suicidalinsanity / mk2expansion Goto Github PK
View Code? Open in Web Editor NEWProvides a variety of new Mk2 parts in the form of engines, fuselage segments and aerodynamic accessories.
Provides a variety of new Mk2 parts in the form of engines, fuselage segments and aerodynamic accessories.
Only happens to Mk2-1 Cockpit, nothing wrong with other cockpits in this mod
MOD list:
ASET(Avionics&Props)(latest)
CommunityResourcePack
InterstellarFuelSwitch
RPM(0.29.3,latest)
Mk2Expansion
ModuleManager.3.0.1
KSP.log
log.zip
It looks like the repo hasn't been updated with the latest changes yet but the part M2X_HeavyVTOL
's ModuleB9PartSwitch
has a subtype with
node = node_stack_bottom
This should just be bottom
The version tagged 1.8.4.1 seems to have been typoed: https://github.com/SuicidalInsanity/Mk2Expansion/releases/tag/1.8.4.1
Hey SI! You are, by far, my favorite parts modders.
I use your Turboprop mods to great effect in my long distance craft.
https://imgur.com/a/dAs92
https://www.facebook.com/photo.php?fbid=10154846733831389&set=gm.1551585144898814&type=3&theater
https://www.facebook.com/groups/KerbalSpaceProgram/permalink/1572714352785893/
The problem I have is that the throttle control for your turbo prop's isn't correct and I don't know if KSP can fix it, but let me just tell you what I have observed and what should be observed.
Turboprop engines should operate at one speed, for the most part. How thrust is controlled is pitch of the prop is adjusted to provide more or less thrust. While the RPM of the engine should not increase or decrease, because more work is being produced, more fuel is still being consumed.
How this should manifest is nearly instantaneous throttle response. The engine does not need to spool up or down (beyond the initial starting procedure.)
I feel this is preventing your turboprops from being the amazing, wonderful, magical machines they are instead of just reskins of turbofans which pull instead of push.
I don't know that you can fix this as I don't know how you would allow the engines to spool up on the runway, yet still, allow for the fantastic throttle response from a turboprop engine.
I am suggesting this be fixed, however, because I feel it could open up the parts to some amazing VTOL applications.
Regards!
Referenced by two parts:
[LOG 18:47:14.692] PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/Pegasus/part/M2X_Pegasus'
[ERR 18:47:14.693] PartCompiler: Cannot replace texture 'ESTOC_E' as cannot find texture 'Mk2Expansion/Parts/Engines/ESTOC/ESTOC_E' to replace with
[LOG 18:47:14.857] PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/Siddeley/part/M2X_Siddeley'
[ERR 18:47:14.857] PartCompiler: Cannot replace texture 'ESTOC_E' as cannot find texture 'Mk2Expansion/Parts/Engines/ESTOC/ESTOC_E' to replace with
i use ckan for downloading mods and it says that theres no version compatable to 1.12.3 , is that outdated or is the mod discontinued?
https://i.imgur.com/tbeDbby.png
Other engines seem OK.
Looking at the configs I can't figure out what is wrong, sorry.
tried on fresh install, even. cannit pin down the circumstances around which it'll vanish. saving and loading does seem to do it, but I've had it happen at least twice while I was still in the editor.
Based on users' logs, I found a couple of issues with this part, specifically the ModuleB9PartSwitch
configuration:
Engine_mount
transform (is it supposed to be RingMount
?)LiftFan
is enabled on both subtypes, so it shouldn't need to existThe following MM patch:
@part[M2X*]:NEEDS[FerramAerospaceResearch|NEAR]:FOR[Mk2Expansion]
{
@minimum_drag = 0
@maximum_drag = 0
@angularDrag = 0
!MODULE[ModuleLiftingSurface] {}
}_
Fails to target the following three parts that have their names starting with "Mk1" instead of "M2X":
Mk1Chinecap, Mk1ChineLong and Mk1ChineShort
This is occurring in 1.8.06.
For now I copied it from 1.0.4.
PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/MATTOCK/part/MATTOCK'
PartCompiler: Cannot replace texture 'model000' as cannot find texture 'Squad/Parts/Engine/jetEngineTurbo/model000' to replace with
PartCompiler: Cannot replace texture 'model001' as cannot find texture 'Squad/Parts/Engine/jetEngineTurbo/model001' to replace with
PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/RONTGEN/part/M2X_AtomicJet'
PartCompiler: Cannot replace texture 'model000' as cannot find texture 'Squad/Parts/Engine/jetEngineTurbo/model000' to replace with
PartCompiler: Cannot replace texture 'model001' as cannot find texture 'Squad/Parts/Engine/jetEngineTurbo/model001' to replace with
The lack of such tags already caused the game to get stuck on loading with KSPI-Integration Patch set installed. - It's patches uses :BEFORE[Mk2Expansion] - which doesn't actually get applied before your own module manager patches.
Related: ABZB/Mk2_Extended_KSPI_Integration#1
It's happening on multiple engines from this mod, at least the ones I tested (MATTOCK, ESTOC, and Aerospike, and presumably others). If you lock a tank in the SPH/VAB, when you unlock the tank in-flight the engines will instantly drain the tank completely. I'm using 1.8.3.4, testing it (along with dependencies) on an otherwise stock install of KSP 1.5.
