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Vas

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Posts posted by Vas

  1. 23 hours ago, micha said:

    It "should" still work. Unfortunately my plans for updating this mod have pretty much come to a standstill since moving to Japan. That said, if anybody finds anything broken, I'd still be very much invested in supporting and fixing it.

    Alright, thats fine. I was just looking to make sure. I came back to the game, updated everything, then found some mods that people either, refuse to put on CKAN, or won't be updating anymore for various reasons, so I was trying to check which mods may or may not be broken before I bother trying to start the game.

  2. On 4/2/2023 at 3:46 AM, Oliveoil said:

    I haven't looked at it for a while now but there's a few things I have to work on before it's stable enough to actually use. I'll probably make a post in the next couple weeks, it just depends on when time to go through and fix it.

    Alright, I was just trying to figure out if these things would end up on CKAN and stuff. I don't install anything unless it can be done through CKAN. I refuse to manually manage mods ever again. I don't actually pay attention to these forums either, I just came here trying to get back into the game and noticed several mods I use were very much dead or in need of updates. Seems some of them are just because people refuse to use CKAN so I have to remove those mods forever now.

  3. Question, is this still working with KSP 1.12? I came back after not playing for a few years, trying to update things. I notice this is one that hasn't been updated in a while. I'm having to remove several mods that have been taken over but not indexed to CKAN and some that just haven't been updated at all. So I'm trying to figure out the state of some of the more important mods like this one.

  4. On 2/23/2022 at 4:03 AM, Oliveoil said:

    For anyone interested, I've gotten this mod up and running on 1.12

    https://github.com/Oliveoil1/KSP-DiscordRP-Continued

    Still got some issues with crashing but it works for the most part.

    If you get it all fully working, you might post it as a new mod and set it up on CKAN so we can straight swap it. :P

    In my case, I only install via CKAN anymore, too many to manage otherwise.

  5. 10 hours ago, Nertea said:

    It's really not that difficult. Reflectors are things you bounce signal off to make it stronger. If you have a reflector, it makes your antenna stronger.

    The only complicated thing is that you need to point your antenna at the reflector. There are ingame tools to help you tell when this is the case (generally, a large line that turns green when you have done this successfully and is red when not). Once you have mastered this, that's all there is to it!

    Eh, it just confuses me. I don't like the reflector antenna setup all that much. I t used the simulation thing in the VAB and had a bunch of white lines pointing at a large dish and then I tested this by teleporting the ship to orbit and had no connection. I'm not sure if I'm supposed to use real regular antenna with it too, but in any case, I'd rather just use my regular antenna without having a butt load of reflector and line antenna thingies cluttering up my comm area when I'm trying to find regular antenna with a specific range on them. I don't like these reflecting antenna, they just make no sense to me. I use Omni antenna for short range stuff within a small distance of a planet, and satellite dish antenna to point at planets. This is good enough for me.

    I looked at the files to see if it was just a simple parts folder I could delete, but its not, its got other antenna in there too that fill in the gaps. I didn't want to lose those. Just these bizarre bouncing antenna.

    EDIT: I'll try once more just to see if I can make it work, but ultimately its unlikely to be something I'll ever use in the first place. Even if I make it work. I just don't like it. Kinda makes my ships ugly and lopsided. If you are in the reddit KSP discord, you can give me a poke there to talk more about it directly if you want.

  6. Is there any chance you can add an option to this mod to disable the odd reflecting antenna things? These are cluttering up my communication tab and I have no idea how to use them, as they are rather complex and confusing. I tried them out and they appear to do nothing. Even after I pointed like 8 of them at the reflector dish or whatever it was called. No connection of any kind.

    I'd just like to disable these antenna since I don't know how to use them.

    Would be nice to see some sort of in game config screen to disable or enable parts of the mods. Like a Near Future control panel button or some such.

  7. 1 hour ago, Nertea said:

    I don't believe this is my mod.

    Ah, I thought it was cause of it showing this thread and you as the author. :P

    40 minutes ago, Streetwind said:

    I think it's the little patch I wrote that lets people change thrust, Isp, and power usage of NF electric engines.

    Which has me scratching my head a bit, because... well... it's been included by default in all NF Propulsion installs for a long, long time now.

