blowfish Posted July 29, 2020 Author Share Posted July 29, 2020 B9PartSwitch v2.17.0 for KSP 1.10.1 Recompile against KSP 1.10.1 Update Spanish localization, add German and Chinese localization Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 2, 2020 Author Share Posted August 2, 2020 I saw a couple of issues around this lately, so let me say it clearly Do not install B9PartSwitch by downloading the repo. It does not contain any compiled plugin. Go to the releases page and download the latest release (for your KSP version) there. That is all Quote Link to comment Share on other sites More sharing options...
Catatau_27 Posted August 3, 2020 Share Posted August 3, 2020 (edited) Em 01/08/2020 às 22:50, blowfish disse: Eu vi alguns problemas recentemente, então deixe-me dizer claramente Não instale o B9PartSwitch baixando o repositório. Não contém nenhum plug-in compilado. Vá para a página de versões e faça o download da versão mais recente (para sua versão do KSP) lá. Isso é tudo quase o mesmo problema, a diferença é que o meu problema é "Nenhum tipo de tanque chamado" Argônio "existe" Erro fatal, o jogo continua, mas se eu clicar em sair do jogo, feche-o. Edited August 3, 2020 by Catatau_27 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 3, 2020 Share Posted August 3, 2020 (edited) @Catatau_27 Your problem is different. And you haven't begun to help blowfish to address it. Where are your KSP.log? ...your ModuleManager logs? What mods do you use that need Argon tanks or use B9 for tanks and are useful with ion engines? B9PS itself doesn't include an Argon tank definition, only definitions for stock fuel tanks, so there's absolutely no point in shouting at blowfish. Edited August 3, 2020 by JadeOfMaar spellcheck Quote Link to comment Share on other sites More sharing options...
Catatau_27 Posted August 3, 2020 Share Posted August 3, 2020 (edited) 16 minutes ago, JadeOfMaar said: @Catatau_27 Your problem is different. And you haven't begun to help blowfish to address it. Where's your KSP.log? your ModuleManager logs? What mods do you use that need Argon tanks or use B9 for tanks and are useful with ion engines? B9PS itself doessn't include an Argon tank deinition, only definitions for stock fuel tanks, so there's absolutely no point in shouting at blowfish. First, my bad i use the wrong text format to talk and yes i send my log and a image error to him, second: https://drive.google.com/file/d/1t2yaE03tP-z0DMP8t3_uKvdSzmYBUglj/view?usp=sharing this is the image, and this: https://drive.google.com/file/d/1hwwnN67Hppj4y8k4XNoU6RlzSkijMpp9/view?usp=sharing is my log, third: Can you help me ? Four: Sorry again, i'm not screaming! If I remove the B9PS the error will disappear, but I cannot change the functions of the HX parts of my ships. And this is the practical effect of my problem, which is derived from the error images I received, if anyone can help me I am grateful! Edited August 3, 2020 by Catatau_27 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 3, 2020 Share Posted August 3, 2020 @Catatau_27 ok then... The sharing settings at those links are wrong. I need to request permission to see them, and I don't respond to that. I'm more curious now to what you're doing that causes B9 HX to be involved. I have a mod that adds B9PS features to HX, but it has no business with Argon. If you wrote the configs yourself then you didn't write the B9_TANK_TYPE {} node that defines the needed Argon tank. If you know how to write configs then you can create that one node and cure your problem. Quote Link to comment Share on other sites More sharing options...
