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JonnyOThan

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Everything posted by JonnyOThan

  1. 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.
  2. 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
  3. 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]
  4. Thanks for the alert. Problem ID'd here: https://github.com/KSP-CKAN/NetKAN/pull/10246#issuecomment-2407281368
  5. What? No. Parallax supports multiple top-level `Parallax` nodes. If you use `@Parallax` in a patch, it applies to all of them. Don't do that.
  6. Not sure who's handling parallax support, but you shouldn't use @Parallax: https://github.com/TheMinmusDerp/OPX-InnerWorlds/issues/1
  7. Hey it looks like KSS2 bundles a few mods but inside its own Plugins directory. These should either not be bundled or bundled in the same location where they are typically installed: [LOG 13:26:34.325] AssemblyLoader: Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\KSS2\Plugins\Instantiator\INSTANTIATOR.dll [LOG 13:26:34.326] AssemblyLoader: Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\KSS2\Plugins\MitchellNetravali\VertexMitchellNetravaliHeightMap.dll
  8. Try updating deferred, you're not on the latest version.
  9. I'm also skeptical that it ever had its own IVA: https://github.com/linuxgurugamer/Mk2.5_Spaceplane_Parts/blob/09f8e04fd69b7691f5d720dce6576f2856cfd119/GameData/RaginCaucasian/Parts/mk25Fuselage/mk25Fuselage0500_Cabin.cfg#L73
  10. Post your log? The IVA should not have any impact (heh) on external collisions. Its *possible* when layers are not assigned correctly but I really doubt it has any affect on the lethality of the part.
  11. I think the revamp of the recommendations page is one of the biggest improvements here. I've seen so many people with (justified) issues with that experience, and it's so much better. This is a great release, congrats!
  12. You could probably do it with some MM patches that sets hideDoorWhenConnected to true in all the hatch props.
  13. Hey I noticed some weird stuff about this mod and how CKAN installs it... Your release zip file contains top-level directories for RestockWaterfallExpansion, StockWaterfallEffects, and WaterfallRestock, but CKAN will only install the first of those. We could fix that in the metadata, but really it's pretty bad form to install things in a folder name that is also used by other mods. Anyone using a NEEDS clause in a MM patch could be fooled. It would be better to move things entirely under RestockWaterfallExpansion and then declare conflicts as necessary (there's already one with StockWaterfallEffects). I'd be surprised if this didn't cause any bugs like missing effects etc. for people using CKAN installs.
  14. Well it helps that I spent the last ~5 months building an automated build and release system so that I wouldn't have to spend so much time when I wanted to release a mod. TBD if that was actually a good tradeoff. This was the first actual usage of the publish-to-spacedock part of it though. It took 3 minutes from start to finish to build, stamp and publish this update.
  15. Thanks for this! I'll get these fixed up. https://github.com/KSP-CKAN/NetKAN/pull/10221 https://github.com/KSP-CKAN/NetKAN/pull/10222
  16. Version 0.2.19.0 is now available! Notable Changes Added es-es localization (thanks 9field and masertank!) Added support for Stockalike Mining Extension Added support for Kerbal Changelog Added passthrough for mk2 cargo bays Now compatible with Deferred rendering Bug Fixes Fixed centrifuges not working properly with Kerbalism Fixed potential NRE spam with certain combinations of mods NeistAir: Fixed broken passthrough configs Fix a B9PartSwitch error when using Mk2Rebalance Fix a B9PartSwitch error when using GalacticTrading
  17. CKAN does have the latest version - however you will not see it unless you are using CKAN 1.34 or later. OH but I think we have not yet updated the metadata to remove that conflict, so thanks for the reminder... Wait, never mind, we were smart enough to declare the conflict with a max version so it automatically should have become compatible.
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