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JonnyOThan

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Everything posted by JonnyOThan

  1. That *really* shouldn’t be the case…why aren’t you just using CKAN? 99% of the time “I reinstalled everything and it works” just means it wasn’t installed correctly the first time. You should verify the assumption about modulemanager. Upgrade it to the newest version, changing nothing else, and see if the problem returns. For best results, copy your KSP.log and modulemanager.configcache files somewhere else first and then you can compare them to see what changed.
  2. No, I would have expected having tufx without shabby might have caused something like this.
  3. Hey @Jason Kerman I figured out that pesky Onrefni parallax issue: https://github.com/jcyuan06/Kcalbeloh-System/pull/23 Oh, and this is kind of important too... https://github.com/jcyuan06/Kcalbeloh-System/pull/24
  4. You need to *post* the log for someone else to look at. preferably ksp.log.
  5. Oh, I never did figure out how scaling is supposed to work. Do these parts change size for RO? Cause I’m pretty sure the FreeIVA stuff won’t really work at the stock scales if you connect more than one part together.
  6. Interesting..it did have a metadata update today, so that might be why.
  7. Hmm, lots of different things are throwing exceptions so it's hard to pinpoint a cause...you might want to resintall the game and make sure you follow the install instructions for realism overhaul. Note that using TweakScale with RO is discouraged since most parts are already procedural.
  8. Well, commnet constellation is spewing errors but it’s difficult to say if that’s the cause. ugh yeah it’s this problem with rpm again. I assume you were the genesis of the issue that @linuxgurugamer just fixed in REKT, it’s the same thing. sterPropMonitor]: No RasterPropMonitorComputer module found on part WBI.BuffaloCab for prop swToggleEngines in internal WBI_BuffaloCabSpaceASET Either Buffalo needs to add the rpm computer module to these parts, or I need to add a compatibility patch to RPM. Or I need to figure out exactly why that hard crashes the game.
  9. You’d need to post your logs, maybe a screenshot… A common cause of “engines not working” is placing them in a position where the thrust hits some other part on your ship. Could that be the case for you?
  10. Random hunch, are you in a country that uses comma as the decimal separator?
  11. Yeah I looked a little deeper, it does seem like it could be expanded. I'd be surprised if CTT doesn't already have more options though. But you'd need to figure out which parts from which mods go in which nodes, how much the nodes cost, and how the whole thing will work for different combinations of mods. I wonder...is there any way to unlock a tech node based on doing a science experiment? That seems fairly easy to build, and would be a really cool addition to what you're talking about.
  12. The exact details depends on the details. CKAN is pretty flexible so if you lay out exactly what the different packages are and how they should (or shouldn't) be installed together we can help figure that out. CKAN can handle multiple packages in a single zip file, but I don't think I know of any examples of one module spanning multiple zip files if that's what you're thinking of. I would suggest considering how often you expect things to change and the download sizes when deciding how to split stuff up between zip files. For example if you have two different texture options you might want to put them in different zip files so that only one of them needs to be downloaded. And I would suggest avoiding putting files that change often inside a large zip file with files that don’t change often (e.g. textures).
  13. Looks like it's probably related to the depth mask used by restock or ModuleDepthMask:
  14. Interesting, thanks. I didn’t check the ckan metadata but the forum post doesn’t list it as a dependency. I’ll have to check how that happened…
  15. Well, you can install it manually but make sure to use the latest versions of any dependencies. But really, ckan will prevent the majority of installation and compatibility issues.
  16. A few notes: [*] is unnnecessary since you’re filtering by modules. NEEDS[Habtech2] is unnecessary as well, although it may improve performance when habtech2 isnt installed. But once patches are cached it won’t matter. The @MODULE patch should filter on subtypes rather than moduleID. And finally the inner patches should probably have ,* in case there’s more than one affected module or subtype.
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