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Spike88

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Posts posted by Spike88

  1. 9 hours ago, ttikkoo said:

    Easiest way is to reinstall it (just right click on CKAN and then click Reinstall) - you would have to reset any blacklist or folder settings you had with the mod though. 

    Other option is to go to GameData\JanitorsCloset\PluginData - there's a file called "JCModfilter-v2-1" - if you delete that, it should reset the list of mods. Not an expert on the mod so I don't know if there are any side effects to this but I haven't seen any myself.

    I’ll try the latter option and back up the file prior. At worse I’ll just restore the file if needed.

  2. On 5/19/2024 at 11:45 AM, CardZLol said:

    R7 Revamp will probably take a while longer, i havent been having much time.
    In the meantime any parts that i do finish are being placed on the TantaresLV github, and can already be used

    As someone who's currently at the R-5 in his 'History of Spaceflight' career, I would say it would be great if the R-7 was sooner, but honestly the parts are so good either way it's not like it'll make a drastic difference.

     

  3. So by piecing together other modded wheels from coldwaraerospace(which it looks like the author of that mod used these wheels to make his),  and parts from similar sized stock wheels, I believe I got these to work. I did just edit the original wheels instead of faffing around with a MM patch. Not sure what the license says when it comes to sharing the final result.

  4. 3 minutes ago, Beale said:

    False positive, common for many DLL plugins unfortunately. A request for false positive whitelisting has kindly been made (you know who you are).

    I hope folks can trust that I'm not dispensing a virus here :D

    I have faith in you not dispensing a virus, although it wouldn't be unheard of for a mod creator to do so haha. I was mostly pointing it out in terms of something being compromised between you releasing and me downloading(not sure how the whole process with github works).

  5. 10 hours ago, Rodger said:

    Sorry I didn't see this earlier, but there was a fix about 9 months ago for this issue on github, I think it's after 1.13 was released though. If you want to use TACLS still, you can just download this patch:

    https://raw.githubusercontent.com/CobaltWolf/Bluedog-Design-Bureau/master/Gamedata/Bluedog_DB/Compatibility/TAC-LS/Command.cfg

    and place it in the Gamedata/Bluedog_DB/Compatibility/TAC-LS/ folder.

    AVC should be fine to use too, it was only MiniAVC that had issues.

     

    After all this time looking for the cause of the problem and trying to find a solution, there was a simple one all along. :D

  6. On 2/25/2024 at 7:05 PM, Pappystein said:

    I thought the KSP AVC was bugged and caused issues with many "code intensive" mods like B9PArtSwitch...  Yet I see a notice in the upper left corner that AVC is running on your game?    Maybe I am wrong  But that is what I remember...   Because I am using all the latests and have none of these issues... I would guess it is due to a mod that is not Benjee10 nor CobaltWolf nor the dependancies for Benjee or Cobalts mods.  

     

    It is KSP-AVC maintained by LinuxGamerGuru, not sure if that has problems too. Either way I removed it and I'm still getting the issue. ¯\_(ツ)_/¯

  7. I went to play KSP the other day after a hiatus and had to update a couple mods.  After updating them I started getting these B9Parts errors on Gemini parts. I tried pruning some mods that I thought could be culprits to no avail and ended up creating a fresh install of KSP with even less mods and I'm still getting them.

    SR3iP8z.png
     

    Here is my Log: https://www.dropbox.com/scl/fi/85iohocduoazx7n9bn7ov/KSP.log?rlkey=cparn7b99m5pm3o5jv5s0vz9r&dl=0

    And my MM Log: https://www.dropbox.com/scl/fi/k6wp963oci4v0rcho3p44/ModuleManager.log?rlkey=ryvniubez2cex7r84044zizl3&dl=0

  8. 2 hours ago, OrbitalManeuvers said:

    i don't think this will fix your B9 errors but the folder StarstroSpaceSystems-main is not correct. You want its child folder StarstroSpaceSystems in GameData.

     

    I’ll have to fix that, was a mistake when I was reinstalling all the mods to try and fix the issue. Thanks for pointing it out. 

  9. Can anyone help me with these errors? Last time I was playing KSP I wasn't having them, I updated a couple mods and started getting them.  I tried pruning some mods to see if they were causing the issue and even reinstalled KSP to try and resolve it.

    SR3iP8z.png
     

    Here is my Log:https://www.dropbox.com/scl/fi/85iohocduoazx7n9bn7ov/KSP.log?rlkey=cparn7b99m5pm3o5jv5s0vz9r&dl=0

    And my MM Log:https://www.dropbox.com/scl/fi/k6wp963oci4v0rcho3p44/ModuleManager.log?rlkey=ryvniubez2cex7r84044zizl3&dl=0

  10. On 9/3/2023 at 12:49 AM, Hudsonkm said:

    So I figured out how github works and that there are more recent updates beyond just the releases. 

