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UnanimousCoward

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Everything posted by UnanimousCoward

  1. Dang. Typo. Should be: -PART[dmmagBoom]:NEEDS[DMagicOrbitalScience]:FINAL{} You're correct. The "-PART" bit tells it "remove the part called 'dmmagBoom'" (the game's internal name for the part - obtained from the part's CFG file). The "NEEDS" bit tells it "only run this patch if the folder 'DMagicOrbitalScience' exists in GameData". The "FINAL" part tells it "run this patch last after all mods have run their own patches". This is good practice for user's own patches. If you were editing the part rather than deleting it, it would be structured like this: @PART[dmmagboom]:NEEDS[DMagicOrbitalScience]:FINAL { //edits go here } "@PART" tells the patch to edit the part. "-PART" tells it to remove the part. All such patches need curly brackets. If you're just removing the part, they don't need anything inside them. If you're editing it, the edits go there.
  2. This simple little Module Manager patch ought to do the trick. -@PART[dmmagBoom]:NEEDS[DMagicOrbitalScience]:FINAL{} (If you're not sure how to use it, copy the one line above into a text file, save the file with any filename you like as long as the file extension is ".cfg", and save it anywhere in your GameData folder.)
  3. Fantastic. This has been bugging me enormously. Downloading immediately.
  4. @LoadingTimeExpert @Cheesecake This fork is more recently updated: https://github.com/KSPModStewards/SkyhawkScienceSystem Don't know if it will resolve your issue though. There's also the MM patch in this post by @610yesnolovely, which fixed some B9PartSwitch errors for me, though I don't know if they're the same problems you're encountering.
  5. @SheepDog2142 Thanks for this mod! Current Github version throws a MM warning on startup: [WRN 11:40:51.949] empty brackets detected on patch name: SDVBAO/Tundra/TundraVABO/@PART[]:FOR[VABOrganizer] There's a patch at line 329 in SDVBAO\Tundra\TundraVABO.cfg that's empty: @PART[]:FOR[VABOrganizer] { %VABORGANIZER { %organizerSubcategory = fairings } } It's not a serious issue at all - the warning can be ignored. Removing the empty patch eliminates the warning if (like me) your OCD won't let you live with it.
  6. @Coldrifting Nice little mod. Thumbs up from me. Feature request: Running JNSQ and True Volumetric Clouds means the main menu takes quite a while to be accessible as it loads all the clouds etc. on Kerbin first. Any chance you could remove Kerbin from the main menu so that it loads more quickly? I'm happy to have my main menu kerbals floating randomly in deep space.
  7. @MiraZaWitch Looks awesome. I can't quite tell from the pictures - do you know if this conflicts with the placement of the Observatory from JPLRepo's Research Bodies mod? It's located between the Tracking Station and R&D. That spot seems to be empty in the images, but I'm not 100% sure.
  8. Really? Which version? The latest release version and the dev version on github seem to have still have them all separate.
  9. @Kochi There seem to be two errors in the Bluedog DB patches relating to the Titan III booster. As already pointed out, the file "GameData\Avalanche\Configs\Bluedog_Design_Bureau\Titan_III_Booster_Nozzle_Patch.cfg" has two "NEEDS" sections in the patch header. This causes a warning from Module Manager when loading. Fix: Change line 1 from this: @PART[bluedog_UA120*]:NEEDS[Bluedog_DB]:NEEDS[Waterfall,Bluedog_DB,!zRealPlume]:AFTER[Bluedog_DB] To this: @PART[bluedog_UA120*]:NEEDS[Waterfall,Bluedog_DB,!zRealPlume]:AFTER[Bluedog_DB] Another error that results in B9 Part Switch throwing multiple errors about missing modules is that the file "GameData\Avalanche\Configs\Bluedog_Design_Bureau\Titan_III_Booster.cfg" is missing a wildcard in the header. Fix: Change line 1 from this: @PART[bluedog_UA120]:NEEDS[Waterfall,Bluedog_DB,!zRealPlume]:AFTER[Bluedog_DB] To this: @PART[bluedog_UA120*]:NEEDS[Waterfall,Bluedog_DB,!zRealPlume]:AFTER[Bluedog_DB] These two fixes eliminate the warnings from Module Manager and B9 Part Switch.
  10. Part Wizard is useful in situations like that. You can select any part on your craft from a list.
  11. Maybe it was this one. The Probes Before Crew tech tree mod also has its own contracts like what you're talking about. Then there's the Career Evolution contracts pack, but that might be outdated. There are probably others as well.
