AlphaMensae Posted November 21, 2023 Share Posted November 21, 2023 3 hours ago, funnelton said: Hey i have a question, im playing with the MOL station parts and wondering: will the IVA's be finalised? Some of them are just a bunch of black boxes.. The black box IVA is the stock placeholder internal space; that's exactly what it is called. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted November 21, 2023 Share Posted November 21, 2023 On 11/18/2023 at 7:29 AM, Pappystein said: So long as whatever Extras you want installed are in the Bluedog_DB_Extras folder, structure does not matter. But the root folder in your GameData folder needs to be Bluedog_DB_Extras.\ That's what I was saying that the Extra's folder is needed due to folder structure, not the items inside the folder itself. Quote Link to comment Share on other sites More sharing options...
BorfoandShnogs Posted November 21, 2023 Share Posted November 21, 2023 (edited) Inspired by the Jupiter III Managed to get a 175 ton dummy payload to a 300km by 300km orbit at a 5 degree inclination with a few thousand delta v to spare Edited November 21, 2023 by BorfoandShnogs Quote Link to comment Share on other sites More sharing options...
Ganyymeede Posted November 21, 2023 Share Posted November 21, 2023 Gemini things. I am really bad at this. Spoiler Quote Link to comment Share on other sites More sharing options...
NiL Posted November 21, 2023 Share Posted November 21, 2023 20 hours ago, NiL said: version without chute assembly https://imgur.com/a/wSx8zYd Managed to remove z fighting along with all other variants, as a proof of concept Quote Link to comment Share on other sites More sharing options...
CompetitiveSpycrab Posted November 21, 2023 Share Posted November 21, 2023 I have a question. I have been experiencing lots of errors with B9PartSwitch and Waterfall with BDB. When running the game, a B9 error message shows up, saying it "found more than one matching module", and has persisted despite re-installing BDB multiple times. What does this mean? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 21, 2023 Share Posted November 21, 2023 24 minutes ago, CompetitiveSpycrab said: I have a question. I have been experiencing lots of errors with B9PartSwitch and Waterfall with BDB. When running the game, a B9 error message shows up, saying it "found more than one matching module", and has persisted despite re-installing BDB multiple times. What does this mean? I'd suggest installing all your mods with CKAN, and if that doesn't fix the issue then post your ksp.log and modulemanager.configcache somewhere that someone can look at it. Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted November 21, 2023 Share Posted November 21, 2023 6 hours ago, Ganyymeede said: Gemini things. I am really bad at this. Reveal hidden contents Stop telling yourself that, you're doing just fine. These look great. Quote Link to comment Share on other sites More sharing options...
Arcade Duck Posted November 22, 2023 Share Posted November 22, 2023 Definitely enjoy this mod! Most of these historic rocket builds are hard to build stock, atleast for me, But this mod makes it all easier! and i also enjoy building all this stuff! One of my favorite builds has to be skylab! Quote Link to comment Share on other sites More sharing options...
IronHide4 Posted November 22, 2023 Share Posted November 22, 2023 I have an issue with some of the science experiments. After running them once and getting partial science, I cannot run them again on new vessels even though it shows faded bars and [X] Science! Continued says they can still be run. The keep and transmit bars are equal, so it's not a matter of having transmitted all that is allowed. Quote Link to comment Share on other sites More sharing options...
Mancher Posted November 22, 2023 Share Posted November 22, 2023 Hello I am trying to write a module manager patch to change the "scienceValueRatio" line included on some of the BDB science experiment parts to always be 1 so that the full science value is received (mostly because having a bunch of "incomplete" experiments in the archive bugs me, I plan on turning science rewards down to balance it out) but I can't seem to get it to work, here's what I've got; @PART[*]:HAS[@MODULE[ModuleScienceExperiment]] { @scienceValueRatio = 1 } This is my first time trying to write a module manager patch so any help is appreciated, sorry if this is the wrong place to post this. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 23, 2023 Share Posted November 23, 2023 1 hour ago, Mancher said: Hello I am trying to write a module manager patch to change the "scienceValueRatio" line included on some of the BDB science experiment parts to always be 1 so that the full science value is received (mostly because having a bunch of "incomplete" experiments in the archive bugs me, I plan on turning science rewards down to balance it out) but I can't seem to get it to work, here's what I've got; @PART[*]:HAS[@MODULE[ModuleScienceExperiment]] { @scienceValueRatio = 1 } This is my first time trying to write a module manager patch so any help is appreciated, sorry if this is the wrong place to post this. scienceValueRatio is inside the ModuleS ienceExperiment MODULE node. Your patch would have worked if it was at the top level of the PART. So you need @MODULE[ModuleScienceExperiment] {} and then put your line in there. Quote Link to comment Share on other sites More sharing options...
