Gurki Posted April 4, 2018 Share Posted April 4, 2018 (edited) On 02/04/2018 at 4:53 PM, Nertea said: Ok, update is nearly ready. I would like to ensure that any LS mod problems are fixed or at least recorded... so far in my fix list I only have KerbalHealth patches apply only when KerbalHealth is installed Better EPL resource compatibility for containers Feel like there must be more? I noticed earlier that sspx-observation-25-1 and sspx-cupola-375-1 parts didn't have electrical consumption for USI LS Habitat module. Also, with SSPX 1.0.2, running on an 1.4.1 installation, I got few warning and errors in KSP.log. Warnings: mostly from B9PartSwitch (v2.2.0) saying "No transforms named Ladders found" for some SSPX parts. "PartLoader Warning: Variable DeployedMass not found in Part' for inflatable parts "Could not create PartResource of type 'RadiationShielding", but it's KerbalHealth related Errors saying : "[ShipTemplate]: No Resource definition found for RESOURCE". As it came before (but not always) some "Cannot find a PartModule of typename 'ModuleKerbalHealth'", I assume that's because I don't have KerbalHealth mod. I guess that all of this is harmless as I didn't have any problem so far, but I always look into logs for warns/errors/exceptions so ... Edited April 4, 2018 by Gurki Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 4, 2018 Share Posted April 4, 2018 (edited) @Gurki Thanks for noticing. The patches for KerbalHealth contain :FOR which makes MM think that KerbalHealth is installed when it's not. That and the EC problem will be addressed very soon™ For the time being, delete GameData/StationPartsExpansionRedux/Patches/SSPXR-KerbalHealth.cfg if you haven't already done so. Undefined resources typically cause KSP to hang. Edited April 4, 2018 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted April 4, 2018 Share Posted April 4, 2018 18 minutes ago, JadeOfMaar said: The patches for KerbalHealth contain :FOR which makes MM think that KerbalHealth is installed when it's not. well the :NEEDS[KerbalHealth] in that specific config should MM make consider if it is really available. It should not apply if not present. current config file is having these :NEEDS. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 5, 2018 Share Posted April 5, 2018 4 hours ago, LatiMacciato said: well the :NEEDS[KerbalHealth] in that specific config should MM make consider if it is really available. It should not apply if not present. current config file is having these :NEEDS. The NEEDS being there is perfect. But the FOR also being there is as terrible as the NEEDS is good. If the FOR and NEEDS have reference to the same mod then the patches are self-satisfying. Any time there is a FOR, the needed mod "applies." FOR does two things but novice coders tend to only know the first one: This patch will run within the load sequence of; will run as part of the other mod (everyone gets this) This declares that the mod is present and will trigger every patch that's expecting it Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted April 5, 2018 Share Posted April 5, 2018 11 minutes ago, JadeOfMaar said: The NEEDS being there is perfect. But the FOR also being there is as terrible as the NEEDS is good. If the FOR and NEEDS have reference to the same mod then the patches are self-satisfying. Any time there is a FOR, the needed mod "applies." FOR does two things but novice coders tend to only know the first one: This patch will run within the load sequence of; will run as part of the other mod (everyone gets this) This declares that the mod is present and will trigger every patch that's expecting it If I understand you right then every :FOR is basically unnecessary because :NEEDS already set the prerequisite. Ty for that lil tutorial! Quote Link to comment Share on other sites More sharing options...
