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Posts posted by blowfish
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If anyone wants to provide any useful information about what is or is not working in new KSP versions, including relevant debugging issue such as logs, please do so, otherwise just wait for an update.
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Advanced Jet Engine v2.17.0 for KSP 1.8.x to 1.11.x
- Add support for centrifugal-flow compressor jet engines. These perform considerably worse than axial-flow jets approaching transonic and only slightly recover supersonic.
- Reenable transonic and supersonic drag on propellers since FAR properly ignores the rotor disc and therefore does not itself provide wave drag.
- Piston engines need 0.2kg/m^3 or higher air density to work. No more space props.
- Fixes to exhaust gas temp calcs on piston engines.
- Fix engine max temp if undefined to be 1800K not 3600K (!).
Thanks @NathanKell for doing this while I've been busy with real life stuff
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On 6/2/2021 at 11:30 PM, KerbMav said:
And since sImple comes before sMurff - but I want them to run the other way around. Which is why I asked for clarification on the “only one directive” part.
I could check whether I can rename Smurff easily.
Well each patch is only run once. So there has to be one thing that uniquely tells MM when to run the patch.
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On 5/9/2021 at 3:25 PM, linuxgurugamer said:
Is it because of the parantheses? If so, then if I replace the parens with questionmarks, it should work, right?
Edit: I tried replacing the parens with questionmarks, didn't change the error
KSP strips out everything after the first parenthase before MM even gets there. Can you show what happens when all of them are replaced with question marks?
On 5/13/2021 at 1:25 AM, KerbMav said:From https://github.com/sarbian/ModuleManager/wiki/Patch-Ordering
"You can control how module manager applies patches through these five directives, that are applied at the top-level node. Only ONE of these directives can be applied to a specific top-level patch."
So I cannot do ...:FOR[abc]:AFTER[xyz] ?
Specifically I want SMURFF (which uses :FOR[zzz_SMURFF] ) to run before SimpleFuelSwitch (which uses :FOR[SimpleFuelSwitch] ).
To avoid the alphabetical order I wanted to add :AFTER[SMURFF] to SimpleFuelSwitch (because that would be only two lines to change).As far as I can see SMURFF does not recognize SimpleFuelSwitch, that is why I want them to run in that order.
Each of those passes runs in alphabetical order.
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On 5/9/2021 at 1:43 AM, 아무생각 said:
umm.....
https://cdn.discordapp.com/attachments/607128852791296006/840871436612403220/KSP.log
this is my ksp.log
please help me
Please verify your BDB installation. Specifically GameData/Bluedog_DB/Compatibility/B9PartSwitch is required but is missing.
On 5/26/2021 at 10:00 PM, Average joe thats not joe said:Is there anyway to make it so this mod only applies to B9 Aerospace parts and not touch the stock parts? I want to be able to use B9 aerspace parts with fuel in them whilst also being able to switch fuel in stock tanks for KSPIE
It doesn't do anything by default. If something is modifying the stock tanks it's another mod (maybe CryoTanks).
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11 hours ago, HelloMaxxo said:
Hello, i need help downloading it, it gives me an error (in trying to use the S.O.C.K. Mod)
Can't help if I don't know what error you're getting. You are trying to download from the Github releases page?
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@lookolookthefox this is the problem:
systemPower = #$@MODULE[USI_Harvester]/Ratio$
you want
systemPower = #$/MODULE[USI_Harvester]/Ratio$
or
systemPower = #$..MODULE[USI_Harvester]/Ratio$
in this context, @ tells it to look for root nodes (PARTs, RESOURCE_DEFINITIONs, etc), whereas / tells it to look in the root of the current node, and .. says to go up a level
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@Lisias I couldn't reproduce any infinite loop with this setup, FINAL or no (there shouldn't be any difference between how patches in different passes are applied).
