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mark7

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Posts posted by mark7

  1. On 4/15/2024 at 7:09 PM, JonnyOThan said:

    Oh, I never did figure out how scaling is supposed to work.  Do these parts change size for RO?  Cause I’m pretty sure the FreeIVA stuff won’t really work at the stock scales if you connect more than one part together.

    In RO the scale should automatically be adjust to their real sizes, from 0.6→1.0

  2. I have been playing around with contract configurator to make some new contract lately and have encountered a pop-up exception in game which suggested me to post the error here.

    the exception is 

    Exception occured while loading contract 'KerbalAcademy.KerbalAcademy_PilotingTraining':
    System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidCastException: Invalid cast from 'System.String' to 'System.Collections.Generic.List`1[[ContractConfigurator.Kerbal, ContractConfigurator, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]]'.
      at System.Convert.DefaultToType (System.IConvertible value, System.Type targetType, System.IFormatProvider provider) [0x00269] in <9577ac7a62ef43179789031239ba8798>:0 
      at System.String.System.IConvertible.ToType (System.Type type, System.IFormatProvider provider) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 
      at System.Convert.ChangeType (System.Object value, System.Type conversionType, System.IFormatProvider provider) [0x0021b] in <9577ac7a62ef43179789031239ba8798>:0 
      at System.Convert.ChangeType (System.Object value, System.Type conversionType) [0x0000c] in <9577ac7a62ef43179789031239ba8798>:0 
      at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[T] (System.String key, System.String stringValue, System.Boolean allowExpression) [0x006a0] in <20a3a039060941bfb465629683bb64bf>:0 
      at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <9577ac7a62ef43179789031239ba8798>:0 
       --- End of inner exception stack trace ---
      at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <9577ac7a62ef43179789031239ba8798>:0 
      at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 
      at ContractConfigurator.ConfiguredContract.OnLoad (ConfigNode node) [0x00233] in <20a3a039060941bfb465629683bb64bf>:0 

    and the exact contract is:

    CONTRACT_TYPE
    {
        name = KerbalAcademy_PilotingTraining
        title = Kerbal Academy: Pilot Training Program
        group = KerbalAcademy
        description = It seems that a group of pilots is ready to improve their piloting skills. Take them to @targetVessel, along with 2 mentors to train them, then bring them back home.
        genericDescription = Put a gourp of pilots throught the training Program.
        synopsis = Complete the training course.
        completedMessage = Congratulations, we now have more experienced pilots on our team
        agent = Kerbal Academy
        notes = The parameters must be completed in order.
        minExpiry = 1
        maxExpiry = 7
        maxSimultaneous = 1
        cancellable = true
        declinable = true
        prestige = Significant
        targetBody = HomeWorld()
        rewardScience = 0.0
        rewardReputation = 10
        rewardFunds = 0
        failureReputation = 0
        failureFunds = 0
        advanceFunds = -50000 - @crew_size * 20000
    
        DATA
        {
            type = List<Kerbal>
            uniquenessCheck = CONTRACT_ACTIVE
            all_candidates = AllKerbals().Where(m => m.ExperienceTrait() == Pilot && m.ExperienceLevel()<= 2 && m.Type() == Crew && m.RosterStatus() == Available)
            trainee_list = @all_candidates.Random(@crew_size)
            title = Must have a group of Kerbals who qualify for the basic program.
        }
    
        DATA
        {
            type = int
            selectionIndex = Random(0, @validOTFs.Count() - 1)
            crew_size = @is_random_crewsize ? 2 : Random(3, 6)
        }
    
        DATA
        {
            type = double
            expAward = 8
        }
    
        DATA
        {
            type = bool     
            is_random_crewsize = 6 < @all_candidates.Count()
        }
    
        DATA
        {
            type = List<VesselIdentifier>
            requiredValue = false
            validOTFs = $KerbalAcademy_OrbitalTraingFacility.Where(vi => Vessel(vi).IsOrbiting() && Vessel(vi).EmptyCrewSpace() >= 8)
        }
    