Catatau_27 Posted August 3, 2020 Share Posted August 3, 2020 3 minutes ago, JadeOfMaar said: @Catatau_27 ok then... The sharing settings at those links are wrong. I need to request permission to see them, and I don't respond to that. I'm more curious now to what you're doing that causes B9 HX to be involved. I have a mod that adds B9PS features to HX, but it has no business with Argon. If you wrote the configs yourself then you didn't write the B9_TANK_TYPE {} node that defines the needed Argon tank. If you know how to write configs then you can create that one node and cure your problem. https://drive.google.com/file/d/1hwwnN67Hppj4y8k4XNoU6RlzSkijMpp9/view?usp=sharing Now is possible see. https://drive.google.com/file/d/1t2yaE03tP-z0DMP8t3_uKvdSzmYBUglj/view?usp=sharing, and i never do anything like that, so i don't know how i fix this problem for my self. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 3, 2020 Share Posted August 3, 2020 (edited) @Catatau_27 I've found that NF Conutruction and NF Exploration use the Argon tank type, and I made a fresh install just to test these but I did not have your problem. I suggest you re-download and reinstall these mods, and delete your GameData/ModuleManager.ConfigCache file. If that doesn't work, save this as a .cfg file anywhere in GameData and it should band-aid the matter: Spoiler %B9_TANK_TYPE[Argon]:FOR[NearFutureZFixThings] { %tankMass = 0.000594667 %tankCost = 2.5 %RESOURCE[ArgonGas] { %unitsPerVolume = 1000 } } If you end up needing the band-aid, I highly recommend you take the time to dissect or rebuild your install, a few mods at a time, to isolate the source of the conflict. If the conflict returns, then go through the last set of mods you re-added, 1-by-1, to properly sift out the source. Edited August 3, 2020 by JadeOfMaar forgot that NEEDS is not respected by FOR Quote Link to comment Share on other sites More sharing options...
SnailsAttack Posted August 3, 2020 Share Posted August 3, 2020 (edited) I made some different resource colors. V hypergol is part of my mod. use if you'd like EDIT: Added some more. Edited August 11, 2020 by SnailsAttack Quote Link to comment Share on other sites More sharing options...
hemeac Posted August 26, 2020 Share Posted August 26, 2020 (edited) Spoiler // Strip out SAS functionality of all probes except for stability control and add back in via upgrades // Upgrades have been commented out @PART[*]:HAS[@MODULE[ModuleCommand],#vesselType[Probe]]:NEEDS[CommunityTechTree]:FOR[zKiwiAerospace] { @description = #$description$ \n\n<color=#ff0000>This part has upgrades!</color> !MODULE[ModuleSAS] {} // Remove original SAS Module MODULE // Default to a basic level of stability { name = ModuleSAS SASServiceLevel = 0 } %costAdjust1 = #$cost$ @costAdjust1 *= 0.50 %costAdjust2 = #$cost$ %costAdjust3 = #$cost$ @costAdjust3 *= 2 MODULE { name = ModuleB9PartSwitch moduleID = sasSwitch switcherDescription = SAS Switch affectDragCubes = False affectFARVoxels = False SUBTYPE { name = SAS-Level0 title = Stability Augmentation System (Level 0) descriptionSummary = Baseline Stability descriptionDetail = This level provides basic stability control. addedCost = 0 defaultSubtypePriority = 1 primaryColor = #99c0ff secondaryColor = #99c0ff } SUBTYPE { name = SAS-Level1 title = Stability Augmentation System (Level 1) descriptionSummary = Improved Stability descriptionDetail = Probes are now capable of holding the vessel in Prograde/Retrograde orientation. //upgradeRequired = sas1Upgrade addedCost = #$../../costAdjust1$ defaultSubtypePriority = 0 primaryColor = #5c9aff secondaryColor = #5c9aff MODULE { IDENTIFIER { name = ModuleSAS } DATA { SASServiceLevel = 1 } } } SUBTYPE { name = SAS-Level2 title = Stability Augmentation System (Level 2) descriptionSummary = Advanced Stability descriptionDetail = Probes are now capable of holding the vessel in Normal/Radial orientation. //upgradeRequired = sas2Upgrade addedCost = #$../../costAdjust2$ defaultSubtypePriority = 0 primaryColor = #1f75ff secondaryColor = #1f75ff MODULE { IDENTIFIER { name = ModuleSAS } DATA { SASServiceLevel = 2 } } } SUBTYPE { name = SAS-Level3 title = Stability Augmentation System (Level 3) descriptionSummary = Extreme Stability descriptionDetail = Probes are now capable of tracking targets and aligning with maneuvers. //upgradeRequired = sas3Upgrade addedCost = #$../../costAdjust3$ defaultSubtypePriority = 0 primaryColor = #0056e0 secondaryColor = #0056e0 MODULE { IDENTIFIER { name = ModuleSAS } DATA { SASServiceLevel = 3 } } } } } I have been trying to modify SAS levels through B9 Part Switching and I feel that I am missing something obvious. The switch appears and everything is appropriately costed, but all probes SAS Level remains at Level 0 regardless of the subtype I select. Edited August 26, 2020 by hemeac Quote Link to comment Share on other sites More sharing options...
