Jump to content

[1.11.2] B9PartSwitch v2.18.0 (March 17)


blowfish

Recommended Posts

Does anyone know a way to make B9 Part Switch cooperate with Real Fuels to switch between variants with different tank volume?

Specifically, I'm trying to get the LV-601-4 Orbital Maneuvering Engine Cluster from Near Future Spacecraft to work with Real Fuels. The part uses B9PS to swith between a variant with tanks and one without.

Link to comment
Share on other sites

2 hours ago, Christoph Lipka said:

make B9 Part Switch cooperate with Real Fuels

B9PS disables its fuel switching on any part that holds other fuel switch mods' modules. Your options are:

  1. Give up B9PS and variants.
  2. Create the necessary configs so that your favorite RF mixes are available to your choice engines through B9PS.
Link to comment
Share on other sites

Hello could anyone help me with this problem? Whenever I load ksp, i keep getting this warning (multiple times for different parts): Warning on PartSubtype Alumina on module ModuleB9PartSwitch (moduleID='InputSwitch') on part bluedog.Peacekeeper.Castor120: More than one module can't manage data on module bluedog.Peacekeeper.Castor120 (ModuleResourceConverter)

Edited by mabdi36
Link to comment
Share on other sites

On 5/6/2020 at 7:39 AM, blowfish said:

Based on the reports I've heard changing the ModuleFuelTanks volume through the module switching feature just works, however changing the base mass does not.

Sorry to interrupt you @blowfish but would you able to give any guidance into the issue mentioned above? Any help is apprecaited.

Link to comment
Share on other sites

25 minutes ago, mabdi36 said:

Sorry to interrupt you @blowfish but would you able to give any guidance into the issue mentioned above? Any help is apprecaited.

Need the full log and config cache (yes, both).  I can't help based on just the information you provided.

Link to comment
Share on other sites

4 minutes ago, blowfish said:

Does this happen on newer versions of B9PartSwitch?  You're on an older version.  1.9 versions should work in 1.8, but you're not even on the latest that was compiled against KSP 1.8

oh wow. That may be an issue. Can't try today but will later and let you know.

Link to comment
Share on other sites

Dev builds can now be found on the Actions tab of the repo.  Select the build you want and it will be available as an artifact.  You must be logged into Github to download.  They will each be kept for 90 days.

Link to comment
Share on other sites

  • 2 weeks later...

SOLVED(maybe?): Posting error report on B9 Stock Patches 1.0.0.0 thread.

KSP: 1.9.12788 Windows 10 64bit

Problem: Two error messages from B9PartSitch on game load and forced to quit game. (see attached file B9PartSwitchError.png)

Mods installed:
 

Spoiler
Toolbar Controller 0.1.9.4
ClickThroughBlocker 0.1.10.1 - BETA
B9 Part Switch 2.16.0
SpaceTux Library
Dynamic Battery Storage 2.1.6
DeployableEngines 1.2.1
ModuleManager 4.1.3
CommunityCategoryKit 5.1.0.0
CommunityResourcePack 1.3.0.0
Firespitter Core 7.15 (Plugins/Firespitter.dll & Resources/Firespitter.cfg only)
///////////////////////////////////////////////////////////////////////////////////////////////////////////
B9 Stock Patches 1.0.0.0
All Y'All 0.11.19
Community Tech Tree 3.4.1
DeepFreeze 0.28.0.0
Connected Living Space 2.0.0.4
DMagic Orbital Science 1.4.3
Docking Port Alignment Indicator 6.8.6
Ship Manifest 6.0.0.2
USI Life Support 1.3.0.0
OSE Workshop 1.2.14.2
JanitorsCloset 0.3.7
Kerbal Engineer Redux 1.1.3.0
TransferWindowPlanner 1.7.2.0
KIS 1.25
KAS 1.6
EasyVesselSwitch 2.1
ScienceAlert 1.9.8.7
Kerbal Alarm Clock 3.13.0.0
HyperEdit 1.5.8
SimpleConstruction! 3.4.6
SimpleLogistics 2.0.2
Surface Mounted Lights 1.16
Stockalike Mining Extension 1.1 (overwrote Ore.cfg & LiquidFuel.cfg in Patch folder to get mineable liqued fuel on Eve)
Kerbal Planetary Base Systems 1.6.11
Stockalike Station Parts Expansion Redux 1.3.4 (All IVA's removed using instructions on website) (StationPartsExpansionMetal installed as extra)
Near Future Propulsion 1.2.1*
Near Future Electrical 1.1.2*
Near Future Solar 1.2.2*
Near Future Construction 1.2.2*
Near Future Spacecraft 1.3.1*
Near Future Launch Vehicles 2.0.2*
Near Future eXploration 1.0.7*
* no extras installed just base