        DATA
        {
            type = Vessel
            uniquenessCheck = CONTRACT_ACTIVE
            title = Must have an Orbital Training Facility with sufficient empty space
            targetVessel = @validOTFs.ElementAt(@selectionIndex)
        }
    
        BEHAVIOUR
        {
            name = AwardExperience
            type = AwardExperience
            kerbal = @/trainee_list
            experience = @/expAward
        }
    
        
        PARAMETER
        {	
            name = HasTrainee
            type = HasCrew
            kerbal = @/trainee_list
        }
    
        PARAMETER
        {
            name = HasMentor
            type = HasCrew
            trait = Pilot
            title = Must have an experienced Pilot on board
            minExperience = 4
        }
    
        PARAMETER
        {
            name = HasCommander
            type = HasCrew
            trait = Commander
            title = Must have a commander to oversee the training
            minExperience = 2
        }
    
        PARAMETER
        {
            name = DockwithStation
            type = Docking
            vessel = @/targetVessel
            title = Dock with @/targetVessel
            completeInSequence = true
        }
    
        PARAMETER
        {
            name = Duration
            type = Duration
            duration = 15d
            preWaitText = Waiting for the Crew.
            waitingText = Crew at the station
            completionText = Mission accomplished! Bring the crew back home.
            completeInSequence = true
        }
    
        PARAMETER
        {
            name = RecoverKerbal
            type = RecoverKerbal
            completeInSequence = true
            kerbal = @/trainee_list
        }
    
        REQUIREMENT
        {
            name = check_crew_count
            type = Expression
            expression = @/all_candidates.Count() > 1
            title = Must enough crew
        }
     
    }

    Anyone know what could be the problem?

  3. On 3/21/2024 at 8:06 PM, JonnyOThan said:

    Interesting...ICSP contains more references to those props (and others) but the prop definitions themselves aren't in there.  It's so strange...OldCopper must have had these props for this commit but I can't find them anywhere: https://github.com/Armo00/KIU-Pack/commit/c25274e6078a284ca631d7dc2b5316daee0c63f8

    Are there any plans to add IVAs to the crewed sections that are missing them?

    I have checked that commit, it's a bit complicated. Icecovery has made a Chinese Space Station several years ago but never really finish. OldCopper also made one in the recent years, but lacks IVA. So, with the merge of ICSP and NTCP (OldCopper's  Chinese mod), we took the existing IVA from ICSP and apply to OldCopper's parts, hence the commit. I have checked with Icecovery and it could very well be that he did not finish that prop. 

    Do you think maybe remove the prop could be better? 

    Also, sorry for the delayed reply, I just went through a surgery and only recently bouncing back.

  4. 17 hours ago, JonnyOThan said:

    Hey @OldCopper Where are the ICSP_Handrail1 and ICSP_Hatch1 props from?  I can't find them anywhere on github.

    https://github.com/Armo00/KIU-Pack/blob/master/KIU/KIU_Chinese_Human_Spaceflight_pack/ChineseSpaceStation/IVA/CM/CM_IVA.cfg

    Any Prop from ICSP is inherited from Icecovery's Chinese Spacecraft pack. If you cannot find them, it probably means either I left some files or it was not finished by Icecovery. I'll have a look to see if I can find them but don't count on that...

    Also we might do a complete overhaul for the Shenzhou and Tiangong. It is on our roadmap, but currently we are focusing on the new Long March 10.

  5. On 3/1/2024 at 6:00 PM, JonnyOThan said:

    KCHS’s install instructions for ckan exclude the KIU/Common directory: https://github.com/KSP-CKAN/NetKAN/blob/92582f8b81dce1f246b336a7b432ce3c4a40d832/NetKAN/KIUChineseHumanSpaceflightPack.netkan#L22

    The common folder (excluding Extras) is installed via the KIU Common package here: https://github.com/KSP-CKAN/NetKAN/blob/92582f8b81dce1f246b336a7b432ce3c4a40d832/NetKAN/KIUChinese-Common.netkan#L10

    looks like you haven’t put out a new release of that package on Spacedock with the new folder location.