    Ah, I'll check then. I just installed everything that had "near future" in the title with "Nertea" as the author when I was on CKAN. Since all of them link to this thread and not a specific detailed thread I didn't bother reading anything on them.

  8. 6 hours ago, linuxgurugamer said:

    Are you running any fuel-switcher mods?  If so, then you can't use this mod, they are incompatible

    Hmm, I'm not sure... I think one of the mods modifies certain tanks to allow me to change the fuel that they have within them yea... I can't remember which one though..  It would be nice if this could be made compatible. I guess they'd have to make the mod compatible on their end though because they would need to scan the tank after this one applies its research to the tanks. Right?

    Ah yea, Configurable Containers:

    Am I right in the assumption though? That it'd take the mod that makes the tanks switch fuels, putting in some sort of fix on their end?

    P.S. I'm in discord if you wanna chat me up there. The Reddit discord that is. Or poke my discord, `Vas#1890`. Boy I sure do have a lot of your mods. xD

  9. Just now, Tonka Crash said:

    "MechJeb For All" functionality is built into the MechJeb mod.

    "Kerbal Engineer For All" isn't. I copied the patch to my personal patch folder and quit using this mod.

    Don't know about kOS as I don't use it.

    Alright, thank you, I'll go ahead and remove this mod then so I can drop 1.6 off the list without worry. I know it doesn't uninstall the mods, its just hard to see when you sort by compatible and CKAN neglects to show mods that are older than your compatible selection when installed, on the "compatible" tab. I like to scroll through the list of compatible mods on occasion.

  10. 1 minute ago, Tonka Crash said:

    Just uncheck them after you install this mod nothing is stopping you from doing that.  CKAN doesn't uninstall anything.  I have a 1.3 mod I installed with CKAN on 1.9.1 and just have compatibility checked for 1.8 and 1.9.  The patch itself hasn't changed in ages and the MechJeb part is obsolete as that functionality is now part of MechJeb by default.

    Ah, so I don't actually need the mod anymore?

  11. Got a request for you, any chance you can update the version file for "Near Future Propulsion Extras: Reduced Thrust Configs" so that it shows as 1.9.1 or "any" in CKAN? I'm trying to uncheck all 1.6 and 1.7 mods because I've been getting a lot of critical errors and such so I want to drop the "KSP versions" from having 1.5 through 1.9 checked to just 1.8 and 1.9. This is one of the last mods that has 1.6 as its version number. I know its just a config so I know it should be compatible with any, which is why I was just hoping you'd change its version number in CKAN. I've got every one of your Near Future mods on there. :P

  12. On 10/23/2019 at 1:30 PM, linuxgurugamer said:

    This is only a MM patch, nothing to optimize

    I'd like to see this updated to show as 1.9 in CKAN so that I can remove "1.6" and "1.7" from the list of compatible mods without having this one disappear from the list. So far it seems like this mod works perfectly so it should be possible to just update it to say "any" version really and never need to update its version number again. I have no idea how that works though, as I tried to look at other people's mod versions and I don't quite understand how this all works.

    Anyway, I was just hoping you'd update the version information so CKAN will let me see it without having to keep 1.7 checked anymore.

    In discord this was what one person said about it;

    Quote

    DasSkelett Today at 6:38 AM
    You dound an interesting edge case of how CKAN handles combining compatibility infomation from different sources @Vas.
    If a mod is hosted on SpaceDock and has a version file, CKAN takes the lower KSP version from them as min version and the higher one as max version.
    In this case it means it takes the min version from the version file (1.3.0), and takes the KSP version listed on SpaceDock as max version, since the version file is missing KSP_VERSION_MAX.
    So in this case to get CKAN to show 1.9.1 as compatible, the version on SpaceDock has to be changed.

