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[1.12.x] Freight Transport Technologies [v0.6.0]


RoverDude

How do you feel about the VTOL engines? (Vote for both)  

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  1. 1. How do you feel about the VTOL engines? (Vote for both)

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The prices are in negative numbers in SPH/VAB for some of the Kontainers if you empty them of resources this affects the Ore, Rocket part, Metal, Chemical, & Polymer Kontainers, Kontainer MKII's and Kontainer pods.

I've double checked that I have the most recent versions of the mods with AVC. The worst is the chemical pod that costs 3,800K£ full but minus 2,285,572K£ empty (-6% because I've got the aggressive negotiations contract running which is adding another -137134 to the cost)

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this explains why my cargo run/money grab ended up costing me money ( 257000K£ ish) to recover a load of resources

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Edited by AcidEric
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the banking system collapses, nobody gets their bonuses, and the public foot the bill.:sticktongue:

No actually you get paid the 2.2 million for launching it. this means you can string a few together on wheels drive them off the runway (or blow them up) and make masses of cash.

Now I know how to fund my career MKS program :confused:

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I'm not sure if this has arisen before or been addressed, searching this thread yielded no results. I have an issue with the honeybadger or other switchable fuel containers in FTT. They keep reverting randomly or at launch to another fuel/product, such as ore. Switching textures affects which fuel is in the container as well. My work around to get the desired fuel is to attach in symmetry and I switch the fuels, only one of the pair will change to the correct fuel type. I can then grab that one and reattach and it will stay that fuel for a while, otherwise at launch the fuel will switch back to default for the selected texture, (often ore.) My trick above works if I haven’t buried my tanks deep in my ship. I’m not sure what the heck is going on here. Is it a firespitter bug or perhaps a mod conflict? I am running a few mods, but mostly USI. (USI, KSPI extended for parts, but otherwise just mods that affect mechanics of the game, such as diazo’s mods, tac, etc)

This just happened to a craft I’ve spent a few days designing and testing, and I have next to no desire to tear it apart to fix the tanks, just to have it switch again randomly. Any help or guidance is appreciated.

Edited by somewhatcasual
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I'm not sure if this has arisen before or been addressed, searching this thread yielded no results. I have an issue with the honeybadger or other switchable fuel containers in FTT. They keep reverting randomly or at launch to another fuel/product, such as ore. Switching textures affects which fuel is in the container as well. My work around to get the desired fuel is to attach in symmetry and I switch the fuels, only one of the pair will change to the correct fuel type. I can then grab that one and reattach and it will stay that fuel for a while, otherwise at launch the fuel will switch back to default for the selected texture, (often ore.) My trick above works if I haven’t buried my tanks deep in my ship. I’m not sure what the heck is going on here. Is it a firespitter bug or perhaps a mod conflict? I am running a few mods, but mostly USI. (USI, KSPI extended for parts, but otherwise just mods that affect mechanics of the game, such as diazo’s mods, tac, etc)

This just happened to a craft I’ve spent a few days designing and testing, and I have next to no desire to tear it apart to fix the tanks, just to have it switch again randomly. Any help or guidance is appreciated.

Hm, I'm not seeing that with the Kontainers or the cargo pods. Then again, I have the version of firespitter from 2/14 (or at least that's when I downloaded it from wherever), the version file says 7.0.0

Edit: I looked at the file version number of Firespitter that's bundled with MKS and FTT, and they both say version 7.0.0, so, I'm not sure which one I have.

Edited by smjjames
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I'm not sure if this has arisen before or been addressed, searching this thread yielded no results. I have an issue with the honeybadger or other switchable fuel containers in FTT. They keep reverting randomly or at launch to another fuel/product, such as ore. Switching textures affects which fuel is in the container as well. My work around to get the desired fuel is to attach in symmetry and I switch the fuels, only one of the pair will change to the correct fuel type. I can then grab that one and reattach and it will stay that fuel for a while, otherwise at launch the fuel will switch back to default for the selected texture, (often ore.) My trick above works if I haven’t buried my tanks deep in my ship. I’m not sure what the heck is going on here. Is it a firespitter bug or perhaps a mod conflict? I am running a few mods, but mostly USI. (USI, KSPI extended for parts, but otherwise just mods that affect mechanics of the game, such as diazo’s mods, tac, etc)

This just happened to a craft I’ve spent a few days designing and testing, and I have next to no desire to tear it apart to fix the tanks, just to have it switch again randomly. Any help or guidance is appreciated.

While not clear from your post, my guess is that you are only having this problem when you attach the cargo pods with symmetry. The same thing happens to me when I use symmetry. It doesn't happen when I attach the cargo pods individually. I think this is a bug in Firespitter.