     

    if you’d like to change these, you can send PRs for the netkan files or get in touch with the CKAN team and tell them what you’d like changed.

    heres the historical context: https://github.com/KSP-CKAN/NetKAN/pull/9403#issuecomment-1296314187

    Thanks!A new release with MJ fix patch relocated is already uploaded

  6. 24 minutes ago, Raqnick said:

    I've downloaded it from CKAN(1.0.5 version if it's not fooling me) and the problem is present in the latest version

    Weired. When I install it with CKAN, the patch was not included, but if download directly from spacedock, it worked without problem. For now I suggest you download KCHS from spacedock, unzip it, and find KIU/Common/Extra/Mechjeb_patch.cfg, copy it to anywhere inside the Gamedata folder (preferable inside KIU folder) and it should fix the problem. While I'm going to find out what's going on with CKAN.

  7. 9 hours ago, Raqnick said:

     

    After additional checks i can say that Human Spaceflight Pack brakes the inbuilt MechJeb cores from EVERY probe, especially modded, like BDB or Near Future Pack. I'am loading the same craft with HSP(No MechJeb icon) and without it( Mechjeb works )

    Can you give KCHS 1.0.5 (the latest version) a shot? I included the mj fix patch and it should fix the problem.

  8. 7 hours ago, Raqnick said:

    Also I've figured out that either Exploration Pack or Human Spaceflight pack is deleting MechJeb inbuilt cores from EVERY probe, so i'am using AR 202 case part

    As it turned out, I forget to include the mj fix patch in the release...An update is on its way.

  9. 14 hours ago, Raqnick said:

    Sad that you can't shut the fourth stage down, but still a great work

    4th stage is a SRB and it is not meant to shut down. Orient Space said that they are working on a liquid stage and we will make one once it starts flying.

  10. 49 minutes ago, Zyfle said:

    Really? I didn't know that was possible, I thought memory leaks just made the game run slowly and stuff...

    I pretty much do all of my installs manually by putting them in the gamedata folder. I used CKAN for a bit but I stopped a while ago.

    As for my gamedata folder, well...

    https://imgur.com/a/KD0TA5w

    Ngl I wouldn't be surprised if the cause was just that I have too many dang mods installed.

    When the memory leak went beyond control, your computer (or KSP) may decide to drop a few tasks to lighten the load. And in this case, the GUI of RealChute was dropped from memory, along with hundreds of other stuffs, so you are not able to open it in the VAB

    If you did most of your installs by hand, then I need your entire gamedata folder, not just a screen shot. 

  11. 20 hours ago, Zyfle said:

    Not surprising tbh given how slow the game runs at times. I'll check and see what it looks like tomorrow.

    Yes, I have tested it and the parachutes work perfectly fine when I don't have the KIU human or deepspace exploration packs installed. They do still function with the LV pack installed though, probably since that one doesn't have anything involving parachutes in it.

    Judging from the log file and your memory usage, I suspect that the most likely cause is a memory leak, which caused the component to stop functioning, like the options window and other things.  You have like 900 of these warnings in you log. ↓

    [LOG 15:49:55.618] [KSPCF:MemoryLeaks] A destroyed RealChute:RCToolbarManager instance is owning a onGUIApplicationLauncherDestroyed GameEvents callback. No action has been taken, but unless this mod is relying on this pattern, this is likely a memory leak.
    [LOG 15:49:55.618] [KSPCF:MemoryLeaks] A destroyed RealChute:RCToolbarManager instance is owning a onGUIEditorToolbarReady GameEvents callback. No action has been taken, but unless this mod is relying on this pattern, this is likely a memory leak.

    how exactly did you install these mods? If not all via CKAN, then is it possible for you to upload your Gamedata folder minus the squad content, so I can see if I can reproduce this on my end?  