Hypercore Posted August 27, 2020 Share Posted August 27, 2020 (edited) KSP version: 1.10 windows 64 bit Problem: Errors with other mods Mods installed: Many, link below Detail: Error while loading up ksp Log: https://drive.google.com/file/d/1mBBqo33zDypN9AN3NxxXyMsYDIdLfftt/view?usp=sharing Mods installed: https://prnt.sc/u6k7vx Help appreciated! Edited August 27, 2020 by Hypercore Forgot about a link Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 27, 2020 Author Share Posted August 27, 2020 1 hour ago, Hypercore said: KSP version: 1.10 windows 64 bit Problem: Errors with other mods Mods installed: Many, link below Detail: Error while loading up ksp Log: https://drive.google.com/file/d/1mBBqo33zDypN9AN3NxxXyMsYDIdLfftt/view?usp=sharing Mods installed: https://prnt.sc/u6k7vx Help appreciated! So there are a lot of issues with your install, the biggest is that you have a GameData folder within your GameData folder though. You can try deleting just that, but if you continue to have issues I recommend removing all mods and reinstalling them all from scratch. Quote Link to comment Share on other sites More sharing options...
Grassland Posted August 27, 2020 Share Posted August 27, 2020 (edited) I think I have to post here for help. I hope to replace stock variant modules with B9PS, for stock parts. The problem is, I doubt if B9PS can deal with stock variant module for stock parts. VARIANT { name = TrussMount displayName= #autoLOC_8007113 primaryColor = #999999 secondaryColor = #000000 sizeGroup = GroupA GAMEOBJECTS { TallShroud = true ShortShroud = false Toroid = false LgTruss = true SmTruss = false } NODES { node_stack_bottom = 0.0, -0.8, 0.0, 0.0, -1.0, 0.0, 1 } } This is taken from the config file of stock terrier (liquidEngineLV-909_v2.cfg), somewhere near the end in ModulePartVariants I particularly want to replace this with B9PS because I aim at adding more changes to the stock variant choice, more than just node/texture/shader switch (So I finally turned to B9PS after writing some failed MM patches). But I don't know how to deal with GAMEOBJECTS and sizeGroup. I believe B9PS can handle changes of other parameters as I can just change the name but leave the value there. [for instance, I know I can change displayName into title but leave the string there, the same with nodes but a bit more complex. (And I also don't know how to change nodes into B9 style, that means. to transfer 7 values into 3 coordinates...)] I don't know what GAMEOBJECTS and sizeGroup are for. Is there a way of using B9PS to completely replace the stock variant module? If they were related with textures, then how do I write a patch to replace those lines? [I read some posts on page 30 to 31 but it was about mod parts, so ther were different (I suppose)] BTW, this is what I intended to merge with the stock graphics variant. (or part switch, if successfully changed.) I hope moduleengines and modulegimbal are supported and not so “highly experimental” Spoiler @PART[liquidEngine3_v2] // Terrier engine { MODULE { name = ModuleB9PartSwitch moduleID = EngineSwitch SUBTYPE { name = TrussMount title = #autoLOC_8007113 // Stock same primaryColor = #999999 // Stock same secondaryColor = #000000 // Stock same addedMass = -0.025 // Stock 0.5 addedCost = -19.5 // Stock 390 crashTolerance = 3.5 // Stock 7 MODULE { IDENTIFIER { name = ModuleEngines } DATA { maxThrust = 57 // Stock 60 } } MODULE { IDENTIFIER { name = ModuleGimbal } DATA { gimbalRange = 2 // Stock 4 } } } SUBTYPE { name = Bare title = #autoLOC_8007115 // Stock same primaryColor = #d96200 // Stock same secondaryColor = #999999 // Stock same addedMass = -0.05 // Stock 0.5 addedCost = -38 // Stock 390 crashTolerance = 1.75 // Stock 7 MODULE { IDENTIFIER { name = ModuleEngines } DATA { maxThrust = 54 // Stock 60 } } MODULE { IDENTIFIER { name = ModuleGimbal } DATA { gimbalRange = 1 // Stock 4 } } } } } Edited August 28, 2020 by Grassland Quote Link to comment Share on other sites More sharing options...
