drtedastro Posted January 15, 2018 Share Posted January 15, 2018 Thanks for all of your great work. Cheers. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted January 15, 2018 Share Posted January 15, 2018 @blowfish did something changes during updates in last few updates? this is not functioning any more! the gui is there but nodes won't get hidden @PART[JSatFrame] : NEEDS[B9PartSwitch] : FINAL { MODULE { name = ModuleB9PartSwitch moduleID = NodeCenterToggle SUBTYPE { name = NodeAllToggle title = All node = center_ node = inside node = border_ } SUBTYPE { name = NodeCenterToggle title = Center node = center_ } } } Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 15, 2018 Author Share Posted January 15, 2018 31 minutes ago, Jiraiyah said: @blowfish did something changes during updates in last few updates? this is not functioning any more! the gui is there but nodes won't get hidden Spoiler @PART[JSatFrame] : NEEDS[B9PartSwitch] : FINAL { MODULE { name = ModuleB9PartSwitch moduleID = NodeCenterToggle SUBTYPE { name = NodeAllToggle title = All node = center_ node = inside node = border_ } SUBTYPE { name = NodeCenterToggle title = Center node = center_ } } } v2.0.0 removed fuzzy node matching, you now need the exact name of the node (e.g. top01). However, node names with underscores would never have worked - if you have e.g. node_stack_top_something, KSP will take only top as the node name. Also, spaces before the :NEEDS and :FINAL will cause them to be ignored (limitation of how KSP parses nodes) Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted January 15, 2018 Share Posted January 15, 2018 @blowfish you have nooooo idea what you had done to me, a single line of config became 80 lines now, and to think that this part has tons of those lines that is needed to change!!! is there any chance for pattern matching for bulk addition of nodes? RingOutp0p0 RingOutp27p0 RingOutp171p0 as you see all of these start with RingOut words Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 15, 2018 Author Share Posted January 15, 2018 5 minutes ago, Jiraiyah said: @blowfish you have nooooo idea what you had done to me, a single line of config became 80 lines now, and to think that this part has tons of those lines that is needed to change!!! is there any chance for pattern matching for bulk addition of nodes? RingOutp0p0 RingOutp27p0 RingOutp171p0 as you see all of these start with RingOut words I could think about adding some way to fuzzily match nodes. Other than this one particular case though, I haven't seen many places that would benefit from it. The old fuzzy matching was really doing more bad than good. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted January 15, 2018 Share Posted January 15, 2018 (edited) 2 minutes ago, blowfish said: I could think about adding some way to fuzzily match nodes. Other than this one particular case though, I haven't seen many places that would benefit from it. The old fuzzy matching was really doing more bad than good. maybe add a boolean in the module itself for asking for fuzzy matching, although, I didn't look into fuzzy matching strings, but i think sort of using pattern matching should not be that hard? for example RingOut* or *_???_? and things like this, wouldn't be a method for this type of thing in .net? If it's to much job, forget about it, i'll use notepad++ and add those manually but the thing is that now a proper sized config file will become a monster ! Edited January 15, 2018 by Jiraiyah Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 15, 2018 Author Share Posted January 15, 2018 2 minutes ago, Jiraiyah said: maybe add a boolean in the module itself for asking for fuzzy matching, although, I didn't look into fuzzy matching strings, but i think sort of using pattern matching should not be that hard? for example RingOut* or *_???_? and things like this, wouldn't be a method for this type of thing in .net? If it's to much job, forget about it, i'll use notepad++ and add those manually but the thing is that now a proper sized config file will become a monster ! Yeah, MM like matching was something that came to mind. It's not built into .NET though, you have to escape it, replace certain characters, and turn it into a regular expression. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted January 15, 2018 Share Posted January 15, 2018 oh well, for time being i'll do the config, won't bother you for my case to add something with such little usage instances Quote Link to comment Share on other sites More sharing options...
Esendis Posted January 18, 2018 Share Posted January 18, 2018 Is it possible to add a module to a subtype? For instance, I like the looks & animation of the HX1-URC reactor and wondering if i could make it switch between a nuclear reactor (ModuleResourceConverter) and the standard RTG (ModuleGenerator). Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 20, 2018 Author Share Posted January 20, 2018 On 1/18/2018 at 8:37 AM, Esendis said: Is it possible to add a module to a subtype? For instance, I like the looks & animation of the HX1-URC reactor and wondering if i could make it switch between a nuclear reactor (ModuleResourceConverter) and the standard RTG (ModuleGenerator). Not something that's currently possible. Something I've looked into but it ends up being rather messy and complicated. Quote Link to comment Share on other sites More sharing options...
Esendis Posted January 20, 2018 Share Posted January 20, 2018 Bummer... Thanks for the reply. Quote Link to comment Share on other sites More sharing options...
DeltaDizzy Posted February 12, 2018 Share Posted February 12, 2018 @blowfish unsure if you're aware, but the license link in the OP links to a 404. this link appears to work: https://www.gnu.org/licenses/lgpl.html(yes its v3) Quote Link to comment Share on other sites More sharing options...
blowfish Posted February 12, 2018 Author Share Posted February 12, 2018 49 minutes ago, DeltaDizzy said: @blowfish unsure if you're aware, but the license link in the OP links to a 404. this link appears to work: https://www.gnu.org/licenses/lgpl.html(yes its v3) Good catch, they must have changed the URL scheme at some point Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 18, 2018 Author Share Posted March 18, 2018 B9PartSwitch v2.2.0 for KSP 1.4.1 Recompile for KSP 1.4.1 Quote Link to comment Share on other sites More sharing options...
viperwolf Posted March 19, 2018 Share Posted March 19, 2018 17 hours ago, blowfish said: B9PartSwitch v2.2.0 for KSP 1.4.1 Recompile for KSP 1.4.1 Than you, its appreciated very much! Quote Link to comment Share on other sites More sharing options...
