Darkgamer504 Posted June 20, 2015 Share Posted June 20, 2015 (edited) I would love to use your mod but im having a problemThe icon does not show up on the tool bar anywhere. I tryed to install a toolbar mod and i does not show in the "configure visible button" I do not have a context menu on the part to edit content eitherWhen i launch KSP, i go no message from error or anything and i see the part of your mod into my VAB, i can lunch them but still no option to add/edit new space thing in itIs there a file somewhere i could edit to tell him to make the button somewhere or idk what to doEDIT : Nvm what i just said, after so much problem and searching for it for about 2h, i fnially clicked on the version thing to see that i had 2.3.1 and it was for 0.90. Check your version if you ever have this problem XD Edited June 20, 2015 by Darkgamer504 Quote Link to comment Share on other sites More sharing options...
garithmar Posted June 21, 2015 Share Posted June 21, 2015 Might want to switch the models to dds. I used dds loader to do it myself but always nice to have it done with the download for everyone.- - - Updated - - -I realy need to just make an account for github and put the stuff there.... sigh Quote Link to comment Share on other sites More sharing options...
garithmar Posted June 21, 2015 Share Posted June 21, 2015 Nearly a saved game breaking bug. Tried launching a rocket with a nearly full hanger, i couldnt control anything when i got to the ship and it acted like no physics etc loaded. when i went to space center one of the hanger ships was recoverable above the ship as well as the ship itself. Quote Link to comment Share on other sites More sharing options...
allista Posted June 22, 2015 Author Share Posted June 22, 2015 Nearly a saved game breaking bug. Tried launching a rocket with a nearly full hanger, i couldnt control anything when i got to the ship and it acted like no physics etc loaded. when i went to space center one of the hanger ships was recoverable above the ship as well as the ship itself.Looks like a good old conflict with some other mod badly handling the OnNewVesselCreated event. But I should see the logs to know anything. If you're on Windows, please, share the KSP_Data\output_log.txt somehow (pastebin, dropbox, etc.); on Linux it's ~/.config/unity3d/Squad/Kerbal Space Program/Player.log Quote Link to comment Share on other sites More sharing options...
allista Posted June 22, 2015 Author Share Posted June 22, 2015 Hangar v2.3.2-BETA2 for KSP 1.0.2 is releasedYou can download it from my Dropbox for testingI do not recommend to use it with your main gameChangeLog: Heat production by Converters now uses the new stock mechanism. Adapted engines to the new ModuleEngines API. Quote Link to comment Share on other sites More sharing options...
garithmar Posted June 22, 2015 Share Posted June 22, 2015 https://www.dropbox.com/s/0txcjoxtj5agppz/output_log.txt?dl=0 here is my log i have a fair few amount of mods. Quote Link to comment Share on other sites More sharing options...
allista Posted June 22, 2015 Author Share Posted June 22, 2015 https://www.dropbox.com/s/0txcjoxtj5agppz/output_log.txt?dl=0 here is my log i have a fair few amount of mods.Nothing there, except some error from KerboKatz related to AppLauncher. Irrelevant.Sorry, but I forgot to mention: the log is rewritten on each game start. So in order to get a relevant log, you need to start the game, reproduce the bug, exit, and then save the log to dropbox. Quote Link to comment Share on other sites More sharing options...
Korfio Posted June 22, 2015 Share Posted June 22, 2015 Hello,Testing latest beta and the first available hangar (the fairing one) has no extra options in the VAB on right-click. Maybe this has to do with the outdated KSPApiextensions?Thanks Quote Link to comment Share on other sites More sharing options...
allista Posted June 22, 2015 Author Share Posted June 22, 2015 Hello,Testing latest beta and the first available hangar (the fairing one) has no extra options in the VAB on right-click. Maybe this has to do with the outdated KSPApiextensions?ThanksThe provided KAE is v1.7.4 -- the latest. So it's something else. ModuleManager maybe? Could you post the log? Quote Link to comment Share on other sites More sharing options...
garithmar Posted June 22, 2015 Share Posted June 22, 2015 hmm that was it but heres another with it recreated https://www.dropbox.com/s/0txcjoxtj5agppz/output_log.txt?dl=0Heres a pic of some of the errors happening during the time though i imagine the output log will show these. https://www.dropbox.com/s/6ys2op9why6cjtd/Untitled.png?dl=0 Quote Link to comment Share on other sites More sharing options...
Korfio Posted June 27, 2015 Share Posted June 27, 2015 The provided KAE is v1.7.4 -- the latest. So it's something else. ModuleManager maybe? Could you post the log?Kerbalstuff download is v2.3.1 with KAE 1.7.2, just noticed. I thought I had 2.3.2.This one does not have the issue.Thanks for the quick reply and sorry for the confusion! Quote Link to comment Share on other sites More sharing options...
KuroSnow Posted July 20, 2015 Share Posted July 20, 2015 (edited) I found the problem with the tank type config.This is what it says@TANKTYPE[Components]:NEEDS[KolonyTools]{ PossibleResources = MechanicalParts 0.2; Machinery 0.2; StructuralParts 0.2; Recyclables 0.2; ElectronicParts 0.2; Polymers 0.2; SpareParts 0.2; }@TANKTYPE[Components]:NEEDS[Launchpad]{ @PossibleResources,0 ^= :$: ScrapMetal 0.2; RocketParts 0.2;: }This is what it should say@TANKTYPE[Components]:NEEDS[KolonyTools]{ @PossibleResources,0 ^=:$: MechanicalParts 0.2; Machinery 0.2; StructuralParts 0.2; Recyclables 0.2; ElectronicParts 0.2; Polymers 0.2; SpareParts 0.2; }@TANKTYPE[Components]:NEEDS[Launchpad]{ @PossibleResources,0 ^= :$: ScrapMetal 0.2; RocketParts 0.2;: }At least, if the rest of the config is anything to go by.Edit: missed the @ sign in the correction. Edited July 20, 2015 by KuroSnow Quote Link to comment Share on other sites More sharing options...
