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blowfish

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Everything posted by blowfish

  1. Blame Squad for not making the solar panel code (and a bunch of other things) more modular.
  2. Maybe this is an exception, but many mods will break if you move things around or rename them. Specifically, any parts using MODEL {} will fail to compile.
  3. NEEDS can only check for directories, assemblies, and FOR[x] tags. Subdirectories are allowed though (e.g. NEEDS[SquadExpansion/MakingHistory]) so that usually ends up being a decent workaround
  4. Unfortunately I have no knowledge of the propeller code. That's more @camlost's territory
  5. Yes, it appears that a big part of your GameData/Squad folder is missing. I recommend deleting it entirely and having Steam reinstall it. Let's take this to DMs again
  6. Truncate everything after the decimal point: https://github.com/blowfishpro/B9-Aerospace/blob/11115f7f92eea61839fc6c6e4138ffa9bf693117/GameData/B9_Aerospace/B9_Aerospace-Globals.cfg#L68 If you wanted to keep 3 decimal places, it's possibly a bit more complicated but I think it can be done since I believe capture groups can be used in the result @cost ^= :(\.\d\d\d)\d+$:$1: (disclaimer, I haven't tested this) Rounding is tough because it involves increment the number in some cases. But you could maybe do it with two patches Absolute value is easy, just remove the leading minus sign @cost ^= :^-:: Note that as far as parts are concerned, entryCost must be an integer whereas cost does not.
  7. Indeed, ModuleManager has special handling for certain files like physics. However, I am going to say this should NOT be done for settings. The reason is that settings can be modified dynamically by the game, whereas ModuleManager runs once (plus any database reloads). Now, certainly just accessing those values is a lot less risky than opening up settings to patching, but it could still result in a lot of confusion when someone changes their settings and then doesn't see the expected changes to e.g. the UI in your case. If there's a mod that renders GUI elements but does not take the ui scale into account, I would consider that a bug with that mod and not something ModuleManager should have to mess with.
  8. | only works in the first bit, i.e. @PART[part1|part2|part3] It's on the to-do list to allow this in a HAS block, but I don't feel comfortable implementing that until the code is cleaned up a bit (too easy to possibly break something else otherwise)
  9. Part of the problem is that KSP has a hard-coded flag for whether an atmosphere has oxygen, which is easy to check, but checking for other atmosphere components would be more complicated and would likely require some configuration files to show what, and how much, is available where.
  10. It didn't. I'm really mostly just using KSP's methods of rendering procedural drag cubes, but I know there ends up being some weirdness when that happens in the flight scene, especially when the part in question is the root part of the vessel. Just to narrow it down, does it still happen even if there's no part switch on the root part (but there is on other parts)?
  11. Not strictly a ModuleManager question, but you probably need to set preferMultiMode = true on the FXModuleAnimateThrottle so that it finds the multi-mode engine module and not the first of the two engine modules.
  12. I took a look at the code and there is indeed an assumption of the atmosphere containing oxygen. I don't think this would trivial to change ... a lot of the thermodynamics assume that the atmosphere is roughly that of earth's and that it contains oxygen as the oxidizer burnt with onboard fuel.
  13. I don't think that's intentional. I would certainly think that closed cycle would produce more thrust. This may have been missed in some previous balance pass ... you don't specify the air-breathing thrust directly, it varies based on external pressure and mach number, so it may not have been obvious at the time.
  14. The B9PartSwitch errors exceptions are properly rescued and shouldn't affect anything else. There was also an issue with how the error message was displayed previously which is now fixed (it's more helpful now)
  15. B9PartSwitch v2.8.0 for KSP 1.7.1 Recompile against KSP 1.7.1 Fix part action window showing removed resources in KSP 1.7.1 Add Russian localization
  16. I know there’s an issue with the part action window not refreshing it’s contents. For any other issue, be sure to click out of it and re-open it to be sure what you see is really happening. E: in my testing it looked like this was the only issue
  17. Okay. Looks like OPT Reconfig requires CommunityResourcePack but you don't have it installed.
  18. Welcome to the forums! This error does indeed indicate that something is very wrong with your install. The log will identify what the issue is, post above mine has instructions on where to find it and what to do with it (same as the how to get support link in my signature) Right I knew that, I was just trying to figure out exactly what functionality you were talking about. Add a Github issue and I'll look into it
  19. That's not quite correct. FAR doesn't recalculate the vessel's shape every frame. It does so when it detects changes that require re-voxelization (staging/decoupling, animations, etc). It's a very computationally expensive process that may take several frames to complete, but it also runs on background threads so as to minimize the effect on game performance.
  20. Ah yeah, probably should have caught that looking at your config. Which aspect are you talking about specifically? The ability to assign across the entire vessel?
  21. @Lisias okay, so again correct me if I'm wrong, but it sounds like you don't actually need ModuleManager to re-patch the game database (which would take extra time), but to act as a coordinator for other mods recompiling parts via the part loader?
  22. :HAS[#foo[bar]] will match foo = bar will not match foo = baz will not match a node without foo :HAS[~foo[bar]] will match foo = baz will match a node without foo will not match foo = bar
  23. Are there any errors when the part is being compiled or when placing the part? It would be more likely to see them there. Also you don't need to implement a texture switch for the texture the model comes with. That just works (unlike the stock variants module)
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