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Divstator

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  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
  14. https://www.dropbox.com/s/n92a27hc931jubp/FE_MM_Patches.zip?dl=1 Really sorry about this guys, thanks much for your patience.
  15. @linuxgurugamer Understood. Does this look right? I can't tell if the GameData folder is showing up in the zip file because it just takes me straight to Dropbox. https://www.dropbox.com/sh/n224iumu4rf675t/AADvj7GuLz42rMylmEcXQGaJa?dl=0
  16. @linuxgurugamer These are the configs for my own setup. It appears as a total rewrite because it was the only way I could reorder the "default" categories without manually doing it in "GameData\000_FilterExtensions_Configs\Default". That part would not be necessarily be required on your end, depending on your choices. However, to do that required renaming all the original modules, modifying them and then renaming them back to the original name. That's why there is a 0 appended to the original name in the Mod filter cfgs. It's also why I was asking if you wanted me to "clean it up" to be integrated into FE. A fair amount could be done away with and it could be used piecemeal in a modular fashion. As it stands right now, you would have to install all the configs for it to work, due to the whole renaming thing or delete the "0" at the end of the category name in the Mod filter. Plus, I'm not certain that I got the ModuleManager patches in the right "order", but it works on my machine. I'll be happy to do a write up on it, depending on how you want the changes implemented. Should I write it up "as is" or modify it to work with the core FE? @Gordon Dry The change to PF was small, I just added a "Payload" category to the original. But the current cfg directs the change to category ProceduralFairings0. I suspect it might work if you remove the "0" at the end. In the current state, that would be required for all of them to work. I would change the color in the code block to make it clearer if I could. @CATEGORY[ProceduralFairings0]:NEEDS[FilterExtensions] { FILTER { CHECK { type = folder value = ProceduralFairings } CHECK { type = title value = Upgrade invert = true } } @SUBCATEGORIES { list = 0,Pods list = 1,Fuel Tanks list = 2,Engines list = 3,Command and Control list = 4,Structural list = 5,Aerodynamics list = 6,Utility list = 7,Science list = 8,Payload list = Undefined } } I did too until the stock menu grew into 3 pages and the fairings were on page 3. Once I made the cfg change, it was 2 clicks to get them. It just seemed easier to me. I forgot to add that I use "The Janitor's Closet" in conjunction with FE to get rid of "Upgrade" parts and duplicate parts.
  17. @linuxgurugamer You are correct. So, quick question before I get back on topic. KSP...tabs, spaces or no preference?
  18. @Gordon DryCurious. Doesn't look that way in my files. I use Notepadd++ with the ModuleManager language extension. I don't generally use tab intends. Old habits from "C" coding I guess. Tabs generally use 5 spaces and I use 2 or 3 unless I am modifying someone else's code in which case I try to follow their indents. However I have my editor set up to use spaces instead of tabs. In the future I'll check for that though.
  19. @Gordon Dry Better? Thanks for the advice by the way.
  20. @Gordon Dry Well, I did them that way to keep them organized for myself. I have a folder in my GameData directory called 000_MyCustomConfigs. I put all my custom cfg files in there. Inside that folder I have folders dedicated to the different mods and put the custom cfg files in there. Patching always involves overwriting somebody's mod and I try to keep the original name so that if something I did messes stuff up, I know which cfg file to look for. So I take it that Dropbox automatically zips a folder if you link it? Sorry for my newbness with the whole Dropbox stuff.
  21. The original mod is unchanged. Those are patches. If I'm understanding you correctly? That's why they are all pre-fixed with the word "Custom". None of the original files are touched other than going through Module Manager patches because updates trash my work if I do that. Were you able to see them? I ask because I don't know if they are showing up properly. I gotta find out how you do that @thingy Hmmm, there are no "zip" files in there. Perhaps I should change the cfg files to txt? Like I said, never used it before.
  22. Never used dropbox before. I hope this is right. There are 13 cfg files and a folder with a handful of modified icons. If you can't see them, let me know. The reason they are organized the way they are is because I am a mechanic by profession and we organize by the job. aka, When I build a car, I want the parts I need for a car. As opposed to, I need tires and a list of tires to choose from and then I need headlights and a list of headlights to choose from. If I'm building a Mustang and I want all the parts that belong to a Mustang because Camaro parts won't fit. Or in this case, if I'm building a rover, landing gears might work, but they aren't what I'm really looking for. If you need me to clean it up some to fit better into FE, let me know. https://www.dropbox.com/sh/v71v9oqrkr3d9wf/AAAX9ombv0bakcqc7ECBxnaZa?dl=0
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