Slowly added in mods and finally ended up with the only combo that gives me that error message:

B9 Part Switch 2.16.0
B9 Stock Patches 1.0.0.0
ModuleManager 4.1.3

Reproduction steps:
Start game with above mods in folder get two error messages, quit game.

Things tried: Tried a fresh re-install of KSP and checked that all mods were on latest version/checked dependencies. Not at all sure which mod is responsible, but thought you might be able to point me in the right direction.

Log & Error image:
B9PartSwitchError.png
Player.log

 

Edited by pxljce
Fixed link url & updated status.
Link to comment
Share on other sites

14 hours ago, pxljce said:

<very long post truncated>

It looks like something in GameData/KGEx/B9StockPatches/Patches/CommunityResourcePack.cfg expects something in GameData/KGEx/Patches/B9TankTypes.cfg to exist, but that file doesn't exist in your install.  I don't know anything about how the mod(s) involved are supposed to be installed but that's the cause.

Edited by blowfish
Link to comment
Share on other sites

On 6/4/2020 at 4:06 AM, blowfish said:

It looks like something in GameData/KGEx/B9StockPatches/Patches/CommunityResourcePack.cfg expects something in GameData/KGEx/Patches/B9TankTypes.cfg to exist, but that file doesn't exist in your install.  I don't know anything about how the mod(s) involved are supposed to be installed but that's the cause.

Thank you. That helped me figure it out. There's a mod listed on the B9 Stock Patches thread under recommended, but not as a dependency called KGex that contains that file. With all previously listed mods and KGex installed no error message/crash.

Link to comment
Share on other sites

Hey. I just installed OPT via CKAN and I keep getting the fatal exception error.
Here is my .log.
And here is probably the problem:

 
 
