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UnanimousCoward

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Everything posted by UnanimousCoward

  1. Bit late to this party, but you can achieve this in Notepad++ relatively easily. 1. Open Notepad++. 2. Search > Find in Files... 3. Point the "Directory" field at the "GameData\MagpieMods" folder. 4. Make sure the "Regular expression" radio button is selected in the bottom left. 5. In "Find what", enter the following: (name = _Metal\R[[:s:]]*float = 0).[3-9][0-9]? 6. In "Replace with", enter the following: $1.25 7. Click "Replace in Files". That's it. It should search through all the files in the MagpieMods folder, and if it finds any that have a "_Metal" value of 0.3 or higher, it will replace it with 0.25. If you want to change the threshold for the changes, you can do it by adjusting the numbers a bit. E.g. if you only want to replace the values on parts with a "_Metal" value of 0.5 or higher, you would change "[3-9]" to "[5-9]", and if you wanted to use 0.5 as the replacement value, you would change "$1.25" to "$1.5".
  2. I installed this mod via CKAN a day or two ago, and it cheerfully installed Toadicus Tools Continued along with it for me. Not sure this is a general CKAN issue. May be more related to your specific setup.
  3. CKAN doesn't install bundled dependencies. It downloads and installs the dependencies from their respective sources as separate mods. It keeps track of which mods it's installed this way, and it will uninstall dependencies that are no longer needed if you uninstall the mod. PBC's custom values are set in ProbesBeforeCrew\_Core\Zs_ScienceParamMod.cfg, by the look of it. As they're modified using an MM config and not in some custom version of the config in the bundled SPM itself, there's no risk of a conflict when installing by CKAN. So, basically SPM is a dependency for PBC, and CKAN installs them both correctly.
  4. I was more concerned that @Fundati might run into the issue when he applied the rescale to GPP alongside JNSQ.
  5. Wasn't there a memory leak issue when combining JNSQ with rescaled GPP? The game never finishes loading and eventually just crashes, IIRC. Has that been resolved already?
  6. I believe that may be a stock issue. Somewhere in the KSP game settings is a setting called something like "Persist inventory loadout". Enable that, and the inventory might work the way you want it.
  7. You are missing some dependencies. Install ToolbarController, ClickThroughBlocker and SpaceTuxLibrary. See the original post for links. --- Edit: Also, looking at your mod folder list, another comment: Waterfall does nothing by itself. You'll need to install WaterfallReStock to actually get the benefit (and optionally also Stock Waterfall Effects to cover a few parts not included in ReStock). You may want to consider also installing RealPlume and the RealPlume Stock Configs, as well as Engine Lighting Relit. These will add improved plumes, smoke particles and lighting to some stock and mod parts that aren't covered by Waterfall, and Waterfall disables these effects for the parts it touches, so they play together nicely.
  8. I copied that config direct from the archive that CKAN downloads for Astroniki's sunflare. CKAN installs it directly to the "Game Data\scatterer" folder. If yours is installed in a different directory, you'd have to change the paths. Probably easiest to copy/paste it from your Astroniki config if that uses the right file paths. The key part is to put it in an MM patch and put "-Sun{}" in there at the beginning to delete the messed-up config.
  9. Why can't you attach them to a craft? They have vertical attachment nodes, don't they? Try attaching the experiment as the top part of your rocket, with a docking port attached to the top of that as the very top part of the rocket. Then dock that craft with the station like you would any other craft. I think as long as the experiment is part of the station (e.g. part of a docked craft), you can run it. (But I might be wrong about that.)
  10. Scatterer has switched to using Unity-based sunflares instead of the old method, but it still supports the old type as well. I think you can get your sunflare back by putting this code into an MM config. (Ask me if you're not sure how to do that.) IIRC, when you install Astroniki's sunflare in the latest version of Scatterer, you get a borked mix of configs from both types of sunflare. This MM patch will delete the existing sunflare settings and replace them with the settings from Astroniki's sunflare. Note: I haven't tested this, but this is how I got it to work when I was using Astroniki's sunflare.
  11. It's been a while since I used this mod, but if I remember right, you don't put them in the lab. You need to have a station with a lab with kerbals in it (and the right kind of supplementary equipment for some experiments, e.g. the Zoology Bay for the Creature Comforts experiment). Then if I recall right, I used to dock the experiments to the station. (I'm not sure they need to actually be docked to the lab, but it's probably a good idea.) Attach a Docking Port Jr to a free end of the lab, and another to the science experiment. If you've already got a lab with no docking port, you could try just docking the experiment to a free docking port somewhere on your station and see if it works that way.
