Jump to content

[1.12.x] Flight Manager for Reusable Stages (FMRS), now with RecoveryController integration


linuxgurugamer
 Share

Recommended Posts

  • 5 months later...
13 hours ago, fluffyseavixen said:

Recovering kerbals with this mod resets them to level 0 (as if they died and respawned). How do I fix it?

You don't. Open an issue on Github, not sure when I can get to it, though

Link to comment
Share on other sites

  • 2 weeks later...
7 hours ago, SquirrelGuy said:

? i meant like on 1.12.3 correct me if im wrong sorry. it does not appear to be updated on ckan

 

i really appreciate your reply btw

You're problem might be because the dependency "Recovery controller" is still marked as KSP 1.12.2 max on CKAN so FMRS does not show up as compatible with 1.12.3 on default settings.

In CKAN, go to Settings -> Compatible game versions and enable the checkbox for 1.12. When you refresh the list, FMRS should be available to install

Link to comment
Share on other sites

8 hours ago, SquirrelGuy said:

just gonna post another thing so that i get 5 posts and thus dont have to wait 30 minutes for it to be approved

thank you both for being so helpful!

 

 

please dont ban me moderators.

i didnt get banned :D

Link to comment
Share on other sites

Hello. In the other thread on Mechjeb, I saw a post about this mod. Decided to try. I installed it via CKAN, launched the game, quickly made a suitable rocket, launched it... Everything turned out to be simple and clear. Useful mod!

But.

I only ask you to explain the following to me: before installing FMRS, I had 996 patches downloaded, and after installing this mod, there were 2456 of them!!! Where does such a quantity come from?

And this leads to a problem. The game loads for a long time, and then the computer just freezes for a few minutes!
If no one can tell me how to fix this, then I will have to go back to the previous module configuration. Already without FMRS.

PNG

Edited by vipAvoS
Link to comment
Share on other sites

@vipAvoS

Hard to diagnose without more info (KSP version, FMRS mod version, mod list, etc).  It could be a mod incompatibility or some sort of dependency issue despite a CKAN install, however, if you've never installed a mod maintained by @linuxgurugamer (aka LGG, the maintainer of this mod), then you haven't previously installed the dependencies (Click Through Blocker and Toolbar Controller) he requires for most, if not all, of his mods.   Installing FMRS and the dependencies might explain the jump in Module Manager reporting.

Also, generally, LGG has a "No logs, no support" policy.  Therefore, please read this thread and follow its recommendations for posting links to your log files for a session that experiences this freeze behaviour:

Edited by Brigadier
Link to comment
Share on other sites

Thank you very much for your answer.
Only I didn't make a bug claim. It was just a bewilderment about adding so many dependencies!

I did this: I deleted this mod via CKAN. Only one dependency was removed with it. And when loading the game, there were 1026 downloadable patches. This already says a lot.

As for linuxgurugamer, most of the mods I have installed are his mods.
Thanks again.

Now I will do an experiment. On a clean game I will install the mods I need, including FMRS, not one at a time, but at once with the whole package. If you are interested in the result, then I can report the result here.

.png after removal

Edited by vipAvoS
Link to comment
Share on other sites

On 8/6/2022 at 4:34 AM, vipAvoS said:

I only ask you to explain the following to me: before installing FMRS, I had 996 patches downloaded, and after installing this mod, there were 2456 of them!!! Where does such a quantity come from?

It's because of this file:  FMRS_MM.cfg, which contains the following code:

@PART[*]
{
	MODULE
	{
		name = FMRS_PM
		parent_vessel = 0
	}
}

This adds FMRS to every part in the game.  So you probably have something in the order of 1460 parts in total in the game.

You appear to not fully understand what ModuleManager is doing.  

ModuleManager reads all the cfg files and applies patches to all the parts depending on the code in them.  These aren't downloaded, they are part of various mods which need these changes in order to work.

Also, that's actually a very low number of patches.  In my career game, I believe that I have of 15000 patches, and at times, depending on what mods are installed, I've seen numbers of over 100,000 patches (which happens a lot with RO)

Link to comment
Share on other sites

linuxgurugamer, I sincerely thank you for the explanation. I didn't quite understand why I had 996 patches before. Now I am smarter, thanks to you.
I would like to take this opportunity to express my respect to you for your work in creating such wonderful mods!

Link to comment
Share on other sites

11 minutes ago, vipAvoS said:

linuxgurugamer, I sincerely thank you for the explanation. I didn't quite understand why I had 996 patches before. Now I am smarter, thanks to you.
I would like to take this opportunity to express my respect to you for your work in creating such wonderful mods!

Glad it helps.  It is a bit esoteric and not really obvious to a beginner.  If you want a more detailed explanation, i'd suggest looking at this thread:

 

Link to comment
Share on other sites

  • 3 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...