  12. There's also this. The part list is relatively small.
  13. I'm interested in modifying the configs to apply real dates to a 2.5x KSRSS system, which has a 7.5-hour day. I guess the main value I need to modify is the "offsetTime" figure, which is currently "21600". Question: is the offset based on adding this number of seconds to the standard Kerbin day, i.e. adding 21600 seconds to the standard Kerbin day to make it match JNSQ's 12-hour day? If so, then to make it work with 2.5x KSRSS, I would change the "offsetTime" figure to 5400, right? (Add 5400 seconds to the standard Kerbin day to bring it up to 7.5 hours.) Edit: Actually, I see that I'm wrong about this and the offset time just changes the time that a new save starts at, right? So I should modify the value for offset time if the game doesn't start at dawn at KSC and I want it to start then.
  14. Yeah, copy/paste error. It should have been "the folder GameData\AstronomersVisualPack\AVP_Configs\Textures\CityLights".
  15. Yes, you'd need to use the Parallax Stock Textures, as AVP doesn't provide Parallax textures. One issue you'll encounter if you use both Parallax and AVP is a lot of texture flickering on Kerbin. This happens because they're both trying to apply textures at ground level on Kerbin - AVP is applying city lights textures, and Parallax has its ground textures. You'll need to decide which effect you want to keep, the city lights or the Parallax textures, and make some modifications. To keep the Parallax textures for Kerbin and ditch the city lights: delete the folder GameData\AstronomersVisualPack\AVP_Configs\Textures\CityLights. To keep the city lights for Kerbin and ditch Parallax textures for Kerbin (while keeping Parallax active for other bodies): opening the file GameData\Parallax_StockTextures\ParallaxTerrain.cfg in a text editor and deleting the Kerbin section (lines 3-42) should take care of it.
  16. @linuxgurugamer I modified the config to rotate the model. It looks like this: The balloons line up (just about) with the physical struts now. Personally I have an odd OCD about symmetry and rotation, and I actually prefer the look of the non-rotated version. But of course, you make the decisions for your own mods. If you prefer the rotated version, I can patch it myself. Updated version of the patch with the 45-degree rotation:
  17. @linuxgurugamer Tested with the Kane-11-3 command pod. Deploys properly as expected, and the size seems correct: There's one glitch, however. The balloons on the top aren't physically connected to anything: If they could be rotated by 45 degrees, they'd line up with the physical struts, but I guess that might be a pain to accomplish. It's a minor visual glitch, and for myself, I'll happily live with it. Thanks once again for maintaining this - and a million other mods. It's hugely appreciated.
  18. @DaOPCreeper - You should tag @linuxgurugamer to increase the chances of getting your wish. Here's an attempt at an MM patch for the latest Apollo capsules. I've just copied the MM patch for the old Bluedog Apollo capsules and changed the names of the parts it's targeting. It's completely untested at the moment. If the size of the Bluedog capsule has changed, at least the rescale values will have to be modified. I'll check if it works at some point, but if you (or someone else) could test it, that would be helpful.
  19. Yes, it works just fine with mods like PBC. The only issue with PBC is that PBC has its own contracts for the early game, so sometimes you'll get multiple contracts offered with similar goals in the early game, e.g. two contracts to reach space, or two contracts to reach orbit. Not a problem itself, it just means easier access to cash and reputation at the start of the game.
  20. Taking the Mainsail as an example, the Stock Waterfall Effects patch has "FOR[StockWaterfallEffects]", whereas Waterfall Restock has "FOR[WaterfallRestock]". As I understand it, this means that the patch from Waterfall Restock loads after the patch from Stock Waterfall Effects (due to alphabetical order). Waterfall Restock's patch removes the "EFFECTS" module and "ModuleWaterfallFX" module that were added by SWE and replaces them with its own. Assuming this holds true for all the parts, it seems that Waterfall Restock will take precedence over SWE. But SWE's effects will remain for any parts that aren't covered by Waterfall Restock.
  21. For me, this mod causes Module Manager to appear to stop loading at the stage when it's applying the Simple Repaint patches. It applies the patch individually to almost every part in the game. If you have a lot of added mod parts, it might have to apply thousands and thousands of patches. At least for me (with tons of extra part mods) it eventually gets going again and the game finishes loading. An alternative is to change the settings so it applies the patches only to whitelisted parts and then choose which specific parts to apply it to. Your game should load a lot quicker then.
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