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DustDragon

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Everything posted by DustDragon

  1. After a few more researches, it has nothing to do with your mod: it's a Kopernicus thing. As it has been updated recently, the mods adding solar systems haven't been updated and most are holding onto some Kopernicus files from past versions. Would I have had your mod installed or not, it would have turned the same: I couldn't have used the solar panels properly. It just prevent their use, and the non-deployable ones don't produce electricity either. Kopernicus' mod author knows about the problem, and he can't do anything since the solar system adding mod authors wouldn't update their mods (some have stopped working on them anymore, others couldn't bother xD I'm not blaming them, though). It seems that the old Kopernicus files coming from mods like Zive System are competing with the solarpanels.cfg from the newest Kopernicus update, and corrupting saves, something about persistency... Well, now, the SOLUTION is to delete the multisolarpanels.cfg thingy from mods having them (and possibly other mods altering the deployable solar panels, I'm trying to figure out which ones in my load order), and if a save was started with the file still in the zive system folder, the save is to be considered loveed. New game it is! Sorry for the inconvenience, it had nothing to do with your mod (as it is immaculate ), but if anyone struggles with the same problem, at least they'll find somewhat of a solution in the tale of my own suffering... xD
  2. I might have found a solution to this exact bug, which is also combined with another: solar panels are deploying while in vab for no ducking reason. This link might help =) Please, play this game with moderacy, for it is some hard drug ;D
  3. Hi! Sorry to necro the post, but I have a strange bug happening when having All Y'all (literal Must Have, period) and some other mods (I use ckan to download and manage mods most of the time). I think it might have a link with mods adding solar sources/suns, because it happens when I play with Zive System, for example. And right now I still have that bug with my modlist, and I suspect Kcalbeloh System to be the other culprit. The bug in itself hides several options All Y'all provides when right-clicking on a part through the vab or while in flight, orbit, whatever. Only with solar panels. I can, first (only) extend all. Then, I have no other options than to undeploy all extendable parts, and clicking on it DOESN'T DO ANYTHING. And I repeat, it only affects solar panels. I've also asked the Zive System mod author if he could look into it, make a patch or help find a way to make both mods compatible, but at the time he couldn't do much, Zive System being an older of his mods, on witch he wasn't working anymore. He said his mod provided a way to prevent problems with solar panels, but that he couldn't help me further than that, and I have found a cfg file concerning solar panels in the zip file of his mod, but... All in it was so cryptical to me, I have no actual clue what to do with it. It goes like this: // If any modder adds useKopernicusSolarPanels = false to a module instead of a part, add it to the part: @PART:HAS[@MODULE:HAS[#useKopernicusSolarPanels[?alse]]]:FINAL { %useKopernicusSolarPanels = false } // Uses regular expressions to convert any case variants like FalSe to false @PART:HAS[#useKopernicusSolarPanels[*]]:FINAL { // This cfg will enable KopernicusSolarPanels // to allow support for multiple lightsources // // If you want to avoid this, add "useKopernicusSolarPanels = false" to the PART node // That will stop Kopernicus from changing the behaviour of SolarPanel @useKopernicusSolarPanels,* ^= :F:f: @useKopernicusSolarPanels,* ^= :A:a: @useKopernicusSolarPanels,* ^= :L:l: @useKopernicusSolarPanels,* ^= :S:s: @useKopernicusSolarPanels,* ^= :E:e: } //First delete all old "KopernicusSolarPanels" fixers @PART:HAS[@MODULE[ModuleDeployableSolarPanel]]:FINAL { !MODULE[KopernicusSolarPanels] {} } // Converts all ModuleDeployableSolarPanel modules within a part to KopernicusSolarPanels unless the part has useKopernicusSolarPanels = false @PART:HAS[@MODULE[ModuleDeployableSolarPanel],~useKopernicusSolarPanels[false]]:FINAL { @MODULE[ModuleDeployableSolarPanel],* { @name = KopernicusSolarPanel } } //B9PartSwitch support, changes the identifier to a generic identifier, just to be safe, but only runs if the part does not have useKopernicusSolarPanels = false ... @PART:HAS[@MODULE[ModuleB9PartSwitch],~useKopernicusSolarPanels[false]]:FINAL { @MODULE[ModuleB9PartSwitch],* { @SUBTYPE,* { @MODULE:HAS[@IDENTIFIER[ModuleDeployableSolarPanel]] { @IDENTIFIER[ModuleDeployableSolarPanel] { @name = KopernicusSolarPanel } } } } } // clean up @PART:HAS[#useKopernicusSolarPanels[*]]:FINAL { !useKopernicusSolarPanels = delete } @PART:HAS[@MODULE:HAS[#useKopernicusSolarPanels[*]]]:FINAL { @MODULE,*:HAS[#useKopernicusSolarPanels[*]] { !useKopernicusSolarPanels = delete } } Apparently, there is a problem between Kopernicus, mods adding other stars, and All Y'all. And the order in which you download the mods doesn't matter. Could you help, pretty please? I'll keep on trying to find a solution, because maaaan I want my other solar system mods in addition of stock solar system anyway xD My KSP fever is real...
  4. Your mod is a lifesaver! Flying by night with a jet in my modded game is nightmare fuel... I can't see excrements
  5. Pretty please, overlord of fine planet pack, I would ask for the same kind of patch! Volumetric Clouds is a must have... But your mod is too! And I wanted to ask... Is there a way to modify the way solar panels (from other mods, or even the stock ones) work? There's a cfg file that prevent them to work properly. It concerns the way solar panels behave between Kopernicus and your planet pack. Or am I missing something about the options tweakable in the file? xD Sorry, English isn't my mother tongue, so sometimes I have a hard time understanding config files >< EDIT: Also wanted to point out that if used with Parallax 2, as the day and night cycle is different, the way scatters are lit is wrong: On Kerbin, the grass if warping to the morning, for example, looks very dark. It regains its lit aspect progressively around 12 am. I'll report this in the Parallax 2 forum page too so that you might work together to solve this, if you want =)
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