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GrimT

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Posts posted by GrimT

  1. It appears this mod throws an error when loading in for the most recent version of the game.  It appears the last github upload was from 2015... anywhere I can get a more recent copy manually? I dont use ckan.

     

    Edit:  nevermind... looks like theres a more recent version on spacedock

  2. 5 hours ago, Kerbin Launch Coalition said:

    Yes it's not present using TUFX.

    HOWEVER, that said it also isn't present in stock (With Parallax) and KS3P, that's the setup I am using, rescaled stock with Outer Planets and Minor Planets. 

    I see, Im using Scatterer, DistantObject, EVE with AVP as far as graphical changes go.    I appreciate that you recognized the issue, swapping from KS3P to TUFX resolved the issue.  It appears that KS3P doesnt have an update from the last version I had.

    8 hours ago, Gameslinx said:

    This problem doesn't happen with TUFX, which is the successor to KS3P

    Thank you for that recommendation, guessing by your choice word "successor" its safe to assume KS3P is no longer getting any love?  This did resolve that issue for me, the saturation at the KSC is gone as well.  Theres a bit of a difference in the looks I'll have to adjust to or figure out how to configure the profiles for now.   Thanks again for the help!

  3. 3 hours ago, Kerbin Launch Coalition said:

    I had that happen, and it only ever happened with JNSQ whilst using KS3P in particular. Never saw it on JNSQ without the post processing mod, or in stock with Parallax. It's odd because you can see an odd 'shadow' on rockets most of the way up, but once you get past a certain point it just disappears.

    Yeah Im experiencing that exact issue.  Im not using JNSQ but I do actually have KS3P and forgot about it.  Im assuming theres been an update since I last played and I dont recall updating it in this round... will give that a shot when I get home.  Thanks!

  4. 8 minutes ago, softweir said:

    Upload it to any of several file-hosting sites such as Google drive or Dropbox, then post the link to the file here.

    Thanks.  Been a minute since Ive used drive to share anything.  Dropbox is being finicky.

    14 hours ago, Gameslinx said:

    Are you forcing OpenGL? I'll need your KSP.log file to investigate this further. This looks like it's running in OpenGL mode

    Here is the log  https://drive.google.com/file/d/1MKqk-3GE8xre9Hg4vIN4_h233X-Hh9jd/view?usp=sharing

  5. 29 minutes ago, JonnyOThan said:

    parallax doesn't do anything in the KSC view, but it looks like your scatterer install is messed up.

    That was definitely the issue.   Thank you. I deleted scatterer entirely and dropped the fresh install in and it resolved the issue.  I should really remember to do that for mods in the future.  Out of curiosity though, does the KSC look like this for anyone else? It seems a little saturated.  Additionally, I have this ghost plant on my launch pad, that I think is actually attributed to parallax.  Anyone else experience this? If so, what can I do to resolve it?

     

    I also noticed some pretty severe framerate drops after launching, angling the camera toward KSC, and zooming closer to the craft.  The frames come back the further from the craft I am.  Its been a few years since Ive played so Im working through all of the kinks with a new modded game.

     

    W4cNwd8.png

  6. Hello,

    I've decided to start playing KSP again and have finished updating all of my mods.  Unfortunately I am running across an oddity.  I have the most recent version of Kopernicus, and followed the installation instructions for the mod.  I suspect the KSC is not supposed to look like this though.

    pUhhbyp.png

     

    The map view looks fine, and at launch I see some of the trees etc, however theres no water.  Anyone have any insight as to what may be the issue?  Ive got EVE configs, EVE-Redux and Scatterer installed as well.  Im not sure if its parallax specifically and will be posting on each of those threads respectively, and possibly reddit in the hopes that someone has an idea.  I have a feeling it might be scatterer. Appreciate any help you may be able to give!

  7. I am currently running 1.8.1 with a number of mods that are as up-to-date for that version as possible (as far as I can tell).   I have a refuel station in orbit of Minmus that recently decided it was going to suddenly disappear when I switch to it, or fly to it to refuel (how I first found out).  I have no idea what the heck could be causing this issue because Ive leveraged this station on many missions in the past to refuel craft on the way to my research station in orbit of the same body.  I havent had an issue with any other vehicle/craft/station.

    Ive removed all debris and changed the debris capacity as advised in some other posts I stumbled acreoss but it hasnt made a difference. Removed mechjeb and kerbal engineer because I saw they might cause an issue, and I dont really use them anyway, and same issue. 

