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Zorg

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Everything posted by Zorg

  1. It looks like Squad in their infinite wisdom changed the how ModuleLight works in KSP 1.11 but didn't provide backwards compatibility nor implement it as a new module. They just changed how the existing module works straight up. Not tested all the lights yet but you can expect some if not all of them to not be functional in 1.11 until we update BDB for compatibility.
  2. Why do you have Kopernicus anyway? I didnt see a planet pack in your mod list. But if you need Kopernicus as a dependency for something else (Custom Asteroids?) removing Kopernicus would cause problems. You can remove Kop if you like but also like I said, the error message is not as scary as it looks. You can keep Kop, just click ok on the message and keep playing. The problem caused is a very minor one.
  3. UPDATE # RealPlume-Stock v4.0.5 Updates - revert global waterfall deconflict patch due to audio issue untill/unless it can be resolved in RealPlume core I think I have an idea how but not 100% sure actually. Even if I can solve part of the audio issue I foresee another problem I didnt think about with respect to how the powerEffectName is patched. Waterfallfx deconflicts for - Near Future Launch Vehicles - Near Future Spacecraft - Near Future Propulsion - Kerbal Atomics # RealPlume v13. 3.2 - no change DOWNLOAD - github DOWNLOAD - spacedock
  4. This is due to an issue with Kopernicus and how we set up some solar panels. Despite the message its quite harmless. It just means certain solar panels that have a size switch will get the same output for both variants instead of different output as we intended. We are looking for a permanent fix in the next update but this is unlikely to actually cause problems in your game.
  5. Ugh I rather foolishly had the sound turned off in my game when testing to listen to music so I didnt catch this. Looks like resolving this could be quite complicated. So Im going to update the patches with manual deconflicts and remove the global patch for now.
  6. Can you give an example of affected engines and which mods they are from?
  7. Please note that RealPlume Stock has been updated with a new catch all patch that should hopefully automatically detect if a part has a Waterfall config and if so delete the RealPlume node. As such you should be able to run both mods together. Waterfall configs will take priority but parts that dont have Waterfall configs can still receive RealPlumes. EDIT: The auto patch ran into some unforseen problems so the deconflicting will continue manually. Updates forthcoming to fix conflicts with NFLV and NF propulsion shortly. I will also make a PR to CryoEngines which carries its configs internally. As mentioned before please direct any potential issues regarding RealPlume and Waterfall conflicts to me and not bother Nertea with it. You can do so at the RealPlume-stock thread or Github issues page https://github.com/KSP-RO/RealPlume-StockConfigs/issues One final note, whether its about RealPlume or Waterfall, if its related to Realism Overhaul they run their own plume configs. Any questions should be referred to RO directly.
  8. UPDATE RealPlume-Stock v.4.0.4 Updates Global WaterfallFX deconflict patch (courtesy of @leopardenthusiast ). Update .version file for KSP 1.11 Fixes Stock NERV plumes disappearing RealPlume v13.3.2 - No Change Github Download SpaceDock Download
  9. Fair warning: due to my own idiocy the while modelling it, the entire Mariner 10 set of parts are overscaled ever so slightly (by about 15%). Since this is still in pre-release I am going to take the opportunity to fix this, this will likely break craft using those parts sorry . But it will be better off in the long run. This will be done within the next few days.
  10. Something new! Fairing for Strawman which was also used for POPPY. An extra variant of the Strawman probe core will have this fairing and there is a new dedicated 0.9375m to 1.25m base for POPPY (which we dont have in BDB but still its a cool fairing). Its also available as a variant on the generic 1.25m base (not pictured) Strawman POPPY
  11. Well functionally every part has been replaced. Not 1:1 since we do some things differently. More than that the Agena and derivative parts have been greatly expanded. Previously the complete list of Agena parts (the ones that have been gotten rid of) would have been around 15-20 parts (if even that). You have a lot more Agena toys to play with now
  12. Not a bug. Those two tanks are the only Agena tanks you should see. Looks like the names on the wiki are out of date. The numbers on the fuel tank correspond to the size. I guess the fuel tank quantities got changed after @Friznit made his diagrams. What is labelled 70A and 200BD in the diagram are in fact the 120A and 240BD. The development cycle took about a year so some details like this might have been missed in the wiki. But you can tell by looking at them they are the same tanks. Friz may correct the wiki when he has the time.
