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blowfish

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Everything posted by blowfish

  1. The LR-105 did gimbal (see: gimbal bearing), as did the booster engines. The verniers provided very little thrust and only provided roll control after the boosters were dropped, then full 3 axis control after the sustainer was cut off.
  2. They will all contain the information, ModuleManager.log should probably be your go-to for MM specific stuff though.
  3. In general, the structure of the patch will match the structure of the thing you're trying to patch.
  4. Do you have B9PartSwitch installed? The precooler is just structural. But I can't reproduce any issues with engine overheating. Do you have any other mods installed that might affect engine heating? KSP version?
  5. Restock itself has this functionality. The models and textures that are no longer needed are prevented from loading unless "whitelisted" by another mod.
  6. Great, but that's not obvious from saying "Stockalike"
  7. "Stockalike" can mean any of like 3-4 different things depending on what era of stock you're looking at.
  8. @Climberfx name = FSanimateGeneric needs to go in an IDENTIFIER node. That being said I’m not supporting anything on KSP 1.7.3. Too much of that code has changed since then.
  9. If you're having issues with attach nodes on saved craft try deleting the part and selecting it fresh. At some point KSP started caching attach node positions in the craft file.
  10. And because I started thinking about it again, here's a patch that rounds to the nearest integer:
  11. Okay should have read this a little closer. The problem as nothing to do with ModuleManager. If you look at GameData/ModuleManager.ConfigCache, you will see that the multiplication is getting applied correctly. The problem is that entryCost is actually an int. The API docs confirm this. So you must provide a whole number.
  12. @DeepWaterDaz please use code tags. I can't read anything in there.
  13. Re: Titan and photos looking sorta like the core is ground-lit: IIRC Smoke fills the engine bells and then scatters light from the SRB plumes as it leaves. On every solid-boosted Titan, the core was air-lit just before booster burnout.
  14. As it says in the dialog, please see the log for details. Usually another mod has some bad configuration.
  15. It should work with floats. In fact it only works in floats. What does your patch look like? One thing I'll add though is that MM has no knowledge of what any field is or means. Everything MM sees starts as a string. If you tell it to multiply it will attempt to convert both operands to floats and then convert the result back to a string.
  16. Simple Adjustable Fairings Plugin v1.10.1 for KSP 1.9.1 Fix transparency not being set correctly on disabled objects (which might become enabled by switching) Fix fairing parts not re-initializing when new data is pushed by another module before the fairing is built
  17. These modules are proving rather complicated to get working together. Do report issues but please be patient with them.
  18. Having done a lot of work on MM, I would be interested in knowing what was going on (although all the possible evidence is gone now). Deleting the cache files, while mostly harmless, isn't going to solve problems in general.
  19. Make sure you have the latest versions of B9PartSwitch and SimpleAdjustableFairings (less than 24 hours old as of this writing) - this depends on both of them.
  20. B9PartSwitch v2.16.0 for KSP 1.9.1 Fix description of attach node mover (SUBTYPE -> NODE -> positionOffset) for error messages Allow node size to be modified SUBTYPE -> NODE -> size Takes an integer Will scale with TweakScale (and round to the nearest integer) Allow more flexible name matching in many places If it starts and ends with /, treat it as a regular expression If it contains * or ?, treat those as wildcards (anything or one character respectively) Otherwise treat it as a normal string If it starts with \, the next character is /, and it ends with /, eliminate the leading \ Implemented in the following places: attach node modifier node name (SUBTYPE -> NODE -> name) transform toggle name (SUBTYPE -> transform) node toggler name (SUBTYPE -> node) material modifier transform names (SUBTYPE -> MATERIAL -> transform/baseTransform) texture modifier transform names (SUBTYPE -> TEXTURE -> transform/baseTransform) module modifier name (SUBTYPE -> MODULE -> IDENTIFIER -> name) transform modifier transform names (SUBTYPE -> TRANSFORM -> name) Implement custom handling for ModuleRCSFX Disable unused effects when switching based on runningEffectName Fix transforms not getting shown/hidden properly after another module updates the model Allow ModuleB9PartSwitch to have its fields and events placed in a group: uiGroupName - unique identifier of the group uiGroupDisplayName - human readable name of the group to show in the UI New module for assigning PAW groups on other modules: ModuleB9AssignUiGroups takes one or more MODULE nodes that each identify a module to have its UI group assigned each one must have an IDENTIFIER node to identify the module it must have a name which is the name of the module (wildcards and regex are allowed) it can have any other fields that uniquely identify the module This is the same as the IDENTIFIER in a module switcher uiGroupName - unique identifier of the group uiGroupDisplayName - human readable name of the group to show in the UI only applies to fields/events that don't already have a group Cannot apply to ModuleB9PartSwitch, ModuleB9PartInfo, ModuleB9AssignUiGroups (itself), or ModuleSimpleAdjustableFairing
  21. Simple Adjustable Fairings Plugin v1.10.0 for KSP 1.9.1 Don't modify drag cubes/FAR/colliders if deployed (fixes an exception when loading a craft with a deployed fairing) Group all of the fairing's fields and events in the part action window: Adds two new fields to ModuleSimpleAdjustableFairing: uiGroupName - unique identifier for the group, defaults to fairing uiGroupDisplayName - name of the group to display in the UI, defaults to Fairing
  22. Well you seem to not have ModuleManager installed. That is a dependency of ... probably most of the other mods you have
  23. Looking at the MkIV system configs, this could happen if you have CryoTanks installed but not CommunityResourcePack (which is a dependency of CryoTanks). Or some other installation issue related to those two mods. The full log after this fatal error happened would tell me exactly what's wrong.
  24. You're probably looking for the RF Stockalike thread (RF doesn't configure anything by yourself). But even there you're better off learning how to do the configuration and submitting it rather than just ask-complaining about it.
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