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blowfish

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Posts posted by blowfish

  1. On 7/8/2021 at 1:27 PM, Dominiquini said:

    I'm trying to define an object, but only if it hasn't been defined elsewhere, but MM won't let you use '%' or '&' in parent nodes! 

    create command (&) is not valid on a root node
    replace command (%) is not valid on a root node

    How do I do that?

    For example:

    B9_TANK_TYPE
    {
    	name = Ore
    	...
    }

    I want to define this structure, but only if it has not been defined previously.

    Thanks.

    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

  2. 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

  3. 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.

  4. On 5/9/2021 at 1:43 AM, 아무생각 said:

    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).

  5. @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).

    Spoiler
    
    NOTPART2
    {
    	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.

     

  6. 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?

  7. 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:

    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.

  8. 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 64bit

    Problem: Fatal crash when loading b9partswitch

    Mods installed:

    Many

    Reproduction 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' exists

    And 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:

    Player.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?

  9. 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

  10. 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.log

    If TweakScale is NREing on GetModuleMass then that would probably be the first place to ask.

  11. 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?

  12. 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.

  13. 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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