Van Disaster Posted June 19, 2016 Share Posted June 19, 2016 [MFT] Part WeightedArea: B9.Aero.Wing.Procedural.TypeA = 0.00 I suspect it's the same issue as the one explicitly related to ModularFuelTanks which showed up before. I don't actually know what that was, Crzyrndm might have some better idea if he gets any free time. xD-FireStriker: don't think there's been anything new except my shader update. Quote Link to comment Share on other sites More sharing options...
Dermeister Posted June 19, 2016 Share Posted June 19, 2016 (edited) 37 minutes ago, Van Disaster said: [MFT] Part WeightedArea: B9.Aero.Wing.Procedural.TypeA = 0.00 I suspect it's the same issue as the one explicitly related to ModularFuelTanks which showed up before. I don't actually know what that was, Crzyrndm might have some better idea if he gets any free time. xD-FireStriker: don't think there's been anything new except my shader update. Should I post the post with my logs in procedural parts thread and report it there? Edited June 19, 2016 by Dermeister Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted June 20, 2016 Share Posted June 20, 2016 Remove MFT temporarily. If that fixes it, make sure you are completely up to date there, otherwise I will investigate when I do get time. Quote Link to comment Share on other sites More sharing options...
Dermeister Posted June 20, 2016 Share Posted June 20, 2016 15 minutes ago, Crzyrndm said: Remove MFT temporarily. If that fixes it, make sure you are completely up to date there, otherwise I will investigate when I do get time. MFT? that's part of Procedural parts? I will try to see if it fixes it. Stand by for my findings. Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 20, 2016 Share Posted June 20, 2016 20 minutes ago, Dermeister said: MFT? that's part of Procedural parts? I will try to see if it fixes it. Stand by for my findings. MFT = Modular Fuel Tanks. It's different than Procedural Parts. Quote Link to comment Share on other sites More sharing options...
Dermeister Posted June 20, 2016 Share Posted June 20, 2016 (edited) 2 hours ago, blowfish said: MFT = Modular Fuel Tanks. It's different than Procedural Parts. I'm not using MFT i'm using RealFuels and Proceedural parts. How ever in the Real fuels thread it says that real fuel split off from MFT. Could it be using a MFT module that's causing this bug? I started a new sandbox game. Uploaded my craft file... And behold the craft is no longer some 180 Tons... and more like 39 tons.... also I checked the wings .. no part is in the negative mass. I uninstalled Real fuels. SO this confirms your suspicion. Because Real Fuels uses MFT. Here's a screen you can compare the mass with the other pictures it's the same craft. So what's the next step? We go over to RF thread? or is this something you guys have to fix on your side by how it interacts with RF? OK so update.. after I uninstalled RF and realized it fixed the issue. I went and Re downloaded RF and I think I must of had the not most up to dater version or in the last few days they updated but I reinstalled and now everything seems to be behaving fine... So i'm sorry if this whole ordeal has taken up some of your time but it appears my issue is fixed. Well I might be speaking too soon because I din't play around with it a lot yet but it's looking good so far. Edited June 20, 2016 by Dermeister Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted June 22, 2016 Share Posted June 22, 2016 Yep, MFT and RF forked from the same code based AFAIK, hence me suspecting the shared issue. ( I should actually find out what the issue is, I guess ). Hopefully whatever was fixed in RF can make it's way to MFT. Quote Link to comment Share on other sites More sharing options...
ArthurPanther Posted July 2, 2016 Share Posted July 2, 2016 Have manually reinstalled this fork after 1.1.3; ckan for the rest of b9. So far, no major issues/crashes. Crossing fingers, will inform if something important/humorous happens ^v^ Quote Link to comment Share on other sites More sharing options...
