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blowfish

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Everything posted by blowfish

  1. Yes, because it's completely filled with LF currently. Remove the Liquid Fuel or reduce the amount and you can fill it with what you want. If you're having trouble using MFT I suggest asking in the MFT thread.
  2. @Spentec Welcome to the forums! You have MFT installed, which means that all fuel switching is through MFT's ("Show UI" in the right click menu). The subtype switching is purely visual. If you attach an engine that uses LF/O it should give you the option to make the tank LF/O in the correct ratios.
  3. Educated guess at the problem: Windows won't let CKAN download stuff to a location in Program Files. It's generally not a good idea to mod your steam install anyway (because steam auto-updates can suddenly break mods without warning). My advice would be to copy the entire "Kerbal Space Program" folder to somewhere outside of Program Files and mod it there. Some other stuff ends up being messed up from having KSP in Program Files too. Alternate, bad, ugly solution that will let you use everything where it is but I highly do not recommend:
  4. @vosechu All(?) of the new parts in Ven's are in the "Part Bin" folder - you can just delete that. ModuleManager doesn't currently have a way to figure out where a part came from (that information exists, but it's not accessible to patches).
  5. The exceptions might be relevant, but it's impossible to see what's causing them without a log.
  6. The version of B9 on Curse is not up to date. Go to the OP of this thread and follow the download link.
  7. The result is probably that :HAS[@MODULE[ModuleScienceExperiment]] is ignored. Which doesn't have an effect because you're only modifying ModuleScienceExperiment anyway ModuleManager can't affect how things work in-game - this would require a plugin. ModuleManager can only modify things before KSP loads them. To put it another way, anything that can be accomplished with MM could also be accomplished by manually editing all the .cfg files (but of course that would be very painful).
  8. I don't think multiple HAS blocks are allowed. That patch will still work because you're only modifying ModuleScienceExperiment anyway.
  9. For starters, you're trying to change the value on the part, not the module. In the first example, you would want something like @PART[*]:HAS[@MODULE[ModuleScienceExperiment]] { @MODULE[ModuleScienceExperiment] { @interactionRange *= 2 } } For the second one, you want ~, not ! - ! is for nodes For the third one, I don't think you can exclude parts like that. You would need something like @PART[*}:HAS[~name[GooExperiment],~name[science_module],~name[dmSolarCollector],@MODULE[ModuleScienceExperiment]] (and again, change the value on the module and not the part
  10. v1.4.2 is Released The only change is fixing the resource amounts with TweakScale, which has been broken since v1.4.0
  11. Stock engines won't work well for clustering because most of them include massive tankbutts. I also heard Porkjet is redoing many of the rocket parts for 1.2 ... probably best to wait anyway.
  12. Try installing CRP. I had a similar issue and it turns out that the lift fans use a resource from it. Seemed to fix the issue for me.
  13. Allowing the fuselages to be adjustable length is definitely something I've considered, but there are a lot of subtile complications with this so it's something I'm going to hold off on that for now. As for that bug, if it happens with stock parts I'm inclined to think that it's not B9-related. If you want help debugging it though, you could upload KSP's log after experiencing it in-game and I could take a look.
  14. Well, it's still generally bad practice to have FOR[OtherMod] in your mod anyway, unless you're trying to emulate the presence of that mod.
  15. You should be able to remove other stuff pretty easily. Every folder in GameData/B9_Aerospace/Parts can be removed individually without affecting the others.
  16. I actually have some basic geometry for the RD-180 layed out (mostly based on this). I definitely feel like high-efficiency kerolox engines are missing from the current stack. Don't expect it any time soon though, I don't really have the time to push the model forward in any significant way.
  17. Welcome to the forums! In general, it's very difficult to design mods that can be added in the middle of an existing game without breaking something. There isn't really a way to apply changes to new parts but not to parts on existing craft.
  18. Nothing points to an issue in the logs, but did you run the analysis? Everything will be blank/zero when you open the window, you actually have to run the analysis to get results. For instance, in the Data+Stability Derivatives Screen, you press "Calculate Stability Derivatives" - that would have generated a log message like this, which I don't see: [Log]: Cl needed: 0.843210555399257, AoA: 0, Cl: 0.285476622377246, Cd: 0.532236590286424 As for flight, hard to tell if anything is wrong because I don't see you entering the flight scene at all in the logs
  19. Excellent work! Couple of things I noticed: On the two larger lift fans, the two discs rotate in the same direction at first, then opposite when they get to the blur disc. On the smallest, the upper disc gets to the blur point before the bottom one At least to me, the lift fans seem too powerful for their size. Others will probably disagree though
  20. Well it looks like the configs you have are quite old. Try completely deleting GameData/B9_Aerospace and reinstalling it from a fresh download. You also might want to reinstall the dependencies, because I see that some aren't being loaded correctly (Firespitter, B9AnimationModules, RPM). Also not an issue per se, but there appears to be a __MACOSX folder in GameData that has a lot of bogus files in it and is causing a lot of spam in the log. How did you even get something like that if you're on Windows?
  21. From Google Drive in your browser, right click the file and select "Get Shareable Link"
  22. Could you try getting v1.4.1? There was a rather serious bug in v1.4.0 regarding setting the part's maxTemp to something it shouldn't have been. It should be available on CKAN in a few hours (or just install manually) Also B9PartSwitch has its own thread now. You can bring up any B9PartSwitch specific issues there.
  23. Ugh, good catch. Same issue with skinMaxTemp. That's what happens when you copy and paste and don't pay too much attention B9PartSwitch v1.4.1 is released, which should fix the issue.
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