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[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)


CobaltWolf

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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. 

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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.

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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.

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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.

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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.

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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.

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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 by JonnyOThan
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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.

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@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 by GoldForest
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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.

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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 :D   I did get 3/4ths the way arround the Planet and did not trigger my SDS however :D  

 

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.

 

 

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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 by funnelton
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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 by Zorg
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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.

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