    Log located here.. I notice a lot of errors..any suggestions on how to resolve some... or any of them is appreciated.

    https://drive.google.com/file/d/1MKqk-3GE8xre9Hg4vIN4_h233X-Hh9jd/view?usp=sharing

     

     

  8. Im running into a bit of an odd problem  with RemoteTech. While troubleshooting my connection with a Moho Sat I launched, i turned one of my Minmus long-range dishes to point at the Moho Sat and it lost its KSC connection.  Fair enough because it didnt have another dedicated satellite orbiting  Minmus pointed at KSP to relay the connection... or so i thought that was the issue.

    I currently have a number of satellites pointed at Minmus proper to obtain connections with the space station, satellite and any unmanned craft I send there.  The satellite, and all unmanned craft in orbit and on the surface of Minmus no longer have any connection to KSC.  The orbiting station has scientists as well as a dish on board with direct line of site (the satellite as well) that are pointed to Kerbin.

    Took some screenshots of the trouble satellite that previously facilitated comms within the SOI of Minmus, a screenshot showing a commlink between satellites in orbit of Kerbin and Minmus, and a final shot of one of the satellites in orbit of Kerbin that has connection with Minmus.  Any insight into what is going on?

    Similar problem with the Moho sat.  The Moho Sat's dish is pointed at Kerbin and activated, and Ive gone through and pointed Sats to Active Vessel and directly at the vessel and nothing has seemed to make a difference.

     

    Dont feel like trying to figure out why i cant post direct links to the images here so heres the album

    https://imgur.com/a/0B7zIFM

     

    Edit:  Managed to kind of resolve the problem but the original cause for total loss of connection to both the Moho Sat/Probe as well as the Minmus Satellite still dont make sense to me.   I launched a massive comms array with multiple dishes in orbit of Minmus, pointing at Kerbin, Active Vessels, the Mun, Duna, pretty much anything I can point it at, I did.  Eventually had an extremely small window where the KSC aligned with the Moho sat and recovered comms.  In that time I switched the dish from pointing at Kerbin and pointed it at the BFS (Big F'n Sat) in orbit of Minmus.  I'll be launching another 2 BFS' in orbit of Kerbin and the Mun for overkill.

  9. 7 hours ago, firda said:

    I specifically asked if you had the ship with the experiment active + I have seen it temporarily uncheck when undocking, but only because the station became active, it got the check again when I focused the return probe, (switched to)
    because I know the exact line in the code that is doing this (and the spoiler-wrapped image is in my first post, doing that to keep the posts smaller).


    StnSciParameters.cs: DoExperimentParameter.OnUpdate() last statement is SetIncomplete() (executed if not set complete inside the loop, which requires active vessel having the experiment)

      Reveal hidden contents

    https://github.com/tomforwood/StationScience/blob/master/StnSciParameters.cs#L311

    
    
            protected override void OnUpdate()
            {
                base.OnUpdate();
                if (lastUpdate > UnityEngine.Time.realtimeSinceStartup + .1)
                    return;
                CelestialBody targetBody = StnSciParameter.getTargetBody(this);
                AvailablePart experimentType = StnSciParameter.getExperimentType(this);
                if (targetBody == null || experimentType == null)
                if (targetBody == null || experimentType == null)
                {
                    return;
                }
                lastUpdate = UnityEngine.Time.realtimeSinceStartup;
                Vessel vessel = FlightGlobals.ActiveVessel;
                if (vessel != null)
                    foreach (Part part in vessel.Parts)
                    {
                        if (part.name == experimentType.name)
                        {
                            StationExperiment e = part.FindModuleImplementing<StationExperiment>();
                            if (e != null)
                            {
                                if (e.completed >= this.Root.DateAccepted && e.completed > e.launched)
                                {
                                    ScienceData[] data = e.GetData();
                                    foreach (ScienceData datum in data)
                                    {
                                        if (datum.subjectID.ToLower().Contains("@" + targetBody.name.ToLower() + "inspace"))
                                        {
                                            SetComplete();
                                            return;
                                        }
                                    }
                                }
                            }
                        }
                    }
                SetIncomplete();
            }

    BTW: the ' if (targetBody == null || experimentType == null) ' is duplicit.

    Could be the source of the problems you have (if it really does not check again when you switch to the proper ship), but I am not touching that part of the code, could break something.

    So yes, the vessel that contained the experiment was active, both while docked with the station and after undocking (transitioned to the active vessel) and I would observe it uncheck that criteria on the contract.  Switching between vehicles did not change whether the criteria was met via contract.  Either way, I cheat moded it completed after returning with the vehicle (performing the physical requirements of the contract).

