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LupinoArts

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Posts posted by LupinoArts

  1. Here's my test results:

    Plain
    [LOG 10:39:22.929] Loading Systems: Elapsed time is 607.2117s
    [LOG 10:57:09.827] Loading Systems: Elapsed time is 632.0426s
    [LOG 11:11:47.336] Loading Systems: Elapsed time is 472.6618s
    
    After installing Hyperspace
    [LOG 11:32:34.623] Loading Systems: Elapsed time is 641.9018s
    [LOG 11:48:28.292] Loading Systems: Elapsed time is 471.1871s
    [LOG 12:03:03.552] Loading Systems: Elapsed time is 472.1698s
    
    

    Rig: i7-4770K 3,5GHz, 16GB RAM, Win 8.1 64bit, KSP installed on a Samsung 860 EVO 1TB SSD

    CKAN lists 182 Mods installed, plus some additional 30 or so non-ckanned mods and the whole WildBlue Suite.

  2. On 3/6/2019 at 9:20 AM, Nertea said:

    mods that depend on the stock assets

    I don't quote understand what that means: Say, i have a mod like "MechJeb for All" or "DE_IVAExtension" with all its dependencies. Do they "depend on the stock assets" in the sense of the OP, or is adding functionality by ModuleManager generally okay? What would not be Okay?

    Or more generally: Is there a comprehensive list of Mods that will require whitelisting "legacy" stock parts when using ReStock?

  3. On 10/12/2018 at 8:31 AM, BRAAAP_STUTUTU said:

    CRP, I think, i'll rei-install and check if the issue persists

    welp off to spending 15 minutes getting KSP loaded again, man do I wish KSP loaded proportionately fast to near 100GB triple A titles, even GTA 5 online launches faster than my 7-8 gig modded install of ksp

    and gta online is notorious for loading slowly but at least that's based on a 100GB filesize game :/

     

    okay it's working now, re-installed it twice, thank god, I really didn't want to sit through a multi hour troubleshooting because it takes 15 minutes to boot up KSP on my SSD

    What did you do t make it work again? Currently, i have the same issue.

     

  4. 1 hour ago, XOC2008 said:

    I don't know if you noticed but this has been brought up with other mods recently. BDArmory Devs have specifically made it so other BDA related mods would have to create their own custom categories instead of piggybacking off of their own. They are avoiding excess clutter by paring things down to BDAc-ONLY content in their subcategory. I would advise the devs of Kerbalfield to not utilize this MM config in their mod. If others want to do it and clutter things up on their own, whatever, but mod makers should not be piggybacking off BDAc's category anymore.

    It wasn't intended to be utilized by modders. Just for end users.

    In other news, i noted, that the script, as it is, hides all other weapon mod parts that are not BDAc or KerbalField. Be warned!

  5. 1 minute ago, Starwaster said:

    If any of those manufacturers are stock manufacturers or that are present in other mods then you will get false positives from this method and will target the wrong parts.

    Thanks for the replay. I've gone the long way and selected by BD Modul name, that was a close enough match.

    Would be a great addition to MM, thou, if you could select nodes by Mod folder.

  6. Hi there.

    I didn't like how this package spamed my Utility-Category, so i wrote a MM config that sorts the parts in the BDA subcategories, using the FilterExtensions mod. Maybe someone finds it useful.

    here it is:

    @CATEGORY[BDArmory] :FINAL
    {
    	@FILTER
    	{
    		@CHECK
    		{
    			@value = BDArmory,KerbalField
    		}
    	}
    }
    
    @PART:HAS[@MODULE[ModuleTargetingCamera]] :FINAL
    {
    	@category = none
    }
    
