danbadone
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
danbadone replied to Boris-Barboris's topic in KSP1 Mod Releases
Oh I should have mentioned, I'm still on 1.10.1- 961 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
danbadone replied to Boris-Barboris's topic in KSP1 Mod Releases
Yea I thought as much, there's really not much in that log, and super not reproducible... My main hope was that maybe you see a mod in my list and go "a-ha, that won't work!"- 961 replies
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
danbadone replied to Boris-Barboris's topic in KSP1 Mod Releases
Hi, sometimes the mod crashes the game on startup, during the step Module Manager: Running post patch callbacks. I have a bunch of other mods installed, so there might be a compatibility issue. Strangely enough though, the crash is not completely reproducible, and I've gotten the game to run a few times by clearing the ModuleManager patches cache. But even when it runs, it usually breaks again after starting fine a few times (without me changing anything). Without the mod, KSP launches fine every time. The last log line is always this (sometimes with different engines): [LOG 13:31:23.153] [AtmosphereAutopilot]: part 'engineLargeSkipper_v2' config node contains ModuleGimbal, moving it I've tried to figure out which mod could cause the problem by disabling my other mods one at a time, but since that clears the ModuleManager cache, the game would sometimes start after I removed a mod, but re-adding it wouldn't break it again, for a few starts anyway. Very strange indeed. Here's my Player.log from a failed start, maybe you have some success in figuring out what's happening: Player.log Installed mods:- 961 replies
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You cannot use two specifiers at the same time in ModuleManager patches (using both :FOR and :AFTER is not allowed). If you remove the :FOR, it runs. The only thing that does not seem to work properly is the EC consumption when the vessel is not loaded, which makes it kind of imbalanced. @PART[*]:HAS[@MODULE[Laboratory]]:AFTER[zzzKerbalismDefault] { @description:NEEDS[FieldTrainingFacility] ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>: %MODULE[FieldTrainingFacility]:NEEDS[FieldTrainingFacility] { // Science Cost = TrainingFactor * exp needed * conditions(inSpace, Landed on other planet) // example : landed on minmus, level 4->5 : 20 * 32 * 0.25 = 160 TimeFactor = 9201600 ECFactor = 4 SpaceFactor = 4 LandedFactor = 6 } }