maculator Posted October 7, 2016 Share Posted October 7, 2016 God bless you. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted October 8, 2016 Share Posted October 8, 2016 22 hours ago, steve_v said: Agreed. More cat is good cat. My guess is that the nyan will go away again when 1.2 is out of pre-release - it's just the usual "you're running on an unsupported/beta KSP" warning. And I will miss it. It just reminds me of those transgressive x64 hack days... Quote Link to comment Share on other sites More sharing options...
Jacke Posted October 8, 2016 Share Posted October 8, 2016 22 hours ago, steve_v said: Agreed. More cat is good cat. My guess is that the nyan will go away again when 1.2 is out of pre-release - it's just the usual "you're running on an unsupported/beta KSP" warning. And I will miss it. Add a command line option to launching KSP of "-nyan-nyan" and the cat will come back the very next game launch. Quote Link to comment Share on other sites More sharing options...
maculator Posted October 8, 2016 Share Posted October 8, 2016 So I got this issue: Duplicated parts. Since I'm not a professional it could be as well just me beeing stupid, but I don't see what I did wrong: Spoiler Here are the parts where I wanted them to be, in the "start" node of the tree: And here are is the duplicate, in it's original category: Pics in spoiler above, code right here: //ScienceRover bits and pieces: @PART[*]:HAS[#category[Science],!MODULE[ModuleScienceLab],!MODULE[ModuleResourceScanner],!MODULE[ModuleOrbitalSurveyor],!MODULE[ModuleDataTransmitter],[roverWheel2]]:FINAL { %TechRequired = start } Additional note the parts I allready unlocked (thermometer etc. aren't duplicated, they appear just in the "start"-node) Since module manager took some time to update I had to insert my patch midgame - wich I did before too but this didn't happen back then. Not a really big deal for me but I thought I report it. Quote Link to comment Share on other sites More sharing options...
sarbian Posted October 8, 2016 Author Share Posted October 8, 2016 Version 2.7.1 1.2 ready Allow value name that include multiple comma, as long as none has a number as its first char Display the number of exception and the file that generated those exception Better feeback on what MM is working on lower garbage a bit Downloads : ModuleManager.2.7.1.dll ModuleManager-2.7.1.zip SHA256 : 50ff84931665e9d701108c20b3be2bd35cdbb729ea94f3dae263cb55534a77d9 Quote Link to comment Share on other sites More sharing options...
boborene Posted October 8, 2016 Share Posted October 8, 2016 THANKS YOU, SIR! Quote Link to comment Share on other sites More sharing options...
Cobrag0318 Posted October 8, 2016 Share Posted October 8, 2016 On 10/5/2016 at 0:58 AM, Cobrag0318 said: Ok. I've got 2 problems in a couple of patches I'm trying to run. But first one first. I love RaiderNick's station mods, Salyut, and Skylab, however few the need to add Science lab functions to add that level of realism to them. I mean SkyLAB, ya know. :-) Well, with some help on here, I managed to succeed giving Skylab it's science lab functions. Thanks guys. My friend is playing with us on DMP and is a fan of the Salyut stations. So I'm adding the functionality to that too. After setting up Skylab, I pretty much know how to do it for salyut. In fact, the patch file is almost the same, substitute the proper partname, module index, and desired stats. In this case, I kinda just stole the stats from FASA's Big Gemini Science lab. When I view the part in the VAB, it shows the w science lab details in the part details. So that's a good sign. But when I view it in orbit, right clicking the station doesn't even produce the right click menu for the part, at all. More specifically, I tested right clicking the other attached parts, and they work fine. Right click the station itself, nothing. But the clincher is, then I got to right click those same attached parts I clicked before and nothing.Switch to another ship, and back, and those parts are right clickable again, until I right click the station part again, then they don't work. Odd. Skylab doesn't have this problem. Seems like it's some sort of UI snag involved with the Salyut and the pact. Btw, the Salyut works fine as normal, without the patch. Any ideas? I'll share the file here. Skylab too for comparison, since that one works fine. No additional ideas? Very well, onto problem #2. I'm looking to also have my FASA Gemini pod, and Flight pack dockable to each other without the need for docking rings. I currently have need for them to initiall be separate, but dock later for return, and the additional space between them from the rings is affecting performance. Ideas? Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 8, 2016 Share Posted October 8, 2016 3 minutes ago, Cobrag0318 said: No additional ideas? Very well, onto problem #2. I'm looking to also have my FASA Gemini pod, and Flight pack dockable to each other without the need for docking rings. I currently have need for them to initiall be separate, but dock later for return, and the additional space between them from the rings is affecting performance. Ideas? I think the reason nobody is giving any input is because we cant just read your questions and determine if there is an issue in the cfgs. Include those and you will probably get more help Quote Link to comment Share on other sites More sharing options...