Mancher Posted November 23, 2023 Share Posted November 23, 2023 57 minutes ago, JonnyOThan said: scienceValueRatio is inside the ModuleS ienceExperiment MODULE node. Your patch would have worked if it was at the top level of the PART. So you need @MODULE[ModuleScienceExperiment] {} and then put your line in there. Not sure I understand what you mean, I tried this; @MODULE[ModuleScienceExperiment] { @scienceValueRatio = 1 } And it didn't work, then I tried this; @PART[*]:HAS[@MODULE[ModuleScienceExperiment]] { @MODULE[ModuleScienceExperiment] { @scienceValueRatio = 1 } } And that didn't work either. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted November 23, 2023 Share Posted November 23, 2023 (edited) 1 hour ago, Mancher said: Not sure I understand what you mean, I tried this; @MODULE[ModuleScienceExperiment] { @scienceValueRatio = 1 } And it didn't work, then I tried this; @PART[*]:HAS[@MODULE[ModuleScienceExperiment]] { @MODULE[ModuleScienceExperiment] { @scienceValueRatio = 1 } } And that didn't work either. That second one looks like it *should* work, but there are a number of reasons why it might not: there might be more than one experiment module in the part, or some later patch is changing the value to something else. Try this: @PART[*]:HAS[@MODULE[ModuleScienceExperiment]]:FINAL { @MODULE[ModuleScienceExperiment],* { @scienceValueRatio = 1 } } You can look at the modulemanager.configcache file after the game loads to inspect the final state of all cfg nodes after patching runs. This is a useful debugging step to see if the data came out the way you expected. Also the ksp.log file will record which patches applied to which nodes, so you can check there to make sure your patch is applying to the parts you expect. Edited November 23, 2023 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
Mancher Posted November 23, 2023 Share Posted November 23, 2023 41 minutes ago, JonnyOThan said: That second one looks like it *should* work, but there are a number of reasons why it might not: there might be more than one experiment module in the part, or some later patch is changing the value to something else. Try this: @PART[*]:HAS[@MODULE[ModuleScienceExperiment]]:FINAL { @MODULE[ModuleScienceExperiment],* { @scienceValueRatio = 1 } } You can look at the modulemanager.configcache file after the game loads to inspect the final state of all cfg nodes after patching runs. This is a useful debugging step to see if the data came out the way you expected. Also the ksp.log file will record which patches applied to which nodes, so you can check there to make sure your patch is applying to the parts you expect. Well... I tried your fix and it unfortunately didn't work so I decided to look in the log files like you suggested and while doing so discovered that I had made the stupidest possible mistake and accidentally saved the patch as a .txt and not as a .cfg, I could have sworn I already checked and made sure I didn't do that! Anyway it works now, thanks for all your help. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted November 23, 2023 Share Posted November 23, 2023 (edited) @CobaltWolf @Zorg @Invaderchaos @Rodger So, I think I found a bug with the SII docking ports. They disable the Action Menu for some reason. IDK if it's a mod conflict or if it's BDB itself. Here's my logs: https://www.dropbox.com/scl/fi/s9h6bik0jp5rvogl5jwfk/KSP.log?rlkey=ugd6l9jobo9zqe16vdsb30iyu&dl=0 https://www.dropbox.com/scl/fo/980imnsdhav8dysllf2t6/h?rlkey=yznl0jr3tdwsbcocs254g0h6a&dl=0 Idk how to reproduce it, but I'm sure it happened when I used the SII docking ports, because that's when the action menu stopped working. Edit: After testing it a few times, I'm not able to get it to happen again... weird... Edited November 24, 2023 by GoldForest Quote Link to comment Share on other sites More sharing options...
