CaptRobau Posted November 4, 2015 Share Posted November 4, 2015 Could someone tell me why 2.6.8 is the latest one here, but other mods are packaging 2.6.12? Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted November 7, 2015 Share Posted November 7, 2015 Could someone tell me why 2.6.8 is the latest one here, but other mods are packaging 2.6.12?2.6.12 includes some minor bug fixes and enhancements that were implemented while sarbian was on vacation (Users Like Us fixed a few things, made pull requests, and he accepted them). I'm assuming that, with 1.0.5 so close, he's waiting until then to make a big public release out of it. Quote Link to comment Share on other sites More sharing options...
lextacy Posted November 8, 2015 Share Posted November 8, 2015 (edited) HI, this config is not working and I have been stumped for the last 2 hoursOk im trying to write a with and without statement. I need to apply a certain engine FX and sound to an engine that contains fuel A , but not fuel B AND CHere is my best attempt...............@PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[Ethanol75],!PROPELLANT[LqdHydrogen],!PROPELLANT[Kerosene]]]{stuff}@PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[LqdHydrogen],!PROPELLANT[Kerosene]]]{stuff} Edited November 8, 2015 by lextacy Quote Link to comment Share on other sites More sharing options...
kerbiloid Posted November 8, 2015 Share Posted November 8, 2015 Please, is there a way to hide a part from the VAB part list? Not to unload from memory, but to hide from the list.For example, I have defined a dummy part AbstractContainer, with the most common values for all my containers.Then it is inherited by several other dummy parts AbstractContainerForLiquids, AbstractContainerForGases, AbstractContainerForPowders. They extend its functionality with relevant properties, models, textures.At last the final parts have been defined: FuelTank, WaterTank, BioTank, etc.The same with converters, etc.All this works fine, but I have two dozens of "Abstract..." parts in the part list, which are never used directly, they are just "abstract classes" in terms of OOP. Can I hide them? Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 8, 2015 Share Posted November 8, 2015 kerbiloid: set category = -1 Quote Link to comment Share on other sites More sharing options...
kerbiloid Posted November 8, 2015 Share Posted November 8, 2015 kerbiloid: set category = -1Thank you! It really hides them, even from "By-Manufacturer" view. Quote Link to comment Share on other sites More sharing options...
CaptRobau Posted November 8, 2015 Share Posted November 8, 2015 2.6.12 includes some minor bug fixes and enhancements that were implemented while sarbian was on vacation (Users Like Us fixed a few things, made pull requests, and he accepted them). I'm assuming that, with 1.0.5 so close, he's waiting until then to make a big public release out of it.Ok thanks. I don't use very advanced MM features, so I'll just use 2.6.8 for my upcoming update. Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 9, 2015 Author Share Posted November 9, 2015 Version 2.6.13 - Built for 1.0.5. No change. Some 1.0.5 specific changes will come soonishDownloads : ModuleManager.2.6.13.dllModuleManager-2.6.13.zipSHA256 : 0ffcc74c0e0cb1d2b66d7fc521fa98376559c46b516544c41e5f6e671db55c39 Quote Link to comment Share on other sites More sharing options...
smjjames Posted November 9, 2015 Share Posted November 9, 2015 2.6.8 seems to work, so far, but okay I'll keep an eye out for a 1.0.5 specific update of MM> Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 9, 2015 Share Posted November 9, 2015 2.6.8 seems to work, so far, but okay I'll keep an eye out for a 1.0.5 specific update of MM>You might want to read the post above yours Quote Link to comment Share on other sites More sharing options...
smjjames Posted November 9, 2015 Share Posted November 9, 2015 You might want to read the post above yours It WAS in response to Sarbian. Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 9, 2015 Share Posted November 9, 2015 It WAS in response to Sarbian.Then you would know that 2.6.13 was recompile for KSP 1.0.5. Of course I don't know exactly how much testing sarbian did for this update, but given the scope of the changes in 1.0.5 it's unlikely that anything in MM broke, so a simple recompile should be sufficient for now. Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 9, 2015 Author Share Posted November 9, 2015 A recompile is all that is necessary. One new feature for ConfigNode is in 1.0.5 but it is of little impact for the mod now and I ll add it later. Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted November 9, 2015 Share Posted November 9, 2015 Thanks Sarbian for your speed. Every update I'm sure that you're the first to update your very important mods. You're an example for the community. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted November 9, 2015 Share Posted November 9, 2015 ^^Ditto...Rep sent, sarbian...Thanx! Quote Link to comment Share on other sites More sharing options...
