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blowfish

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Everything posted by blowfish

  1. KSP finds all subclasses of VesselModule and adds them to all vessels. Once they're added to a vessel, they will get normal unity methods like Start() called, and also some KSP-specific methods.
  2. Issues like things not working. FAR, like many mods, depends on other mods to work. In this case, ModuleManager and ModularFlightIntegrator (which are included in the download). If you were to copy FAR but not the other two things would break.
  3. Looks like you have old versions of things that you didn't upgrade when moving to KSP 1.2. Get the B9 prerelease I posted a couple of pages back. I see a lot of other old plugins that are giving errors too ... KAS, KineTechAnimation, KIS, Infernal Robotics, ToadicusTools, TweakScale, Virgin Kalactic At this point I would recommend doing a clean install and only installing things that are confirmed compatible with KSP 1.2. I would also recommend not modding your Steam install directly because Steam's auto-update can leave you in situations exactly like this one where you have a lot of broken mods. You can copy the entire KSP directory out of Steam and mod it there. There are no plans to bring them back unfortunately. The landing gear setup changed quite a bit, and I don't even have access to the source files to try and get them working again.
  4. Try reinstalling B9 and all of its dependencies from scratch. If that doesn't work, please read "how to get support" in my signature - it will tell you how to find and upload KSP's log. Based on that I can probably see what's wrong.
  5. Part of the problem is that NEEDS conditions are processed before any patching actually occurs. So really I think you're asking for a new type of condition that is evaluated at the time of the patch, e.g. :REQUIRES[@RESOURCE_DEFINITION[FSCoolant]]
  6. Perhaps you should look at the log and config cache to see if the problem is with ModuleManager applying the patch, something else overwriting it, or KSP interpreting the end result.
  7. @sebi.zzr That's just not how the NEEDS feature works (it looks for mods, not nodes). I posted a workaround on the previous page but it's pretty involved.
  8. I think there might be a way, but you'd have to try it. Try binding the action you want in the editor, and saving the craft. Then look at the craft file, and find the module you are interested in. There should be an ACTIONS node, with a subnode for the one you want. Try putting that into the part's original cfg with the same structure (PART, MODULE, ACTIONS, <action name>). I haven't tried this but I think there's a good chance it will work
  9. For what it's worth, there might be a way to do this. I would be embarrassed to include such a hacky patch in any released mod though. I also haven't tested this, so no guarantee that it actually works
  10. I have never placed any version limitations on my plugins (if it doesn't load it's because something actually changed in a breaking way). Based on the changelog (which only appears to contain minor bugfixes) my guess is that it will work with 1.2.1 but I haven't tried it yet.
  11. @airwolfpiskin FYI I did post a prerelease version of B9 for KSP 1.2 (you can find it on the releases page on Github). It has up-to-date versions of the dependencies (although RasterPropMonitor has released another beta since)
  12. @Haze-Zero Parts don't have PEOPELLANT nodes, so the HAS block will never be true.
  13. Yes. / refers to the root node of whatever node you're in (e.g. PART)
  14. CKAN gets new versions of FAR from actual releases on Github automatically. It determines what KSP version it is compatible with based on the .version file. No release of FAR has been marked as compatible with KSP 1.2, so it will not show up. But enough about CKAN in this thread...
  15. So something occurred to me - how many people actually use AJE without FAR? Given that a 1.2 compatible version of FAR has not materialized yet, is there any demand for a release before FAR updates?
  16. Mechjeb and B9 don't interact at all, same as any other part mod in KSP. Not sure what you're asking
  17. KSP.log or output_log.txt - the first link in my signature tells you how to find and upload them
  18. @Kemorno not much I can say without logs. Unless you have an empty FerramAerospaceResearch folder in GameData. But if not ... logs
  19. @Toonu For the AL-31FM, do you have enough intake for it (it will say on the engine)? It gives much more thrust than that for me General 1.2 compatibility news: I have been working on it, but I've been busy and it's been somewhat slow. I should have an update soonish though.
  20. B9 Aerospace v6.2.0-pre for KSP 1.2 is now available! Changes Fixes for KSP 1.2 Use new part categories (thanks flashblade) Fix some previously inconsistent part categories (thanks flashblade) All data transmitters to all command pods and Kerbnet access to all drone cores (thanks flashblade) Adjust subtype names to that they display better in the editor Fix FAR patch on Mk2 Intake Cockpit Use custom tank types in B9 rather than default B9PartSwitch ones - for now they are identical Due to the bundled version of RasterPropMonitor being a beta, this is marked as a prerelease This release will not appear on CKAN, so please don't ask about it. Until RPM has a non-beta release that appears on CKAN, I cannot make a release that will appear on CKAN
  21. The most recent release of B9 will not work with 1.2
  22. Yeah, as Shadowmage said we kind of need to see the entire log. I would recommend just uploading the file in its entirety rather than copy pasting into a document.
  23. Logs would answer many of these questions ... but since everyone, including the person with the issue, seems to be ok with just shooting in the dark, don't let me stop you!
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