    I'll try your suggestion with the other experiment contract I have for the same station when I have a chance, if it reproduces, I'll give your dll a try and see if that resolves the issue for the sake of troubleshooting, and the effort you've put in to assist me.  Thanks again

  10. 36 minutes ago, firda said:

    It could be the same problem as I had... at least your first description could suggest, not your P.S., so let us confirm things:

    Does the contract have the "Complete in orbit..." checked (like on my picture - click the spoiler) when you have the ship with the experiment active?
    I have seen it temporarily uncheck when undocking, but only because the station became active, it got the check again when I focused the return probe.

    The real problem for me was that it would not complete the contract on recovery ... which I hopefuly fixed (wait for official release).

     

     

    Dont see your spoiler but yes, the criteria "complete in orbit..." was checked, when I undocked the science experiment the criteria would uncheck and the contract would no longer be available to complete, because the next criteria was to return that experiment to Kerbin.

  11. 57 minutes ago, firda said:

    What version of KSP and mod are you using? Did not test undocking and redocking to return probe, launched the experiment as one ship, docked, completed, undocked, landed and now, with my fix, it completes (you can find the dll in my firda branch if you are impatient).

    Version 1.8 of the mod and the most 1.8 of KSP.  This career was actually started on 1.7 and I noticed all of the mods I use were updated to 1.8 so gave a mid-game upgrade a shot because of the performance upgrades the new update provided.

  12. On 2/2/2020 at 3:15 AM, tomf said:

    That does sound like a bug and I have no idea what is causing it. Would you be able to pm me a save file so I can try to reproduce? I'll need to know what other mods are required to load the save.

    Got a pretty modded game 86(ish?) I ended up using dev mode (i think thats what its called) to mark the contract complete after returning the experiment.  Its cheaty but not really at the same time I suppose, considering I met all criteria.

     

    On 2/2/2020 at 4:28 AM, kcs123 said:

    I belive that it is due to how contract configurator works on all contracts. When you undock, your return craft is renamed automaticaly to something like ship/probe with some name.
    Try to use PAW on command module and rename that ship to be "space station", despite you don't have any space station module on it. CC alghoritam is stupid enough in some scenarios, so that will be enough. Unless in contract is stated that craft need to have some exact part to fulfil contract.

    Above is based on my experience with some other contracts, not exact contract with Station Science. I don't think that something is wrong with Station Science, but rather how contracts are configured to be generated with CC for Station Science parts.

    Try above advice to see if helps and picture of contract requirements might help a lot to narrow down issue

    I have another similar experiment that needs to be performed on the station so if it occurs again with that one, I'll give this a try and see if it works.

    The other contract was to just complete creature comforts on the station in orbit of minmus, contract said completed until I undocked the experiment.  Its worth giving your advice next time (if there is one) though.

  13. I believe I've run into a bug... or I've done something wrong.  Both completely plausible.  I've got a station around Minmus with a Science Lab, Zoology, the creature comfort experiment and kibble.  My guys have completed the experiment and have "finalized" it.  I managed to dock the experiment with my return craft and scientists, returned to Kerbin, and recovered the craft with the science however the contract still states that the experiment wasn't completed around Minmus despite my gathering the juicy 400 science from the return trip.  I was kind of counting on the return on credits from investing in said station in orbit over Minmus.  Any ideas why the contracts not completing for me?

     

    edit: So I've realized on my save that so long as the creature comforts experiment is attached to the station the criteria for the contract is met. As soon as I undock the experiment to dock with my return craft, it is no longer considered complete.  Why exactly is that? Its rather impractical to return an entire station to Kerbin to fulfill the contract.

  14. 6 hours ago, incal1 said:

    On top of having very little city light (I can see a few isolated pinpoints, is that the intended effect?) I have a problem with the lightning.

    The flashes of lightning appear to be way too fast, on all planets with that effect. Kerbin's night-side in particular almost looks like a disco ball.

    Another issue, but maybe I'm missing something, while the planets look nice from orbit the ground textures seem very low rez, and kopernicus expansions like footprints do not work either.

    If not for that I'd be very happy with this pack.

    ps: Just in case. I installed only the mods from the OP on a new ksp 1.6.1 install, and I'm on windows.

    Im experiencing the same with lightning, been trying to figure out if someone has a 'fix' or if they understand what the values represent in the config so i can modify it myself.

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