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Stone Blue

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Everything posted by Stone Blue

  1. @oyster_catcher So I thought I'd give this a not-very-serious try in a sandbox game. Probably not game/mod breaking, but I have MADLAD installed, and its logging that Booster Guidance cant load FAR as a dependency (I dont have FAR installed)... I assume its just the way you have it referenced in the project file? vOv I know it probably *should* be installed with this... but i have other mods installed that dont play nice with FAR full log message from MADLAD: [2021-04-06 09:06:59]: [BoosterGuidance] Checking for FAR - failed(System.IO.FileNotFoundException: Could not load file or assembly 'FerramAerospaceResearch, Version=0.16.0.1, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'FerramAerospaceResearch, Version=0.16.0.1, Culture=neutral, PublicKeyToken=null' at Trajectories.AerodynamicModelFactory.HasFAR () [0x00000] in <d396cdd742264b81900c4c21c28438cc>:0 )
  2. Hmmm.... I've had this in 1.11.2 for a bit now, and havent had the issue you describe. I havent fully tested out the mod tho... Mae sure you have the latest Toadicus Tools dependency, also
  3. Try the continued version
  4. Read this, and come back with links to your uploaded logs.
  5. 1.8.1 was the last major Unity update for KSP... if no one has complained about major issues with KSP Wheel in later versions, it should work. Just mar it 1.11.x compatable in CKAN, and give it a try in a fresh sandbox save, first.
  6. O...M....G..... Thread reported..... for causing excessive heart rate and shortness of breath...
  7. @lookolookthefox dont forget to search the MM cache file for a part that you are targeting... you'll be able to see exactly what, if anything, your patch is applying to the final part definition for the partdatabase
  8. well, like I said... I only have really basic nowledge of MM syntax/logic, and I still need to as for help on MM quite a bit myself... @lookolookthefox hmm.. wait... I just looked closer, and I see you have `#$@MODULE`... as far as I can tell/thought, the `#` is used for filtering of variables, not nodes... maybe try dumping that... because that may be why its not able to find the module nodes I thin thats what this means: `Cannot parse variable search when inserting new key` ... its doing a variable search on a module node, when its really dealing with managing variables/keys, instead... vOv
  9. @lookolookthefox first thing, I dont think you can have a :HAS inside a :HAS... you have to seperate them Also, please try to avoid using :FINAL... I have a low level of MM nowledge, and someone will probably come along with a better answer, but in the mean time, you could try something along the lines of: @PART[*]:HAS[@MODULE[USI_Harvester],@INPUT_RESOURCE[#ResourceName[ElectricCharge]]]:FINAL The `,` is AND, so it implies "and has" so you can use that in place of a :HAS inside a :HAS.. I see a couple places further down in the patch this could apply to, as well
  10. @Camelhairs06 I'm barely a novice with MM, but i think you want to target each `engineID =` ... or maybe you can use an index for each MODULE{} itself.... https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook
  11. Nice job everyone! I cant believe we're coming up on *10 years* since KSP was initially released. Its great to see and know the community is still as active as ever, and new, great mods are still being developed.
  12. theres a new mod that might help with that
  13. Spaces in part names, files, models, & folders is just really bad practice. I know, not your mod
  14. @NiL I think there were at least a couple of mods... One is
  15. Its not quite so simple... colliders cannot be concave... they must be convex... so if you just copied the interior mesh(es) to mesh colliders, most liely they would all have some concavity in them... Then you'ld have to have a way of calculating how they would be split up... Again.. same thing... props dont generally have colliders... the only colliders on props, are generally small, triggered ones, for user interaction, over buttons/handles/controls/MFDs... You'ld have the same issue as converting the IVA mesh to colliders... tho doing props might be easier, since they would be interacted with, from *outside* the box, where as with the IVA colliders, you'ld be *inside* the box... so doing colliders based on the bounds shape of the props, you might have moar lee-way in not having to match the mesh shape as exactly, so might be easier to come up with colliders that dont have any conacavity issue.. vOv
  16. I have no problems with using this in 1.11.2. it all wors fine.... just as long as you keep the buildings hidden, setting in the game settings.
  17. While what you have there *is* a sort of fix... its moar of a "band-aid fix"... I dont want to sound negative, or discourage you, as you've taken a good first step into how the game files work, and you did come up with a *possible* fix This seems to be moar an issue that the drag cubes are not being calculated properly for those parts. The proper fix, is to fix any issue with the model(s) itslef, if there *is* any issue there. Then the other would be to troubleshoot the drag cube calculation that is happening.. if its wrong, it can be addressed with editing the drag cube definitions in the cfg(s). I dont know exactly why swapping to the battery model would "make the parts look better...", but that can also be looked at, rather than ignoring the reason why there may be seperate models for these parts in the first place.
  18. yeah... you're taling about site scraping? there are legitimate uses for it... that sort of thing does tend to get a bad rap... but usually only raises red flags when its scraping *whole* websites, or hosted databases, and ends up severely affecting network speeds & connectivity for sites its scraping... just going one or two levels down, on specific threads in the forum shouldnt be an issue... now, if you were trying to scrape the *whole* forum at once... lol... i bet someone would notice and mebbe take action... as a matter of, IIRC, didnt something like that happen here, a few years ago, by accident?
  19. Could mebbe take a look at Malah's QuickMods repo, to see how thats setup...granted, theres a lot more modlets & *stuff* in there, than you probably need... lol
  20. do you have one of the mods specified in the NEEDS installed? also, you *do* need CRP *or* a WBI mod installed...either is a dependency of OPT Reconfig
  21. Also, *exactly* what *is* your issue? Are the parts not showing up? Is the Toolbar button not showing up? Is the MechJeb menu not showing up? or...??
  22. NIce! ... I just wish these were all on the same repo, and had a combined release pacage, so you could grab them all at once, as well as the seperate pacages to pic & choose... But great job! Also, not sure I did it the preferred method, but I submitted a nomination for Thread of The Month for this
  23. Basic part "welding", as Gargamel speaks of, above, can be done simply with config edits, and/or MM patches. Especially since Squad moved from the old model definition of `mesh =`, to the new MODEL{} node, which has a lot moar functionality. The new method allows for using multiple, seperate models & textures, in one PART{}. You also, no longer need to create duplicate model & texture files, just because they are not in the same folder as the part config. You can re-use/share models/textures across folders now. Granted, you wanna start simple, with MODULE{}-less and similar parts. You *can* weld parts with certain MODULE nodes, but you have to be pretty selective, and have a decent knowledge of what modules can/cant be used together on a single part, and which may conflict with others. But welding is actually a good way to step into "modding"... and I mean in the sense of making your *own* mods...not as-in, "modding the game", just by adding pre-made mods to your install...
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