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Divstator

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  • About me
    Cellar dweller
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    The basement
  1. Hi All. I am somewhat new to this mod and thought I would list a few "gotchas" for newer users. (perhaps I should submit this to wiki thread?) This only pertains to the current release version(0.55.0.0) playing KSP 1.4.5 btw. "MKS Explainer" mod is really helpful for understanding the finer details of this mod, but it has some bugs of its own. This mod could really use a better UI. Mostly to have a histogram of production and usage(graphs). However this would not be a small undertaking. I had to create a few spreadsheets to achieve this. Also, I would recommend Kerbal Foundries 2, because tracks look awesome on Honeybadger. All that said, this mod is incredible. It reminds me of a game called M.U.L.E.(circa 1981). The overlap of resources was either diabolical or ingenious, take your pick. The depth of this mod puts it on the level of creating a game in its own right.
  2. From what I can tell, there is a problem when you don't have Making History installed. I wasn't able to find "exactly" what the problem is. I can tell you how to reproduce the problem. Delete the Making History folder and the electrical icon will not appear. Also, when I attempted to use the ":FINAL" MM directive, MM threw an error. So I am unsure if FE emulation of MM is the problem or if MM isn't handling installations that don't include "Making History" properly. As far as the ISRU problem goes, that appears to be related to the custom configs I created, so I will look into that tomorrow when I am more...alert. I did try renaming the 000_FilterExtensions_Config folder to ZZZ_FilterExtensions_Config, but that made no difference. So I don't know if it is a loading order issue or something else. As far as I can tell, it isn't an issue of cfg files walking on one another. The only add-ons I had installed were the FE and the toolbar dependencies. As it stands right now, if you don't have the "Making History" expansion, FE has some odd behavior issues. Minor update: I did narrow this down to an extent. Apparently if two modules(kerbalEVAfemaleVintage, kerbalEVAVintage) aren't available, it causes errors with FE. A temporary work around is to create a cfg creating these two modules: DO NOT DO THIS IF YOU HAVE "Making History" EXPANSION PART { name = kerbalEVAfemaleVintage } PART { name = kerbalEVAVintage } I am concerned that the order of filters is being scrambled to an extent. I will continue to investigate. Hrmmm. Apparently the file structure affects the ordering of the filters, even outside of folder 000_FilterExtensions_Configs. Not really sure how to go about determining that FE is handling the MM instructions properly. The ":NEEDS" directive doesn't seem to be working as expected. Maybe @linuxgurugamer could take a look at it. I'm not all that fluent with C#.
  3. What mods are you running? I'll take a look and see if I can find anything.
  4. Sorry, been away for a bit. Are you still having a issue with icons not showing up? Did you want me to take a look at it? Do you have a list of suspected mods that may be interfering with electrical? I can tell you that I have come across some mods that delete and redefine the category field and FE depends quite a bit on the category field. Also, if none of the filters get a "success", then the main icon won't show up. The CCK issue doesn't sound quite right. From my experience, FE and CCK don't really interfere with one another. I got the impression that Roverdude was more interested in getting authors to use the "tag" field to flag their parts for their mod. I personally use FE to override some CCK filters because CCK makes the stock filter too long to fit on my screen and I don't like to scroll to get to the icons. The efforts on the "tag" field are nice though and I use that to help customize things for FE.
  5. I DO have Making History. Don't know if that would make a difference or not.
  6. I just took a cursory glance at 1.5(still playing 1.4.5). FE seems to be working okay for me. But I only have a few mods installed for 1.5(even with my customization). I don't have any RO stuff installed though.
  7. Since I can't see what is in the folders you are talking about, all I can really tell you is that if the subcategory filter fails to detect a success, the subcategory won't show. If there is nothing in the folder to show, the subcategory won't display. I think you might be able to use the "dont template" option to get it to show what's in the folder though. Okay, I looked in the folders and I thought I had run across this before. You will need to use the whole path to get what you are looking for. CHECK { type = path value = DMagicOrbitalScience/UniversalStorage/USImagingPlatform }
  8. I have a question. How does ARR affect pull requests on Github? As a user(or maybe superuser) and not an author, how do I know that pull requests are welcome or unwelcome in a ARR situation? If a mod is ARR, I take that to mean, any change other than the author's is unwelcome, unless specifically stated to the contrary. As a side note, ARR won't stop me from changing a mod or adding to it for my personal game(how would anybody but me even know I did?), however it will keep me from publishing it. I pose this question, so that if ARR is chosen and you still want to take advantage of pull requests, perhaps it should be stated explicitly? Ya know as a protocol kind of thing? Much props to the authors btw.
  9. Learning curves suck. Here is the ReadMe in markdown format. I didn't realize Github wouldn't interpret html <sigh>. https://www.dropbox.com/s/y5t5k13h7458l7s/Markdown_ReadMe.zip?dl=1
  10. Yeah, I probably should have removed that. I was using it as a kind of "catch all" category in case I had accidentally filtered out something that I needed for the rover category. It catches parts that have their category set to "none". I'm sure there are other things that got by me as well. Once you're satisfied with it, I'll go back and make the changes required. Although, I do like the idea of having decouplers and Skycranes in the Rover category, it would just need a more "polished" filter for it. There are still some things I haven't got a solid mindset on yet. CCK and FE have some overlap in functionality. I understand that Roverdude is trying to establish a protocol in the modding community on the tag = "foo", but with CCK and FE installed, my stock category is lengthy. That aspect is what was the incentive for creating these changes. For me, point and click is a lot easier than scrolling and by using mods and subcategories, I get more of a drill down experience instead of a scroll ... scroll ... scroll situation.
  11. Ok. Took a bit of digging, but i found it. @linuxgurugamer Did you want me to re-zip that file on Dropbox or no?
  12. Ok. I'll try to remember to use zip instead of 7z then.
  13. 7zip, I haven't updated it since dirt was young though. Although I am using Win 7, perhaps that's it? @Gordon Dry Thanks much for the pro-tip! Very helpful
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