Parkaboy Posted October 19, 2014 Share Posted October 19, 2014 Can't replicate it, so my next best guess is Module Manager. Let me know which versions you are using.The one that came with the mod, 2.3.5.I've tried reinstalled the mod again a couple of times during the weekend, and the end result is always the same. I thought that maybe the order in which I was pasting the files in the GameData folder had something to do with the issue (the first times I had installed ART last), but that wasn't the case. It even made things worse: now half the times I start up the game it fails to load all the parts except the ones from USI (that means, the game starts but only the USI parts show up and vessels using any other parts can't be loaded). Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 19, 2014 Author Share Posted October 19, 2014 The one that came with the mod, 2.3.5.I've tried reinstalled the mod again a couple of times during the weekend, and the end result is always the same. I thought that maybe the order in which I was pasting the files in the GameData folder had something to do with the issue (the first times I had installed ART last), but that wasn't the case. It even made things worse: now half the times I start up the game it fails to load all the parts except the ones from USI (that means, the game starts but only the USI parts show up and vessels using any other parts can't be loaded).You most definitely have some weirdness going on, because there is no way my parts can affect other parts just based on how KSP works. Honestly, it sounds like you need a clean KSP re-install. Quote Link to comment Share on other sites More sharing options...
Parkaboy Posted October 19, 2014 Share Posted October 19, 2014 (edited) You most definitely have some weirdness going on, because there is no way my parts can affect other parts just based on how KSP works. Honestly, it sounds like you need a clean KSP re-install.Gah! I'll try a complete reinstall as soon as I have the time, and let you know about the results.Edit: Good news is that KSP downloads way faster than I thought on Steam. Bad news is that reinstalling everything from scratch haven't solved the issue (but it seems I'm no longer having the problem with stock parts not loading). Edited October 20, 2014 by Parkaboy Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 20, 2014 Author Share Posted October 20, 2014 Gah! I'll try a complete reinstall as soon as I have the time, and let you know about the results.Edit: Good news is that KSP downloads way faster than I thought on Steam. Bad news is that reinstalling everything from scratch haven't solved the issue (but it seems I'm no longer having the problem with stock parts not loading).Well that's a start at least.So even if the ONLY mod you have is ART, same issues? Again, scratching my head as the most basic bit is a module manager config that adds a resource and part module to an asteroid - so if that bit is not working, there is oddness.(Side note - if you are comfy with config editing, you can edit the potatoroid to be a 'science' part and spawn asteroids - I spawn them in the SPH then fly over from the VAB with hacked gravity for testing... or use HyperEdit to get them in orbit for the same purpose). Quote Link to comment Share on other sites More sharing options...
Parkaboy Posted October 20, 2014 Share Posted October 20, 2014 Well that's a start at least.So even if the ONLY mod you have is ART, same issues? Again, scratching my head as the most basic bit is a module manager config that adds a resource and part module to an asteroid - so if that bit is not working, there is oddness.(Side note - if you are comfy with config editing, you can edit the potatoroid to be a 'science' part and spawn asteroids - I spawn them in the SPH then fly over from the VAB with hacked gravity for testing... or use HyperEdit to get them in orbit for the same purpose).Nope, the issue is still there with only ART installed. And testing isn't a big deal, since with HyperEdit makes it pretty easy to rendezvous with an asteroid.One thing, though: the line "Const. MoltenRock Full" appears on the right-click menu of the Jaw part even before docking it with the asteroid. Is that normal? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 20, 2014 Author Share Posted October 20, 2014 Nope, the issue is still there with only ART installed. And testing isn't a big deal, since with HyperEdit makes it pretty easy to rendezvous with an asteroid.One thing, though: the line "Const. MoltenRock Full" appears on the right-click menu of the Jaw part even before docking it with the asteroid. Is that normal?Yep, that's normal. Quote Link to comment Share on other sites More sharing options...
Parkaboy Posted October 20, 2014 Share Posted October 20, 2014 Hey, RoverDude!Just want you to know that I found out what was causing the issue, and it wasn't really your fault (kind of). I've downloaded the latest ModuleManager version (2.5.1) and switched it with the one that came with the mods (2.3.5), and everything magically started working.I'm bumping my head in the wall right now for not doing this earlier (I just assumed the ModuleManager version in the USI mods was the latest one). I highly reccomend you to change it in your files so no one else comes across this issue!Thanks a lot for the attention, anyway! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 20, 2014 Author Share Posted October 20, 2014 Hey, RoverDude!Just want you to know that I found out what was causing the issue, and it wasn't really your fault (kind of). I've downloaded the latest ModuleManager version (2.5.1) and switched it with the one that came with the mods (2.3.5), and everything magically started working.I'm bumping my head in the wall right now for not doing this earlier (I just assumed the ModuleManager version in the USI mods was the latest one). I highly reccomend you to change it in your files so no one else comes across this issue!Thanks a lot for the attention, anyway!No worries, I'm refreshing MM in all of the packs as we speak (we were still on older MM versions when I packaged those). Quote Link to comment Share on other sites More sharing options...
hieywiey Posted October 21, 2014 Share Posted October 21, 2014 (edited) The crew hatch's attachment nodes are not where they should be.http://imgur.com/a/83Pnj#0 Edited October 21, 2014 by hieywiey Link was broken Quote Link to comment Share on other sites More sharing options...
brian6712 Posted October 24, 2014 Share Posted October 24, 2014 I was just thinking the same thing about the Freight mod (re:64bit)I second that. It's sooo hard trying to figure out what mods are getting the cut. They're all so good I'm having a very hard time trying to figure out what ones need to go and still be able to achieve what i want with this new save. I think it's going to have to be focused around USI but with no visual enhancements. Quote Link to comment Share on other sites More sharing options...