Dermeister Posted July 3, 2016 Share Posted July 3, 2016 HEy guys .. is there a mod out there that allows me to disable control surfaces for the b9 Procedural CS? I know you can manually go and change the Deflection to 0 ect but what I have in mind is more something along the lines of keeping my aileron configurations but to be able to program same as you would do with solar panels deployment in custom commands but a " toggle control surface" So that when I launch my shuttle and i'm in space the control surfaces don't move. But when I reenter I can toggle them back on. Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted July 3, 2016 Share Posted July 3, 2016 4 hours ago, Dermeister said: HEy guys .. is there a mod out there that allows me to disable control surfaces for the b9 Procedural CS? I know you can manually go and change the Deflection to 0 ect but what I have in mind is more something along the lines of keeping my aileron configurations but to be able to program same as you would do with solar panels deployment in custom commands but a " toggle control surface" So that when I launch my shuttle and i'm in space the control surfaces don't move. But when I reenter I can toggle them back on. Disabling controls is nothing to do with the actual part - that would be a function of FAR, and was fixed a *long* time ago; if your surfaces are still moving in space then there's a bug. Quote Link to comment Share on other sites More sharing options...
Dermeister Posted July 4, 2016 Share Posted July 4, 2016 10 hours ago, Van Disaster said: Disabling controls is nothing to do with the actual part - that would be a function of FAR, and was fixed a *long* time ago; if your surfaces are still moving in space then there's a bug. NO not in space i'm thinking for launch... I have it set up like the space shuttle with a vertical launch and I want to rely on thrust vectoring for launch and not the control lsurfaces. Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted July 4, 2016 Share Posted July 4, 2016 That would still be a function of FAR, and I can't think of an easy way to do it. Drop a note on the FAR github, it wouldn't be hard to add. Quote Link to comment Share on other sites More sharing options...
baldamundo Posted July 4, 2016 Share Posted July 4, 2016 I'm having an issue where if I hit the "j" button to open the part parameters, it always resets the rotation. Anyone else get this? :/ Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted July 4, 2016 Share Posted July 4, 2016 11 hours ago, baldamundo said: I'm having an issue where if I hit the "j" button to open the part parameters, it always resets the rotation. Anyone else get this? :/ Either you've managed to rebind something else to j, or another mod is claiming it. What editor mods have you installed? Quote Link to comment Share on other sites More sharing options...
KerbalKrusher Posted July 6, 2016 Share Posted July 6, 2016 so is support for 1.1.3 coming? Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted July 6, 2016 Share Posted July 6, 2016 5 hours ago, KerbalKrusher said: so is support for 1.1.3 coming? Did you stop to read any of the last few pages? Quote Link to comment Share on other sites More sharing options...
plausse Posted July 8, 2016 Share Posted July 8, 2016 On 7/4/2016 at 6:29 AM, baldamundo said: I'm having an issue where if I hit the "j" button to open the part parameters, it always resets the rotation. Anyone else get this? :/ I have the same problem - I have tried to find what mod it clashes with, but I'm gonna do a bit more thorough search today. Did you ever find the offender? Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted July 8, 2016 Share Posted July 8, 2016 I have been having an issue with both @Crzyrndm's fork and @01010101lzy's fork where the KSPedia will not work when Realism Overhaul and its mods are installed (the KSPedia appears using a clean install where the B9 Pwings fork is the only mod installed). I have narrowed down the source of the issue to the shader file used by the B9 Pwings mod (wingshader.ksp); removing this file allows the KSPedia to pop up and function correctly, but it obviously also breaks B9 Pwings. I also tried to move the shader file into its own folder "Shaders" within the mod's folder, but that also breaks the mod. Seeing as how there are two forks of this mod, I will post this issue in both threads. I will post the output_log files with and without the B9 Pwings mod installed, just in case it is helpful to see what KSP is and isn't working when and where. Until next time, thank you for the fantastic mod, and I wish you good fortune in the future! No Pwings Installed: https://www.dropbox.com/s/z96756wa94gqo9j/output_log (No-PWings).zip?dl=0 PWings Installed: https://www.dropbox.com/s/adn0rjvoigemug7/output_log (With-PWings).zip?dl=0 Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted July 9, 2016 