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blowfish

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Everything posted by blowfish

  1. @Pappystein @Duski ModuleManager is designed to detect other versions of itself and only use the newest. Deleting older versions never hurts though. If you're getting errors on startup though, the only way to find out what's causing them is with logs.
  2. Because the rocket you need to lift that rocket can be considerably smaller, and less expensive as a result. This does raise the question of whether cryogenics are actually useful for launch stages (which is the case in real life as well), although for longer burning sustainer designs it still might be worth it.
  3. Yeah, I don't think | will work there. You'd need an individual #id[] for each of them (then at that level you can use | )
  4. B9 is not updated for KSP 1.2, so don't expect things to work. But you probably have an outdated version of Firespitter. None of what you're seeing involves B9PartSwitch
  5. It has its own thread. I suppose it might be worth linking in the OP, but it is linked in the readme. It shouldn't come as a surprise that the versions of the plugins bundled with a version of B9 for KSP 1.1.3 are for KSP 1.1.3
  6. Looks fine to me. See above about Firespitter maybe
  7. Could you clarify exactly what part you're talking about? The only place I don't see it is on the new Mk2 cockpits, but that's because they lack emissives entirely, nothing changed for that in 1.2 E: Looks like the cockpits still use Firespitter animation modules. Maybe you have an outdated version of Firespitter?
  8. @Francois424 Could you clarify what you mean about the lights? I don't see anything broken currently.
  9. Well, the changelog for B9PartSwitch v1.5.0 does say "1.2 compatibility" ... that might be a good place to start
  10. Yeah, at this point I'm thinking that it might be a good idea. There isn't much left to do, so I'll see if I can get it packaged up some time in the next few days. Well there's your problem. That release is not compatible with KSP 1.2 (and says so in the readme and version file). I've addressed most of the issues, but in general you should expect most things to be broken on KSP 1.2 right now. Don't try it unless you really know what you're doing (I would advise this in general, not just for B9 and KSP 1.2)
  11. Just a note on this. The reason to provide logs isn't as a favor to modders, it's because it is impossible to diagnose and debug most issues without them. So if you're not posting logs, it just means that your issue probably won't get addressed.
  12. Could you tell me exactly what version of KSP and B9PartSwitch you have?
  13. @Francois424 Got 1 and 3 already, but had not looked at the lights. I'll take a look when I have a chance.
  14. Unfortunately not. It will only look for the first Animation component in the hierarchy. There are a bunch of stock modules that control animations and they all do this differently. You could maybe hack around it if you're winning to write some code...
  15. ModuleManager does many things during the loading screen that have nothing to do with Nyan cat. If you can demonstrate a measurable difference of more than a few seconds across multiple trials, maybe it's worth looking into.
  16. They shouldn't unlock any sooner than stock engines capable of doing the same thing. Is this not the case? Exactly what engine are you talking about (this would have been good information to start with)?
  17. You don't need to open it. In your KSP install, there is a GameData folder. Put the DLL in there.
  18. Interesting. I suppose it's an artifact of the way MM works - for the most part, it doesn't care where each config/patch is located or even what it is ("PART" is the same as any other node to MM). Adding a specific rule for that URL might fix a few current patches, but it also might break some use cases where you actually want a patch to apply to everything. I don't think there are a huge number of patches in KSP modding that actually apply to all parts (without additional conditions). Is there a specific example you're looking at.
  19. B9PartSwitch v1.5.1 is released Fix resource amounts displaying incorrectly in part tooltip (bug above) Reformat module title in part list tooltip a bit Hopefully reduce GC some more
  20. @DrScarlett It would be in one (really two) of the following files: KWRocketry/KWCommunityFixes/KWPatch.cfg WarpPlugin/Patches/HPTechTreeFix.cfg WarpPlugin/Patches/KSPI_CTT.cfg
  21. I'm guessing it would ... KSP has no way of knowing if a model or texture belongs to a part or not if it isn't already attached to a part. Hard to say for sure though.
  22. Thanks for the log! I can tell you immediately that it's not B9. That node is only in the HX pack, and then only if you don't have CTT. It looks like (though I'm not 100% sure) that KW Rocketry and KSP Interstellar are both trying to add that node but aren't aware of each other. You might get the same issue if you have B9 HX and KSPI though. Things get complicated when you have many mods all trying to add the same node - they all have to be aware of each other and respect a certain order. @linuxgurugamer @FreeThinker any thoughts on this? The 1.2 release is indeed in progress. Pretty much the only thing I'm still waiting on is a real release version of RasterPropMonitor (the current release is marked as a prerelease). Though I might still make a few tweaks to B9 if that takes a while.
  23. KSP will still load the model and textures (because these are loaded before parts are parsed). I don't remember if the memory eventually gets freed or not.
  24. The & operator unfortunately doesn't work with root-level nodes (yet). But it would be what you want - create the node if it doesn't exist, otherwise don't touch it.
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