Crabman Posted October 8, 2016 Share Posted October 8, 2016 Bug report: KSP: 1.2 pre-release Problem: Log spam: "MissingMethodException: Method not found: 'ResourceRatio..ctor'." Mods installed: Konstruction (USI) ModuleManager.2.7.1 Reproduction steps: 1. Build a simple craft with a RC-L01 Remote Guidance Unit, batteries, fuel and an engine. 2. Send it to launch. 3. On the launch pad, press Alt+F12 to check console. Spam line after line going down fast. Log: https://www.dropbox.com/s/ikdbywe1zdkn18v/output_log.txt Quote Link to comment Share on other sites More sharing options...
sarbian Posted October 9, 2016 Author Share Posted October 9, 2016 USI is not updated for 1.2. So it does not work for 1.2. Shocking, I know. Quote Link to comment Share on other sites More sharing options...
Denko666 Posted October 9, 2016 Share Posted October 9, 2016 4 minutes ago, sarbian said: USI is not updated for 1.2. So it does not work for 1.2. Shocking, I know. Konstruction is KSP 1.2 ready ... the rest of USI isn't, @RoverDude said he'd release those when the final KSP 1.2 is released. Quote Link to comment Share on other sites More sharing options...
sarbian Posted October 9, 2016 Author Share Posted October 9, 2016 Oh yeah, the mod is ready for 1.2 but spam an exception that can only show up on a dll that was compiled for 1.1.3. I should learn a bit more about how this game works. Quote Link to comment Share on other sites More sharing options...
Crabman Posted October 9, 2016 Share Posted October 9, 2016 37 minutes ago, sarbian said: USI is not updated for 1.2. So it does not work for 1.2. Shocking, I know. [1.2 PRE] Konstruction! Weldable ports, servos, cranes, and magnets! I think this is 1.2. I think you are confusing things, but ok, it was just a report. thanks Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 9, 2016 Share Posted October 9, 2016 (edited) @maculator That is a known KSP issue. If you research a part and then change it's tech location it will appear in both for that career. We saw the same thing happen in 1.2 pre when Squad moved parts around. It has nothing to do with ModuleManager. Edited October 9, 2016 by Alshain Quote Link to comment Share on other sites More sharing options...
rdwulfe Posted October 9, 2016 Share Posted October 9, 2016 When I install Module Manager 2.7.1 to 1.2-pre, my CommNet ceases to exist. The satellites are still there, but nothing transmits. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 9, 2016 Share Posted October 9, 2016 1 minute ago, rdwulfe said: When I install Module Manager 2.7.1 to 1.2-pre, my CommNet ceases to exist. The satellites are still there, but nothing transmits. Do you have any MM patches? If so, which ones? Quote Link to comment Share on other sites More sharing options...
rdwulfe Posted October 9, 2016 Share Posted October 9, 2016 14 minutes ago, linuxgurugamer said: Do you have any MM patches? If so, which ones? KER, Parts Overhaul, Planetshine, Kerbalism (but I don't think it's working, so will try removing it too.) and Konstruction! are my only mods currently. All have zero problems w/o Modulemanger. The moment I install it, no CommNet. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 9, 2016 Share Posted October 9, 2016 Just now, rdwulfe said: KER, Parts Overhaul, Planetshine, Kerbalism (but I don't think it's working, so will try removing it too.) and Konstruction! are my only mods currently. All have zero problems w/o Modulemanger. The moment I install it, no CommNet. Try removing all of them, but leave MM. Then add them back one at a time. Quote Link to comment Share on other sites More sharing options...