    @PART:HAS[@MODULE[BDModulePilotAI]] :FINAL
    {
    	@category = none
    }
    
    @PART:HAS[@MODULE[ModuleWingCommander]] :FINAL
    {
    	@category = none
    }
    
    @PART:HAS[@MODULE[CMDropper]] :FINAL
    {
    	@category = none
    }
    
    @PART:HAS[@MODULE[MissileLauncher]] :FINAL
    {
    	@category = none
    }
    
    @PART:HAS[@MODULE[RocketLauncher]] :FINAL
    {
    	@category = none
    }
    
    @PART:HAS[@MODULE[ModuleTurret]] :FINAL
    {
    	@category = none
    }
    
    @PART:HAS[@MODULE[ModuleWeapon]] :FINAL
    {
    	@category = none
    }
    
    @PART:HAS[@MODULE[ModuleRadar]] :FINAL
    {
    	@category = none
    }
    
    @PART:HAS[@MODULE[CFEnable]] :FINAL
    {
    	@category = none
    }
    
    @PART:HAS[@MODULE[BDACategoryModule]] :FINAL
    {
    	@category = none
    }

    Simply put the contents in a cfg file and put it somewhere in the GameData folder. You will need the FilterExtensions, BDArmory, and ModuleManager Mods. Warning: The KerbalField parts will no longer appear in the "Filter by Function"-Category! They are moved to the BDArmory sub category (that is, in the left column in the Filter selection)!

  7. I have two questions:

    First, do template names need at least two(?) letters? I had some custom templates named *F* for planes and *R* for rockets, both threw an error message that the template name is too short.

    Second, is it possible to store template configs somewhere else than the plugindata folder within GameData/PersistentDynamicPodNames/ ? I fear that with the next update, my carefully crafted templates are gone.

  8. Hello @Beale

    first of all, thanks for this great little mod. It adds a lot of imersion to the game.

    You mentioned earlier that there is a settings-file being generated in the saves folder. For me there is a file, but when i open it, it is empty. Also i noted, that numbering only works for one game play session, that is, numbering is reset to 0 after i restart or reload the game. Do you have any clue what could be the reason for that? Does the settings file need to have any permissions to be set?

  9. 5 hours ago, Shadowmage said:

    Congratulations -- looks like you found a legitimate bug.

    In the future, please report issues directly to the github issues tracker.  I went ahead and opened an issue ticket for you on this one though: https://github.com/shadowmage45/KSPWheel/issues/37

    You can track the progress of the bug being fixed through that ticket -- I will update it as information is found, progress made, or the problem solved.

    \o/ yeay, I was usefull!

    Seriously thou, i work as a software developer myself and i know how anoying "bug" reports are which are a result of a badly configured base system. So i wanted to figure out whether there are other users of KF that experience the same issue, or if it was caused by some of my hundreds of mods that don't go well together. Therefore I asked here first.

    But Thank you very much for looking right into this. I will try your development build in my current mod-heavy game and tell you if it works.

    Edit: Jupp, it seems to work fine now, no side effects so far. Thanks again.

  10. Not sure if this is the right place to complain: When i use the ALGs on my planes, the biome detector goes crazy. For example, when i launch my plane, i'm sitting on the runway but x! science claims i am on KSC/shore (so, no runway biome) and the contracts from contract configurator (namely, GAP) don't fire the "Sit on runway and wait for takeoff clearence" event. Any launched experiments also say, "KSC" instead of "runway". Then, when i took off and i am airborne, doing experiments inform me that i'm still landed, like in "Landed on Kerbin Waters". However, when I use Stock landing gear (which i won't because landing with these things is like riding a kangaroo) everything works fine. Is this a known issue? Can i do something about this?

  11. Good Morning.

    say, i have a <unknown_file_name>.cfg file that contains

    MyModule {
    	name = Nice name // custom name
    	
    	SubModule {
    		name = Nice name for SubModule 1 // Name for the submodule
    	}
    	SubModule {
    		name = Nice name for SubModule 2 // Name for the submodule
    	}
    }

    my question is: How do i access those information in the c# code of my plugin, without knowing the name of the config file this code is in? I know that my config file is recognized by the game, it is listed in the log file, but i could not find out yet how to access those information in order to process them from within my plugin.

    I already managed to manipulate the persisent save files and another .cfg file with a fixed name that I can access directly (using the ConfigNodeStorage code from TriggerAu). Is there a generic way to parse config files for code to "feed" them into my plugin?

    Thanks.

  12. I was just about to finish a long-term Station Science project when three of my eight men crew "refuse to work" and become tourists!(?) This happens all the time (I tried with quicksaves) and i did not accept any tourism contracts.

    Is there any way to avoid this or to "turn them back"?

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