  12. If you'd like to simply put those sad, lost KSC lights out of their misery, this MM patch should do the trick: //Remove instances on Kerbin from KSC Floodlight @STATIC:HAS[#mesh[FloodlightKSC.mu]]:NEEDS[KSCFloodlight]:FINAL { -Instances,*{} }
  13. For me, the 3.75m service bay wasn't showing in the VAB and the animation didn't work for the 0.65m service bay. Digging around, I noticed that the service bays use different animations now and that the config for the 3.75m bay was referencing an outdated model. @linuxgurugamer I submitted a PR on GitHub to resolve these issues, and while I was at it I created a patch for ReStock. Until they're able to find the time to update this minor issue in one of the Augean stable of mods they heroically care for, the following MM patches will do the job: Basic patch (won't be applied if ReStock is present): ReStock patch:
  14. I think the CryoTanks patch might be out of date. Something in my install (log file seems to indicate CryoTanks) was removing the LiquidFuel, Oxidizer and LqdHydrogen resources from the Static Test Stand - Engine Type and adding two B9PartSwitch fuel tanks to it, even though the CryoTanks patch in the mod is supposed to prevent this. This MM patch will restore proper functionality and remove the erroneous tanks until such time as the mod is updated: (It's possible this is not to do with CryoTanks and it's a result of one or more of the 100s of other mods I have, but the log seems to indicate that CryoTanks was doing it.)
  15. Every time you start researching a new technology in the tech tree, you receive one upgrade point.
  16. No thanks. I don't use that mod myself, so I'm not touching it. You and me may have different definitions of "fun".
  17. Oh, OK then... Parts patched: Communotron DTS-J1 Communotron HG-20 Communotron HG-61 Clamp-O-Tron Docking Port 'Grande' Mystery Goo Inline Containment Unit SC-9001R Radial Science Jr. Z-10K battery bank Screenshot: Patches: @SnarkPull request submitted on GitHub as well. (But it's got a bunch of unnecessary commits in from uploading and deleting files cos GitHub is new to me. Sorry.) (Side note: Oh, how I wish I'd discovered NodeHelper when I was doing the other ReStock patches. It makes things so much easier. *quietly whimpers* )
  18. Module Manager Syntax page says: You can use & for AND, | for OR and ! for NOT in the needs listing. I would imagine that means you can't use it in the PART part, but I suppose it's no guarantee.
  19. Legend and song, you say? Best get the bards to work... I've cobbled together a compatibility patch to make ReStock and Indicator Lights play nicely together. This was tedious, repetitive, boring, thankless work that took far, far too long. But, due to having a bit of time off work and sheer bloody-mindedness, I persevered. I've tested the functionality of all the parts, and I'm quite happy with the results, so I thought I'd share. List of patched parts: If I've missed any parts, people are free to let me know. I may go and add lights to those parts. Equally, I may just say "you know what, I don't care", as this was incredibly tedious work that I would have given up on if I wasn't so stubborn. If anyone notices any lights that they think aren't lined up right, feel free to fiddle with the positions yourselves. They're good enough for me. The patches: I kind of have a vague half-plan of doing the ReStock+ parts as well, but not right now. Screenshots:
  20. For me, as well as the error message, I got continuous null ref exceptions in orbit related to solar panels. They slowed he frame rate to a crawl...
  21. Kerbalism adds "Shielding" to command pods to protect against radiation. I think that's what is making your craft sink. You should be able to reduce/remove it from the right-click menu. If you don't have that option, then something isn't right in your installation.
  22. Haven't checked, but I'm pretty sure that it would have the same issue if you want to keep the part with the same dimensions that it has now. If the scaling of the x, y and z dimensions isn't consistent, the image gets stretched. The only remedies are to change the part scaling or modify the image. Changing the scaling will (I think) cause issues with people's existing craft that use that part, and the licence for ReStock doesn't permit modifying the images, which is obviously entirely fair given the effort that went into creating them. Honestly, the stretching is not that bad, though. I can live with it.
  23. Double-checked and all the braces are balanced. No extras. That's so weird. I can't see any reason why it would need to be in separate files. Alternatively – if you don't already have any craft in your save that are using the Missing History versions of the 303 or T15, – the following code will nuke the parts completely. I have this block in the same file as the first patch, andf it works fine for me. (You'll lose any ships that do have either of those engines, though.) //Kills 303 and T15 engines -PART[liquidEngine303]:FINAL{} -PART[liquidEngineT15]:FINAL{} @Snark IRL comes first, of course. I'm just glad to be able to contribute in some way. I've been using a number of your mods for ages. They really add to the game experience. The only visual issue I came across was that the texture for the battery is a bit horizontally stretched due to the scaling. The part with the plug sockets looks a bit too wide. If you change the vertical scaling of that duplicated part to 1.5, it resolves the issue (1.25 doesn't look too bad either), but I didn't want to do that in this patch in case it had bad effects on existing craft.
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