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JonnyOThan

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  1. I’ll take a look! For future reference, the best way to request or report something for my mods is to file an issue on github (I just did so for this). The forums are flaky so who knows if this will be available whenever I take a look at it. GitHub issues will stick around until this gets prioritized.
  2. Interesting. One of the things I was trying to do in my refactor was to abstract out the electricity dependence, so maybe this could get even easier to support. I kinda left that half finished though; I really need to get back to it sometime.
  3. It could be deferred or another mod that changes shaders on parts too. That’s the underlying issue.
  4. It’s tufx. https://github.com/KSPModStewards/TUFX/issues/9
  5. It’s supposed to, but there are a couple bugs here and there. If you notice something not working properly, please report it along with your KSP.log. I’ve had one report here that ISRUs weren’t working properly but it could also have been caused by issues from another mod. I haven’t investigated yet: https://github.com/JonnyOThan/TweakScale/issues/80
  6. This often happens if you have mods that lock you into IVA mode. QuickIVA and ThroughTheEyes have options for this. Sometimes these mods break in a way that permanently removes your key binding for camera switching, so make sure those are still set up in the key settings.
  7. Hatches are the key to how the separate parts connect to each other. If you don't want to be bothered opening them all, you can write a MM patch to force them all to open (and possibly hide) whenever they have a connected part.
  8. I just popped around a couple seats and realized that something is already showing the kerbal names. I’m not sure if that’s stock or a FreeIva feature I forgot about. Assuming it’s the latter, is there any functionality you’re missing? It doesn’t show the trait or level so that seems easy enough to add. Also I kind of doubt that mod is gonna get any updates so you can always just use the previous version. So I went and built models and cfgs for all of the Grounded parts before actually checking them out in game. Since they don’t have attach nodes between the crewed parts I’m not sure that’s going to work. I could add the nodes but it feels pretty weird to fundamentally change how things snap together just for FreeIva support.
  9. These are part of ASET props: https://github.com/StoneBlue/ASET-Consolidated-Props/blob/52e87e25d03fdf7c5af1e2601e7a564ee148a693/GameData/ASET/ASET_Props/Misc/ASET_WallLabel/ASET_WallLabel.cfg#L22
  10. I took a look at this one and it’s not very straightforward. There’s only like two parts with IVAs, one of them isn’t positioned correctly and the other has a big tube where the hatches would be. Haven’t heard of this, I’ll take a look.
  11. this patch: https://github.com/TheMinmusDerp/OPX-InnerWorlds/issues/1 https://github.com/TheMinmusDerp/OPX-InnerWorlds/blob/d9bf3acc2686209c16b93f615830a2b88c2167e4/OPX-InnerWorlds/Patches/Parallax/Kortens/Anton.cfg#L1
  12. Heads up for anyone looking for support: The USI playmode incorrectly uses `FOR[Pathfinder]` which makes other mods think Pathfinder is installed. This can then lead to fatal B9PS errors: [LOG 10:30:06.308] Config(B9_TANK_TYPE:NEEDS[B9PartSwitch,Pathfinder]) RationalResources/TemplateDefault/ClassicStock/zTankTypes/RR_AUR [LOG 10:30:06.747] Config(@PATH_SCIENCE[Sunburn]:FOR[Pathfinder]:NEEDS[DeepFreeze]) WildBluePlaymodeUSI/Templates/USI/Pathfinder/SunburnLab/@PATH_SCIENCE[Sunburn]:FOR[Pathfinder]:NEEDS[DeepFreeze] [LOG 10:08:00.547] Applying update WildBluePlaymodeUSI/Templates/USI/Pathfinder/SunburnLab/@PATH_SCIENCE[Sunburn]:FOR[Pathfinder]:NEEDS[DeepFreeze] to WildBluePlaymodeUSI/Templates/USI/Pathfinder/SunburnLab.cfg/PATH_SCIENCE[Sunburn] [EXC 10:30:12.329] [ModuleManager] Exception while calling B9PartSwitch.B9TankSettings.ModuleManagerPostLoad(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Fatal exception while loading tank type RR_AUR ---> System.Exception: Exception while loading field resources on type B9PartSwitch.TankType ---> System.Exception: Exception while loading field resourceDefinition on type B9PartSwitch.TankResource ---> B9PartSwitch.Fishbones.Parsers.PartResourceDefinitionValueParser+PartResourceNotFoundException: No resource definition named 'Aurum' could be found Installing Pathfinder will avoid the issue, or just change that FOR[Pathfinder] to NEEDS[Pathfinder]
  13. Thanks for the alert. Problem ID'd here: https://github.com/KSP-CKAN/NetKAN/pull/10246#issuecomment-2407281368
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