Going through the KSP.log the following issues pop up (in order in log, definitely not order of importance)
ksp version 1.6.1
Oh no! It looks like you're trying to install a mod which is already installed, or which conflicts with another mod which is already installed. As a safety feature, the CKAN will *never* overwrite or alter a file that it did not install itself.
If you wish to install Mk2Expansion 2:1.8.3.5 via the CKAN, then please manually uninstall the mod which owns: Ships/VAB/M2X Stork.craft and try again.
Your GameData has been returned to its original state.
Error during installation!
An unknown error occurred, please try again!
If you go into the file location and delete the craft it will throw up another craft claiming its the issue. If you delete them all it just claims there's an unknown error.
For example here:
Localizing this will prevent craft files from being shared between installs with different localizations. There is a title
field which is for this exact purpose and that should be localized instead (it just defaults to the name
if it's blank)
In game, for multi-mesh parts, instead of proper titles for each mesh, it ends up showing #LOC_M2X_* localization strings.
the DRE patch has three FORs which are generating MM errors.
You can just delete the FOR case, it's not needed
The exhaust smoke from the Mattock jet engine is pointing straight down: image
(This is the reworked version)
D-ZZY 'Banshee' Lift Fan (2 variants), right-click at item in category list, items in MeshSwitch are #LOC_xxx
Hi hi, SuicidalInsanity,
The individual resource configs you're using are out-of-date, and use decimal point expressions of abundances instead of percentage expressions (as per the comments at the top of the file). Some of the abundances have also changed in the current version of USI, notably Karoborundum on Eve, which went from 1% โ 10% up to 10% โ 50%.
I was going to do a pull request, but then noticed that all of the config files have the decimal expression error. I haven't checked to see if the abundances have changed in the rest. Anyway, if you really want, I can do PRs for each file, but it'd probably be a lot easier overall just to download the current version of CRP from USI's github and repackage the config files.
When I placed the Siddley engine onto my craft, I noticed that the engine nozzles were pointing up, instead of down, when in VTOL mode.
I don't know of anything in my mod list that could affect that, unless this version of the MK2 Expansion isn't compatible with the latest version of Interstellar Fuel Switch, which if I remember correctly has been updated since I last updated this mod.
Maybe it's just a glitch? I dunno.
NEEDS section seems to be formatted improperly
@part[M2X_SmallLab]NEEDS:[USILifeSupport]FOR:[Mk2Expansion]
I think it should be:
@part[M2X_SmallLab]:NEEDS[USILifeSupport] :FOR[Mk2Expansion]
(The colons before the NEEDS and FOR)
Saw an error in MM.
[ModuleManager] Cannot parse node name as tag list: tag can't start with [
on: Mk2Expansion/Patches/MK2-USILS/@part[M2X_SmallLab]NEEDS:[USILifeSupport]FOR:[Mk2Expansion]
My fix:
Replace all instances
':NEEDS[RealPlume]:NEEDS[SmokeScreen]'
with
':NEEDS[RealPlume&SmokeScreen]'
[ERR 18:47:15.561] Invalid value length for Vector3! Field bogeyUpAxis, value 0, , -1 on object of type ModuleWheels.ModuleWheelBogey
The Line:
bogeyUpAxis = 0, , -1
Should probably read:
bogeyUpAxis = 0, 0, -1
[LOG 18:47:14.487] PartLoader: Compiling Part 'Mk2Expansion/Parts/Engines/IonEngine/part/M2X_IonEngine'
[ERR 18:47:14.494] Invalid boolean value! Field exhaustDamage, value Flase on object of type ModuleEnginesFX
The line:
exhaustDamage = Flase
Should be:
exhaustDamage = False
My fix:
ln1
-@part[M2X_Pluto]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
+@part[M2X_Pluto]:NEEDS[NearFutureElectrical&!KSPIntegration]:FOR[Mk2Expansion]
ln130
-@part[M2X_AtomicJet]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
+@part[M2X_AtomicJet]:NEEDS[NearFutureElectrical&!KSPIntegration]:FOR[Mk2Expansion]
ln259
-@part[M2X_Reactor]:NEEDS[NearFutureElectrical]:NEEDS[!KSPIntegration]:FOR[Mk2Expansion]
+@part[M2X_Reactor]:NEEDS[NearFutureElectrical&!KSPIntegration]:FOR[Mk2Expansion]
MODULE nodes must have a name field, because that's what specifies the type of the module to create.
This is one of my favorite mods. could you please make an updated version that works with ksp 1.8? thank you.
Here an excerpt from the log file:
[LOG 22:56:45.982] Load(Model): Mk2Expansion/Parts/Engines/Rontgen/Model
[WRN 22:56:45.987] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "PartTools/Rontgen/Obj_Gimbal/Prt_nozzle/NoAttach"
[WRN 22:56:45.987] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "PartTools/Rontgen/Obj_Gimbal/Sbd_nozzle/NoAttach"
[LOG 22:56:46.140] Load(Model): Mk2Expansion/Parts/Utility/SolarPanel/Model
[WRN 22:56:46.147] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "PartTools/PoddedSolar/Housing/sunPivot/Armature/Mounting/panelbase1/panel"
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.