Thourion Posted October 24, 2014 Share Posted October 24, 2014 The crew hatch's attachment nodes are not where they should be.http://imgur.com/a/83Pnj#0hieywiey, im sure you already noticed by now, but you have the link in reverse , even after your edit.You got the url typed as text, and the actual link points to your intended text "pictures". Quote Link to comment Share on other sites More sharing options...
StrandedonEarth Posted October 24, 2014 Share Posted October 24, 2014 This mod would have been a great help in my 0.24 career Fine Print contract: Put a class E asteroid on a Kerbol escape trajectory! I never did finish it before 0.25 came out. I could have lightened that 3600 ton behemoth and used all that rock in the mass driver! Quote Link to comment Share on other sites More sharing options...
brian6712 Posted October 24, 2014 Share Posted October 24, 2014 Awesome, glad you're enjoying it. I assume that for every person PM'ing me saying 'y u do dis?' I have a dozen satisfied players out building stuff....A dozen + 1. Excellent work sir! Quote Link to comment Share on other sites More sharing options...
FluffySilverUnicorn Posted October 24, 2014 Share Posted October 24, 2014 I found a minor compatibility issue with interstellar. The Jaw and the tanks don't draw power from reactors. As a quick fix, I added a battery because they draw electric charge from it, and the reactors will power the battery. Quote Link to comment Share on other sites More sharing options...
AetherGoddess Posted October 25, 2014 Share Posted October 25, 2014 I found a minor compatibility issue with interstellar. The Jaw and the tanks don't draw power from reactors. As a quick fix, I added a battery because they draw electric charge from it, and the reactors will power the battery.this isn't a bug with interstellar; this is by design because of the way squad designed the ElectricalCharge resource. standard electrical parts can't draw power without a battery; the charge must be made first (i.e. in a solar panel, reactor, etc), then stored in a battery, and then consumed by parts. this typically isn't a problem as every command pod and probe core has a battery, but it limits the way EC can be used. The whole point of the Megajoules resource was to give reactors a way to generate huge power that could be consumed without being stored first. Quote Link to comment Share on other sites More sharing options...
magnemoe Posted October 27, 2014 Share Posted October 27, 2014 Well I took the initiative and had a go at making one, probably not perfect but anyone that wants it, feel free.http://i.imgur.com/iUuxaE5.png?1How about a ketane converer? It stand something on the front page too? Anybody have an link if its an separate download? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 27, 2014 Author Share Posted October 27, 2014 How about a ketane converer? It stand something on the front page too? Anybody have an link if its an separate download?Pretty easy to knock one out, I think someone made a Kethane texture, just copy and paste one of the configs and edit to your heart's content Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 27, 2014 Share Posted October 27, 2014 Pretty easy to knock one out, I think someone made a Kethane texture, just copy and paste one of the configs and edit to your heart's contentI think he was asking out of confusion that the OP claims a kethane converter ships standard with the mod. Quote Link to comment Share on other sites More sharing options...
magnemoe Posted October 27, 2014 Share Posted October 27, 2014 I think he was asking out of confusion that the OP claims a kethane converter ships standard with the mod.Yes, it stands on the first page but is probably replaced with Karbonite.And I'm asking for one, my skills in config moding is limited to very simple stuff like changing parameters. No retextures is really needed. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 27, 2014 Share Posted October 27, 2014 Yes, it stands on the first page but is probably replaced with Karbonite.And I'm asking for one, my skills in config moding is limited to very simple stuff like changing parameters. No retextures is really needed.Yea probably some of the confusion was your question. I apologize if english isn't your primary language but "stands" should have probably been "says" or "states" as it "it says on the front page a kethane converter is included. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 27, 2014 Author Share Posted October 27, 2014 Fixed the OP Quote Link to comment Share on other sites More sharing options...
Whovian Posted October 31, 2014 Share Posted October 31, 2014 Is there any way for a MM patch to add a new kind of resource to be stored in the asteroids? I'm trying to get this working with RealFuels. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 31, 2014 Author Share Posted October 31, 2014 Yep, just add or mm a converter Quote Link to comment Share on other sites More sharing options...
Mischief Posted November 1, 2014 Share Posted November 1, 2014 Okay, so you've got a big update coming on the 1st. I just managed (with about 7 hours of wiggling) to get a big, fat class E into a viable orbit. I have Big Plans for him, I'm going to love him and pet him and hold him and squeeze him and make him into the greatest flying super-base EVER. While I know we have a torch ship coming, what else is going on? Should I hold off and just let him cool until after the 1st or is the AMT part of the constellation just getting a PNG brushup and that's all (if need be)? Do I wait or should I just go ahead and pop the cork on this bad boy and gut him to make a nuclear powered inter planetary jack-o-lantern of sorts? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted November 1, 2014 Author Share Posted November 1, 2014 Nothing major for ART, just housekeeping Quote Link to comment Share on other sites More sharing options...
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