SpoilerNOTPART2 { name = teste de Module Manager MODULE { name = IFSResourceTransfer } MODULE { name = IFSResourceTransfer } MODULE { name = IFSResourceTransfer } } @NOTPART2[*]:HAS[@MODULE[IFSResourceTransfer]] { @MODULE[IFSResourceTransfer] { @name = FNResourceTransfer } MM_PATCH_LOOP { } }
There's also no locking (except when it comes to queueing and dequeuing log messages) - patching happens on a single thread to an isolated copy of the configs, it's applied to the real game database later on the main thread, but only after the patching thread has exited and written that set of configs to a variable.
@FreeThinker this is probably the simplest thing to accomplish what you want, worked when I tried
Spoiler@PART:HAS[@MODULE[IFSResourceTransfer]] { @MODULE[IFSResourceTransfer],* { @name = FNResourceTransfer } }
Evidently here the HAS isn't strictly necessary, I like to include it though just because it doesn't produce log messages for parts it doesn't do anything to.
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Simple Adjustable Fairings Plugin v1.12.0 for KSP 1.11.2
- Recompile against KSP 1.11.2
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B9PartSwitch v2.18.0 for KSP 1.11.2
- Recompile against KSP 1.11.2
- Fix modules getting force-enabled when new data is loaded
- Change remote AVC reference so that it notifies even if you change KSP versions
- Prevent exceptions caused by zombie parts
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On 12/22/2020 at 2:07 PM, bobby72006 said:
Is it healthy for a good 80% of my jets to only use liquid hydrogen? (Even jets which don't actually use Liquid Hydrogen are using Liquid Hydrogen.)
Also, is it normal for all of my propellers and rotors (and tail rotors) to not be using any fuel at all?
(I'm not using RealFuels.)That does seem weird, AJE doesn't do anything with hydrogen by default though so must be some other mod patching them. Maybe something related to NTRs if I had to guess?
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2 minutes ago, Lisias said:
The problem with the IPartCostModifier is already fixed on master, no need for further diagnosing!
Ah that, thanks!
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On 2/20/2021 at 7:53 PM, Abducted_Cow said:
Erm, here is my log download if it helps. I am new to troubleshooting mods and navigating kerbal files so sorry if I do anything dumb: https://www.dropbox.com/s/vjg41tv2ayxop15/Player.log?dl=0
I see a lot of errors coming from TweakScale, In particular references to https://github.com/net-lisias-ksp/TweakScale/issues/34 ... that seems like a good place to start
On 3/5/2021 at 1:38 PM, SilverlightPony said:Any word or thoughts on support for Waterfall plumes?
I don't have time to learn Waterfall right now but if someone else wants to make it work I'll gladly accept a PR.
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On 3/4/2021 at 8:17 PM, Nova1 said:
Hi, Can you please help with these errors I'm getting?
Warning: Duplicated subtype names found on ModuleB9PartSwitch (moduleID='cargoSwitch') on part: LifeSupport (Non Fatal)
Fatal Error: (Makes the game Quit)
Fatal exception while loading fields on module ModuleB9PartSwitch on part
Exception while loading field subtypes on type B9PartSwitch.ModuleB9PartSwitch
Exception while loading fields on subtype PartSubtype LH2
Exception while loading field tankType on type B9PartSwitch.PartSubtype
No tank type named 'RR_PLM' exists
Some mod that depends on this is misconfigured or incorrectly installed. Please provide the full log.
Alternately @JadeOfMaar might remember exactly what causes this
On 3/4/2021 at 10:19 PM, bjbeardse said:Is B9 getting updated to 1.11.1.3066? Cant use one of the other mods without it. And I wont run on this version.
Be patient
On 3/11/2021 at 10:51 AM, Hira said:KSP: 1.11.1 Windows 64bitProblem: Fatal crash when loading b9partswitch
Mods installed:
ManyReproduction steps:
Hello, I have pretty much the same problem as Nova1 above.
