Dr. Jet Posted December 9, 2015 Author Share Posted December 9, 2015 (edited) 12 minutes ago, edemlama said: where do I find the Beak bicoupler? I have quite few mods and i'm going crazy looking for it Oops! Forgot to put it into archive. Uploaded 0.8.0.1 with Beak bicoupler included. It should be in the "Structural" tab unkile most SPP adapters. If it explodes or show some strange behavior on high speeds - report, please. Edited December 9, 2015 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
edemlama Posted December 9, 2015 Share Posted December 9, 2015 26 minutes ago, Dr. Jet said: Oops! Forgot to put it into archive. Uploaded 0.8.0.1 with Beak bicoupler included. It should be in the "Structural" tab unkile most SPP adapters. If it explodes or show some strange behavior on high speeds - report, please. thanks, will do! Quote Link to comment Share on other sites More sharing options...
Neutrinovore Posted December 9, 2015 Share Posted December 9, 2015 4 hours ago, Dr. Jet said: Oops! Forgot to put it into archive. Uploaded 0.8.0.1 with Beak bicoupler included. It should be in the "Structural" tab unkile most SPP adapters. If it explodes or show some strange behavior on high speeds - report, please. Just a quick comment: I see that you updated the body of the first post, but you forgot to update the thread title - It still says V0.8.0. Quote Link to comment Share on other sites More sharing options...
123nick Posted December 23, 2015 Share Posted December 23, 2015 (edited) bug report: the 1.25 meter skycrane seems to be bugged ,the engines , the rightclick menu seems to have a value added and removed repeatedly, at rapid speed. also, the engines on it dont seem too work. and the 5 node 2.5 meter hub has error spammed and much lag when clicked: has more than 255 polygons, is invalid. any help? also, you should edit the lil buzzer electric engine to use intake atmosphere, or whatever its called in CRP, because its more common, and all electric engines/atomic ramjets use it instead of airflow or what you have, so... yeah, integration is good. Edited December 23, 2015 by 123nick Quote Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 (edited) is this intentional? it's the standard Probodobodyne RoverMate with Dr Jet's 0.8.0.1. Edited December 29, 2015 by speedwaystar Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted January 2, 2016 Author Share Posted January 2, 2016 (edited) On 23.12.2015 at 5:27 AM, 123nick said: bug report: the 1.25 meter skycrane seems to be bugged ,the engines , the rightclick menu seems to have a value added and removed repeatedly, at rapid speed. also, the engines on it dont seem too work. and the 5 node 2.5 meter hub has error spammed and much lag when clicked: has more than 255 polygons, is invalid. any help? also, you should edit the lil buzzer electric engine to use intake atmosphere, or whatever its called in CRP, because its more common, and all electric engines/atomic ramjets use it instead of airflow or what you have, so... yeah, integration is good. Skycrane animation troubles in 99% cases are caused by nonupdated BahamutoDynamics animation module. Either delete that or /ChopShop/ModuleManager/BahamutoDynamics.cfg 255 poligons (assuming it's a collider message) seems to be a noncritical error. Stock "potatoroid" reports the same. Though I will look into it. On 29.12.2015 at 11:26 AM, speedwaystar said: is this intentional? it's the standard Probodobodyne RoverMate with Dr Jet's 0.8.0.1. Proper rover body must be oriented FORWARD, not UPWARD. And yes, that is intended. Look at the navball after launch to see what is changed in stock part. Edited January 2, 2016 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
123nick Posted January 2, 2016 Share Posted January 2, 2016 (edited) 49 minutes ago, Dr. Jet said: Skycrane animation troubles in 99% cases are caused by nonupdated BahamutoDynamics animation module. Either delete that or /ChopShop/ModuleManager/BahamutoDynamics.cfg 255 poligons (assuming it's a collider message) seems to be a noncritical error. Stock "potatoroid" reports the same. Though I will look into it. Proper rover body must be oriented FORWARD, not UPWARD. And yes, that is intended. Look at the navball after launch to see what is changed in stock part. but i thought my bahamutod dynamics animation module was up to date. and if u delete the bahamutod dynamics .cfg, will the rover skycrane work like any normal aniamting paart? the 255 polygons error seems to prevent right clicking on the part, so theres that. Edited January 2, 2016 by 123nick Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted January 2, 2016 Author Share Posted January 2, 2016 4 minutes ago, 123nick said: but i thought my bahamutod dynamics animation module was up to date. and if u delete the bahamutod dynamics .cfg, will the rover skycrane work like any normal aniamting paart? Of course it will. It does not require BD to operate. Though you will need to deploy skycrane manually or through action group. Quote Link to comment Share on other sites More sharing options...
