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blowfish

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Everything posted by blowfish

  1. # means "has value", ~ means "does not have value". Equivalent for nodes are @ and !
  2. @Citizen247 Apologies, I should have remembered from the beginning that most of the AJE intake patches don't actually remove the intakeAir resource. So that explains the exception because ModuleResourceIntake does expect a resource. It looks like most of the AJE patches don't actually do this ... what patches are you looking at that do this?
  3. Okay, nothing obviously wrong there. Logs then? (I probably could have identified the problem already, and would know exactly what version of everything you had, if you'd provided logs originally, just sayin')
  4. I know FAR had issues detecting intakes without IntakeAir in the past, but I believe that has been fixed. What version of KSP, FAR, and AJE are you using? Logs would also be useful as always.
  5. You also need to set automaticDir = false I think. This isn't really a ModuleManager-related question though. Maybe a different thread would be better next time.
  6. Yes, that should do it. Alternately, you can have top on, bottom off, invert the engines, and disable auto-decouple to push the lower stage away from you. But either should work.
  7. @mechanicH Are you playing with any other mods? I remember seeing that when I was messing with SSTU and RO - basically they were auto-decoupling before they were supposed to and colliding with the ship. Alternately, maybe you just turned the top decoupler on by accident?
  8. ferram4 has requested that this information not be made available publicly, sorry!
  9. Yeah, looking at the Squad effects configs, it looks like that's how the effects are set up to begin with (nothing to do with AJE here). It is of course incorrect, but I don't think it's practical to go through and try to fix the effects on every engine (since it would have to be done for each one individually). If you want to fix a few and submit a PR, feel free.
  10. Phantom EC it looks like is an issue in SolverEngines. A fix has been merged, I'll try to release it soon. Engine sounds I haven't looked at yet.
  11. That entire file is a MM patch. But I suspect it's complaining about line 15. I think it's supposed to be commented out.
  12. Could you show us the patch as well? MM isn't liking something on the left side of some equal sign.
  13. The LR-87 is a different case because each combustion chamber actually had its own pump and preburner, and they were just both situated in the space between the engines. But yes, they were designed to operate as a pair. That is supposed to be LR-81 right?
  14. If you're going to do any new emissives, I'd recommend waiting until KSP 1.3. There will be a new, much easier method of doing emissives (in Unity, all you have to do is set up the emissive material, the rest can be done in the part config)
  15. Every instance of ModuleManager looks for other instances of ModuleManager and disables itself if any other instance has a newer version.
  16. Passing around a reference to an object doesn't allocate any new memory. But allocating the object to begin with does, so be sure you're not doing it every frame.
  17. Did you ensure that the texture is loading correctly? In the log you should see a line like Load(Texture): USAFOrionTD/Labels/r1ktlabels
  18. Nice catch, and fixed! Probably meant a lot of the DRE patches weren't applying. For the other files fortunately the missing brace was at the end so it wasn't affecting anything.
  19. AKA the hard part Everything is balanced (roughly) against stock. Personally I don't think stock is very well balanced for the stock solar system but that's just me. Other mods that change the balance may or may not support SSTU.
  20. Okay, I suspect your problem is this: You have installed a bunch of mods incorrectly. I see folders like this: GameData/CryoEngines0_4_6/GameData/CryoEngines , so I think you just copied the contents of the archive into GameData whereas you needed to merge the contents of the archive's GameData into your existing GameData. Generally things in KSP depend on exact paths from GameData. You seem to have a lot of mods installed this way so it's worth verifying that every one is installed correctly. Some may have different structures so you might need to read the installation instructions. Or just start from a clean install and use CKAN, which manages everything for you.
  21. Welcome to the forums! We will need to see KSP's log to diagnose the problem. If you don't know how to find or upload that, follow the first link in my signature.
  22. @Mikeloeven Keep in mind that MM doesn't parse the files itself, KSP parses them and then MM looks at what KSP already has in memory. Any line beginning with // will be ignored by KSP (and thus MM)
  23. CTT doesn't fundamentally change anything about the layout, it just adds new nodes. There are other tech tree mods around that do more to address the weird order in which you get parts in KSP.
  24. !MODULE[ModuleAnimateGeneric]:HAS[#animationName[Romap]] {} Or however else you want to identify the specific modules you want to remove
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