Nori Posted July 23, 2015 Share Posted July 23, 2015 So, how stable is the pre-release? I'm itching to put up a RT network and this mod makes is sooo much better. Quote Link to comment Share on other sites More sharing options...
Nori Posted August 3, 2015 Share Posted August 3, 2015 Well I've played this a bit in a test game and haven't ran into any issues yet over a couple of hanger launches. Not sure if there is any other specific things that need testing. Quote Link to comment Share on other sites More sharing options...
Niccolo Posted August 7, 2015 Share Posted August 7, 2015 So, how's progress coming in this mod? Quote Link to comment Share on other sites More sharing options...
Fell-x27 Posted September 20, 2015 Share Posted September 20, 2015 (edited) Test link is 404 now. Looks like my maingame will never remain.. Sadly. Edited September 20, 2015 by Fell-x27 Quote Link to comment Share on other sites More sharing options...
qm3ster Posted September 28, 2015 Share Posted September 28, 2015 Doot doot. Is this alive? Quote Link to comment Share on other sites More sharing options...
Enceos Posted September 28, 2015 Share Posted September 28, 2015 Yeah, you can install the latest version. It works. Quote Link to comment Share on other sites More sharing options...
ZaeRoe Posted September 29, 2015 Share Posted September 29, 2015 I can't open my MK2 Cargos in my modded game. so I posted it in the Support and Starwaster found this:The stock animators for both small and large Mk2 cargo bays were replaced with HangarAnimator. It does not have either open or close GUI event names and I do not know what HangarAnimator's behavior in that case would be. (that may not be relevant though: see below)(that info came from the MM cache file, which is why I now ask for it. Lots of information in there about what happens to your parts on modded installations)The main problem however seems to be that the Hangar.dll is not loading(from output_log.txt: line 2327-2339)AssemblyLoader: Exception loading 'Hangar': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'AtHangar.HangarFilterManager+<add_filter>c__AnonStorey0' from assembly 'Hangar, Version=2.3.1.0, Culture=neutral, PublicKeyToken=null'.(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)Maybe a dependency is out of date or missing, but I think the error would actually tell you that if that were the case, and I don't see that...)Just thought I'd report this.This is the thread I opened up for this problem:http://forum.kerbalspaceprogram.com/threads/135427-Can-t-open-MK2-Cargo-Bayuntil it's fixed I think I have to abandon this mod. too bad Quote Link to comment Share on other sites More sharing options...
Enceos Posted September 30, 2015 Share Posted September 30, 2015 (edited) All hangar doors open from the Hangar GUI. Open the window and click the "Open Gates" button. If you don't like cargo bays being turned into hangars just delete the Squad.cfg from the MM folder.Take the latest version from the Github, not from the Kerbalstuff. Edited September 30, 2015 by Enceos Quote Link to comment Share on other sites More sharing options...
qm3ster Posted October 2, 2015 Share Posted October 2, 2015 Yeah, but I mean, is the mod creator still around? To update metadata?And are there any bugs, for you, in the .2 beta? Quote Link to comment Share on other sites More sharing options...
Enceos Posted October 2, 2015 Share Posted October 2, 2015 Yeah, but I mean, is the mod creator still around? To update metadata?And are there any bugs, for you, in the .2 beta?Occasional NREs here and there but everything is functional. The mod author is online every day, however, Hangars is a very complex mod and needs much effort to fix and add things. KSP 1.1 will probably ruin all those efforts, so no updates till 1.1 comes out. Quote Link to comment Share on other sites More sharing options...
qm3ster Posted October 2, 2015 Share Posted October 2, 2015 Occasional NREs here and there but everything is functional. The mod author is online every day, however, Hangars is a very complex mod and needs much effort to fix and add things. KSP 1.1 will probably ruin all those efforts, so no updates till 1.1 comes out.Typical things :vShould be careful with this waiting for updates thing. That's how minecraft died, after all.How do I install from master branch vs pre-release? :v Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 5, 2015 Share Posted October 5, 2015 Typical things :vShould be careful with this waiting for updates thing. That's how minecraft died, after all.How do I install from master branch vs pre-release? :vMinecraft didn't die. They still update it, at least fixing bugs for it.A cursory look tells me that at least some of the mods I used to play with are still updated.Do you mean that you just stopped playing because your personal favorite mod stopped being updated? Quote Link to comment Share on other sites More sharing options...
qm3ster Posted October 6, 2015 Share Posted October 6, 2015 Minecraft didn't die. They still update it, at least fixing bugs for it.Not exactly, I just like scaring people, that's all.And a lot of modders stopped updating, even just bugfixes, because they're anticipating a more or less rewrite for 1.8. (1.8 is out, and won't be touched until 1.9 but they are waiting on each other for that to become a popular mod target)What mods did you mean when you said they are still getting updates? Quote Link to comment Share on other sites More sharing options...
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