123nick Posted January 4, 2016 Share Posted January 4, 2016 On 1/2/2016 at 3:10 PM, Dr. Jet said: Of course it will. It does not require BD to operate. Though you will need to deploy skycrane manually or through action group. ok thanks. Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted January 8, 2016 Share Posted January 8, 2016 (edited) On 12/29/2015 at 3:26 AM, speedwaystar said: is this intentional? it's the standard Probodobodyne RoverMate with Dr Jet's 0.8.0.1. The problem with that is a bug in ChopShop/Rovers/PimpMyRover/pmr_StockRover.cfg. The line which deletes the original model doesn't work -- it needs to be something like "!mesh = obsolete". Edit: same with the XL rover body config, the node isn't deleted properly because it needs to be "!node_stack_top = something" Edited January 8, 2016 by Kerbas_ad_astra Quote Link to comment Share on other sites More sharing options...
speedwaystar Posted January 9, 2016 Share Posted January 9, 2016 (edited) @Kerbas_ad_astra: thanks for clearing that up. i'll try !mesh = delete and !MODEL {} Edited January 9, 2016 by speedwaystar Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted January 9, 2016 Share Posted January 9, 2016 !MODEL{} is going to make the part vanish completely! The patch attempts to remove the old model via deleting the mesh line, and then add the MODEL{}, which is basically the same mesh at a different orientation. Because of the typo/bug, it doesn't delete the old mesh line, which is why you get the double-model in the image. Quote Link to comment Share on other sites More sharing options...
speedwaystar Posted January 9, 2016 Share Posted January 9, 2016 where is the mesh entry defined in the first place? is it generated when the game loads? i'm a bit unclear about that part of the modelling process. !mesh = DELETE !MODEL {} MODEL { model = Squad/Parts/Command/probeRoverBody/model rotation = 90, 180, 0 } i would have thought that this would delete the mesh and model entries, then recreate the model at a 90 degree angle. without !MODEL {} would you not still have two model entries at right angles to each other? Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted January 9, 2016 Author Share Posted January 9, 2016 I can't understand what are you doing. Squad/Parts/Command/probeRoverBody/probeRoverBody.cfg defines model strictly as "mesh=model.mu", my config deletes that line ("!mesh") and defines new model through MODEL{}, there is no need to add "!MODEL{}". In both my dev and test builds everything looks fine - no doubling, no clipping, orientation is correct. If something does not work - you possibly have another mod that messes with stock models or textures. Quote Link to comment Share on other sites More sharing options...
speedwaystar Posted January 10, 2016 Share Posted January 10, 2016 9 hours ago, Dr. Jet said: If something does not work - you possibly have another mod that messes with stock models or textures. i ran an isolation test and you're completely correct -- it was the usual suspect, Ven's Stock Revamp's fault all along! it does this: @PART[roverBody] { @author = Ven !mesh = DELETE !MODEL {} MODEL { model = VenStockRevamp/Squad/Parts/Command/ProbeCores/RoverProbe } %rescaleFactor = 1 your pmr_StockRover.cfg script runs after this, and adds the original Squad probeRoverBody back, at 90 degrees to Ven's Revamp version, resulting in this two-headed monstrosity: my patch deletes Ven's RoverProbe model before adding your rotated probeRoverBody. mystery solved! Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted January 10, 2016 Share Posted January 10, 2016 18 hours ago, Dr. Jet said: Squad/Parts/Command/probeRoverBody/probeRoverBody.cfg defines model strictly as "mesh=model.mu", my config deletes that line ("!mesh") and defines new model through MODEL{}, there is no need to add "!MODEL{}". In both my dev and test builds everything looks fine - no doubling, no clipping, orientation is correct. While the model looks correct on my install (I don't use Ven's Stock Revamp), nevertheless the !mesh line does not delete the "mesh=model.mu" definition. You can check this in ModuleManager.ConfigCache; the roverBody config still has "mesh = model.mu" in it. ModuleManager can only modify lines that have an equal sign in them (due to a limitation in the ConfigNode system itself, as I understand it), so even if something is going to be deleted, you need to say "!mesh = something". Perhaps the MODEL{} node overrides the mesh line? Same goes for the !node_stack_top line in pmr_StockRoverXL.cfg -- again, looking in the config cache, node_stack_top is still there, which can cause interference issues with the new node_stack_bottom location in the editor. Quote Link to comment Share on other sites More sharing options...
