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KSP2 Release Notes
Everything posted by Rodger
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Odd, the probe and SRB ones are showing, so something's working, just not very well lol. Checking the filter addon cfgs are on my to-do, but for now, maybe the BDB_CCK patch in the extras folder might work instead of the Filter Extensions patch? I also suspect something maybe to do with realfules is causing the log spam NREs, but am unsure. You probably just need to update Shabby. If you have the version that comes with Conformal Decals, it's an old one that for some reason interferes with Shaddy+TU http://taniwha.org/~bill/Shabby_v0.3.0.zip
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Re the log spam at least, Artemis Construction Kit is much happier with both https://spacedock.info/mod/3064/Shaddy installed, and this updated http://taniwha.org/~bill/Shabby_v0.3.0.zip. it should stop spamming the log with those. Will probably speed up your game load too. As for the crash, it *might* be to do with WBI's Kerbal Actuators, possibly with it interacting with MAS? Maybe try without KA first and see if it continues? Or double check it's updated first.
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This seems to be due to having DeadlyReentry, which changes ModuleAblator, so the patch incorrectly tries to apply to those parts again. If it’s just some errors about that patch not applying, it’s safe to ignore for now till I can fix, as those parts aren’t meant to get that patch anyway. Edit: Should be fixed now, changed !MODULE[ModuleAblator] to !RESOURCE[Ablator] in the patch.
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The textures are low res to save size/memory use for frankly a fairly minor feature, and it's actually made to be on-par with other ivas in the mod, so unlikely to get a high res version. But the "text" overlay on the control panel is removable, so if someone wants to make a new IVA with an IVA mod and readable labels etc with props, they can still use the same shell and the low res overlay won't be in the way.
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My secret project's been found out! Hope people enjoy the new LM IVA! I've been working on it over the last three weeks, and there are plans for slightly more customized IVAs for the other LM variants (though the taxi has a variant with a 3rd seat at least, and the lab and LM shelter have one without the engine cover already). Also probably some new props to go with them. I also need to set up clickable window camera views still too. And for people who want to customize the control panels with MAS or other IVA mods, the white overlay on the control panel is able to be disabled, to allow for fully custom layouts.
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That fuel change is an optional patch, you don’t need to install it, like everything else in bdb-extras. if you can post a github issue with your ksp.log with the errors you’re getting though, I can take a look. It does seem like it’d be some mod-interaction or installation issue, as I don’t have any of those issues using any of those patches.
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For the issue with the pink squares, it's worth trying a reinstall of Waterfall first. Otherwise it might be an interaction between that type of plume and an older version of scatterer that some planet packs require. Make sure you have Scatterer 0.0772 or 0.0838 depending on your planet pack, and Waterfall 0.9. Also, make sure you have 'depth buffer mode' enabled in the scatterer main settings (the blue toolbar icon in the main KSC scene, then 'Customize Settings'):
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Well it does confirm the issue being deployment while shielded at least, thanks for testing it. As for the other issue, it's also due to the parachutes being changed to RealChuteFAR, the parachute housing is trying to stage the chute and not being able to find it. That stuff's hard coded into the module though, so best I can do is disable that module when FAR is installed. Just means you might need to do more manual staging on aborts.
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Are you both using craft files, instead of building them fresh? There may be an old depreciated version of the chute in the craft file you're using. It should look like this: There's also an error from TweakChutes which is bundled in JNSQ, probably trying to patch a chute that's also getting patched to a RealChute module, but that's probably not a big issue. Otherwise it might be due to FAR making the parachute think it's fully stowed, so not deploying? Did you try staging the "Landing and control Module" first to pop off the drogue/nosecone? If this is the cause, this patch might help (just put it anywhere in GameData): https://drive.google.com/file/d/1-lhPDqaTrjeQtVGR_eb6F418BoEQNd1_/view?usp=sharing
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Buffalo 2 Modular Space Exploration Vehicle
Rodger replied to Angelo Kerman's topic in KSP1 Mod Releases
Yep go for it, it seems like that patch is working well on my end -
Looks like that was due to not having a default subtype in the modules, before the subtypes got patched in separately. Should be resolved, see Buffalo2 thread.
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Buffalo 2 Modular Space Exploration Vehicle
Rodger replied to Angelo Kerman's topic in KSP1 Mod Releases
@Caerfinonand @Angel-125, it looks like it happens when you have Sandcastle but not WildBlueTools installed, which seems to imply something wrong with the patches in buffalo2/patches/B9PS.cfg, where the b9ps modules get added. So you can avoid it by installing WBT and using it's omni-storage feature. The "BEFORE[Sandcastle]" means it requires Sandcastle, not just 'run before sandcastle if it's installed', which seems like it might be the intended behavior? Otherwise you won't ever get the B9PS modules if you don't happen to have Sandcastle, so the ModuleInventoryPart patches might need to be separated out into patches with "BEFORE[Sandcastle]", and remove the "BEFORE[Sandcastle]" from the B9PS patches. And the actual error might just because there's no default subtype applied before patching in other mod's resources. Try this version of the patch: https://drive.google.com/file/d/1-i-LzPPmONzqotFppdDx0V-E0tW0Ksca/view?usp=sharing Place it here, replacing the old one: GameData/WildBlueIndustries/Buffalo2/Patches/B9PS.cfg -
It's very important to "familiarize yourself with the model" ...right? I'll just keep telling myself that lol Should be fixed now, thanks. I'm also soft-depreciating the methalox RL10-b-2 and a-4-1n separate part variants in favor of a subtype on the main engine parts. If any craft had them they will still work, but now you'll just be able to switch fuel types on the extendable RL10s. (I can't do the same for the main non-extending RL10, since it has multiple engine variants already, so that one's methalox version will stay as a separate part)
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rodger replied to Gotmachine's topic in KSP1 Mod Releases
I still can't reproduce it, with BDB (dev or master branch), RealChute, KSPCF 1.22.2, Kerbalism, SkyhawkScienceSystem, SkyhawkKerbalism, and even RSS. My ksp.log with it loading fully: https://drive.google.com/file/d/1-VVxAyKQwZ5G6ExApJt665BzgsHgxbbn/view?usp=sharing The fact the version change of KSPCF triggered it for you is probably a good clue still, but even with 1.22.2 I can't get it to happen. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rodger replied to Gotmachine's topic in KSP1 Mod Releases
I've just launched my BDB testing install, with KSPCF, and RC both installed, and it launched fine... Some other people have had similar issues loading with realchute and BDB though, and we're not sure why yet. Everyone who's reported it had kerbalism installed too though, but unsure if it does anything to do with drag cube generation/parachutes?