0
 Advanced issue found
 
 
Spoiler

[ERR 11:41:44.947] Module ModuleB9PartSwitch threw during OnLoad: System.Exception: Fatal exception while loading fields on module ModuleB9PartSwitch on part  ---> System.Exception: Exception while loading field subtypes on type B9PartSwitch.ModuleB9PartSwitch ---> System.Exception: Exception while loading fields on subtype PartSubtype ATM ---> System.Exception: Exception while loading field tankType on type B9PartSwitch.PartSubtype ---> System.Collections.Generic.KeyNotFoundException: No tank type named 'OPTATM' exists
  at B9PartSwitch.B9TankSettings.GetTankType (System.String name) [0x00030] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at B9PartSwitch.TankTypeValueParser.Parse (System.String value) [0x0000b] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at B9PartSwitch.Fishbones.NodeDataMappers.ValueScalarMapper.Load (System.Object& fieldValue, ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00022] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at B9PartSwitch.Fishbones.NodeDataField.Load (ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00043] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at B9PartSwitch.Fishbones.NodeDataList.Load (ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00025] in <2f1e08366ff04f36b15d0085ed466369>:0 
   --- End of inner exception stack trace ---
  at B9PartSwitch.Fishbones.NodeDataList.Load (ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00058] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at B9PartSwitch.Fishbones.NodeDataObjectExtensions.LoadFields (System.Object obj, ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00033] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at B9PartSwitch.PartSubtype.Load (ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <2f1e08366ff04f36b15d0085ed466369>:0 
   --- End of inner exception stack trace ---
  at B9PartSwitch.PartSubtype.Load (ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x0001d] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at B9PartSwitch.Fishbones.Parsers.NodeObjectWrapperIContextualNode.Load (System.Object& obj, ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00038] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at B9PartSwitch.Fishbones.NodeDataMappers.NodeListMapper.Load (System.Object& fieldValue, ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x0009e] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at B9PartSwitch.Fishbones.NodeDataField.Load (ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00043] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at B9PartSwitch.Fishbones.NodeDataList.Load (ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00025] in <2f1e08366ff04f36b15d0085ed466369>:0 
   --- End of inner exception stack trace ---
  at B9PartSwitch.Fishbones.NodeDataList.Load (ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00058] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at B9PartSwitch.Fishbones.NodeDataObjectExtensions.LoadFields (System.Object obj, ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00033] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at B9PartSwitch.CustomPartModule.OnLoad (ConfigNode node) [0x000ea] in <2f1e08366ff04f36b15d0085ed466369>:0 
   --- End of inner exception stack trace ---
  at B9PartSwitch.CustomPartModule.OnLoad (ConfigNode node) [0x0010f] in <2f1e08366ff04f36b15d0085ed466369>:0 
  at PartModule.Load (ConfigNode node) [0x001ab] in <55ba45dc3a43403382024deac8dcd0be>:0 

 

I tried to search for the "OPTATM" tank, but can't find anything about it :/

Link to comment
Share on other sites

How would I go about reducing a part's mass in a B9PS variant. I'm trying to make progressive versions of the Shuttle External Tank, which got lighter from the painted version, through the SWT, LWT and SLWT. Will the "addedMass" field accept a negative value?

Link to comment
Share on other sites

On 5/16/2020 at 3:27 AM, blowfish said:

Need the full log and config cache (yes, both).  I can't help based on just the information you provided.

I haven't played on that save in a looong time so after testing the new version, it works perfectly! Thanks.

Link to comment
Share on other sites

On 6/6/2020 at 11:05 AM, DJ Reonic said:

How would I go about reducing a part's mass in a B9PS variant. I'm trying to make progressive versions of the Shuttle External Tank, which got lighter from the painted version, through the SWT, LWT and SLWT. Will the "addedMass" field accept a negative value?

Negative should be fine, just be sure the part's overall mass can't become negative.

Link to comment
Share on other sites

Hey! This is a great mod, but I want to know how can I change a texture of a fuel tank in-flight. I have a SpaceX mod and I want to change a clean texture to a sooty texture after the entry burn, I have the both textures but I do not know how to change them in-flight. Can someone help me? Thanks ;)

Link to comment
Share on other sites

  • 2 weeks later...

I'm getting a dialogue box after loading that explains B9 Part Switch is throwing an error and KSP needs to close. Can't seem to work passed it. I'm starting to go through them now but is there an answer buried on one of these page regarding that anyone might know about?

Link to comment
Share on other sites

3 hours ago, smallgreenant said:

I'm getting a dialogue box after loading that explains B9 Part Switch is throwing an error and KSP needs to close. Can't seem to work passed it. I'm starting to go through them now but is there an answer buried on one of these page regarding that anyone might know about?

Post your KSP.log to a file hosting site like Dropbox and share a link here and someone might be able to troubleshoot what's going wrong with your install.

Link to comment
Share on other sites

On 6/18/2020 at 6:50 PM, SAMCG14 said:

Hey! This is a great mod, but I want to know how can I change a texture of a fuel tank in-flight. I have a SpaceX mod and I want to change a clean texture to a sooty texture after the entry burn, I have the both textures but I do not know how to change them in-flight. Can someone help me? Thanks ;)

You can enable switching in flight on the module.  It's just on parameter - I don't remember the exact name but it's on the wiki.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...