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smotheredrun

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Posts posted by smotheredrun

  1. @blowfish, @Apaseall, @DStaal

    A more specific question:

    As an example, one specific patch referenced in the MM errors is called "Aero_Caps_with_Comments.cfg"  This patch is to make some corrections to some drag values and reinstate the original part descriptions.  The descriptions were removed when @Deimos Rast was having some of us test the mod - he'd added some of his own notes regarding what he still needed to work on.

    So.... the "correction patch" is written out this way:

    @PART[super25nosekso]:NEEDS[KSO]:FOR[z_KSO]:FINAL
    {
              patchy stuff

    }

     

    The other 2 offending patches have the same format.  So my question is, if we want MM to run this patch after any other KSO patch (there are a good number), should it be written out as follows:

    @PART[super25nosekso]:NEEDS[KSO]:AFTER[z_KSO]:FINAL
    {
              patchy stuff

    }

    I'm going to test it now with this change, but if there is a better or proper way to do this I'm all ears!

    Thanks all!

    EDIT 2:

    Writing this: " @PART[super25nosekso]:NEEDS[KSO]:FOR[z_KSO] " there are no errors!!  That I can see....

  2. @blowfish, @DStaal, @Apaseall :

    Ok, so if I have understood correctly, the proper syntax in the MM patch for a part named "ksoavionics" and another one named "super25nosekso" to have kerbal engineer functionality (at least that's what I understand this patch is for) should read as follows:

    Spoiler

    @PART[avionicskso]:NEEDS[KerbalEngineer]:AFTER[KSO]
    {
        MODULE
        {
        name = FlightEngineerModule
        }
    }

    @PART[super25nosekso]:NEEDS[KerbalEngineer]:AFTER[KSO]
    {
        MODULE
        {
        name = FlightEngineerModule
        }
    }

    If that is the correct writing, I'll start whacking the bugs.  Thanks in advance people!

     

     

  3. 36 minutes ago, DStaal said:

    Patches not applying, or applying incorrectly is most likely.

    With the exception of the :FOR.  That causes *other* mods to have errors, where patches were intended to be a skipped (and may not work) are now being applied.  It may even cause them to disable functionality that they would have otherwise had.

    Ah!  Thanks.  These patches were done back in KSP 1.2.2, and all I did was write explanations and test for Deimos Rast and Nazari.  I'll go through them in the next day or so (if my gig ends early because playoffs! !!) and see if I can fix them up.

    Thanks guys, I'll be back if I have more questions or if I break something :)

     

  4. Hi @sarbian

    I have some questions for you regarding my 1.3.1. modded install (the log is in the link for you).

    First though, my (fabulous) potato system:

    Intel Core 2 Duo i5-3320M CPU @ 2.60 GHz

    8 GB RAM

    Intel HD Graphics 4000

    Win 7 64 bit

    KSP 1.3.1 64 bit

     

    Here are some of the specifics that I get in my output log:

    Spoiler

    1) "  (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    Texture load error in 'C:\Users\MASTER USER\Desktop\KSP 1.3.1 Modded - Trimmed for Jool 5\Kerbal Space Program\GameData\KSO\Spaces\internalsuper25\blank0.dds'  "

    (Module Manager specific below:)

     

    2) "  [ModuleManager] Error - more than one pass specifier on a node: KSO/Configs/kso_ker_mm_0.1.0/@PART[avionicskso]:FOR[KSO]:AFTER[KSO|KerbalEngineer]
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    [ModuleManager] Error - more than one pass specifier on a node: KSO/Configs/kso_ker_mm_0.1.0/@PART[super25nosekso]:FOR[KSO]:AFTER[KSO|KerbalEngineer]
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    [ModuleManager] Error - more than one pass specifier on a node: KSO/Configs/kso_mechjeb_mm_0.1.0/@PART[avionicskso]:FOR[KSO]:AFTER[KSO|MechJeb2]
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    [ModuleManager] Error - more than one pass specifier on a node: KSO/Configs/kso_mechjeb_mm_0.1.0/@PART[super25nosekso]:FOR[KSO]:AFTER[KSO|MechJeb2]
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    [ModuleManager] Error - more than one pass specifier on a node: KSO/Configs/Patches - Super 25/Aero_Caps_with_comments/@PART[super25nosekso]:FOR[z_KSO]:FINAL
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    [ModuleManager] Error - more than one pass specifier on a node: KSO/Configs/Patches - Super 25/Aero_Lift_with_comments/@PART[super25wingLkso]:FOR[z_KSO]:FINAL
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    [ModuleManager] Error - more than one pass specifier on a node: KSO/Configs/Patches - Super 25/Aero_Lift_with_comments/@PART[super25wingRkso]:FOR[z_KSO]:FINAL
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    [ModuleManager] Error - more than one pass specifier on a node: KSO/Configs/Patches - Super 25/Command_with_comments/@PART[KSO25_Cabin]:FOR[z_KSO]:FINAL
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)  "