GERULA Posted August 28, 2020 Share Posted August 28, 2020 Hi all! First of all I'm not good with this game, modding and stuff, my english sucks, and i'm more like a total war fan, but from time to time I play this game too so, I just grabbed a bunch of mods for 1.10.1 and few of them was for 1.9.1 like TAC Life Support who it gave me the "B9 part switch fatal error" but after I removed the TAC Life Support mod, everything was okay. I just want to let you know guys, and if anyone know a solution to make it work with TAC Life Support mod. Quote Link to comment Share on other sites More sharing options...
HansAcker Posted August 28, 2020 Share Posted August 28, 2020 4 hours ago, GERULA said: TAC Life Support who it gave me the "B9 part switch fatal error" but after I removed the TAC Life Support mod, everything was okay. I just want to let you know guys, and if anyone know a solution to make it work with TAC Life Support mod. TacLS does not reference "DS_WasteWater" itself. My guess is that some other mod (possibly one that could be abbreviated as "DS") includes compatibility patches depending on TacLS and those patches either do something weird or you're missing additional dependencies. I'd search for "DS_WasteWater" in GameData and take it from there. Or maybe post a link to a log file. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 29, 2020 Share Posted August 29, 2020 @GERULA @HansAcker That's an issue in my mod, Airline Kuisine. ("Deep Sky" is one of my brands.) For whatever reason I did not see this coming but I know what to do to fix it. Open GameData/DeepSky/AirlineKuisine/dsak_B9PS.cfg (preferably in an advanced text editor like the lightweight Notepad++) and update line 365: B9_TANK_TYPE:NEEDS[Kerbalism] // change this line { name = DS_WasteWater tankMass = 0.0015 tankCost = 1.5 RESOURCE { name = WasteWater unitsPerVolume = 1 percentFilled = 0 } } B9_TANK_TYPE:NEEDS[TacLifeSupport|Kerbalism] // to this { name = DS_WasteWater tankMass = 0.0015 tankCost = 1.5 RESOURCE { name = WasteWater unitsPerVolume = 1 percentFilled = 0 } } Let me know if that works or not so I can do an update. Quote Link to comment Share on other sites More sharing options...
GERULA Posted August 29, 2020 Share Posted August 29, 2020 (edited) 4 hours ago, JadeOfMaar said: @GERULA @HansAcker That's an issue in my mod, Airline Kuisine. ("Deep Sky" is one of my brands.) For whatever reason I did not see this coming but I know what to do to fix it. Open GameData/DeepSky/AirlineKuisine/dsak_B9PS.cfg (preferably in an advanced text editor like the lightweight Notepad++) and update line 365: Let me know if that works or not so I can do an update. Thx, it's working now, but not only until I did the same thing for another line from 341, cuz it gave me again the fatal error with "no tank type name "DS_CO2" exists, but after i did the same thing it's working great now. Thx for your super mods, OPT is one of my favorite. B9_TANK_TYPE:NEEDS[TacLifeSupport|Kerbalism] { name = DS_CO2 tankMass = 0.0015 tankCost = 1.5 RESOURCE { name = CarbonDioxide unitsPerVolume = 100 percentFilled = 0 } } Edited August 29, 2020 by GERULA Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 29, 2020 Share Posted August 29, 2020 @GERULA Thanks. I had a feeling something else might need fixing. I've pushed the fix as an update. Quote Link to comment Share on other sites More sharing options...
