Raptor9 Posted March 29, 2016 Share Posted March 29, 2016 On 3/24/2016 at 0:12 PM, Streetwind said: Yeah, Nertea has so many threads that it's impossible to keep track of all issues unless they get submitted to github. Definitely log an issue there @Nertea is like Tony Stark...he has projects upon projects. He tinkers. He builds. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted March 31, 2016 Share Posted March 31, 2016 On 3/29/2016 at 7:17 PM, Raptor9 said: @Nertea is like Tony Stark...he has projects upon projects. He tinkers. He builds. So in the Kerbol universe, would that make him Kron Man?... Or Iron Kan?... lol Quote Link to comment Share on other sites More sharing options...
rough93 Posted April 4, 2016 Share Posted April 4, 2016 Any word on 1.1 compatibility? Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted April 4, 2016 Share Posted April 4, 2016 2 minutes ago, rough93 said: Any word on 1.1 compatibility? If he had 1.1 compatibility ready, he'd say something. :^) Quote Link to comment Share on other sites More sharing options...
rough93 Posted April 4, 2016 Share Posted April 4, 2016 I guess so, just wondered if it was mostly compatible without extensive changes. good point though Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 4, 2016 Author Share Posted April 4, 2016 The main changes that will be necessary are: a repack of DeployableEngines (done), an update for all cfgs to get tags right (not done), an update to the model/fuel switching plugins (not done, i'm probably moving away from IFS) a couple all-in tests to verify the basics (very not done). Quote Link to comment Share on other sites More sharing options...
Starbuckminsterfullerton Posted April 5, 2016 Share Posted April 5, 2016 2 hours ago, Nertea said: i'm probably moving away from IFS Aw, really? I was planning to use that for hydrogen compatibility when I eventually finish my own engines. What do you plan to replace it with? Quote Link to comment Share on other sites More sharing options...
Raideur Ng Posted April 6, 2016 Share Posted April 6, 2016 (edited) RCS build aid flat out refuses to recognize the LH / LOX in tanks so calculating Δv is a bit of a crapshot. Are these engines, considering the tank density, actually better say, on an upper / transfer stage than stock high ISP engines? They are so viciously expensive that recovering the first stage engines is a must, since they cost nearly as much as the entire rest of the vehicle. However, a very cool mod. Here's a picture to show my appreciation. Thanks again. Edited April 6, 2016 by Raideur Ng Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 6, 2016 Author Share Posted April 6, 2016 On 4/5/2016 at 7:10 PM, Starbuckminsterfullerton said: Aw, really? I was planning to use that for hydrogen compatibility when I eventually finish my own engines. What do you plan to replace it with? @blowfish's part switcher kicks butt, I'm evaluating it now. Quote Link to comment Share on other sites More sharing options...
Starbuckminsterfullerton Posted April 7, 2016 Share Posted April 7, 2016 1 hour ago, Nertea said: @blowfish's part switcher kicks butt, I'm evaluating it now. I haven't seen much about it, how does it handle 3rd party? Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 7, 2016 Author Share Posted April 7, 2016 Well, it does similar things to IFS/Firespitter, but the cfg setup is much friendlier and easier to MM. Quote Link to comment Share on other sites More sharing options...
Temeter Posted April 7, 2016 Share Posted April 7, 2016 Also, the newest version has sliders. Sliiiiiiiiiiiders. Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted April 18, 2016 Share Posted April 18, 2016 On 4/7/2016 at 0:59 PM, Nertea said: Well, it does similar things to IFS/Firespitter, but the cfg setup is much friendlier and easier to MM. Huh, may have to tell Necrobones about it, so he can switch over. That is, of course, if IFS and blowfish's part switcher aren't compatible. Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 18, 2016 Share Posted April 18, 2016 5 hours ago, awsumindyman said: Huh, may have to tell Necrobones about it, so he can switch over. That is, of course, if IFS and blowfish's part switcher aren't compatible. It's a different module with different syntax. They can't both be used on the same part, but having both in the same install isn't a problem. Quote Link to comment Share on other sites More sharing options...
Wahgineer Posted April 18, 2016 Share Posted April 18, 2016 4 minutes ago, blowfish said: It's a different module with different syntax. They can't both be used on the same part, but having both in the same install isn't a problem. That's what I was getting at. Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 19, 2016 Author Share Posted April 19, 2016 This is a test release for 1.1. It should not be considered fully operational. I will not push the AVC file or the official update links in the OP until post-official KSP 1.1. KSP 1.1 repack Updated CRP version Updated bundled MM version Deprecated IFS in favour of B9PartSwitch Added part search tags for parts https://github.com/ChrisAdderley/CryoEngines/releases/tag/v0.3.0 Quote Link to comment Share on other sites More sharing options...