     

  13. Ah, 1.7, that explains why there's a large amount of errors in the KSP logs related to this mod.

    [ERR 02:34:59.425] Exception handling event onVesselWasModified in class ModuleIRServo_v3:System.NullReferenceException: Object reference not set to an instance of an object
      at InfernalRobotics_v3.Module.ModuleIRMovedPart.InitializePart (Part part) [0x00009] in <1886c2a334854b74853be7fb07236d62>:0 
      at InfernalRobotics_v3.Module.ModuleIRServo_v3.OnVesselWasModified (Vessel v) [0x0009d] in <1886c2a334854b74853be7fb07236d62>:0 
      at EventData`1[T].Fire (T data) [0x000b0] in <55ba45dc3a43403382024deac8dcd0be>:0 
    
    [EXC 02:34:59.427] NullReferenceException: Object reference not set to an instance of an object
    	InfernalRobotics_v3.Module.ModuleIRMovedPart.InitializePart (Part part) (at <1886c2a334854b74853be7fb07236d62>:0)
    	InfernalRobotics_v3.Module.ModuleIRServo_v3.OnVesselWasModified (Vessel v) (at <1886c2a334854b74853be7fb07236d62>:0)
    	EventData`1[T].Fire (T data) (at <55ba45dc3a43403382024deac8dcd0be>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:LogException(Exception)
    	EventData`1:Fire(Vessel)
    	RemoteTech.Modules.ModuleRTAntenna:AddTransmitter()
    	RemoteTech.Modules.ModuleRTAntenna:SetState(Boolean)
    	RemoteTech.Modules.ModuleRTAntenna:OnStart(StartState)
    	Part:ModulesOnStart()
    	<Start>d__297:MoveNext()
    	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

    Just a heads up is all on the errors.

  14. I was looking through my log files, because my game crashed and apparently didn't create any crash report or log files or anything for it and I noticed a huge huge volume of errors coming from this mod. I was wondering what they mean. I'll share a couple here but its the same error throughout the file and its just insane how many there are.

    [ERR 02:33:22.785] [KRnD] updatePart(C3.RTank.06): System.Exception: no original-stats for part 'C3.RTank.06'
      at KRnD.KRnD.updatePart (Part part, KRnD.KRnDUpgrade upgradesToApply) [0x00070] in <c3c5f99852404d74b80f1fed7bbae96f>:0 
    
    [ERR 02:33:22.785] [KRnD] updatePart(C3.RTank.08): System.Exception: no original-stats for part 'C3.RTank.08'
      at KRnD.KRnD.updatePart (Part part, KRnD.KRnDUpgrade upgradesToApply) [0x00070] in <c3c5f99852404d74b80f1fed7bbae96f>:0 
    
    [ERR 02:33:22.785] [KRnD] updatePart(C3.Tank.01): System.Exception: no original-stats for part 'C3.Tank.01'
      at KRnD.KRnD.updatePart (Part part, KRnD.KRnDUpgrade upgradesToApply) [0x00070] in <c3c5f99852404d74b80f1fed7bbae96f>:0 

    I'm just looking through to see if I can clean up some errors to prevent these crashes.

    CKAN mod list file; https://www.dropbox.com/s/ipcaoz5184bd01d/vas-mod-pack.ckan?dl=0

    Text Mod List: https://pastebin.com/VjCypGac

    Pastebin won't let me upload the full file. 23MB in size because of the vast amount of errors.

    https://www.dropbox.com/s/92p6v1exa4nisyu/KSPLog.zip?dl=0

  15. 4 hours ago, Morse said:

    Ok, I may have found an error. I can't test it myself since I don't have KSP installed, but try to replace the dll with this one: https://drive.google.com/file/d/1slOZNTpA62T8LZW2aH32yil8JJ1A93ro/view?usp=sharing

    If it works I'll put it in a new release

    This appears to have fixed the problem. I will test the mod in all scenes real fast to make certain. Yep, appears to be entirely functional. Thanks. :P

  16. Alright, I've got the logs, I'll upload it to pastebin but here's a clipping of the relevant part that I believe is relevant.

    [LOG 03:48:15.461] [Adjustable Mod Panel] New value for RealChute: NEVER
    [EXC 03:48:15.471] IndexOutOfRangeException: Index was outside the bounds of the array.
        AdjustableModPanel.ModPanelComponent.Update () (at <b1075db5085a46c7925fce5ebf31cbc4>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [LOG 03:48:20.431] [Adjustable Mod Panel] New value for EVEManager: TRACKSTATION
    [EXC 03:48:20.441] IndexOutOfRangeException: Index was outside the bounds of the array.
        AdjustableModPanel.ModPanelComponent.Update () (at <b1075db5085a46c7925fce5ebf31cbc4>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    I deleted the config file before loading the game and purged all logs prior as well to get completely clean logs.

