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blowfish

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Everything posted by blowfish

  1. @Stone Blue yeah, I figured there wasn’t a reason to hide them in the editor, it might even be easier to use for switchers with a lot of subtypes.
  2. Sure, save whatever custom data you want. But why try to save things that KSP is already saving for you? Whatever you do is likely to conflict with what KSP is doing at some point in time and cause issues.
  3. Wait, but why do you even need to do any custom loading/saving? KSP does that all automatically
  4. I'd hazard guess that KSP only allows one planet's terrain to be loaded at any given time.
  5. The UPGRADESAPPLIED node is KSP's way of keeping track of what part upgrades have been applied to the module. You shouldn't need to touch it yourself. I don't quite see why it would be a problem but maybe I'm not understanding what you're trying to do here...
  6. Already answered this via another channel but for others' sake - this is usually the result of referencing a tank type that doesn't exist. If that's the case there will also be a KeyNotFoundException higher up in the log. I've opened an issue to try and handle the errors more smoothly.
  7. Well, if it's caused by an interaction with another mod then I'm never going to be able to reproduce, but I might be able to see based on logs and config cache. Sure, they're both huge files but I know how to search through them.
  8. I can look into it. Can you file a bug report at Github so I don't forget? Be sure to include logs! A copy of GameData/ModuleManager.ConfigCache would also be helpful!
  9. B9PartSwitch v1.10.0 for KSP 1.3.1 is now available Add new GUI that allows selecting subtype from a list Allow switching in flight via switchInFlight parameter (uses new GUI) More details on switchInFlight - this is a parameter on ModuleB9PartSwitch which defaults to false but can be set to true for a particular module. If enabled, it will show the GUI button to select a new subtype (the slider is not visible in flight). If resources are present on the part that would be removed, it warns you first. I highly recommend that if you intend to use this, you create a unique set of subtypes for it. They should have zero mass and cost and have the tanks empty by default.
  10. It’s now integrated into the engine as a switchable option. I did intend to add it back as a separate part for other uses but haven’t gotten around to it yet.
  11. The size of the airlocks and stock solar panels should give a clue...
  12. I'd actually say it's pretty rare for the authors of individual mods to write RO configs on their own - RO is quite a beast and takes some effort to understand, so typically RO support is added by the regular RO contributors who actually understand everything required.
  13. If you find yourself wanting a larger solar system and hating the stock career mechanics, it might be an early sign that you're gravitating toward the RP-0 singularity. Speaking from experience here...
  14. I just checked CKAN's metadata, and MFI is still definitely a dependency of FAR. If it isn't adding MFI when you install FAR, that sounds more like a CKAN bug. But I'd try uninstalling both, then re-installing FAR again first to be sure. Also check whether it thinks MFI is already installed.
  15. Yes, everything that's currently in B9C should be directly in GameData. You should end up with something that looks like this: GameData/ B9_Aerospace/ B9_Aerospace_Legacy/ B9PartSwitch/ B9AnimationModules/ Firespitter/ JSI/ SmokeScreen/ ModuleManager_x.x.x.dll ...etc (other mods)
  16. You have all the B9 stuff in a B9C directory. This won't work, it all needs to be directly in GameData.
  17. An yeah, those aren’t localized. But any mod can override those strings with localized versions
  18. Pretty much anything you can display to the user can be localized via the usual methods. Does that answer your question?
  19. Are you sure you got both the main and legacy packs? Either way, the issue will be revealed by your log.
  20. Put the ModuleManager dll in your KSP install's GameData, and remove any older ones.
  21. Ah, just as a couple of posts ago, you have an outdated version of ModuleManager. You should remove it and install the latest (2.8.1). This is also a reason why modding your Steam install is probably a bad idea - Steam will auto-update KSP and then mods will break. You can copy the entire KSP folder (D:\SteamLibrary\SteamApps\common\Kerbal Space Program\ in your case) out somewhere else and then install mods (nothing prevents this).
  22. Looks like you have very old versions of ModuleManager - you should remove all the old versions and install the latest (2.8.1 currently) I can't access that (maybe you haven't shared it?) but the crash files aren't the ones we're looking for, we're looking for the actual log (KSP.log or output_log.txt)
  23. Welcome to the forums! I don't think anyone else has seen this, so it's probably an installation issue. If you've already tried reinstalling everything, the best way to figure out what's going on would be for you to upload KSP's log for me to inspect. If you don't know how to do that, instructions can be found in the "How to get support" link in my signature.
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