Wyzard Posted April 5, 2018 Share Posted April 5, 2018 40 minutes ago, LatiMacciato said: If I understand you right then every :FOR is basically unnecessary because :NEEDS already set the prerequisite. Sort of. :FOR[MyMod] doesn't declare a prerequisite at all; it says the patch is part of MyMod and should satisfy :NEEDS dependencies in other mods. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted April 5, 2018 Share Posted April 5, 2018 (edited) 13 minutes ago, Wyzard said: Sort of. :FOR[MyMod] doesn't declare a prerequisite at all; it says the patch is part of MyMod and should satisfy :NEEDS dependencies in other mods. your english is better than mine .. i ment :FOR assumes there is something to apply to, and :NEEDS tells MM to skip if not available In this logic it's either easier to delete the said cfg, or edit until there is a patch. maybe exchanging ":FOR[KerbalHealth]" with ":FINAL" does the job too? Edited April 5, 2018 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
Starwaster Posted April 5, 2018 Share Posted April 5, 2018 1 hour ago, LatiMacciato said: If I understand you right then every :FOR is basically unnecessary because :NEEDS already set the prerequisite. It's worse than unnecessary because it can cause other configs that use NEEDS to trigger when they should not trigger. FOR should only ever be used by the author of the mod specified by the FOR. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted April 5, 2018 Share Posted April 5, 2018 1 minute ago, Starwaster said: It's worse than unnecessary because it can cause other configs that use NEEDS to trigger when they should not trigger. FOR should only ever be used by the author of the mod specified by the FOR. gotcha I modified my config, so far so good, will report if there is any issue. Also feedback is always welcome!SSPXR-KerbalHealth.cfg Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 5, 2018 Share Posted April 5, 2018 @LatiMacciato Your config looks fine now. One other thing catches my attention. The use of :FINAL. It's good practice to avoid using :FINAL in patches that you're going to share in your own mod or through others' mods. At Line 270 you have one. Replace it with :AFTER[KerbalHealth] or if it doesn't work, try :AFTER[StationPartsExpansionRedux] and let Nertea know which one to use. Please do this ASAP and let Nertea know. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted April 5, 2018 Share Posted April 5, 2018 (edited) 1 hour ago, JadeOfMaar said: @LatiMacciato Your config looks fine now. One other thing catches my attention. The use of :FINAL. It's good practice to avoid using :FINAL in patches that you're going to share in your own mod or through others' mods. At Line 270 you have one. Replace it with :AFTER[KerbalHealth] or if it doesn't work, try :AFTER[StationPartsExpansionRedux] and let Nertea know which one to use. Please do this ASAP and let Nertea know. ty for letting me know! I basically replaced ":FOR[KerbalHealth]" with nothing so this might have been there without my knowledge. Maybe Fraz86 (original cfg writer as it seems) forgot something when testing things. I also updated my gist and write an issue for an upcoming fix, so @Nertea can assimilate that. I test the changes, once I found some time for ":AFTER[KerbalHealth]" and ":AFTER[StationPartsExpansionRedux]". For now there is really no need for ":FINAL". EDIT: so far I have no issues with the current gist of my KerbalHealth compatiblity-patch and I commented on PR 111. I hope that gets @Nertea to update it. Edited April 5, 2018 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 6, 2018 Author Share Posted April 6, 2018 On 4/4/2018 at 10:45 PM, LatiMacciato said: EDIT: so far I have no issues with the current gist of my KerbalHealth compatiblity-patch and I commented on PR 111. I hope that gets @Nertea to update it. I did address this in dev already, should be good. I'm almost ready to re-release this again Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted April 6, 2018 Share Posted April 6, 2018 1 hour ago, Nertea said: I did address this in dev already, should be good. I'm almost ready to re-release this again ok thank you very much Quote Link to comment Share on other sites More sharing options...
shuggaloaf Posted April 8, 2018 Share Posted April 8, 2018 On 3/22/2018 at 3:28 PM, Nertea said: Transparent pods are a feature of stock (IVA overlay function), not any other mod. Hey Nertea, sorry I missed your reply. Thanks for getting back to me. This is the pic I'm referring to... Mercury IVA How did you have that IVA show? All I get are the normal lit windows. Thanks again! Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 8, 2018 Author Share Posted April 8, 2018 5 minutes ago, shuggaloaf said: Hey Nertea, sorry I missed your reply. Thanks for getting back to me. This is the pic I'm referring to... Mercury IVA How did you have that IVA show? All I get are the normal lit windows. Thanks again! If you mouse over the Kerbal portraits on a crewed ship, you'll see a small round button appear to the left of the portraits. That's IVA overlay mode, click it to reveal IVAs. Quote Link to comment Share on other sites More sharing options...