    KSP Log File: https://pastebin.com/ZDKLNn2f

    Appears unrelated to previously installed mods, it seems to be specific ones. Oddly all towards the end of the list too. Everything that has the green dot in KSC is what can't be altered at all.

    unknown.png

    Text List: KCT_NS, EVEManager, Achievements_NS, RealChute, ContractsWindow, SCANsat, TimeControl.

    Video Clip: https://youtu.be/sw3K-u7AZ8I

  17. I'm having an odd bug that I don't understand whats causing it. This mod adds a new part that is what I added onto my ship, the first time I've ever had this bug. I build the ship, my tanks are all normal and such. I hit Ctrl Z to undo something, or load my ship from save, or launch the ship, and all the tanks get reduced to 9x less storage capacity. Not emptied, but the max capacity goes down 9 times the size making it impossible to launch anything. All I did was a teeny tiny launch pod at the top for a mini satellite.

    unknown.png

    This is before I added all the other ship parts and stuff. My mod list if it helps. https://pastebin.com/tnEJ4VPZ

    Also a suggestion for this. An option that makes it auto deploy all antenna, and another option to deploy solar panels upon opening the fairing. That way the antenna get auto deployed once it opens up.

  18. I seem to be having issues getting this to work. It is showing icons in the panels even when I uncheck them. Some disappear when unchecked but others do not. Its like they are permanently stuck. I'm not quite sure why at the moment. I came back from having not been around for over a year and just started mass updating all the mods and such. Still got quite a few issues in other areas as well but yea, my button panels are a complete mess cause I can't hide icons that used to be hidden before I updated this mod. Anything that I had hid before, is unhidable now it seems.

    I use CKAN to install this, by the way.

    Mod List: https://pastebin.com/tnEJ4VPZ

  19. On 11/13/2018 at 9:24 AM, Starwaster said:

    Please PLEASE tell me that you are not talking about this:

    unknown.png

    Can you really not see what is happening there? No, it is NOT squashed. Yes, it IS rotated. The part that is the front in the first image is now on the top due to rotation. The port and starboard sides (with hatch and flag) have changed sides for the same reason.

    No, that should never have worked, if it ever did.

    Oh, now I think I see what you guys mean..  It must have been because the part didn't default to the proper rotation when I pulled out a new one.  For some reason when I pulled out a new one it was rotated like that.  If only there were editor visual aids that tell you which side is considered "up".

    Though honestly, I think that part should have a glass roof too for viewing above.  I couldn't tell what was wrong because of the part coming out like that "squashed" version each time for unknown reasons after I attached the first part correctly only rotating it on the one axis to flip it and connect it.

  20. On 11/10/2018 at 3:48 AM, Nils277 said:

    The different sizes were a mistake when designing the parts. I'm currently working on an overhaul of the parts that make them have sizes that allow for better structures (aside from the tree structure thing of course) This will however take a looong time till i have that done...currently i'm not even able to update for 1.5.1. The last image is the exact same structure but highly rotated. The windows on the right image are not showing to the top instead of the left.

    What about the strange module there at the end that is the same exact module but each time I place it, it has a 90% chance of not matching the port at all and being squashed into a flatter longer version of its self?

  21. 2 hours ago, Rafael acevedo said:

    Regarding different sizes, of modules I asked Nils for a structural part (CLS Passable) to solve the issue.  regarding your cube issue you can use Konstructions docking ports. just make sure you designate the parts differently when docking IE Base-probe not Base to Base otherwise you will have issues on your last connection.

    Yea I was watching my docking connections and making sure to properly set them. I never tested it out though because they were misaligned by several virtual inches and the other areas of the ship were so far misaligned and distant that docking ports wouldn't have helped at all. I wish each part was the same size, aka all the parts would be stretched to be as long as the longest part which I think is the launch pad, not sure.  Storage containers and such would store more as a result.  With everything the same exact size, building a station that connects to its self wouldn't be as hard. :P

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