I was playing the other day, everything was fine. I just updated a few mods (PatchManager, OPT Reconfig, OPT Legacy, OPT Continues, Near Futur Launch Vehicles) and suddenly when loading the game, it gives me the following error message:
B9PartSwitch - Fatal Error
B9PartSwitch has encountered a fatal error and KSP needs to close.Fatal exception while loading fields on module ModuleB9PartSwitch on part
Exception while loading field subtypes on type B9PartSwitch.ModuleB9PartSwitch
Exception while loading fields on subtype PartSubtype D
Exception while loading field tankType on type B9PartSwitch.PartSubtype
No tank type named 'Deuterium' existsAnd the game crashes ...
I re-downloaded B9PartSwitch directly from github, in case the version accompanying any of the updated mods got corrupted, but that didn't change the problem.
Log:
It looks like there are some patches in WarpPlugin/Patches/FarFutureTechnologiesFix that are marked as FOR[FarFutureTechnologies], which makes ModuleManager think that FarFutureTechnologies is installed even though it's not. Immediate fix would be to ether remove those patches or install FFT. But you probably want to talk to the author of that mod (I believe Interstellar) to get this fixed.
On 3/5/2021 at 11:21 AM, Lisias said:Modules that implements IPartCostModifier and IPartMassModifier (and perhaps others) are being called by zombies copies of B9PS Modules, and if any of these called modules make a call to Unity, you have a NRE Exception inside it.
Such zombies happens every time you switch Scenes (launch a craft, revert to editor, etc). On every scene where the current craft is destroyed, you earn a lot of zombies on the system. And every one of these ones may call other living modules from dead contexts.
It's a mishap on B9PS . Since not all modules make calls to Unity from their interface implementations, not all of them are deadly affected by this problem. But all modules are affected in a way or another - at least, by wasting CPU and memory on dead objects lingering around.
On 3/12/2021 at 9:06 AM, chris-kerbal said:I think there are a few issues with the Inventory in 1.11. I am not sure if any development happens in this direction, but a simple example: Taking the mobility enhancer from habtech2, which comes in 3 sizes. As soon as you add it as a cargo part in the config and use it in the game with inventory, it will always come out looking like a triple size instead of the size that went into the storage. It seems that the configuration of it is not properly stored?!
Can someone provide me a stack trace so I can see where this is getting called from?
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Variables don't work in regex replacements. Fortunately you don't really need regex since you're just appending to the end
@description = #$description$<br><color="green">It's an example with LiquidFuel $/RESOURCE[LiquidFuel]/maxAmount$</color>
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On 2/5/2021 at 11:22 PM, SpacedInvader said:
I've got an odd incompatibility that's cropping up with Real Fuels. When I have both mods installed, I get the following message in my log and then the fairings don't work to protect parts within them at all:
Spoiler[LOG 00:12:05.339] RealFuels.Tanks.TankWindow:HideGUI() RealFuels.Tanks.ModuleFuelTanks:OnDestroy() UnityEngine.Object:DestroyImmediate(Object, Boolean) UnityEngine.Object:DestroyImmediate(Object) DragCubeSystem:SetupPartForRender(Part, GameObject) <RenderDragCubesCoroutine>d__31:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>d__47:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) SimpleAdjustableFairings.ModuleSimpleAdjustableFairing:RecalculateDragCubes() SimpleAdjustableFairings.ModuleSimpleAdjustableFairing:OnStartFinished(StartState) Part:ModulesOnStartFinished() <Start>d__322:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Without Real Fuels installed, the fairings work correctly and I don't get these messages. Is this an issue on the Real Fuels side or on the Simple Adjustable Fairings side? The two seem like they shouldn't affect each other at all, but that's just from a layman's perspective...
EDIT: To be clear, all other fairing types work (vanilla + procedural), so its definitely something between these two mods
Weird, is there some part with both RF tanks and SAF on it?
7 hours ago, Ollz said:Does SAF support FAR?
Answer is in the OP
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21 hours ago, alphaprior said:
I get errors in VAB whenever I touch something. The error that appears on screen is related to B9 Part switch but since it's dependecy for many other mods I don't know the cause.