     

    In the output_log, I get this when Module Manager states it's done Patching:

    Spoiler

    [ModuleManager] Done patching
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    [ModuleManager] Errors in patch prevents the creation of the cache
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    [ModuleManager] ModuleManager: 11408 patches applied, found <color=orange>8 errors</color>
    2 errors related to GameData/KSO/Configs/kso_ker_mm_0.1.0.cfg
    2 errors related to GameData/KSO/Configs/kso_mechjeb_mm_0.1.0.cfg
    1 error related to GameData/KSO/Configs/Patches - Super 25/Aero_Caps_with_comments.cfg
    2 errors related to GameData/KSO/Configs/Patches - Super 25/Aero_Lift_with_comments.cfg
    1 error related to GameData/KSO/Configs/Patches - Super 25/Command_with_comments.cfg

    I also have some errors relating to OPM, but they are after MM has run, and if they start causing problems (if I ever get to Slate or some of the other moons) I'll post over in that thread....

    So, here is the full log if you like. And here are the configs that MM mentioned in the log.

    I am guessing that something in those configs that @Deimos Rast and myself did that needs to be fixed.  Any help you can provide would be greatly appreciated.

    Please let me know if you require any further info.

  5. 4 hours ago, Lisias said:

    I just fired up a 1.3.1 to see that. Well, it works on a vanilla install. But it works *slowly*. Very slowly - and the control indicator on the HUD moves.

    Try a clean install, then add your mods one by one. I can't think on anything else.

    I've noticed it moves very slowly.  And then, of course, when you go and move the stick (at super-sonic speeds) your aircraft likes to do the opposite of what you'd like.  I think some of my planes need some COM/COL adjustments more than I need trim :wink:

     

  6. 6 hours ago, Cheesecake said:

    Using the latest release in KSP 1.3.1 and the most parts didn`t show up in VAB. The reason is: The most parts has no categories (category = -1 or the category is commented out).

    Do you have some plans for TweakScale compatibility because teh most parts are too big for smaller launchers.

    It's been mentioned by the OP, but use the big arrows in the top left corner of the part menu to expand that menu (as if you were going to grab a subassembly).  Down near the bottom of the expanded list, just above the 'plus' sign, you'll see the custom tab for Modular Launch Pads

  7. On 4/6/2018 at 12:38 PM, mrmcp1 said:

    To add trim press the alt key and one of the control inputs (a,s,d,q,w,e) , press alt and x to reset trim to 0

    Hmm....  I cannot seem to get any trim adjustments at all, even holding Alt and mashing an input key do nothing.  Although atl and x cut my throttle.  It's almost as if the alt key does nothing...  Not sure if it makes a difference, I am using 1.3.1. and I have not installed this plugin yet

    Is there an option that needs to be set in the main settings screen before going into a save game?  I have yet to find anything in the Input screen for assigning keys to trim either.

    Thoughts?

  8. On 3/14/2018 at 10:53 AM, Nertea said:

    1.4.1 Update Status

    • Super low priority mod to update due to loathing

     

    Due to the above quote and this post from a while back, I decided to give this mod a good and solid shake at a Jool 5 run.  First, credit where credit is due:  After searching the Interwebs for some inspiration "KSP Mark IV cruiser/interplanetary/mothership/etc" I saw this post that had this picture of an interplanetary cargo ship.  My version of a Mark IV interplanetary vessel is similar (lateral cargo bays with a central spine) but different (less and different engines, (probably) different central spine, longer, higher payload and mass, and VTOL (planned TO, the L is more crashing so far) capabilities on some airless bodies). 

    Images/videos are to come, once I have an almost final build.  With my landers and science kit, we're at almost 300 parts, probably more by the time the fine tuning is done!

    Many thanks to @Nertea and @Goomblah for the inspiration!

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