1BigCountry Posted November 10, 2015 Share Posted November 10, 2015 So I downloaded the Karbonite Mod Pack as well as SCANsat, and for some reason the loader is stuck at module manager, let it sit for a while with no change. Can someone help me out? I'd love to get back to KSP againI can put of output log on DB if need be, but I know I must've done something really stupid. Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 10, 2015 Share Posted November 10, 2015 So I downloaded the Karbonite Mod Pack as well as SCANsat, and for some reason the loader is stuck at module manager, let it sit for a while with no change. Can someone help me out? I'd love to get back to KSP againI can put of output log on DB if need be, but I know I must've done something really stupid.Welcome to the forums The output log would be a good place to start. It's usually quite simple to identify the problem from it. Quote Link to comment Share on other sites More sharing options...
V8jester Posted November 10, 2015 Share Posted November 10, 2015 So I am trying to not be dummy but it's not working. I'm trying to make a MM patch to lengthen the firespitter strut wire. I'm missing something painfully obvious here. Could some one please tell me wht I'm doing wrong? //Firespitter Patch @PART[FSstrutConnectorWire] { @MODULE[StrutConnector] { maxLength = 100 } } Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 10, 2015 Author Share Posted November 10, 2015 You forgot a @ to edit the value (I guess) //Firespitter Patch @PART[FSstrutConnectorWire] { @MODULE[StrutConnector] { [B][COLOR="#FF0000"]@[/COLOR][/B]maxLength = 100 } } Quote Link to comment Share on other sites More sharing options...
V8jester Posted November 10, 2015 Share Posted November 10, 2015 You forgot a @ to edit the value (I guess) //Firespitter Patch @PART[FSstrutConnectorWire] { @MODULE[StrutConnector] { [B][COLOR=#ff0000]@[/COLOR][/B]maxLength = 100 } }I think I just figured it out - Sorry for for not trying a little longer before I gave up. This is the patch that worked. //Firespitter Patch@PART[FSstrutConnectorWire]:FIRST { @maxLength = 100 }} Quote Link to comment Share on other sites More sharing options...
Kolago Posted November 11, 2015 Share Posted November 11, 2015 So I downloaded the Karbonite Mod Pack as well as SCANsat, and for some reason the loader is stuck at module manager, let it sit for a while with no change. Can someone help me out? I'd love to get back to KSP againI can put of output log on DB if need be, but I know I must've done something really stupid.I have something similar: MM get stuck many times, if I left click with the mouse in KSP it continues to load. Debug window and error log doesn't show any errors. Quote Link to comment Share on other sites More sharing options...
1BigCountry Posted November 11, 2015 Share Posted November 11, 2015 I have something similar: MM get stuck many times, if I left click with the mouse in KSP it continues to load. Debug window and error log doesn't show any errors.You clicked and it kept going?? I tried but it didnt work, I can see the Nuke Reactors and the SCANSAT Parts but I cant 'use' them Quote Link to comment Share on other sites More sharing options...
Kolago Posted November 11, 2015 Share Posted November 11, 2015 You clicked and it kept going?? I tried but it didnt work, I can see the Nuke Reactors and the SCANSAT Parts but I cant 'use' themYes, left clicking about 50 times helps. Maybe some debug code with stops? Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 11, 2015 Share Posted November 11, 2015 As a reminder, if KSP hangs at ModuleManager in the loading process (or any other time too), and you're asking for support, you need to provide an output log. There's no way to debug the issue otherwise. Quote Link to comment Share on other sites More sharing options...
JackGruff Posted November 11, 2015 Share Posted November 11, 2015 So this is probably a bit out of your scope, so sorry if I'm wasting your time.I vaguely remember a mod that applied techtrees allowed you to choose the tree at the start of career. This was great because you could keep the same install and try out different careers. Could you emulate this somehow? Quote Link to comment Share on other sites More sharing options...
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