Checking ksp.log I see also TweakScale in the errors.
[EXC 03:20:30.085] NullReferenceException: Object reference not set to an instance of an object
TweakScale.TweakScale.IPartMassModifier.GetModuleMass (System.Single defaultMass, ModifierStagingSituation situation) (at <6c196c229b7b407390d4d14556b33c91>:0)
Part.GetModuleMass (System.Single defaultMass, ModifierStagingSituation sit) (at <2afc64dea36946459d4707808bdac511>:0)
B9PartSwitch.ModuleB9PartInfo.UpdateFields () (at <b85eabe067044bcb9aeabe863954a5ce>:0)
B9PartSwitch.ModuleB9PartInfo.EditorShipModified (ShipConstruct construct) (at <b85eabe067044bcb9aeabe863954a5ce>:0)
EventData`1[T].Fire (T data) (at <2afc64dea36946459d4707808bdac511>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`1:Fire(ShipConstruct)
EditorLogic:SetBackup()
EditorLogic:<SetupFSM>b__190_29()
KerbalFSM:RunEvent(KFSMEvent)
KerbalFSM:updateFSM(KFSMUpdateMode)
KerbalFSM:UpdateFSM()
EditorLogic:Update()Now which mod causes the problem?
KSP.logIf TweakScale is NREing on GetModuleMass then that would probably be the first place to ask.
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3 hours ago, sh_temp_el said:
Hi, please help with the error ..
Here is the log and screenshot of error https://drive.google.com/drive/folders/1EfVzO2aJbqKTiwxrWJPOg9UP82mLxT3r?usp=sharing
Thanks
It looks like WildBlueIndustries/ClassicStockResources/Templates/Utility/ModExists.cfg is telling ModuleManager that ClassicStock is installed but it is not (and other patches are being inconsistent because of that.
@JadeOfMaarcould maybe give a more detailed answer about how these things are supposed to be installed?
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12 hours ago, lBoBl said:
Is there a way to delete a top-level node with MM ?
yes, I think you're just missing brackets which will cause KSP (and thus MM) to treat is as a node, e.g.
!SPACEDUST_RESOURCE:HAS[#body[Duna]]:NEEDS[GPP]:AFTER[SpaceDust] {}
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HX could theoretically be split into 4 sizes, I don't know how much value there is there given the smallish number of HX parts that exist
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Hmm, I'm not totally clear on what CryoTanksCore is supposed to provide, let me look a little closer.
E: yeah, okay so the way CryoTanksCore is installed it makes ModuleManager register CryoTanks as an installed mod. OPT sees this and creates tank types that use it.
@JadeOfMaar what's your perspective on this from OPT's side? Theoretically all those patches could also require CRP, but it seems like this might be an uphill battle in general, with many patches across many mods potentially being affected.
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@Murdabenne You don't have Community Resource Pack installed. It's a requirement of CryoTanks.
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On 1/23/2021 at 7:20 AM, GM2021 said:
Hey! Thanks for the great mod!
I installed it yesterday with FAR, working fine until I removed FAR.
Now when loading the game I get stuck loading a particular part I think - It says 'B9_Aerospace/Parts/Engines/Engine_T2_SRBS/T2/B9_Engine_T2_SRBS'. The game just will not load past that point.
Any ideas? I don't really want to use FAR anymore but it seems to work when that is installed.
Can you check for a leftover empty FerramAerospaceResearch directory in GameData?
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6 hours ago, Wolves_Hero said:
B9 part switch was broken mod on v1.11.1 today
Looks more like config/install issues with OPT, please include KSP's log if you want any actual help.
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
in KSP1 Mod Releases
Posted
The restriction was added because it makes some things ambiguous - if you had PART { mesh=whatever } then where KSP would look for the model would depend on which one was used. Almost no one uses that anymore though and I don't think there are too many other features that depend on the path. So maybe it's time to rethink that.
In the mean time you can figure out what other mods might add it and just NEEDS with them