    Got rid of the original errors I mentioned, but now just some b9 part switch errors. Including one fatal. 

    Will continue to research and see if they are mentioned elsewhere in this thread.

    This is with a fresh install of KSP, breaking ground, making history, and the only mods are Skyhawk and its dependencies along with Skyhawk kerbalism and its dependencies. 

    osGbfHk.png

    The following fixed it for me, just put % in front of the part for BDB:

    On 5/11/2023 at 12:28 PM, JadeOfMaar said:

    @Spike88 Due to my lack of knowledge of Skyhawk, I didn't expect it would have a patch for RRNF. It's possible that there is now a "patch loop" situation as the key RRNF = Yes will exist more than once in the affected parts. Only the first found instance will be changed, then likely, my patches come back, finding the 2nd instance of this key with this value, but also find that the engine situation is changed and will cause B9PS to make noise. I'd really rather that the Skyhawk dev sent those changes to the RRNF opt-in config to me instead of publishing it for themselves. It's no sweat to me to push an update to my mod for a small change as that.

    If you want to keep RRNF and Skyhawk, do try one of these if you're inclined:

    • Reinstall RRNF then open its opt-in config and put a % in front of RRNF in the Kerbal Atomics section so you have %RRNF = Yes like Skyhawk has. This will prevent the key existing multiple times.
    • Delete this folder: SkyhawkScienceSystem/Patches/NTRs/

    @Nori Sorry, fellow. I'm helpless here. You'll have to pick apart your install and find the exact mod that clashes with Blacksmith. Then I'll know to dig through that mod and write the anti-conflict. Alternatively, you could open RationalResourcesBlacksmith/RR_Blacksmith.cfg and delete everything between these two comments:

    • // Equip stock science lab with RR Blacksmith
    • // Fission fuel tanks refill EnrichedUranium

    And substitute for RR Work production with a compatible EL part whose part description says (in blue text) that it includes a Blacksmith workshop.

  11. 45 minutes ago, JadeOfMaar said:

    @Spike88 Due to my lack of knowledge of Skyhawk, I didn't expect it would have a patch for RRNF. It's possible that there is now a "patch loop" situation as the key RRNF = Yes will exist more than once in the affected parts. Only the first found instance will be changed, then likely, my patches come back, finding the 2nd instance of this key with this value, but also find that the engine situation is changed and will cause B9PS to make noise. I'd really rather that the Skyhawk dev sent those changes to the RRNF opt-in config to me instead of publishing it for themselves. It's no sweat to me to push an update to my mod for a small change as that.

    If you want to keep RRNF and Skyhawk, do try one of these if you're inclined:

    • Reinstall RRNF then open its opt-in config and put a % in front of RRNF in the Kerbal Atomics section so you have %RRNF = Yes like Skyhawk has. This will prevent the key existing multiple times.
    • Delete this folder: SkyhawkScienceSystem/Patches/NTRs/

    I would post this to the Skyhawk dev’s, but they seem to have abandoned it. Either way the % in front of RRNF seems to fixed the issue. 

  12. 11 hours ago, JadeOfMaar said:

    @Spike88 I can't use that log. I would need to see your MM cache and your MM logs. But I have a few options for you to test and settle on one:

    • If you have an extra/modlet from Kerbal Atomics which affects those engines, identify it and remove it.
    • If you have RealFuels-Stock, remove this or remove the KerbalAtomics folder from within it. It renames ModuleEnginesFX to ModuleEnginesRF which will cause the issue you're showing me.
    • Remove RR Nuclear Family.
    • If the conflict is caused by a mod that's not related to Kerbal Atomics or RealFuels, find this mod or send me that MM cache and MM logs.

    And do let me know how things go.

    1. I don't have any of the extras installed for Kerbal Atomics

    2. I don't have Realfuel's installed.

    3.  RR Nuclear Family is a soft requirement for SkyhawkScienceSystem, not sure if I really need it though as it looks like it's mostly for Kerbalism support. Removing it fixes the warning.

    Here is my MM Cache and MM Logs:

    https://www.dropbox.com/s/9u116pt9oj0urku/ModuleManager.zip?dl=0

  13. On 4/14/2023 at 10:14 PM, zer0Kerbal said:

    Of course - plan is to push 20-30 addon updates/adoptions by the end of this month. HL20 is one of them, along with Rovers and so much more. Finishing up on DAR as I type.

    I look forward to you releasing this. 

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