Share Posted July 9, 2016 Sooo much NRE spam. Was that a manual RO install ( this is way more than a RO install ) or from CKAN? ( your principia seems to be rather broken btw ). What version of B9PW did you install, and what shader? file://D:/Games/KSP 1.1.3 (RO+RSS)/GameData/MagicSmokeIndustries/Plugins/../AssetBundles/ir_ui_objects.ksp cached to C:/Users/Justin/AppData/LocalLow/Unity/WebPlayer/Cache/Squad_Kerbal Space Program/ee7b9dbaf7972aab41fa86e159c0e53026d0976d loading from cache: file://D:/Games/KSP 1.1.3 (RO+RSS)/GameData/MagicSmokeIndustries/Plugins/../AssetBundles/ir_ui_objects.ksp Trying to reload asset from disk that is not stored on disk Pretty sure that shouldn't be happening seeing as I got my own shader loader code from IR. Nothing B9 related I could spot in the log, anyway... but there's no way any of us can duplicate that install. Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted July 9, 2016 Share Posted July 9, 2016 2 hours ago, Van Disaster said: Sooo much NRE spam. Was that a manual RO install ( this is way more than a RO install ) or from CKAN? ( your principia seems to be rather broken btw ). What version of B9PW did you install, and what shader? file://D:/Games/KSP 1.1.3 (RO+RSS)/GameData/MagicSmokeIndustries/Plugins/../AssetBundles/ir_ui_objects.ksp cached to C:/Users/Justin/AppData/LocalLow/Unity/WebPlayer/Cache/Squad_Kerbal Space Program/ee7b9dbaf7972aab41fa86e159c0e53026d0976d loading from cache: file://D:/Games/KSP 1.1.3 (RO+RSS)/GameData/MagicSmokeIndustries/Plugins/../AssetBundles/ir_ui_objects.ksp Trying to reload asset from disk that is not stored on disk Pretty sure that shouldn't be happening seeing as I got my own shader loader code from IR. Nothing B9 related I could spot in the log, anyway... but there's no way any of us can duplicate that install. I installed RO from CKAN (the only instance where I use CKAN to install mods, as the depth of RO installation has proven far too intimidating to take on manually). CKAN installs Crzyrndm's latest release of his fork. Upon the failure to use the KSPedia with his fork installed, I tried Izy's version, and I saw the same results. I've forgotten exactly what version of B9PW I had installed when these logs were generated... I can only assume that it was Crzyrndm's fork. And when you ask what shader I had installed, what do you mean, exactly? In both Crzyrndm's and Izy's forks, the shader is named "wingshader.ksp". And the version of Principia I'm using is the latest version retrieved from their IRC channel. I'll try reinstalling RO+RSS+RP0 through CKAN, and avoid installing Principia for now. I'll upload a new Output_log file from this new install once it is generated. Until then, thank you for your assistance in the matter! Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted July 9, 2016 Share Posted July 9, 2016 Alrighty, as promised, I have a new output log to upload. This is from a new, clean install. I used CKAN to install RO and ALL of its recommended and suggested mods. I also used it to install RSS and all of its recommended mods; the same goes for RP-0. No other mods were installed alongside these, and the KSPedia is still not popping up when its button is pressed. So, here you go... Output Log - https://www.dropbox.com/s/leu4b1r58sdb54y/New_output_log.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
123nick Posted July 11, 2016 Share Posted July 11, 2016 is there a difference between the PSSM and PP versions on bitbucket? Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted July 11, 2016 Share Posted July 11, 2016 48 minutes ago, 123nick said: is there a difference between the PSSM and PP versions on bitbucket? Go back one page... somebody asked the exact same question as you. Blowfish answers the question with a link to where you can download the updated mod. Quote Link to comment Share on other sites More sharing options...
123nick Posted July 11, 2016 Share Posted July 11, 2016 1 minute ago, fallout2077 said: Go back one page... somebody asked the exact same question as you. Blowfish answers the question with a link to where you can download the updated mod. sorry, i didnt realize it was there Quote Link to comment Share on other sites More sharing options...
fallout2077 Posted July 11, 2016 Share Posted July 11, 2016 Just now, 123nick said: sorry, i didnt realize it was there No worries... we all help out when we can. As Blowfish said, posts can get rather hidden in these threads. By the way, you may also wish to check out another fork by Izy... according to his thread, he picked up maintenance of the mod. So, it would probably be a good idea to check his Pwings thread for updates. Here's a link: http://forum.kerbalspaceprogram.com/index.php?/topic/126997-plugin112b9-procedural-parts-modified-032-may-23/&page=1 Quote Link to comment Share on other sites More sharing options...
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