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KSP2 Release Notes
Everything posted by blowfish
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If ModuleManager runs successfully it should be sitting in GameData. Terminating the game after MM runs won't affect it.
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Could you also post your ModuleManager.ConfigCache?
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Actually looking a bit closer you're talking about a different part than everyone else. The way you phrased it originally made me think it was something that had been mentioned earlier in this thread, but that is not the case. Logs would be helpful then.
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That will be fixed on the Near Future side. It's a real issue that was simply hidden before.
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B9PartSwitch v2.4.3 for KSP 1.5 Fix .version file again again I messed up and accidentally compiled that version against KSP 1.4.5 which also ended up in the .version file and release title. So I decided to just leave it and create a new corrected release. I wouldn't worry too much though, nothing really substantial changed between KSP 1.4.x and 1.5 as far as this mod is concerned.
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With the RD-180 and new Castor-30 XL I made something resembling Antares-Cygnus Made something resembling an engine shroud with a payload fairing and a decoupler Spacecraft is probably a bit bigger than it should be (had to use an expanded fairing) but BDB doesn't have a 1.875m resupply module soo...
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B9PartSwitch v2.4.2 for KSP 1.5 Fix .version file again
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Nertea is fixing this in Near Future. These are indeed bad data that should be corrected immediately (as opposed to something valid that was mistakenly flagged). B9PartSwitch v2.4.1 for KSP 1.5 Fix .version file still saying KSP 1.4.5
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B9PartSwitch v2.4.0 for KSP 1.5 Recompile against KSP 1.5 Provide better context for fatal exceptions A few incompatibilities that previously silently disabled functionality are now fatal errors Add Spanish translation of built-in strings (thanks to @fitiales) Fire onPartResourceListChange when changing resources I don't think any of the new scenarios that trigger fatal exceptions were valid before, but please let me know if you run into something that seems to be triggering it when it shouldn't
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Welp, when the 1.5 PartTools come out we'll be able to figure out exactly what that shader is doing...
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SSTU is a lot more than a parts pack. Tons of plugin code supporting the customizability. Lots of stuff that can break between KSP versions.
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My Realism Overhaul install from a little while back had almost 1000. It's not that weird for a highly modded install, particularly where the mods have a lot of compatibility patches.
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That's generally intended. Some ModuleManager patches are only intended to apply with, or without certain mods present, so if those conditions aren't satisfied the patch is deleted. Nothing to worry about.
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I checked against the latest Classic Stock Resources download: https://github.com/Angel-125/ClassicStockResources/releases It seems like you might be missing a bunch of that mod. The resource it's complaining about should be defined in GameData/WildBlueIndustries/ClassicStockResources/Templates/Storage/Oxium.cfg but that (and several other files) appear to not exist in your install.
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They're usually too big to attach anyway. I recommend uploading to something like Google Drive, Dropbox, OneDrive, etc, sharing, and posting the links.
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After some discussions, it sounds like you might have a mod installed without one of its dependencies. Oxium is probably used by one of @JadeOfMaar's mods which would depend on Classic Stock where the resource is defined.
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Can you post you full log and ModuleManager.ConfigCache? It has nothing to do with your install of B9PartSwitch. It's some other mod trying to add that as a resource for switching but the resource has not been defined.
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Do you have Stock Visual Terrain installed? I had that installed briefly and saw the black terrain, I uninstalled it and no more. So I think it's an issue with that or a conflict of some sort.
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
In other development news, I managed to fix the HX cargo bays not shielding anything. It turns out that the cargo bay module really expects there to be an animation for the doors. I found another module that it will talk to and does nothing the way I have it configured. However, in the process I discovered that the HX cargo bay shields aren't detaching properly. The colliders are just too big and hitting the colliders of the cargo bay itself. I imported into Blender, modified the colliders, and re-exported, but then for some reason they looked really terrible under the highlight shader (highlighting that is active when you mouse over a part). I might have better luck exporting through Unity. It has also come to my attention that the HX engine isn't incredibly useful. It was balanced against a combination of skippers and nervs, but with the expectation that you'll be using it for launch and long-range interplanetary operations, it's just too heavy/not efficient enough to be useful. Now that the HX parts are a separate pack I think it might be reasonable to change the balance even if it ends up being out of line with the stock engines - after all, these are very late game sci-fi-esque parts. If anyone has any input as to how it should be balanced I'm interested in hearing it.- 641 replies
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[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
blowfish replied to blowfish's topic in KSP1 Mod Releases
Based on a quick look at RPM's code, it's not possible to fix this. It relies on the textures being in the game database, which means that it relies on KSP to load them, where it will automatically try to compress them and fail. The cameras are working as far as I can tell. I didn't write any of the RPM configuration so if you want to write your own configurations it might be best to ask in that thread (B9 configs might be a good reference though)- 641 replies
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