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Kolago
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KSP2 Release Notes
Posts posted by Kolago
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Feature request:
a new "Check Types" for "PROPELLANT" to filter engines for special fuels like in mod "Real Fuels" or "Karbonite"
Some "Custom Filters" for engines are then obsolete.
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Some filters I made, you can include it to 1.8:
https://www.dropbox.com/s/na30yyl0o45igz8/Category_Filter%20by%20Function.zip?dl=0
Filter update:
https://www.dropbox.com/s/na30yyl0o45igz8/Category_Filter%20by%20Function.zip?dl=0
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Don't show empty category's in mods catalogs!
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I am looking for a FAR-Config for the "Gridfins" included in "Kerbonov Kn-2 Cockpit Module"
http://forum.kerbalspaceprogram.com/threads/66502-Kerbonov-Kn-2-Cockpit-Module
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Some filters I made, you can include it to 1.8:
https://www.dropbox.com/s/na30yyl0o45igz8/Category_Filter%20by%20Function.zip?dl=0
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I am scratching my head about filters for "Crew Cabins" and not "CommandPod" and "Cargo Bays"
Maybe "CrewCapacity > 0" and not "CommandPod" ?
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Thanks! "Solid Fuel" does it!
In your "Power Storage.cfg" is this error as well, this works:
CHECK
{
type = resource
value = Electric Charge
} -
Check for "ModuleEngines" and propellant "MonoPropellant"
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foreach (Propellant p in propellants)
{
if (p.name == "LiquidFuel")
LF = true;
else if (p.name == "Oxidizer")
LOx = true;
else if (p.name == "MonoPropellant")
Mono = true;
}
return LF && LOx && Mono; -
This might do it for the solid engines, but I don't know how to do the mono engines off the top of my head:
We have one in stock game: O-10 MonoPropellant Engine
Mods bring many more.
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By the way, this doesn't work:
SUBCATEGORY
{
category = Filter by Function
title = Solid Fuel Booster
icon = fuels_solidfuel
FILTER
{
CHECK
{
type = resource
value = SolidFuel
}
}
} -
Feature request:
Custom Filters
Value: "Solid Engine"
Returns true if the part is an engine that runs on a solid fuel
Value: "Mono Engine"
Returns true if the part is an engine that runs on mono fuel only
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I don't think so. KSP is at 1.4 GB of memory usage at this point. In the VAB KSP is at 2.2 GB. (I am using DDSLoader and OpenGL Mode)
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After some restarts of KSP the error showed up again. Log: https://www.dropbox.com/s/yznlelpgedtbiu9/Debug2.zip?dl=0
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The log was not enough. it crash on a NearFuture part but It worked when I installed it.
Can you try it with this version of MM https://www.sarbian.com/sarbian/ModuleManager.dll and post the log again, it should give me more info. Thanks
I can't reproduce the error with the new DLL. patchedNodeCount = 7203
Log is bigger now... 27MB and game takes longer to load.
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Delete the ModuleManager cache, launch with the mods that generate the bug and post the log. More chance of getting anything fixed that way
Here is the Log: https://www.dropbox.com/s/51gp4txoz5kb6z5/Debug.zip?dl=0
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After pulling in and out some off my part heavier mods I run into the wall with 5975 patches. 5891 patches is still ok.
It looks like there is an table out off space or variable declaration to small.
After removing LLL it works with patchedNodeCount = 6146 and ModuleManager.ConfigCache size 4,579,368 bytes... very strange.
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I am experiencing the same on an Windows System and MM 2.5.6. (Win7 64Bit / KSP 32Bit) patchedNodeCount = 7151
KSP is running with 1.4 GB Mem usage at this time.
After pulling in and out some off my part heavier mods I run into the wall with 5975 patches. 5891 patches is still ok.
It looks like there is an table out off space or variable declaration to small.
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For some reason module manager has started to semi-consistently freeze at FINAL on the loading screen, with this in player.log:
I don't understand this as it only happens every 2 out of 3 tries, seems to have something to do with the cache, and I am running KSP on x64 Linux. Even if I were running it on 32 bit, it still never gets above 3 gigs allocated!
I tried deleting most of my mods, which brought the number of loaded patches down from ~5000 to ~3000, but it doesn't seem to have had any effect. I am running MM 2.5.3, and I checked to make sure I only had one MM dll.
I am experiencing the same on an Windows System and MM 2.5.6. (Win7 64Bit / KSP 32Bit) patchedNodeCount = 7151
KSP is running with 1.4 GB Mem usage at this time.
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So where can we get the new 0.90 DLL?
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Try this in a CFG-File for TweakScale:
@PART[SYdecouplerRadial*]
{
MODULE
{
name = TweakScale
type = surface
}
} -
Anyone else experiencing that the "6.25m Inflatable Heatshield" starts open when changing to the launch screen?
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This is configurable in the file:
TweakScale\plugins\PluginData\Scale\config.xml
<string name="Toggle Autoscale">LeftControl+L</string>
<bool name="Autoscale">1</bool>
Set Autoscale to 0
<bool name="Autoscale">0</bool>
Or you can disable it in the game with LeftControl+L
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Im a bit confused about the Parameters (Regolith - an open ISRU and Resource framework)
RecipeInputs
RecipeOutputs
in
REGO_ModuleResourceConverter
REGO_ModuleResourceHarvester
KolonyConverter
and the
TWEAKSCALEEXPONENTS.
Should something like this work?
TWEAKSCALEEXPONENTS
{
name = REGO_ModuleResourceConverter
RecipeInputs
{
rate = 3
}
RecipeOutputs
{
rate = 3
}
}I like to scale ElectricCharge produktion in something like this
MODULE
{
name = REGO_ModuleResourceConverter
ConverterName = Reactor
StartActionName = Start Reactor
StopActionName = Stop Reactor
RecipeInputs = EnrichedUranium, 0.00003
RecipeOutputs = DepletedUranium, 0.00003, True, ElectricCharge, 8000, False
}
[1.3.0] Filter Extensions 3.0.4 (Jul 11)
in KSP1 Mod Releases
Posted
Very cool! Thanks!
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