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NecroBones

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Everything posted by NecroBones

  1. Thanks! Yeah, I've been away for quite a while. I definitely want to get my mods fixed up for 1.4 though. Some preliminary testing has the new stock mesh switcher working on one of my FTP tanks, but it breaks the flag decals. Of course. The good news is that I can use the mesh switching configs to turn things off altogether, such as the end caps, but sadly I may also have to just switch off the flag decals for now too. Unless someone has already worked out a solution to that. I've been a bit out of the loop. EDIT: Interesting, the flags don't break completely... they fail to load at first, and then if you change the flag in the VAB, it updates on the model. But then fail to load again when you start a new flight. So I guess the mesh switcher takes precedence over the flag decal module.
  2. Excellent. It looks like everything should still work with the existing part switchers, but it might be good to convert to this where possible. Yikes. I may have a lot to do.
  3. Ah, that's my problem, I was looking at the files for the deprecated variants, not the new ones. Doh! Thanks
  4. Hey all, it looks like those end-caps are still causing issues. Would anyone be horribly offended if I just remove them? I need to look through my mods and see what needs to change for 1.4. I haven't had a chance to look yet, but I'm sure there are a few things like this that might just be easier to rip out. I don't see where the stock support for model/texture selecting is taking place in the files, as there's no mention of it in the .cfgs. Probably some naming convention in the .mu. I might just have to ignore that for now.
  5. Sure, feel free to take a stab at it. You might want to check with the RO folks too though.
  6. Last I heard, RF didn't have support for RSB, unfortunately. It seems like it would be right up their alley, though.
  7. Gladly, I have that set up for the next release. One of your other mods is probably interfering. the RSB stockalike patches use a few of the stock parts to get some baseline numbers for things like cost and mass. If those parts are removed or significantly altered, it will throw off the RSB patches. I'm not sure what SSTU does to the stock parts.
  8. It's probably some bad mod interaction somewhere. The mod comes with realistic mass and TWR, using the stock fuels, so if you have a mod that changes the fuels, it will throw everything off. I don't remember if RO has patches for the Sea Dragon, but I think it does mess with the stock fuels. It probably needs a custom patch, but this is typically handled on the RO side.
  9. Some ITS or Duna Transporter stuff would definitely be cool. I'll keep it in mind.
  10. Sorry for the late reply. But yes, it relies on the textures provided by FTP.
  11. As far as I know, nothing changed in 1.3 that would break my mods, since they're just part mods. Of course, this comes with the caveats that you have 1.3 compatible versions of the mods it interacts with, such as Module Manager, InterstellarFuelSwitch, etc. I'm going to go through and update the version numbers, and we'll see what breaks. That always works, right?
  12. Hey all, just a quick note that I'm still here. I'll try to catch up on this thread and my other mods soon. Been super busy lately, and this past week has been just crazy. But I haven't vanished completely. Check out the troubleshooting in the first post. Usually this is a problem with ModuleManager (missing, wrong version, not working with a new KSP version, etc), or one of the model switcher mods not being installed or configured correctly (Interstellar Fuel Switch, B9, etc).
  13. OK, I'll leave it for now. I still use a lot of BEFORE/AFTER in how I do things anyway, but sometimes it's very circuitous by necessity. Posted: 1.12.1 (2017-04-09) - MFT fix. - Corrected some MM patch issues for ModularFuelTanks.
  14. Good to know, but the old programmer in me doesn't like to trust things that aren't explicitly defined.
  15. Yep, I'm putting it together now. I'll get that out ASAP.
  16. Ah! Excellent. That first one needs to change to a "BEFORE" since it's creating the variable, but otherwise that looks good. I'll add it.
  17. @linuxgurugamer - Another idea I had. It's possible that Modular Fuel Tanks is doing something to the fuels or the tanks before my patch executes. I might need to just move them earlier in the sequence. Is it just MFT that you're installing? I can probably do some testing here too. Just don't have much time at the moment.
  18. For that to be the problem, it would have to be that another mod is removing the Oxidizer from my parts. I would need to see the KSP.log with which parts are erroring out, but the patch should only be modifying tanks that I've given Oxidizer to, and not the monoprop tanks. I could add a check for it, sure, but I don't think it'll solve this for you.
  19. @linuxgurugamer, I'm wondering if MM added an error-check phase that executes on the whole sequence before executing, so it no longer likes declaring a variable and then editing it at the same level. Maybe as an experiment you can try replacing that whole patch rule with the following: @PART[TPtank*|TPcone*|TPdome*]:BEFORE[FuelTanksPlus]:NEEDS[ModularFuelTanks] { origLFO = 0 } @PART[TPtank*|TPcone*|TPdome*]:FOR[FuelTanksPlus]:NEEDS[ModularFuelTanks] { @origLFO += #$RESOURCE[LiquidFuel]/maxAmount$ @origLFO += #$RESOURCE[Oxidizer]/maxAmount$ MODULE { name = ModuleFuelTanks volume = #$../origLFO$ type = Default } } Notice that it initializes the variable to zero in a "BEFORE" rule, and then only modifies it in the "FOR" rule. OK cool. Thanks!
  20. Very strange. That logic should be 100% fine. I do the same calculations in RSB's Stoack-alike patches. I wonder if that would do the same thing. It also makes me wonder if something changed in how MM does these things recently, that I'm not aware of.
  21. I don't know why it would be failing there. The variable is added, and then edited. This logic works pretty much everywhere else. Unfortunately the log isn't much use, since it's pulling cached copies of everything. I would need to see a log generated after deleting MM's ConfigCache file. In fact, stale cache data might be the problem (I've seen things like that before). Do you have anything modifying Oxidizer? Like removing it as a resource? Otherwise, I can't imagine why it would fail on that. The funny thing is that when this was all first getting added to CKAN, they preferred to keep it simple, and list only one prerequisite out of the set. FTP does indeed work with Firespitter and/or IFS, so the netkan can probably be improved. I don't have the time at the moment to dig into that, though. Mostly the CKAN folks handle all of the metadata, but I sometimes helped it along by adding my own.
  22. There's a RealFuels-like component in Realism Overhaul, but not for Real Fuels itself. For the realism mods, I let them handle it on their side. They simply never added support for RSB. Always possible. Heh
  23. Updated. 1.12 (2017-04-07) - Tweaks & Fixes. - Corrected a typo that was preventing the B9PartSwitch patches from applying correctly on the radial tanks. - Slightly increased the performance of the 2m/3m stack decouplers, and increased their propellant maximums. - Changed ModularFuelTanks config to use consolidated wildcard patch. - Removed "cryogenic" tank type assignments from the MFT configs. - Stack decouplers in sizes 1.25m, 2.5m, and 3.75m collider updates, now actually hollow.
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