StevieC Posted February 14, 2016 Share Posted February 14, 2016 The version of this mod delivered by CKAN seems to still have the aerospike adaptor and still lack the 1.25m smart solar panels. Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted February 19, 2016 Author Share Posted February 19, 2016 CKAN was getting stuff from KerbalStuff actually... and KerbalStuff is dead now. Dunno if CKAN would support Curse as good as it was supporting KerbalStuff. Quote Link to comment Share on other sites More sharing options...
nobodyhasthis2 Posted February 26, 2016 Share Posted February 26, 2016 (edited) On 2/19/2016 at 4:13 PM, Dr. Jet said: CKAN was getting stuff from KerbalStuff actually... and KerbalStuff is dead now. Dunno if CKAN would support Curse as good as it was supporting KerbalStuff. @Dr. Jet Your are completely free to host as you please and the CKAN team will support you to the best of it's abilities. CKAN is site agnostic. May I suggest the best option is to host on the replacement for Kerbal Stuff. Which is Space Dock found here http://www.spacedock.info/ It should look very familiar and will pass on information to CKAN as before. In terms of ease of future updating Spacedock is best. Curse on the hand has a pretty difficult set of APIs to navigate and makes things difficult. Chances are when the community took action to save Kerbal Stuff. Your mod could not be moved across to Spacedock as the team wanted to respect a licence issue. So you would have to upload to space dock. However you completely free to choose what works best for you and we can all fully respect that. If you only want Curse as a main site with no mirror. We can pass this we information on to the CKAN team as users will currently be experiencing 404 errors whilst waiting for a final hosting decision. Also whilst I am here may I say. This is an awesome mod. Edited February 26, 2016 by nobodyhasthis2 Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted February 27, 2016 Author Share Posted February 27, 2016 SpaceDock... they actually didn't use the available torrent pack of KerbalStuff files... It will be easy to re-register, but reassembling all that old versions with descriptions for non-1.0.5 users will be a pain. Hm-m-m... Possibly some good news: https://github.com/KSP-CKAN/CKAN/pull/1608 - automatic indexing of Curse that will be. Quote Link to comment Share on other sites More sharing options...
blnk2007 Posted February 27, 2016 Share Posted February 27, 2016 On 1/10/2016 at 3:34 AM, speedwaystar said: i ran an isolation test and you're completely correct -- it was the usual suspect, Ven's Stock Revamp's fault all along! it does this: @PART[roverBody] { @author = Ven !mesh = DELETE !MODEL {} MODEL { model = VenStockRevamp/Squad/Parts/Command/ProbeCores/RoverProbe } %rescaleFactor = 1 your pmr_StockRover.cfg script runs after this, and adds the original Squad probeRoverBody back, at 90 degrees to Ven's Revamp version, resulting in this two-headed monstrosity: my patch deletes Ven's RoverProbe model before adding your rotated probeRoverBody. mystery solved! So what exactly is your patch? Do I have to change Ven's, Jet's, or both? Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted February 28, 2016 Author Share Posted February 28, 2016 (edited) 23 hours ago, blnk2007 said: So what exactly is your patch? Do I have to change Ven's, Jet's, or both? It depends on what you want. Proper rover alignment and old Squad texture? - delete Ven's and leave mine New texture and IMproper alignment? - delete mine and leave Ven's Easier one is to change my config start to this: @PART[roverBody]:FOR[ChopShop]:FINAL { !mesh!MODEL{} MODEL { That will delete Ven's model, leaving proper aligned Squad one. Edited February 28, 2016 by Dr. Jet Quote Link to comment Share on other sites More sharing options...
speedwaystar Posted February 28, 2016 Share Posted February 28, 2016 personally i would delete ven's and use dr jet's. Quote Link to comment Share on other sites More sharing options...
blnk2007 Posted March 1, 2016 Share Posted March 1, 2016 Is there anything wrong with Ven's model? Could that just be rotated? Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted March 4, 2016 Author Share Posted March 4, 2016 On 01.03.2016 at 9:45 PM, blnk2007 said: Is there anything wrong with Ven's model? Could that just be rotated? Nothing is wrong except location. Stock part model is not in /Squad/.../ folder and that ruins all mods that assume stock parts/models/textures to be in place. Compatibility patch is possible, but I'm waiting for KSP 1.1, working PartTools and updated CKAN. Quote Link to comment Share on other sites More sharing options...
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