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Jong

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  1. I got a weird error when trying to install/update remotetech. $ ./ckan.exe install RemoteTech Unhandled Exception: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,CKAN.CkanModule].get_Item (System.String key) [0x00000] in <filename unknown>:0 at CKAN.RelationshipResolver.ResolveStanza (IEnumerable`1 stanza, CKAN.SelectionReason reason, CKAN.RelationshipResolverOptions options, Boolean soft_resolve) [0x00000] in <filename unknown>:0 at CKAN.RelationshipResolver.Resolve (CKAN.CkanModule module, CKAN.RelationshipResolverOptions options) [0x00000] in <filename unknown>:0 at CKAN.RelationshipResolver.AddModulesToInstall (IEnumerable`1 modules) [0x00000] in <filename unknown>:0 at CKAN.RelationshipResolver..ctor (IEnumerable`1 modules, CKAN.RelationshipResolverOptions options, CKAN.Registry registry, CKAN.KSPVersion kspversion) [0x00000] in <filename unknown>:0 at CKAN.RelationshipResolver..ctor (IEnumerable`1 module_names, CKAN.RelationshipResolverOptions options, CKAN.Registry registry, CKAN.KSPVersion kspversion) [0x00000] in <filename unknown>:0 at CKAN.ModuleInstaller.InstallList (System.Collections.Generic.List`1 modules, CKAN.RelationshipResolverOptions options, CKAN.NetAsyncDownloader downloader) [0x00000] in <filename unknown>:0 at CKAN.CmdLine.Install.RunCommand (CKAN.KSP ksp, System.Object raw_options) [0x00000] in <filename unknown>:0 at CKAN.CmdLine.MainClass.Main (System.String[] args) [0x00000] in <filename unknown>:0 [ERROR] FATAL UNHANDLED EXCEPTION: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,CKAN.CkanModule].get_Item (System.String key) [0x00000] in <filename unknown>:0 at CKAN.RelationshipResolver.ResolveStanza (IEnumerable`1 stanza, CKAN.SelectionReason reason, CKAN.RelationshipResolverOptions options, Boolean soft_resolve) [0x00000] in <filename unknown>:0 at CKAN.RelationshipResolver.Resolve (CKAN.CkanModule module, CKAN.RelationshipResolverOptions options) [0x00000] in <filename unknown>:0 at CKAN.RelationshipResolver.AddModulesToInstall (IEnumerable`1 modules) [0x00000] in <filename unknown>:0 at CKAN.RelationshipResolver..ctor (IEnumerable`1 modules, CKAN.RelationshipResolverOptions options, CKAN.Registry registry, CKAN.KSPVersion kspversion) [0x00000] in <filename unknown>:0 at CKAN.RelationshipResolver..ctor (IEnumerable`1 module_names, CKAN.RelationshipResolverOptions options, CKAN.Registry registry, CKAN.KSPVersion kspversion) [0x00000] in <filename unknown>:0 at CKAN.ModuleInstaller.InstallList (System.Collections.Generic.List`1 modules, CKAN.RelationshipResolverOptions options, CKAN.NetAsyncDownloader downloader) [0x00000] in <filename unknown>:0 at CKAN.CmdLine.Install.RunCommand (CKAN.KSP ksp, System.Object raw_options) [0x00000] in <filename unknown>:0 at CKAN.CmdLine.MainClass.Main (System.String[] args) [0x00000] in <filename unknown>:0 The same thing happened when I tried it on a fresh instance of KSP.
  2. I encountered a problem where one of my space stations would spontaneously and violently oscillate itself to pieces due to KJR. Removing KJR solves the problem, but I'd like to keep KJR because I'm using RSS. I figure I could tweak the config file, but I have no idea which values I need to adjust. EDIT: The oscillations start in the four rocket workshop parts from EPL. They are directly attached to a station node connector that was enlarged with tweakscale.