Ironcladsix Posted March 25, 2018 Share Posted March 25, 2018 On 11/29/2017 at 1:21 PM, DerGolgo said: Wheeee!! That solved it, game started right up!! THANK YOU! Seriously, with the sheer number of Mods I use. I seriously expected it would take a few more days of finagling to get to the main menu! In case you are still looking for feedback regarding the developmental version of the mod, here's the output log of the successful startup:https://drive.google.com/open?id=16fOGF_gMinERL3X1KJWpZc2PHtEtdDh3 I appear to have the same problem. I've tried verifying my install through Steam which says everything is hunky dory. How do I solve this problem? Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 25, 2018 Author Share Posted March 25, 2018 24 minutes ago, Ironcladsix said: I appear to have the same problem. I've tried verifying my install through Steam which says everything is hunky dory. How do I solve this problem? Copy your mods and saves out of your KSP install, uninstall it, and then reinstall? I really don't know how Steam's verification system works, but if you're really missing the stock resources then I don't know what else to recommend Quote Link to comment Share on other sites More sharing options...
Ironcladsix Posted March 25, 2018 Share Posted March 25, 2018 I have tried reinstalling to no avail, I am currently trying to work out how to post logs. I am getting an error message "No resource definition named 'MetalOre' could be found." I can't find the error logs yet. I'll post them as soon as I do. Quote Link to comment Share on other sites More sharing options...
Ironcladsix Posted March 25, 2018 Share Posted March 25, 2018 If I've done it right, this is the output log. https://drive.google.com/file/d/1maD2hMndgIamzzLEr3ia31EvY4baR306/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 25, 2018 Author Share Posted March 25, 2018 11 hours ago, Ironcladsix said: If I've done it right, this is the output log. https://drive.google.com/file/d/1maD2hMndgIamzzLEr3ia31EvY4baR306/view?usp=sharing Thanks for the log. MetalOre is not a stock resource, so you problem is in fact different. It comes from Extraplanetary Launchpads, so you probably need to reinstall that. I see a bunch of exceptions from other mods too. Extraplanetary Launchpads's plugin is not loading correctly, ModularFlightIntegrator is not loading correctly, Firespitter's plugin is not loading correctly, RastePropMonitor is too. BDArmory is running into at least one exception. Quote Link to comment Share on other sites More sharing options...
Ironcladsix Posted March 25, 2018 Share Posted March 25, 2018 (edited) Thanks for your help. I have removed extraplanetary launchpads and reinstalled the others. I am now getting a generic fatal error message. Here is the new log. https://drive.google.com/file/d/1maD2hMndgIamzzLEr3ia31EvY4baR306/view?usp=sharing Edit to add, if it matters, I do all of my mods and so on via CKAN. Edited March 25, 2018 by Ironcladsix Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 25, 2018 Author Share Posted March 25, 2018 (edited) 2 hours ago, Ironcladsix said: Thanks for your help. I have removed extraplanetary launchpads and reinstalled the others. I am now getting a generic fatal error message. Here is the new log. https://drive.google.com/file/d/1maD2hMndgIamzzLEr3ia31EvY4baR306/view?usp=sharing Edit to add, if it matters, I do all of my mods and so on via CKAN. Well it looks a lot like you don't have ModuleManager installed now. Did you remove it by accident? Edited March 25, 2018 by blowfish Quote Link to comment Share on other sites More sharing options...
Ironcladsix Posted March 25, 2018 Share Posted March 25, 2018 Yes, now it works. Thank you. Do you have a patraeon? Quote Link to comment Share on other sites More sharing options...
Ben0 Posted March 25, 2018 Share Posted March 25, 2018 Getting a fatal error 'No Tank Type named 'Food' exists'. Can't for the life of me figure out which mod is causing it, or who was smart enough to reference 'Food' in as a tank, but of my 115 mods, I had just updated this mod, Kerbal Foundries, KSP Wheel and TRR to 1.4.1 compatible versions. Log file attached with more. Plenty of errors present, but I had autoupdate on Steam and most of the 1.3.1 mods were more or less working with errors. Definitely enough to play yesterday. Logfile is big and first post, so it's linked here: https://files.fm/u/fat5tadm Quote Link to comment Share on other sites More sharing options...
blowfish Posted March 26, 2018 Author Share Posted March 26, 2018 (edited) 2 hours ago, Ben0 said: Getting a fatal error 'No Tank Type named 'Food' exists'. Can't for the life of me figure out which mod is causing it, or who was smart enough to reference 'Food' in as a tank, but of my 115 mods, I had just updated this mod, Kerbal Foundries, KSP Wheel and TRR to 1.4.1 compatible versions. Log file attached with more. Plenty of errors present, but I had autoupdate on Steam and most of the 1.3.1 mods were more or less working with errors. Definitely enough to play yesterday. Logfile is big and first post, so it's linked here: https://files.fm/u/fat5tadm Maybe keep this in the SSPX thread (since you already posted there)? I don't think it's a B9PartSwitch issue specifically. Maybe post the log there too. Also, this is exactly the reason why it's a bad idea to mod you steam install. You can copy KSP out of the Steam directory and mod it there, that won't risk KSP updates breaking things. Edited March 26, 2018 by blowfish Quote Link to comment Share on other sites More sharing options...
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