning from the tracking station, but it shoots off centre again when physics kicks in (as I had Joint Reinforcement installed, it would do it in stages thanks to physics easing).I abandoned it in Münar orbit after a several hour long rendezvous session, stripping it of fuel and KAS parts (also bugged!), added a probe core in the process, and will drain it of fuel to determine if converting it to living space fixes the problem.I do like the concept - making supplies KAS grabbable (a direct fit for the storage rack perhaps?) fits the ethos of the mod. Making the hatch grabbable and attachable would be awesome - allowing retrofitting of debris with later missions.VESSEL { pid = 83c34ccc3e1a40f9a1b971f0742038ff name = Munbase Beta - Wet Workshop type = Ship sit = ORBITING landed = False landedAt = splashed = False met = 222408.745390184 lct = 1194955.9571678 root = 0 lat = -1.42170126641326 lon = -41.010047419978 alt = 115490.072458925 hgt = -1 nrm = 0.08771238,0.08134384,-0.9928191 rot = 0.04101156,0.3732034,0.03644849,-0.9261257 CoM = -470.8539,110.7243,-54.97674 stg = 1 prst = False ref = 0 ctrl = True cPch = cHdg = cMod = 0 Edited August 21, 2014 by colmo Link to comment Share on other sites More sharing options...
hieywiey Posted August 23, 2014 Share Posted August 23, 2014 The Alligator Fairings don't work for me. Link to comment Share on other sites More sharing options...
dtobi Posted August 23, 2014 Share Posted August 23, 2014 (edited) I got a very annoying problem on a wet workshop I was sending to the Mün.At launch, the CoM shifted rather far down, and the problem became more apparent as I staged. It ended up (according to the persistence file) some 670 metres away from the root of the vessel. This meant it was difficult to accurately manoeuvre (like it was on the long end of a bendy stick, with wild perturbation in orbit if I rotated) presumably due to rounding errors on what KSP though was a very long ship, couldn't land because I couldn't get a camera angle, and had a devil of a time getting a rendezvous because the navball was lying to me!I can recentre the camera by warping or returning from the tracking station, but it shoots off centre again when physics kicks in (as I had Joint Reinforcement installed, it would do it in stages thanks to physics easing).I abandoned it in Münar orbit after a several hour long rendezvous session, stripping it of fuel and KAS parts (also bugged!), added a probe core in the process, and will drain it of fuel to determine if converting it to living space fixes the problem.I do like the concept - making supplies KAS grabbable (a direct fit for the storage rack perhaps?) fits the ethos of the mod. Making the hatch grabbable and attachable would be awesome - allowing retrofitting of debris with later missions.VESSEL { pid = 83c34ccc3e1a40f9a1b971f0742038ff name = Munbase Beta - Wet Workshop type = Ship sit = ORBITING landed = False landedAt = splashed = False met = 222408.745390184 lct = 1194955.9571678 root = 0 lat = -1.42170126641326 lon = -41.010047419978 alt = 115490.072458925 hgt = -1 nrm = 0.08771238,0.08134384,-0.9928191 rot = 0.04101156,0.3732034,0.03644849,-0.9261257 CoM = -470.8539,110.7243,-54.97674 stg = 1 prst = False ref = 0 ctrl = True cPch = cHdg = cMod = 0I just uploaded a 2.1.1 would you try with your ship (you may have to launch anew, I fear). I removed a non-functional component from the windows. It fixed the problem for me. Any feedback is appreciated!Edit: your edited craft may work nonetheless. Edited August 23, 2014 by dtobi Link to comment Share on other sites More sharing options...
sober667 Posted August 23, 2014 Share Posted August 23, 2014 How lens works? Link to comment Share on other sites More sharing options...
Floppster Posted August 23, 2014 Share Posted August 23, 2014 The Alligator Fairings don't work for me.They should be used with an end cap at the bottom to hold your stuff, and remember that they cant open if something is attached to the top node, whatever you have attached there has to be separated first.How lens works?The lens is a science experiment, just like the materials bay or the goo. You dont have to use it in some special way (like a real lens) but it makes for some good roleplay elements. Link to comment Share on other sites More sharing options...
colmo Posted August 23, 2014 Share Posted August 23, 2014 Edit: your edited craft may work nonetheless.I doubt it. I smashed it into the Mun last night :-) (I do have old saves I can try it with.)I'll try the new version all the same. Link to comment Share on other sites More sharing options...
