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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Yes, try removing them and see what happens No, it doesn't affect unloaded vessels Thanks. Dang it can happen any time, including during launches. Launch Failure only during launches
  2. Understood. But, if that patch which is included is applicable to all tanks, then maybe I don't need to include a patch for this
  3. Ok, then how can I do that (forget the rest, it was a copy/paste and I added an extra NEEDS)
  4. Will this work properly? It will need to only process on parts in the MunarIndustries directory only, but be done before any patches are done from the InterstellarFuelSwitch mod are done. This was copied from a patch from IFS and modified for my needs: @PART[*]:FOR[MunarIndustries]:NEEDS[InterstellarFuelSwitch]:HAS[@RESOURCE[LiquidFuel],@RESOURCE[Oxidizer],!RESOURCE[MonoPropellant],!MODULE[ModuleTankManager],!MODULE[InterstellarFuelSwitch],!MODULE[FSfuelSwitch],!MODULE[B9PartSwitch],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[InterstellarFuelSwitch&!CryoTanks&!ModularFuelTanks&!RealFuels]:BEFORE[InterstellarFuelSwitch] { blah blah blah } Thanks
  5. I'm working on updating an old mod which has an IFS patch. The patch is hard-coded for each tank in the mod, it's rather long, and tedious to fix i was looking at the IFS download, and sw the patch: IntegrationLiquidFuelOxidizer.cfg file. It appears to be what I need. It looks like it is taking the actual amounts from the part and using those to add a correct config to the parts. Is this correct? If so, then I can just delete the existing patch. Assuming it can, then how can I specify the default config for the tanks? This is a short excerpt from the existing patch:
  6. Might be interesting to see if this and Dang It could be merged somehow.
  7. Frankly, I'm not that much of a fan of Tweakscale. it doesn't scale volumes properly, and as a result, the weights aren't scaled properly either. It can be very cheaty What you want to do is interesting, good luck with it.
  8. New release, 1.1.8.1: Fixed patch for ConnectedLivingSpace (wasn't working)
  9. Re. the K2, it had a patch, but was incorrect. I'm fixing it now, will release an update soon
  10. @Papa_Joe Is there anything in CLS which would prevent docking ports from working? I had two docking ports which weren't docking,even though they were close enough, etc. For some reason, the magnetism wasn't working. I'm not sure it's this mod, but I can't find anything else yet. Log file: https://www.dropbox.com/s/21qf8tdlggzcs86/CLSlog.zip?dl=0 Also, I noticed that the K2 command pod is getting a warning from CLS about not having a module defined. Is this something that I need to add to K2 (I'm maintaining it) or will you do this? Also, note that this isn't the problem because I later restarted the game, and with 2 K2 command pods was able to dock. The docking was between a probe with a probecore (with full control) and a Mk1 pod Ignore the nullrefs from JanitorsCloset, I've already fixed and released that, and it shouldn't have any influence on this, it doesn't touch parts.
  11. Got a small problem with QuickSearch. I have some parts in my game which are depreciated, the normal way is to set the following: category = none TechRequired = none Yet QuickSearch finds these depreciated parts. Can anything be done to fix this (other than deleting the parts in question)?
  12. Sorry, my mistake. For some reason, CKAn wasn't able to update the older version on my system. It was acting as if something was wrong. All is good.
  13. New release, 0.2.20: Fixed a nullref when a hidden icon had a null texture
  14. I had a problem last night where the docking ports weren't working. Is there any chance that this could have done anything? No log file unfortunately. Not asking you to debug, just asking if this disables the docking ports in anyway. Thanks
  15. Love the update, but you forgot to update the .version file, so AVC & CKAN still think that version 0.4 is installed
  16. Simple solution: Don't delete parts from the folder while the game is running, and don't reload the database after doing that. This is a totally impossible situation to support, and I'm not going to waste my time on it. If you can reproduce this bug without reloading the database and without deleting parts manually, then post a new report. There is no "expected" behavior, there are specific warnings about not doing that, and how things may not work properly.
  17. Thete are lots of mods to look at for ideas, and for implementation of various things. Tweakscake, procedural parts are jyst a few.
  18. How is this going to be different from Tweakscale?
  19. I've been getting some good help regarding the math, and am in the process now of fine tuning. I still need to go through and optimize, there are a lot of unnecessary calculations going on for debugging purposes. But, pop over to my thread here: A user, @Pand5461 has been very helpful with the math
  20. It can be done either way, right now I just have minimum requirements (ie: pilot level or autopilot level)
  21. No it's not, it's been rolled into Kerbal Foundries
  22. 5 minutes with 213 mods, if modulemamager has to rebuild the cache. 2 1/2 minutes otherwise. I4790k with 32 gig ram and a gtx 970
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