  3. Okay, I set up a test setup containing the bare minimum required mods for RO and added in RLA. I installed: Real Solar System 7.3 Custom Biomes (included in RSS) RO v6a12 FAR 14.1.1 Engine Ignitor 3.4.1 Realchute 1.2.4 RealFuels 7.3 RLA 11.2 The original issue was that the engines in RLA were not modified by RO. The issue was still present in this configuration. Additionally it looks like some other parts were not modified, although I'm not very familiar with the non-engine parts in RLA. E.g. I see some monopropellant tanks for instance. In the process of doing this, I double-checked the versions of the mods and realised that the OP doesn't mention the version of RLA supported. I had a hunch and discovered that the currently available version of RLA uses different part names than the ones in the RO config. Nice assuming btw </sarcasm>
  4. Right. And the same thing happens when I load a sandbox mode game.
  5. I think something might be wrong with the RLA engine configs. I've got the KB RD-0214 Nozzle and the S5.92/98M, but the other ones I've got unlocked so far are all stock. I've looked at the config file and I see that configs for the other engines are also there but it somehow doesn't take.
  6. I have an issue where the camera controls will lock up when starting a simulation. Returning to VAB or space centre doesn't fix the problem and in the VAB, I can't click the part buttons or the buttons in the top right. This doesn't happen during launch. This only affects my latest designs though. I'm not sure why, but maybe they are too heavy or they stick up through the roof of the VAB.
  7. The AIES C1 orbiter pod is horrible. It looks nice and low mass and compact, but it flips over and burns up on reentry. EDIT: I just noticed that the AIES antennas power consumption is not modified to be lower like the regular remotetech antenna.
  8. I wasn't able to complete the repair mission. I couldn't fulfil the condition "1 repairParts" even though I definitely still had more than one repair parts in both my ship and the target ship.
  9. Hi malkuth, I've discovered that the texture of the repair can is wrongly sized at 1147*1148. This apparently is the source of random crashiness and much frustration during load time on my system.
  10. I'd like a config option for this as well. I'm currently using Realism Overhaul and even the stayputnik probe core has 2851 EC. Right now I can get around this issue by completing contracts with the debug menu.
  11. Is it possible to reduce contract rewards instead of increasing part price? It would have pretty much the same effect.
  12. Hi! I don't know if you are aware of this issue, but there's a problem with the way the difficulty price multiplier affects parts where the resources make up a significant fraction of the original price of the part. For example, the price of an extraplanetary launchpad's Large Metal Container should be around 10k empty, but is now 400k empty (the cost of the metal inside is around 200k). This is only really a problem when launching non-full containers, or if you're trying to earn money by selling mined resources.
  13. Hi! A minor bug report. The helicopter main rotor has an Isp of 1 in vacuum, rather than 100 like the large rotor and I presume was intended from the commented out lines.
  14. maxMdot = e.maxThrust / (Math.Max(this.ispAtSeaLevel, this.ispInVacuum) * engineModule.G); maxThrustInVacuum = this.maxMdot * this.ispInVacuum * engineModule.G; This should get the thrust corrector to work properly on engines with max Isp at sea level as well. EDIT: I've just discovered that jet engines have maximum Isp at pressures between sea level and vacuum. ConfigNode ispCurve = new ConfigNode (); e.atmosphereCurve.Save (ispCurve); string[] ispValues = ispCurve.GetValues ("key"); int vCount = ispValues.Length; float maxIsp = float.MinValue; char[] delimiters = new char[] { ' ', ',', ';', '\t' }; for (int i = 0; i < vCount; i++) { string[] valueSplit = ispValues[i].Split(delimiters, System.StringSplitOptions.RemoveEmptyEntries); maxIsp = Mathf.Max(maxIsp, float.Parse(valueSplit[1])); } maxMdot = e.maxThrust / (maxIsp * engineModule.G); maxThrustInVacuum = this.maxMdot * this.ispInVacuum * engineModule.G; These changes appear to work, although I'm a complete n00b at modding so I can't guarantee 100% that it won't screw anything up. I've attached a link to the patched plugin and source. Link EDIT: I've just discovered that it also doesn't work on engines that switch modes in flight, like the B9 SABRE engines
  15. I found a workaround for that. You can get your relay satellites to work properly by targeting them with a Comlar 1 dish on a craft within comms. This doesn't seem to work with the big reflectron, comtech-2 and cp-1.
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