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About GFX5000i

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  1. Searching the Dev branch on the Github I found 3 places with references to shaders that are now in "Legacy Shaders/" like @sarbian mentioned. I changed, compiled and tested. No more errors in the debug. KSPWheelVesselDebug.setupDebugRenderers() line 236 KSPWheelRepulsor.postWheelCreated() line 144 KSPWheelDustEffects.setupDustEmitters() line 186 On another topic(s): - Two legs are named as "KF Folding Hydralic Leg" - I noticed two leg types deploy/retract too fast (with the exception of the folding leg). A vessel on the ground can hop quite high with that or be stuck on the ground. Using the deploy speed of the leg extension/angle might be optimal. - Suggestion: Animate when changing the leg's angle/extension to avoid similar "hops".
  2. I made a quick test using stock KSP 1.8.1 + Foundries. The mod seems to be spamming null exception errors in 3 specific situations: Standing on the runway (gears, wheels and tracks) In flight (any part) On pause/resume game (any part) These are the most common error origins I found in the output log: KSPWheel.KSPWheelDustEffects.OnDestroy () KSPWheel.KSPWheelDustEffects.onOriginShift (Vector3d o, Vector3d n) KSPWheel.KSPWheelDustEffects.setupDustEmitters () KSPWheel.KSPWheelRepulsor.postWheelCreated () KSPWheel.ParticleSystemExtensions.ext_setEmissionEnable (UnityEngine.ParticleSystem ps, System.Boolean value) The Output Log:
  3. In that case this script might not fix your problem entirely. It was made to fix the parachutes not showing when using the search box, but it still consider you have the category.
  4. It adds a filter on the Utility category to hide parachutes. With this they will only show in the "Parachute" category that is created by this mod. If you are looking for a more technical answer: The invert = true change the filter from add (the default) to subtract. The type = moduleName specifies the filter criteria as the internal name of the modules and value = ModuleParachute, RealChuteModule are the default and RealChute modules respectively.
  5. Use these 2 patches instead. They are less likely to bork anything and you won't have to re-apply them every time the mod update. As a bonus, if you use Filter Extensions, it will make the parachutes only show in their own category. If the "Parachutes" category is not showing, use only the first patch.
  6. I've learned here that Module Manager made some recent changes in the syntax that can break some patches. In the case I've noticed SETIrebalance > SETI-ScienceSettings.cfg was affected in the biome changes for crewReport and evaReport. The fix is to remove [*] in both patches, but there might have other patches with the same issue.
  7. I'm using this custom patch to allow any command module to "Collect All" without the need to go EVA. Then I add an action group to make it even easier. @PART[*]:HAS[@MODULE[ModuleCommand]&@MODULE[ModuleScienceContainer]]:Final { @MODULE[ModuleScienceContainer] { %evaOnlyStorage = False %canBeTransferredToInVessel = True %canTransferInVessel = True %showStatus = True } } @zekew11 On a similar topic, I've learned here that Module Manager made some recent changes in the syntax that can break some patches. In this case Revised_Crew_v_EVA_Report.cfg was affected. The fix is to remove [*] in both patches for crewReport and evaReport.
  8. Documentation Suggestion: Add the "Camera Focus" to the list of features and to the list of Default Keybinds in this thread. The feature exists but is not mentioned. Feature Suggestion: I know SHIFT lowers the snap distance and MOD+C / MOD+X can swap between free and snap, but could it be possible to make a temporary swap using MOD+Left Click for offset and rotate. This is easier to use and similar to how it works on 3D softwares.
  9. I imagined that would be the case. My script is working, so the issue is (kind of) solved.
  10. They were missing from the search box system. When I made the first change they appeared in Utility while still being in Parachutes. Additionally, they also appeared when I used the search box. The new script hide them from the Utility without using category = none. That way they still appear in the search box and in the Parachutes category. The only drawback is that the script only works if you have Filter Extensions.
  11. Now that you mentioned it, they are really showing up in both places. With that in mind I made a personal script for Filter Extension to change each parachute to "Utility" and then added an exclusion filter in the Utility category to hide them, now they will only appear in one place and are still searchable. If anyone want the script, just create a .cfg file with these lines: Example: GameData\My_Patches\MM_RealChutes.cfg @PART[*]:Final:HAS[@MODULE[RealChuteModule]|@MODULE[ModuleParachute]] { @category = Utility } @SUBCATEGORY[Utility] { @FILTER,* { CHECK { type = check invert = true CHECK { type = moduleName value = ModuleParachute, RealChuteModule } } } } My suggestion for a more clean result is to not make any category changes in the mod's code, instead add them to the FilterExtensions Default config (or make a small cfg to integrate with it) and suggest the players to use FilterExtensions. This makes every mod focus on each area, but also make the mod dependent of another for a feature it already has.
  12. For some time I have not been able to find any of the parachutes using the VAB search box and it seems some other people are having the same issue, so today I took some time to search in the code and found the problem. All parachutes are set to "category = none" and, for some reason that I don't know, makes them unsearchable. To solve that I changed all categories to the game default "category = Utility". This change had no negative side effects in my game, but I have some other mods like Community Category Kit and I don't know if there is a reason for those lines, so further testing might be necessary. Below are the files that I made these changes. RealChute\Parts\cone_double_chute.cfg RealChute\Parts\radial_chute.cfg RealChute\Parts\stack_chute.cfg RealChute\Parts\cone_chute.cfg category = Utility RealChute\ModuleManager\Stock_RealChute_MM.cfg (delete all lines with) @category = none I hope it helps.
  13. I was not asking anything, just pointing that the IVA problem disappeared in your version and your crew transfer block solved a big problem.
  14. (I forgot to send this answer earlier, sorry) I forgot to mention that was in my 1.2.1 recompiled version. When I tested your version in 1.2.2 the strange IVA was not there anymore, it might have been a problem from one of the IVA mods I had installed (mostly from 1.0.3). Your latest version now blocks crew transfer, now the most critical problem is solved. I'm curious about how you did it, will take a look on the code another time to learn . Useful info: You might want to add this official request to the main post for tracking purposes.
  15. That happened with me once. I fixed it by moving the CKAN executable to the KSP root folder.