Temeter Posted April 19, 2016 Share Posted April 19, 2016 (edited) Hm, I just installed Cryo engines+KAtomics and now I don't have a context menu for any tank, be it stock (using venstock revamp) or other mods tanks, like KW rocketry. Can someone confirm or reproduce the issue? I'm honestly not sure what might have caused this, could be a mod conflict, since the last updates broke a bunch of mods (via part mass modifier and recent update killed mechjeb). Idk if it's helpful nertea, but here is a log: http://www.file-upload.net/download-11499141/output_log-randcryo.txt.html Sadly don't got an up to date vanilla folder, so i can't test the mod in a clean install atm. EDIT: Hm, those lines looked interesting: Spoiler Non platform assembly: D:\Steam\SteamApps\common\Kerbal Space Program\GameData\ModuleManager.2.6.21.dll (this message is harmless) Non platform assembly: D:\Steam\SteamApps\common\Kerbal Space Program\GameData\000_USITools\USITools.dll (this message is harmless) Non platform assembly: D:\Steam\SteamApps\common\Kerbal Space Program\GameData\B9PartSwitch\Plugins\B9PartSwitch.dll (this message is harmless) AssemblyLoader: Exception loading 'B9PartSwitch': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'B9PartSwitch.ModuleB9PartSwitch' from assembly 'B9PartSwitch, Version=1.0.1.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'B9PartSwitch.PartSubtype' from assembly 'B9PartSwitch, Version=1.0.1.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c' from assembly 'B9PartSwitch, Version=1.0.1.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c' from assembly 'B9PartSwitch, Version=1.0.1.0, Culture=neutral, PublicKeyToken=null'. Edited April 19, 2016 by Temeter Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 19, 2016 Share Posted April 19, 2016 (edited) It's possible the bundled version of B9PartSwitch is for the the wrong prerelease build (nature of things changing so often). I will verify that the latest version works with the latest prerelease build when I get home. Edited April 19, 2016 by blowfish Quote Link to comment Share on other sites More sharing options...
Temeter Posted April 19, 2016 Share Posted April 19, 2016 (edited) 15 minutes ago, blowfish said: It's possible the bundled version of B9PartSwitch is for the the wrong prerelease build (nature of things changing so often). I will verify that the latest version works with the latest prerelease build when I get home. Thanks! I'll try a more vanilla version and shift around some mods. EDIT: Shifted all mods away, started a new safe with only cryo engine mod and nothing else. Still the same result, no context menus. Also the same exception in the log. EDIT2: I replaced out the B9 part switcher by this version: https://github.com/blowfishpro/B9PartSwitch It claims to be only for 1.0.5, but with this one the context menu works and I can use LH2 fuel. Interestingly enough, b9's .version file in cryo engines and the github above both claim to be 1.0.1, but are different sizes. Edited April 19, 2016 by Temeter Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 19, 2016 Author Share Posted April 19, 2016 (edited) Ah damn I know what I did wrong. I did not properly pull blowfish's repo when I did the packaging this morning. I'll have to fix it tonight, away from my modding computer. This is why it's not pushed to stable Edited April 19, 2016 by Nertea Quote Link to comment Share on other sites More sharing options...
Temeter Posted April 19, 2016 Share Posted April 19, 2016 Eh, it's also an easy fix by hand, just replacing some files.~ Quote Link to comment Share on other sites More sharing options...
Kolago Posted April 23, 2016 Share Posted April 23, 2016 (edited) With KSP 1.1 and CryoEngines 3.0 I have problems connecting the Ct10 'Chelyabinsk' engines in symmetry mode to a multi engine adapter like a stock "TVR-400L Stack Quad-Adapter". Edited April 23, 2016 by Kolago Quote Link to comment Share on other sites More sharing options...
White Owl Posted April 24, 2016 Share Posted April 24, 2016 I had this mod installed, and also several of Necrobone's great parts mods... Fuel Tanks Plus, Modular Rocket Systems, etc. Unfortunately, the fuel switcher in those other mods was overriding the Cryotanks fuel switching. I solved the problem by deleting the fuelswitcher.cfg patch in the other mods, so Cryotanks was no longer competing with anything, and it all works correctly now. Figured I'd post about it here, since other people certainly are going to encounter the same problem. Quote Link to comment Share on other sites More sharing options...
Temeter Posted April 24, 2016 Share Posted April 24, 2016 (edited) Btw, I found that the fuel switcher apparently normalizes all fuel tanks weights, is there somethin I can do to keep the difference? Some mods, e.g. KW rocketry, have lower dry weights and higher costs (and an even lighter, unpainted tank), which seems to be lost? EDIT: Looking closer, the general LFO dry weights seem much lower than usual? Edited April 25, 2016 by Temeter Quote Link to comment Share on other sites More sharing options...
JeffreyCor Posted April 27, 2016 Share Posted April 27, 2016 Don't know if you'd want to go the same route, but I set up discrete tanks for the needed types to remove fuel switcher dependency and the weirdness that it can induce. Also resulted in better compatibility with some other mods so was well worth it at least from my play style Quote Link to comment Share on other sites More sharing options...
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