baihaqima Posted October 8, 2020 Share Posted October 8, 2020 hey my b9part switch keep crashing my game, ive tried version 2.16, 2.14, 2.17 none of em seem to work. is this the log u need to see it? https://drive.google.com/drive/folders/1CkG-QXCLqg-jnpa7mr9NwvZtHEU8u6Vy?usp=sharing this is a screenshot if u wanna see it https://drive.google.com/file/d/1NWboRBs5KMp4JRDnoNV4C3u8d4vv8yoH/view?usp=sharing (i cant find a way to upload pics here so) Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 8, 2020 Author Share Posted October 8, 2020 2 hours ago, baihaqima said: hey my b9part switch keep crashing my game, ive tried version 2.16, 2.14, 2.17 none of em seem to work. is this the log u need to see it? https://drive.google.com/drive/folders/1CkG-QXCLqg-jnpa7mr9NwvZtHEU8u6Vy?usp=sharing this is a screenshot if u wanna see it https://drive.google.com/file/d/1NWboRBs5KMp4JRDnoNV4C3u8d4vv8yoH/view?usp=sharing (i cant find a way to upload pics here so) Some mod's dependencies are messed up. Can you give KSP's log (I only see the ModuleManager logs in there) Quote Link to comment Share on other sites More sharing options...
baihaqima Posted October 10, 2020 Share Posted October 10, 2020 On 10/9/2020 at 12:45 AM, blowfish said: Some mod's dependencies are messed up. Can you give KSP's log (I only see the ModuleManager logs in there) im sorry i missed some mod dependencies for opt, its all fixed up now. thanks for responding. Quote Link to comment Share on other sites More sharing options...
rlq Posted October 17, 2020 Share Posted October 17, 2020 @blowfish Hiya, I am playing a 1.8.1 install with RO/RSS. I am using the B9part switch v2.14.0 (for 1.8.1). Today I updated the BDB to the latest version (stated compatibility for ksp 1.7 to 1.10) but I get this B9PartSwitch serious warning now. It still loads the game fine though. KSP Log MMPatch Log ModuleManager Log Should I be worried about anything please? Quote Link to comment Share on other sites More sharing options...
blowfish Posted October 17, 2020 Author Share Posted October 17, 2020 2 hours ago, rlq said: @blowfish Hiya, I am playing a 1.8.1 install with RO/RSS. I am using the B9part switch v2.14.0 (for 1.8.1). Today I updated the BDB to the latest version (stated compatibility for ksp 1.7 to 1.10) but I get this B9PartSwitch serious warning now. It still loads the game fine though. KSP Log MMPatch Log ModuleManager Log Should I be worried about anything please? My guess is that RO's BDB configs are not updated for the latest parts (this is very often the case). I'm not sure who's maintaining those these days. But expect some stuff to be broken (in this case on some of the solar parts, but probably other stuff too unrelated to the warnings) Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted October 29, 2020 Share Posted October 29, 2020 Hmm... This mod freaks out when Kopernicus for 1.10 is installed, and i get a lot of errors well, i just have all the stuff about whats going on up in this pic, the main issue is the B9partSwitch. The B9 errors only happens when Kopernicus is installed Ok, getting the log The player loghttps://drive.google.com/file/d/1I_HKAh1mpR7tytOkfoPvUYekU9uSCjDa/view?usp=sharing and the KSP loghttps://drive.google.com/file/d/1zXI1AW3J5lBkCJ_eXG9BoyRzhVY9jYCM/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
hemeac Posted October 29, 2020 Share Posted October 29, 2020 2 hours ago, JcoolTheShipbuilder said: Hmm... This mod freaks out when Kopernicus for 1.10 is installed, and i get a lot of errors well, i just have all the stuff about whats going on up in this pic, the main issue is the B9partSwitch. The B9 errors only happens when Kopernicus is installed Ok, getting the log The player loghttps://drive.google.com/file/d/1I_HKAh1mpR7tytOkfoPvUYekU9uSCjDa/view?usp=sharing and the KSP loghttps://drive.google.com/file/d/1zXI1AW3J5lBkCJ_eXG9BoyRzhVY9jYCM/view?usp=sharing I am not able to access the logs, but do you also have Interstellar installed? Quote Link to comment Share on other sites More sharing options...
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