@RoverDude - My best guess is that Firespitter gets confused when there is more than one FsTextureSwitch2 module and parts are attached using symmetry. The moduleids are supposed to prevent this but they don't seem to be working. The editor changes in .90 are probably responsible for the breakage. I spent a couple of hours playing with configs and modifying my persistent without success. I never thought to test what would happen with just one textureswitch module because I was going for a certain look but I bet this problem would disappear. I haven't noticed this problem with parts with just one module (like the storage tank but I'll test next time I load up KSP).

Edit - Tested with the MKS Storage Tanks attached with symmetry and no problem with Firespitter. Tested Large Cargo Pod attached with symmetry with one the cosmetic texture switch modules commented out and it was still buggy/flaky. Tested with both cosmetic modules commented out and there was no problem.

Edited by Tarheel1999
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OH.... I wasn't using symmetry, that's why I didn't see the bug. *facepalm*

There should be a kerbalized facepalm emoticon.

I had to go to work, so I wont be able to followup for a while. We're you able to confirm symmetry is the issue?

I suppose I could make a subassembly for the left and right side of my craft to get around this, but still sounds like a annoying challenge.

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I had to go to work, so I wont be able to followup for a while. We're you able to confirm symmetry is the issue?

I suppose I could make a subassembly for the left and right side of my craft to get around this, but still sounds like a annoying challenge.

I forgot to actually check that, checking now though. Do note that I'm not sure which Firespitter dll I have, probably MKS.

Edit: Just to clarify, is it just the Kontainers or is it also the cargo pods?

Edit2: Yeah, theres definetly something funky going on with symmetry, I'll post a pic up shortly.

When I edit anything on one side, it changes the color of the whole part on the opposite side. Plus I've now noticed that the cargo changes even when you press one of the two texture buttons. I bet that's what you've been seeing because I just launched that ship, which now has rocketparts instead of water in those, and they're still rocketparts and the chemical kontainers are the same too, though I didn't mess with them.

screenshot7_zpsych1tbmh.png

Edited by smjjames
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I forgot to actually check that, checking now though. Do note that I'm not sure which Firespitter dll I have, probably MKS.

Edit: Just to clarify, is it just the Kontainers or is it also the cargo pods?

Edit2: Yeah, theres definetly something funky going on with symmetry, I'll post a pic up shortly.

Cargo pods too, tried it.

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I've edited that post with my observations.

Actually, in the second try, the cargo container changed to rocketparts, and the third try even. The kontainers are fine and those I put on using symmetry.

Edit: And now, after launching and going back to VAB, I've noticed that the text indicating color for the main color and trim are now missing. Managed to get them back by toggling the color options.

Edited by smjjames
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Cargo pods too, tried it.

This problem shouldn't affect the Kontainers (or the MKS Storage Tanks). I misspoke when I referenced Kontainers rather then Cargo Pods in my post below (I've since edited it - whoops). The problem should only exist with parts with multiple FStextureSwitch2 modules like the FTT Cargo Pods (small and large). The Cargo Pods give you three options - Change Cargo, Change Main Texture, and Change Trim Texture. Each of those is handled by a separate texture switch module. Firespitter appears to be getting confused about which module changes what when you attach the cargo pods in symmetry. Which is why the Cargo changes when you change a texture and the textures of the Cargo Pods get out of sync. I pretty sure this is a bug in Firespitter that happened when Squad made changes to the Editor and Symmetry in .90.

Edited by Tarheel1999
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By download do you mean copy the cfg text into the relevant cfg in my game folder?

You can do that or you can just copy and replace the part cfgs into the appropriate directory. The trick is that the "tankcost" line in the part config file needs to be more than the cost of the resource. So for a tank that holds 9000 rocket parts the tank cost needs to be more than 9000 * 5 (45,000). This is because Squad decided to define tank cost as the cost of a FULL tank and not an empty one. So when you empty a tanks is subtracts the resource amount from the cost of the part. I'm sure most modders would have preferred if they had done it the other way. Resource unit costs can be found in the Kolonization and the CommunityResourcePack folders.

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I forgot to actually check that, checking now though. Do note that I'm not sure which Firespitter dll I have, probably MKS.

Edit: Just to clarify, is it just the Kontainers or is it also the cargo pods?

Edit2: Yeah, theres definetly something funky going on with symmetry, I'll post a pic up shortly.

When I edit anything on one side, it changes the color of the whole part on the opposite side. Plus I've now noticed that the cargo changes even when you press one of the two texture buttons. I bet that's what you've been seeing because I just launched that ship, which now has rocketparts instead of water in those, and they're still rocketparts and the chemical kontainers are the same too, though I didn't mess with them.

http://img.photobucket.com/albums/v214/smjjames/screenshot7_zpsych1tbmh.png

Yup, this is what it looks like for me. If you grab the pod that changed and attach it via symmetry, it stay that resource for a while, u'know until it doesn't. Glad I'm not crazy!

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