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About blowfish

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    Senior Rocket Scientist
  1. B9PartSwitch v2.2.0 for KSP 1.4.1 Recompile for KSP 1.4.1
  2. Mind entering an issue at Github so I don't forget? Any idea what's going wrong? I don't think anyone else has reported issues downloading from Github. It does have a rate limiter - have you downloaded a bunch of things from Github very recently? E: And welcome to the forums!
  3. Isn't what's happening with :AFTER exactly what you want? VenStockRevamp is not found, so the patch is not run.
  4. @Apaseall spaces break node names (KSP limitation, not MM). @PART[B|C|D] will work, @PART[ B | C | D ] will not
  5. Sounds like B9 Part Switch might be missing or installed incorrectly. Could you try reinstalling it? If that doesn't work, could you provide logs so I can take a look at what's going on? Instructions on how to find and upload logs are in the "how to get support" link in my signature.
  6. [1.2] SolverEngines

    SolverEngines v3.5 for KSP 1.3.1 Engine modules now support THRUST_TRANSFORM nodes to allow thrust transforms with multiple names If present, these will overwrite any other thrust transform setup Any number of these nodes can exist on the engine module They have the following fields name: name of the transforms(s) to be used (required) overallMultiplier: thrust multiplier applied to all transforms with this name (optional) multiplier: multiplier applied to individual transforms, there can be either 0, 1, or n multipliers, where n is the number of thrust transforms with this name If there is 1 multiplier then it will be multiplied into overallMultiplier
  7. Unfortunately I wouldn't say I have enough of a grasp of how the system works to describe all of that very accurately. I'd recommend playing around with some highly distinguishable values to figure out what's going where. If you can narrow down questions about what's going into what specific field, I might be able to help with some investigation, but there's really no definitive resource on how all of this works other than trying it out.
  8. Porkjet's overhauls have some upgrades implemented, if you can find those they might be a good example.
  9. Good catch, they must have changed the URL scheme at some point
  10. I don't think the DLLs conflict. If you have configs that attempt to add fuel switching to all fuel tanks for both, you will run into issues, but just the DLLs themselves shouldn't be a problem. I would ask whoever is saying this to clarify what they mean.
  11. Firespitter is not used for fuel switching anymore. However, there are a couple of Firespitter modules that are still in use, including the VTOL rotator module and texture switching on the landing gear. It is possible. But someone has to go through and calculate the volumes on every wing, and I really don't have the time for that right now.
  12. I tried this, but I can't replicate this behavior. Symmetry behaves exactly as I would expect. Are you sure there isn't some other mod here messing with things? There were originally craft files, but no one maintained them through many updates, so they are no longer included. I can't help you with the Interstellar warp plugin. If it's crashing your game, that's on it...
  13. [1.3] Real Fuels v12.2.3 July 30

    Yes, but it involves writing all your own engine configs...
  14. If you want to do that, you want to look for PROPELLANT nodes. RESOURCE is on the part, PROPELLANT is on the engine module.
  15. Yeah, it uses string comparison unless you're using > or < One thing you could do is constrain it in a small range, e.g. :HAS[#defaultScale[>0.624],#defaultScale[<0.626]]