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blowfish

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Everything posted by blowfish

  1. Probably because the missileType variable is on the MODULE, not the PART (you're missing brackets)
  2. Each root level node (e.g. PART) keeps track of the "URL" (path relative to GameData) of the .cfg file where it was originally created. When MM copies a node, it keeps the URL of the original. I think this is mainly done to avoid breaking parts that don't specify the path of their model explicitly. And filter extensions is probably using that URL.
  3. These crashes are (at the present time) using incompatible mods (since you're on 1.2.2, you probably have the 1.3 version of a mod). Make sure you have Firespitter 7.5.1 and not 7.6.0. You also have ModuleManager 2.8.0 in there, which is for KSP 1.3 (probably not the cause of this crash though). Might be worth checking the rest of your mods too.
  4. Are you trying to do this for RF Stockalike or RO? The procedures are very different.
  5. MM and KSP both handle underscores fine. If KSP is crashing it's likely for a different reason. Most likely at this point in time is that you are on KSP 1.3 but have some plugins that are not updated. If you want help figuring out what's wrong, please find and upload KSP's log - instructions on how to do that are in the "how to get support" link in my signature. E: Be sure the log is from right after KSP crashes
  6. Welcome to the forums! Read the last couple of pages of this thread and I think you will find the info you're looking for (often the case for update news)
  7. It hasn't been that bad in my experience. Unless most of your maneuver burns are less than a minute long (which I would consider a colossal waste of rocket) chances are you're going to have to make small course corrections anyway.
  8. *recalls recent 9 minute Moho capture in career* Nope, long burn times definitely don't work in the stock system
  9. B9PartSwitch v1.9.0 for KSP 1.3 is now available Add stackSymmetry part field to subtypes This ended up being a very easy change. All the other requests are still on my radar but there was no point in waiting on this.
  10. Thanks for continuing this! @NathanKell encountered an issue on one of his streams, and I verified without RO: When you EVA, it sends you and the pod spinning You can't get back in - it never gives you the option to grab the ladder or board the pod, even right up against the hatch.
  11. If I recall, the problem is that it'll match any nodes containing a particular string, so "top" will match "top2". In retrospect this was a pretty bad idea, and I should have implemented this correctly myself rather than just taking the most convenient method that KSP was willing to give me.
  12. It will not translate in the direction of the torque vector. The torque vector could just as easily point in the opposite direction, the only reason it doesn't is mathematical convention.
  13. The version of ScanSat you have installed is not compatible with KSP 1.3. Outdated plugins will crash KSP 1.3. You should verify that all of your mods are up to date. As a side note, you have ModuleAnimateEmissive which has not been needed by anything for a long time.
  14. As far as the stock engines go, AJE makes sure that the effects engage at the correct times (i.e. afterburner only while afterburning), but doesn't change them beyond that. The engine lighting mod doesn't do anything special for AJE. It actually excludes stock jets, but the patch misses AJE so you'll get lighting on AJE engines too. The effect would probably have to be tweaked to look right, but that's not something I have the time to do right now (you're welcome to and submit a PR though)
  15. You could probably get the lighting effect with the engine lighting mod. I don't think it's possible to do that with stock effects.
  16. I've never looked into how BDArmory does effects. It might be similar compatible but I have no idea. There's no way to artificially adjust the intensity based on ambient lighting. There might be some combination of intensity and transparency that looks more like this visually, but I haven't worked with effects enough to know for sure.
  17. Be aware that this will break any existing craft because it renames the nodes.
  18. They definitely have crew capacity, except for the pressurized tubes (which are just designed to connect things but are otherwise just structural unless you have CLS installed). Which parts specifically are you looking at?
  19. This mod will start showing up on CKAN now, but there may be an issue with the metadata. Please avoid installing with CKAN for the moment.
  20. This mod will start showing up on CKAN now, but there may be an issue with the metadata. Please avoid installing with CKAN for the moment. @Nertea where does the dependency on Dynamic Battery Storage come in?
  21. I can look into it. Not sure exactly how that field functions, but any fields on the part itself can be added relatively easily. Could you open an issue at Github so that I don't forget?
  22. Make sure you actually have the 1.2.2 versions of the mods - some are available for 1.3 now and they are not backwards compatible.
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