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blowfish

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Everything posted by blowfish

  1. Would be nice I agree. Not sure how easy it would be though at the current state of the code. Double check that you don't have an old version of MM sitting around.
  2. Negative should be fine, just be sure the part's overall mass can't become negative.
  3. Double check capitalization in SurfAntenna against the part you're looking at. It is case sensitive.
  4. Okay, so it sounds like you want to include most resources except for IntakeAir and possibly a few others (IntakAtm from firespitter and Ablator come to mind). You might be able to do this in MM with a multi-stage patch, it gets a bit complicated though If it's for a new module though you may be better off just applying it to everything and handling the details of that in code.
  5. What specifically defines a "normal" resource in this case? What does the module do with it?
  6. No way for MM to do that (and no default configuration exists for MM to even affect). These all sound valuable but the best way for them to be addressed would be for Squad to do actually implement them in the base game.
  7. What are you trying to do with the patch? Typically if you're trying to do something with other resources you don't care whether or not the part has IntakeAir or not.
  8. It looks like something in GameData/KGEx/B9StockPatches/Patches/CommunityResourcePack.cfg expects something in GameData/KGEx/Patches/B9TankTypes.cfg to exist, but that file doesn't exist in your install. I don't know anything about how the mod(s) involved are supposed to be installed but that's the cause.
  9. MM can and will not modify anything that's modified by KSP itself. It would basically break the ability to edit settings in-game.
  10. Nothing to do with the blacklist. Squad moved those files a few KSP versions ago, but Steam leaves the old versions around for some reason. The solution is to completely remove GameData/Squad and then validate your local files in Steam so that it will re-acquire it.
  11. Yes, but you have to do it in a patch (MM doesn't look for anything but NEEDS in the orignal node no
  12. It ships with no TU configuration.
  13. Dev builds can now be found on the Actions tab of the repo. Select the build you want and it will be available as an artifact. You must be logged into Github to download. They will each be kept for 90 days.
  14. Does this happen on newer versions of B9PartSwitch? You're on an older version. 1.9 versions should work in 1.8, but you're not even on the latest that was compiled against KSP 1.8
  15. Need the full log and config cache (yes, both). I can't help based on just the information you provided.
  16. Okay so Don't put spaces in there. KSP doesn't like them. Nothing MM can do about this short of completely rewriting the parser. There's unfortunately no way to do multiple categories like that. They have to be separate patches (or something like that) Only one top level HAS is allowed, any conditions have to be within that You seem to want to add the MODULE and RESOURCE, so get rid of the @ on each of them - @ is for editing an existing node, not adding a new one
  17. Oh hmm, it expects ModuleEnginesFX specifically but AJE uses ModuleEnginesAJE (probably same problem with RealFuels) Can probably just change that to ModuleEngines* ... if you're trying to use it with regular ModuleEngines that's your problem.
  18. Based on the reports I've heard changing the ModuleFuelTanks volume through the module switching feature just works, however changing the base mass does not.
  19. It's funny because you put "game balance" and "stock parts" in the same sentence. However, I agree this could be clearer from the description.
  20. Well I do see some exceptions coming from FAR. I can't spend too much time chasing down issues on old versions of KSP, but are you certain that you have the latest version of FAR that works on that KSP version? Perhaps an issue was fixed? I tried the J-75 in a 1.9.1 test install and everything seems fine.
  21. Welcome to the forums! Nothing will break if you have TU and Restock installed at the same time. However, neither Restock nor TU come with any configuration to make the Restock parts use TU's features. Whether that configuration exists out there somewhere, I don't know, I haven't looked, but it's not included in either mod.
  22. Sounds like an exception is happening somewhere, I need KSP's log to diagnose. Please see the "how to get support" link in my signature for how to get that.
  23. As of KSP 1.8 KSP runs in D3D11 mode by default if it's available. OpenGL is used elsewhere (OSX, Linux, older Windows)
  24. Sounds like some life support mod? B9 Aerospace doesn't do anything like that on its own. I highly recommend reading the "how to get support" link in my signature. It will tell you want information to provide with support requests so that you can get answers faster. If you only provide a general description of the problem most modders will not be able to help you other than wild guesses at what's wrong.
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