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Everything posted by Blackline
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KSP Interstellar Extended Continued Development Thread
Blackline replied to FreeThinker's topic in KSP1 Mod Development
Nevermind that thing before, i have another issue: the molten salt reactor is not showing up if i research nuclear power. But it shows up in the VAB if i unlock one more node. The parts cfg says: TechRequired = largeNuclearPower, but why does it show up in one node earlier then?? -
KSP Interstellar Extended Continued Development Thread
Blackline replied to FreeThinker's topic in KSP1 Mod Development
With KSP 1.4.2 and KSPI-E 1.18.2 the game is stuck at loading the VASIMR2; [EXC 10:17:13.434] NullReferenceException: Object reference not set to an instance of an object Workshop.Recipes.WorkshopRecipeLoader+<LoadPartRecipes>d__4.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) LOGFILE: https://www.dropbox.com/s/lu8drxdco3mph98/KSP.log?dl=0 Edit: deleting the Part folder "VASIMR2" in subdir "Engines" --> hangs on VASIMR... Edit 2: scratch it, might be another mod... Edit 3: it was EL or OSE Workshop, and both are not 1.4.x ready, so my fault! Edit 4: it was @Aelfhe1m's OSE -
Hey, love your mod, are you still active? @jefftimlin
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right
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thanks to @maja i know that FOR is wrong, and its fixed in my local repo. Since its not a big problem, ill fix it with the next release. and whats VSR?
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My mod has only one cfg, and in that i am cloning the stock batteries and give them new names, properties etc: +PART[*attery*]:HAS[@RESOURCE[ElectricCharge]]:FOR[VenStockRevamp] if Ven* is not present, the cfg can run anytime during mm patchload using AFTER would prevent my cfg from being run at all, so no RealBattery using FOR somehow works without VEN, but i didn't check what happens if VEN is installed if Ven IS present: if i do nothing, my patch runs before (RealBattery is called before VenStockRevamp), i loose all models ingame, because VEN is path patching like this (although that path patching is done after my stuff ??? @PART[*]:FOR[zzzVSRPathPatch] ???) : @MODEL,* { @model ^= :^Squad/Parts/Electrical/z-100Battery/model:VenStockRevamp/Squad/Parts/Electrical/Batteries/model100: } if i use AFTER, it somehow works currently no idea if FOR works with VEN In everything i do, i'd love to take comments in how to improve, so don't hesitate giving feedback :-)
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Triple Post, but i released a 1.4.x compiled version -> https://github.com/blackliner/RealBattery/releases/tag/v1.4 Major changes: Vesselmodule used to do the load balancing, please test and have fun
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Sorry for the delay, but i think i don't know, please try it out. I don't use that mods.
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question: i need to run my cfg after [VenStockRevamp], but only if its installed. Reason: i use stock battery models and if [VenStockRevamp] is installed, the model path gets changed. if i use AFTER[VenStockRevamp], it somehow doesn't work, if [VenStockRevamp] is not installed. I dont want to use [FINAL], because its bad (?) would FOR[VenStockRevamp] be better? Log says: Line 5500: [LOG 19:32:11.683] [ModuleManager] Deleting root node in file RealBattery/RealBattery_mm node: +PART[*attery*]:HAS[@RESOURCE[ElectricCharge]]:AFTER[VenStockRevamp] as it can't satisfy its AFTER see : https://github.com/blackliner/RealBattery/issues/8
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Ok thank you all for the replies. I don't want to stop KSP at all, i just started playing again and thought, maybe i could refactor my mod to make it more robust etc. @flack thank you for the bugreport, if you'd like, you can open an issue on https://github.com/blackliner/RealBattery/issues nevermind, did it for you: https://github.com/blackliner/RealBattery/issues/6
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Is anyone still using this mod and wants it to be updated to 1.4?
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Holy f*** you are right. I didn't want it to be a dependency, my mm cfg just must be called after vens stock revamp (because of it's reshuffling of pathes). Need to think, maybe FOR[ZZZ_REALBATTERY] would be the right thing to do...
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[Old Thread] KRE - Kerbal Reusability Expansion
Blackline replied to EmbersArc's topic in KSP1 Mod Releases
It got better by rotating the fins 180° (I had the arrow pointing downwards) AND reducing the authority to about 30%. -
[Old Thread] KRE - Kerbal Reusability Expansion
Blackline replied to EmbersArc's topic in KSP1 Mod Releases
Hi guys, I am having problems with the grid fins on a falcon-like rocket during reentry/landing. The rocket is very unstable and wobbles around if the fins are out and actively steering. I assume, I need a second probe core facing downwards, to be able to have SAS set to surface-prograde, because having the SAS set to surface-retrograde f**** up aerodynamic controls. Do I assume right? If yes, is there another way, like inverting controls on the fins if vertical velocity < 0? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Blackline replied to Nertea's topic in KSP1 Mod Releases
Floating stuff usually means a part with mass <= 0kg is involved. You can check a parts mass with KER by hovering over it in the VAB. KER then shows a small tooltip window. And OPM = kopernicus = anything can happen :-) -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Blackline replied to Nertea's topic in KSP1 Mod Releases
Question/remark regarding the KerbalAtomicsLF.cfg patch: OT mentions: Install the NTRsUseLF patch in the Extras folder. << please mention to use exactly that folder: NTRsUseLF, because SOME MM patches have a :NEEDS[!NTRsUseLF] for it. But still, most of your MM patches within ..\KerbalAtomics\Patches\NTR still apply LH2, the only exception being hydrogenNTRsSQUAD.cfg and LH2NTRsDynamic.cfg. Is this by purpose? Patches like hydrogenNTRsNovaPunch.cfg directly apply stuff to the part, without checking for a :NEEDS[!NTRsUseLF]. I'd delete the whole ..\NTR for now. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Blackline replied to politas's topic in KSP1 Mod Releases
I do not like alle the "CKAN won't delete files..." as well. Why is there no manual override button?!? And please add a way to integrate "manually installed mods" (marked as AD). And i quote that because the JSON registry was somehow dead and i had do delete it, so alle the mods that were installed by CKAN are now recognized as AD... horrible... -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Blackline replied to K.Yeon's topic in KSP1 Mod Releases
Sorry forgot to mention that I am using 1.3. I did install it manually, I just wanted to inform you guys. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Blackline replied to K.Yeon's topic in KSP1 Mod Releases
Hi, the CKAN metadata seems to be broken, it shows 2.0.1 available only for 1.2.2, but its the same ZIP file as in the OT: -
Is there a way to make the automatic gear/chutes etc. settings persistant? It bugs me that i have to switch them off before EVERY fligth...