Sutima Posted August 23, 2014 Share Posted August 23, 2014 I just uploaded a 2.1.1 would you try with your ship (you may have to launch anew, I fear). I removed a non-functional component from the windows. It fixed the problem for me. Any feedback is appreciated!Edit: your edited craft may work nonetheless.Why not fix broken stuff thats been reported ? Multi Adapter ma1.cfg ma0.cfg In the special parts is missing } in the end. Link to comment Share on other sites More sharing options...
dtobi Posted August 24, 2014 Share Posted August 24, 2014 Why not fix broken stuff thats been reported ? Multi Adapter ma1.cfg ma0.cfg In the special parts is missing } in the end.This should be fixed already. The multi adapters have been removed from the special parts mod and the multi adapters in SSE should be fixed now. Link to comment Share on other sites More sharing options...
dtobi Posted August 24, 2014 Share Posted August 24, 2014 Oh boy. I just discovered a bug when reloading a wet workshop base. The fuel tank for the WW seems to be scaled down for some reason. Weird. I need to sort this out, too. Link to comment Share on other sites More sharing options...
dtobi Posted August 24, 2014 Share Posted August 24, 2014 Oh boy. I just discovered a bug when reloading a wet workshop base. The fuel tank for the WW seems to be scaled down for some reason. Weird. I need to sort this out, too.Hmmm... not a Klockheed Martian Bug.... weird thing. Iv you use part scaling (just like KW Rocketry does) and if you attach radial things to your base part, the base part is not scaled properly after a reload. Shouldn't be a problem to avoid this. Just make sure you chose a part as base part that is either STOCK or that you do not intend to attach things radially to. I know that it is tempting to just pick a large KW Rocketry tank and to attach Wet workshop parts to it. Just make sure you don't use the large tank as base (first) part. Link to comment Share on other sites More sharing options...
Sutima Posted August 25, 2014 Share Posted August 25, 2014 This should be fixed already. The multi adapters have been removed from the special parts mod and the multi adapters in SSE should be fixed now.no they are still there, Looking at the zip from dropbox. and the SSE multi's are still broken Link to comment Share on other sites More sharing options...
dtobi Posted August 25, 2014 Share Posted August 25, 2014 no they are still there, Looking at the zip from dropbox. and the SSE multi's are still brokenThe strangest things happen. I see that its not in the latest version although I had fixed it. I'll reupload in a minute. Seems that I messed something up. Sorry. Link to comment Share on other sites More sharing options...
Sutima Posted August 25, 2014 Share Posted August 25, 2014 The strangest things happen. I see that its not in the latest version although I had fixed it. I'll reupload in a minute. Seems that I messed something up. Sorry.Np, stuff happens ^^. Link to comment Share on other sites More sharing options...
dtobi Posted August 25, 2014 Share Posted August 25, 2014 Np, stuff happens ^^.It should be okay now (fingers crossed). I uploaded new SSE and Smart parts versions (including a new base plugin pack). I also worked on the wet workshop parts a bit. The doors and windows have now lights that go on when a tank was converted. Link to comment Share on other sites More sharing options...
Sutima Posted August 26, 2014 Share Posted August 26, 2014 It should be okay now (fingers crossed). I uploaded new SSE and Smart parts versions (including a new base plugin pack). I also worked on the wet workshop parts a bit. The doors and windows have now lights that go on when a tank was converted.\o/Looks like its all in order, Nice. Link to comment Share on other sites More sharing options...
dtobi Posted August 30, 2014 Share Posted August 30, 2014 This is so sient these days. Is anyone still using it? I try to assess if it is worth to continue with this pack or if I should rather call it complete and move it to releases. Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted August 30, 2014 Share Posted August 30, 2014 I use it constantly! But now something's gone screwy. I updated Tweakscale and now it (Tweakscale) doesn't seem to work at all. When this happened before I tried rolling back to the Tweakscale dll's in 2.1.1 and that fixed it, but doesn't seem to be working this time. Says it can't find something in the editor. PM me an email and I'll send you the logs, gonna try a couple more fixes... Link to comment Share on other sites More sharing options...
sumghai Posted August 30, 2014 Share Posted August 30, 2014 (edited) This is so sient these days. Is anyone still using it? I try to assess if it is worth to continue with this pack or if I should rather call it complete and move it to releases.I'm using your plugin(s) for the built-in inflation collar on my Service Module System's heat shield. Edited August 30, 2014 by sumghai Gramma Link to comment Share on other sites More sharing options...
drtedastro Posted August 30, 2014 Share Posted August 30, 2014 (edited) I am trouble shooting a problem that is locking up my ksp load when this part of KM is in the build. If i remove it, all loads. If it is there, load stops and gets stuck.I have cleared out all KM and have downloaded again... I am just guessing, but it seems to have something to do with tweakscale.. but that is a guess at this time. If i continue to have problems I will create full bug report and upload dump files.EDIT: The lockup problem is with SmartParts, not SpecialParts. Heading over to that forum... Edited August 30, 2014 by drtedastro Link to comment Share on other sites More sharing options...
somnambulist Posted August 30, 2014 Share Posted August 30, 2014 This is so sient these days. Is anyone still using it? I try to assess if it is worth to continue with this pack or if I should rather call it complete and move it to releases.I definitely think it merits a post in the release forum. There's so much awesomeness here! Link to comment Share on other sites More sharing options...
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