Pappystein Posted November 24, 2023 Share Posted November 24, 2023 19 hours ago, GoldForest said: @CobaltWolf @Zorg @Invaderchaos @Rodger So, I think I found a bug with the SII docking ports. They disable the Action Menu for some reason. IDK if it's a mod conflict or if it's BDB itself. Here's my logs: https://www.dropbox.com/scl/fi/s9h6bik0jp5rvogl5jwfk/KSP.log?rlkey=ugd6l9jobo9zqe16vdsb30iyu&dl=0 https://www.dropbox.com/scl/fo/980imnsdhav8dysllf2t6/h?rlkey=yznl0jr3tdwsbcocs254g0h6a&dl=0 Idk how to reproduce it, but I'm sure it happened when I used the SII docking ports, because that's when the action menu stopped working. Edit: After testing it a few times, I'm not able to get it to happen again... weird... There are a lot of bugs that can happen with KSP that are like this... Keep an eye out and see if it happens again... I think it is actually a Unity issue because I have similar issues in other games as well... Works fine... Blamo... Works fine again. Quote Link to comment Share on other sites More sharing options...
AdrianDogmeat Posted November 28, 2023 Share Posted November 28, 2023 (edited) Delta II - WISE/NEOWISE Edited November 28, 2023 by AdrianDogmeat Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted November 30, 2023 Share Posted November 30, 2023 On 8/11/2023 at 6:56 AM, Zorg said: The historical CM and LM already have very nice new IVAs made by @Rodger. Where do I find these? Quote Link to comment Share on other sites More sharing options...
Pappystein Posted December 1, 2023 Share Posted December 1, 2023 So I have not posted Sreenies in almost a year... mostly because I have been un-happy with my graphics situation, something I have bemoaned here multiple times. Just did a clean install of a "select" group of mods which of course includes BDB.... Utilized JNSQ... funny with JNSQ no graphic issues... Also I am doing a science career and once I get a few more nodes unlocked I may start posting Screenshot Tax. I had a FTO in an Atlas Mercury yesterday because SOMEONE forgot to enable the G-Force select on the booster skirt! At Skirt Sep the LR105 was providing 1.8G of acceleration... OOPS I did get 3/4ths the way arround the Planet and did not trigger my SDS however So far this career I have launched Vanguard TV1 and TV2 (both to orbit) Redstone Mercury 1, Redstone Mercury 2 (for more science) and Atlas Mercury 1. Quote Link to comment Share on other sites More sharing options...
funnelton Posted December 1, 2023 Share Posted December 1, 2023 (edited) On 11/20/2023 at 8:45 PM, JonnyOThan said: Can you post your logs? It’s possible this is expected but if something is going wrong, the logs are vital. Oh wait, theyre supposed to be in the mod already? Thinking about it, updating freeIVA might help OOOOOH nevermind, they already exist in the devbranch! @TaintedLionyou might wanna know this too Edited December 1, 2023 by funnelton Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted December 2, 2023 Share Posted December 2, 2023 19 hours ago, funnelton said: OOOOOH nevermind, they already exist in the devbranch! @TaintedLionyou might wanna know this too I'm using the devbranch, all I see are the old CM IVAs. I have the new LM IVAs, but the new CM ones (if they're there) aren't in my game. Quote Link to comment Share on other sites More sharing options...
Zorg Posted December 2, 2023 Share Posted December 2, 2023 (edited) 7 minutes ago, TaintedLion said: I'm using the devbranch, all I see are the old CM IVAs. I have the new LM IVAs, but the new CM ones (if they're there) aren't in my game. I made a mistake, I was just recalling some WIP CM IVA stuff Rodger had posted but it wasn't actually finished. Edited December 2, 2023 by Zorg Quote Link to comment Share on other sites More sharing options...
TaintedLion Posted December 2, 2023 Share Posted December 2, 2023 2 minutes ago, Zorg said: I made a mistake, I was just recalling some WIP CM IVA stuff Rodger had posted but it wasn't actually finished. Awww... okay then Quote Link to comment Share on other sites More sharing options...
Zorg Posted December 2, 2023 Share Posted December 2, 2023 3 minutes ago, TaintedLion said: Awww... okay then Its still on the cards. I was hoping to continue Rodger's work if he's not going to work on it further. But I've not had much time for modding lately and when I can resume I want to focus on finishing Atlas. So it will be a while I guess. Quote Link to comment Share on other sites More sharing options...
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