Argyle MHF Posted October 9, 2016 Share Posted October 9, 2016 (edited) 51 minutes ago, rdwulfe said: KER, Parts Overhaul, Planetshine, Kerbalism (but I don't think it's working, so will try removing it too.) and Konstruction! are my only mods currently. All have zero problems w/o Modulemanger. The moment I install it, no CommNet. 50 minutes ago, linuxgurugamer said: Try removing all of them, but leave MM. Then add them back one at a time. For a additional datapoint: With a fresh install of build 1576, I first added Module manager alone and CommNet works. Leaving MM installed, I then proceeded to add one at a time, then remove after running KSP: (in order) KER, Part Overhauls, Planetshine & Konstruction and CommNet worked each time. With Kerbalism, CommNet did not work. I like the cat. Edited October 9, 2016 by Argyle MHF Words and letter missing Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted October 9, 2016 Share Posted October 9, 2016 33 minutes ago, Argyle MHF said: For a additional datapoint: With a fresh install of build 1576, I first added Module manager alone and CommNet works. Leaving MM installed, I then proceeded to add one at a time, then remove after running KSP: (in order) KER, Part Overhauls, Planetshine & Konstruction and CommNet worked each time. With Kerbalism, CommNet did not work. I like the cat. First, Kerbalism isn't updated for 1.2, and second, if it somehow did work, it has its own antenna system, so the stock CommNet got disabled or prevented from working. Quote Link to comment Share on other sites More sharing options...
maculator Posted October 9, 2016 Share Posted October 9, 2016 (edited) Nothing to see here, please move on. Sorry for the interruption. Spoiler Hi, I got a question I just can't get it to selest me all the parts with any fuel in them (LF,LF+OX,MONO,XENON). So I just want parts with fuel, no EC and no ore. This is one way I tryed it: @PART[*]:HAS[@RESOURCE[*]],!RESOURCE[Ore],!RESOURCE[ElectricCharge] { Stuff } Any help would be appreciated Edit never mind, sorry to interrupt this is how it works (I feel silly): @PART[*]:HAS[@RESOURCE[*],!RESOURCE[Ore],!RESOURCE[ElectricCharge]] Edited October 9, 2016 by maculator Got it.... Quote Link to comment Share on other sites More sharing options...
LordFerret Posted October 9, 2016 Share Posted October 9, 2016 How do I get rid of the Nyan Cat? I don't need that floating across my screen, thank you. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 9, 2016 Share Posted October 9, 2016 19 minutes ago, LordFerret said: How do I get rid of the Nyan Cat? I don't need that floating across my screen, thank you. Either don't use modulemanager or don't use the 1.2 prerelease. You are welcome. Quote Link to comment Share on other sites More sharing options...
Gilsaa Posted October 10, 2016 Share Posted October 10, 2016 (edited) How do i install the module manager on my mac? What files do i need to download and where do i need to put them? Edited October 10, 2016 by Gilsaa Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted October 10, 2016 Share Posted October 10, 2016 4 hours ago, Gilsaa said: How do i install the module manager on my mac? What files do i need to download and where do i need to put them? It would be nothing wrong if you would read the OP before asking On 25.10.2013 at 3:01 PM, sarbian said: How to install You just have to put the dll in your KSP/GameData folder. Then you can put you patch .cfg file anywhere. I would create a folder for your personal patch, but it's up to you. Quote Link to comment Share on other sites More sharing options...
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