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JonnyOThan

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Everything posted by JonnyOThan

  1. The ckan change has been reverted, try clicking refresh and make sure kopernicus expansion is updated to beta 9.1.1.
  2. Can you post some logs somewhere? Did you use ckan to install? You may have been bitten by a recent change. If you did use CKAN, you should be able to fix this by installing the development build and setting the release stability threshold to “testing” in the ckan settings window.
  3. Are you sure the colliders move? If it does that actually could be bad if it wiggles the center of mass of the part. Updating collider transforms is generally slow too...
  4. Well, not really. Or just shoddy documentation (no surprise there). It’s not hard to see that “fixing” this is untenable. You can’t evaluate NEEDS until you know what mods are installed, therefore FOR clauses must be evaluated first. Otherwise you could end in a cyclical dependency. So…I guess you didn’t read the source code before you offered to help me read it?
  5. Cool - just FYI, AFTER implies NEEDS so including DwarfPlanetsPlus in the NEEDS clause is redundant, but harmless. No, it doesn't. Why didn't you test it instead of relying on the documentation? The documentation you cited is explaining the patch ordering. It doesn't say anything about how MM gathers which pass identifiers exist, which is where the potential stumbling block is. Given this patch: @KOPERNICUS:FOR[ThisModDoesntExist]:NEEDS[AnotherModThatDoesntExist] { } !PART[mk1pod_v2]:NEEDS[ThisModDoesntExist] { } You'd expect the mk1pod to NOT be deleted, because the first patch should be removed, right? Wrong: [LOG 10:37:34.166] Config(@KOPERNICUS:FOR[ThisModDoesntExist]:NEEDS[AnotherModThatDoesntExist]) /weirdpatch/@KOPERNICUS:FOR[ThisModDoesntExist]:NEEDS[AnotherModThatDoesntExist] [LOG 10:37:34.166] Config(!PART[mk1pod_v2]:NEEDS[ThisModDoesntExist]) /weirdpatch/!PART[mk1pod_v2]:NEEDS[ThisModDoesntExist] [LOG 10:37:34.228] Config(PART) Squad/Parts/Command/mk1pod_v2/mk1Pod_v2/mk1pod_v2 Changed : /weirdpatch.cfg.cfg ThisModDoesntExist [LOG 10:37:33.968] Deleting root node in file /weirdpatch node: @KOPERNICUS:FOR[ThisModDoesntExist]:NEEDS[AnotherModThatDoesntExist] as it can't satisfy its NEEDS [LOG 10:37:34.115] Applying delete /weirdpatch/!PART[mk1pod_v2]:NEEDS[ThisModDoesntExist] to Squad/Parts/Command/mk1pod_v2/mk1Pod_v2.cfg/PART[mk1pod_v2] [LOG 10:37:34.330] :BEFORE[THISMODDOESNTEXIST] pass [LOG 10:37:34.330] :FOR[THISMODDOESNTEXIST] pass [LOG 10:37:34.330] :AFTER[THISMODDOESNTEXIST] pass
  6. No, it doesn’t. That’s exactly what I’m warning about. FOR[X]:NEEDS[Y] declares that X exists regardless of whether Y does. Sure, but you said “kopernicus should be patching”
  7. Kopernicus isn’t the mod doing that patch, it’s DwarfPlanetsPlus itself. Therefore NEEDS is redundant. I don’t know if there are things in the Kopernicus pass that DwarfPlanetsPlus actually needs to be ordered after (probably not). Be careful with FOR and conditional patches, because the existence of FOR is *not* conditional. Any patch that includes a FOR clause tells MM that the mod is installed regardless of whether its conditions are met. It is a cardinal sin to use FOR with a mod identifier that is not the mod containing the patch itself, because it will cause other patches to activate when they shouldn’t. Can you elaborate on this? Ah, you added this to the DwarfPlanetsPlus files? That seems reasonable.
  8. See “through the eyes of a kerbal” Iirc some of the heat shields from tantares and bdb support this (as historically appropriate). It’s not hard to do as a patch, but I don’t really agree with the balance aspect in the stock game. Heat shields don’t even support fuel crossfeed! It might make sense for someone to provide an alternate copy of the stock heat shields that cost more money, mass, more tech to unlock, etc.
  9. MKS is kind of a mess from the IVA standpoint: https://github.com/FirstPersonKSP/FreeIva/issues/289
  10. Can you post your KSP.log in my discord or the github repo? With the flakiness of the forum it’s getting hard to provide support here. my discord: https://discord.gg/MEAJdQBT
  11. Please post your KSP.log somewhere. My discord (linked in the OP) is probably a better place to get help since the forums are so flaky. Problems like this are basically always an incorrect installation, so I’d suggest using CKAN if you weren’t.
  12. Ah woops, I transferred it here: https://github.com/KSPModStewards/ksp_irc
  13. With the forums being unreliable, the best thing to do is file an issue on github. And screenshots and log files would be useful. https://github.com/KSPModStewards/TUFX/issues
  14. “KSA” is just a pack of IVAs for stuff I wanted to use, mostly for VR. I could be persuaded…I assume there’s good reference images of the real one?
  15. 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.
  16. 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.
  17. It could be deferred or another mod that changes shaders on parts too. That’s the underlying issue.
  18. It’s tufx. https://github.com/KSPModStewards/TUFX/issues/9
  19. 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
  20. 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.
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