  13. Oh er, I think I got it mixed up with the big Aj10 If thats the case I dont remember why that model is separate.
  14. Er I'm not sure. I guess if Cobalt or someone else chooses to revisit more agena stuff. The C model has a deployable bell and we cant do variants for them (which is why its a separate part). I dont think its a priority right now.
  15. OK I think you are looking for deprecated parts. For instance there are now only two Agena fuel tanks with b9 variants. The Hadar engine is gone and there are now these two. The RLX81 comes in 5 variants covering Agena A,B,D,improved D and Shuttle/Droptank Agena and then there is the bigger 8096C model. The old Mafuni engine is gone and there are now 3 different configurations of the secondary propulsion system one running LFO, the other mono and the other with both options. If its not showing up in the parts list but does show up in a bulkhead search its definitely deprecated and hidden. Its possible some of them didnt have the title changed to reflect this. All current parts show up in the part list properly. Its possible some parts didnt have their titles changed to reflect this but rest assured if its not in the part list its deprecated. Also keep in mind if you have been searching in bulkhead profiles and using these parts, they WILL be deleted in a future update which would break craft using them. I would look to retire those craft asap. We will probably be hard deprecating them next update.
  16. Im not really sure what you mean If im following you right you're not seeing the engines when you check a category like this? Sounds like some other mod or patch is moving BDB parts around.
  17. Should be fixed in the next update, you could grab the fix from here though if you'd rather not wait. Im not 100% sure if its fixed it in all cases but others who have tested it report that its working https://raw.githubusercontent.com/KSP-RO/RealPlume-StockConfigs/master/GameData/RealPlume-Stock/ReStock/nuclearEngine_NERV.cfg Replace RealPlume-Stock/Restock/nuclearEngine_NERV.cfg with the linked file.
  18. True but if someone wanted to combine both it would probably be best to do a custom one anyway as they are unlikely to look nice together out of the box.
  19. Are you playing with the release version or dev? I believe this has been fixed on the github master branch and will be included in the next release. Keep in mind the next official release will likely be after KSP 1.11.1 at the earliest.
  20. IDK why I was manually adding NEEDS[!Waterfall] for various things. A blanket patch is much better. Will check the patching syntax to make sure there are no edge cases and will integrate this or something similar in the next udpate.
  21. yes thats correct. It might sound a bit odd when you see it first but it makes sense when you think about it as a description of the final orbit. The periapsis is the lowest point of the orbit, and if the apoapsis is set smaller (can be any number smaller than Pe) its disregarded. The apoapsis field exists for eccentric final orbits. So you can say set 100km for Per and 500km for Ap and it will basically finish your launch trajectory into an 100x500km eccentric orbit. Can be fun to launch directly into a transfer orbit etc.
  22. as mentioned earlier, Im not doing too much with realplume anymore. But I am updating the MM patches to give priority to Waterfall and remove conflicts. I know Nertea has updated some of his mods with waterfall and those need to be taken care of. If there are other conflicts with stock or other mods I would appreciate people letting me know the specifics in the RealPlume thread or github issues (realPlume-stock). I will prob release a new update within the next couple of weeks with such fixes.
  23. RealPlume actually inserts the plume effects (and assorted audio effects) at AFTER[zRealPlume]. Some modifying patches also run at for zzRealPlume. Thus anything changing the EFFECTS node after RealPlume has done its thing would need to run at AFTER[zzRealPlume] to ensure it works.
  24. I would think the best solution would be for RSE to run its patches after zzRealPlume if RealPlume is detected. Edit: I dont use RSE but I was under the impression it played nice with RealPlume.
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