shuggaloaf Posted April 8, 2018 Share Posted April 8, 2018 10 hours ago, Nertea said: If you mouse over the Kerbal portraits on a crewed ship, you'll see a small round button appear to the left of the portraits. That's IVA overlay mode, click it to reveal IVAs. Sir, you just blew my mind. I've been playing since v0.23 and have way too many hours under my belt to have never noticed that before. Thanks for your help! Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 9, 2018 Share Posted April 9, 2018 On 4/8/2018 at 8:51 AM, shuggaloaf said: Sir, you just blew my mind. I've been playing since v0.23 and have way too many hours under my belt to have never noticed that before. Thanks for your help! It's a *relatively* new feature... Maybe since 1.3? Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 10, 2018 Author Share Posted April 10, 2018 Andfinally. SSPXr 1.0.3 KSP 1.4.2 Updated ModuleManger to 3.0.6 Updated B9PartSwitch to 2.2.1 Updated MiniAVC to 1.2.0.1 Updated NFProps to 0.3.2 Added replacement model for Clamp-o-tron docking port 2 alternate versions available Disabled drag cube recalculation for cargo containers (fixes inflight switching explosion) Fixed KerbalHealth patch applying all the time Fish study and plant growth experiments now no longer differentiate between biomes Quote Link to comment Share on other sites More sharing options...
Barklight Posted April 10, 2018 Share Posted April 10, 2018 @Nertea You, sir, are a magnificent beast. Thanks for the wave of updates. <3 Quote Link to comment Share on other sites More sharing options...
Gidreess Posted April 10, 2018 Share Posted April 10, 2018 8 hours ago, Nertea said: Andfinally. SSPXr 1.0.3 KSP 1.4.2 Updated ModuleManger to 3.0.6 Updated B9PartSwitch to 2.2.1 Updated MiniAVC to 1.2.0.1 Updated NFProps to 0.3.2 Added replacement model for Clamp-o-tron docking port 2 alternate versions available Disabled drag cube recalculation for cargo containers (fixes inflight switching explosion) Fixed KerbalHealth patch applying all the time Fish study and plant growth experiments now no longer differentiate between biomes Some of parts spam errors in game console and break scatterer effects https://imgur.com/a/A3D6u Quote Link to comment Share on other sites More sharing options...
maja Posted April 10, 2018 Share Posted April 10, 2018 58 minutes ago, Gidreess said: Some of parts spam errors in game console and break scatterer effects https://imgur.com/a/A3D6u Some support info for you: Quote Link to comment Share on other sites More sharing options...
Koybashi Posted April 10, 2018 Share Posted April 10, 2018 Shut up and take my money. Incredible content, can't imagine how much time this took you to put together and polish. It compelled me to part with my money, a rare occurrence to be sure. Quote Link to comment Share on other sites More sharing options...
Electrodium Posted April 10, 2018 Share Posted April 10, 2018 15 hours ago, Nertea said: Andfinally. SSPXr 1.0.3 KSP 1.4.2 Updated ModuleManger to 3.0.6 Updated B9PartSwitch to 2.2.1 Updated MiniAVC to 1.2.0.1 Updated NFProps to 0.3.2 Added replacement model for Clamp-o-tron docking port 2 alternate versions available Disabled drag cube recalculation for cargo containers (fixes inflight switching explosion) Fixed KerbalHealth patch applying all the time Fish study and plant growth experiments now no longer differentiate between biomes Same issue as Gidreess, scatterer effects are bugged since installing this mod. Notable problems I can see are missing oceans and a never ending sunset effect to the atmosphere, terrain in the distance is also really dark. Not sure if this is the right place to post it, but I'll provide a log file: https://www.dropbox.com/s/tp86x1rh8z757h7/output_log.txt?dl=0 (first time using dropbox so let me know if I've messed something up) Quote Link to comment Share on other sites More sharing options...
demibear Posted April 10, 2018 Share Posted April 10, 2018 (edited) That moment when you have to start deleting parts because you do not have enough RAM and there is still no way to really load on demand. Keep up the awesome modding. Edited April 10, 2018 by demibear Quote Link to comment Share on other sites More sharing options...
Platonicsolid Posted April 10, 2018 Share Posted April 10, 2018 Just now, demibear said: That moment when you have to start deleting parts because you do not have enough RAM. Keep up the awesome modding. RAM's pretty cheap these days, FYI. :-) Quote Link to comment Share on other sites More sharing options...
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