swamp_ig
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KSP2 Release Notes
Everything posted by swamp_ig
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Tweakscale and MFT won't really play nicely together. Maybe you could use ProceduralParts for your rescalable tanks?
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No, but it works harder if you shout at it Edit: note also that you can use top level GameData folder names in NEEDS/BEFORE/AFTER ect now also.
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I'm going to be doing a bit of work with the save file fixer so that it doesn't run as frequently, and displays some progress as it does so in the near future. Just finding some time to do it is the issue Any delay imposed will be at the end of the loading sequence as you enter the main menu. If you're getting hangs halfway through loading, then this is generally caused by some mod throwing an exception during it's initialization phase. Best bet is to check the KSP.log.
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If you're having a problem with not doing anything this is usually because an old version of tweakscale everything is installed. Update it and you'll find it works. Second step is to look at the KSP logs for exceptions. This is called KSP.log in your KSP install dir. If you're still having trouble, upload your KSP log to dropbox or something similar and post a link here and someone will help you.
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The limits on the tanks are there so you can't go too far from what would be available from stock. There's a MM patch in the OP that will alter the size limits with tech levels. The easy way to see where the limits are is just to scale your part down or up to that size. Note that volume is limited as well, so you might find you can make a bigger diameter tank if you make it shorter. RSS scales everything down by 0.8 (including the stock parts), so all the limits are similarly scaled. Given that you might end up with some odd numbers, but it is what it is. If you want to see what the limits are in-game, probably the easiest way is to hit Alt-F12, and go through the part catalog for the part you're interested in.
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I was trying to get everything registered in the Start phase for the KSPAddon for fear that if it didn't get done there, I'd loose the chance to get things registered for any ships loaded. I guess that's not an issue however, since the menus are created on the first right-click, and OnGui is called at the end of the update cycle anyhow, so can defer it until the prefabs are present. I will update the code in KAE. Unfortunately your patch will need to remain for a period of time until users of KAE update their versions, which is something outside of my control.
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Ahh... have managed to replicate this now. Didn't realize you had RF + PP. Should be fixable... Edit: yep fixed, it was a RF issue. I'm not sure why or how this was working with the old version of RF, because the same bug was present. Looks to me like even StretchySRBs would have had the same issue. Maybe it just wasn't found? NK will no doubt release a bugfix RF version in due course.
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Can you please try: grep ServiceModule $(grep -rl TANK_DEFINITION .) If you see more than one name = ServiceModule you've got issues. Incidentally - I've patched the code so it handles this issue more gracefully (ignores the second and subsequent and warns)
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I don't know about it, and I don't think NathanKell does either, so no I don't think that's true.
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I wasn't aware of this issue. There's definitely a service module tank type definition present? Like this is a totally fresh install? Module manager is running?
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Ok so yeh this would appear to be a problem. I think what's going on is that the part list is empty, so KSP doesn't initialize the field type prefabs. I really need to register my override controls there, otherwise parts get loaded up and the registration fails. Is this only when all the parts are (initially) hidden? Can you leave it a few update frames to hide the parts so that the controls are there to override?
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Download Here New Features Battery Part Shape limiting on tech levels. Bugs Fixed: Tweaking pill shapes Fixed surface normal. Gold foil bump-map is still weird. From this release, all my patches have been integrated into RealFuels and ModularFuelTanks, so you don't any longer need a patch download. Make sure you have 6.1 at least for RF, and 5.0.1 for MFT. There's still a bug or two with my patches for these, so stay tuned for fixes. I'm sure there's gone to be some unrepentant winging criticism regarding limiting shapes on tech level. I'll put something up in the OP on how to remove the tech limits. For tweakers, there's also a techObsolete property available, which will hide the shape once that tech is available. This did make some sense because cones are really just a special case of smooth cones. I've left it off for now however so you still have the same shapes all the way through. I've also decided against continuing to use curse for downloads, so downloads back on github.
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Why would nose cones be a strut? Must be some horrid hack...
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
swamp_ig replied to Raptor831's topic in KSP1 Mod Releases
This should be fixed with 6.1 -
Ok have released a new version of RF Download it here NathanKell is away this weekend and there were a couple of bugs that couldn't wait. Should fix the issues with SRBs, and with phantom tanks appearing. This will also cut down on the amount of guff in the save and craft files. Obviously as I'm not NathanKell, I can't update the OP, will have to wait for him to get back... Edit: I just found another issue I wasn't previously aware of - alt-click cloning doesn't work too well. Will get onto that.