  12. 12 hours ago, henry11288 said:

    I can't believe I didn't try that. It works perfectly fine now. My apologies!

    I'm glad it worked out for you. MJ module is not included in the Shenzhou parts. Will add a patch to add them in the next update.

    2 hours ago, Zyfle said:

    I have a ton of mods installed so it's kind of a mess, idk how helpful it'll be.

    I did a test with the Shenzhou parachute and while it seems to technically  work now after a fresh install, the drogue didn't appear at all (at least I remember there being a drogue before but maybe I'm wrong) and the options to change the deploy altitude and stuff aren't appearing in the VAB.

    I did another test with a parachute that isn't from this mod pack and it still had the same problem of not producing any drag.

    https://drive.google.com/file/d/1IG6leElXoo1voEH3IXiHhuHF6a2TzGXQ/view?usp=sharing

    I am looking into that log file and I found an exceedingly high number of errors. There appears to be a memory leak, can you check your task manager during KSP uptime to see the memory usage? 

    Also, is uninstalling KIU mods able to bring your chute functions back?

  13. 10 hours ago, henry11288 said:

    Hopefully this is the right log file. I do not know how to upload a file to the KSP forums, so here it is as a Google Drive download: https://drive.google.com/file/d/1zotBAMI6X9zDgZUCGYYLhgvjNaZpc_ug/view?usp=sharing
     

    This is the right file. However, I found nothing wrong related to MJ2 and KIU. Have you tried to attach the MJ2 box to the vehicle? If not, you may give it a shot and let me know what happens. Also, is it possible for you to upload the whole Gamedata folder(maybe minus the squad content) so that I can try to reproduce the bug on my side?

  14. On 2/11/2024 at 11:31 PM, Cheesecake said:

    Are the craft-files outdated? For example: Tianwen can´t load because part KCDE_Tianwen1_ZhurongQXB is missing. There is only a part KCDE_Tianwen1_ZhurongXB  (wirhout the Q in name) in KIU\KIU_Chinese_Deepspace_Exploration_pack\Parts\Tianwen1\ZhuRong.
    Other craft-files like all CZ-4 and CZ-11 are empty (crafts have 0kb).

    Noted. It is indeed a problem and will be fixed in the next update.

    On 2/15/2024 at 10:42 AM, henry11288 said:

    This is a very nice mod. The Shenzhou spacecraft is very nice looking. However, when I install via CKAN, the MechJeb 2 menu disappears. When I uninstall the KIU mods, the MechJeb menu appears again. I tried installing manually as well, the MechJeb menu still disappears. Does anyone know of a fix?

    Can you provide a log file? I use MJ2 as well but unable to replicate the problem.

    On 2/16/2024 at 2:39 AM, Zyfle said:

    Has anyone else had this issue where installing this mod causes all the parachutes in the game (including the stock ones and ones from other mods) to just completely stop working? The chutes deploy like they're supposed to but they produce no drag at all.

    I do have RealChute and FAR installed btw

    That is fairly odd as RealChute is actually a dependency. Can you provide the log file?

    On 2/16/2024 at 8:48 PM, fengyuan0529 said:

    Hello! Do you have plan on developing Chinese parts for KSP2?

    Not currently. Until I can get 4K 60fps using double digit pure stock parts with a 13900K and a 4090, I'm not touching KSP2 again. IMO KSP2 is at least 2 years away from the point where I feel confident enough to start modding for it.

  15. On 12/29/2023 at 11:56 PM, Tian Wen said:

    To adapt to RealAntennas, this is my temporary solution. Create a cfg file in the directory "\ GameData \ KIU \"

    I do not use RealAntennas, but I will include your patch in the next update.

     

    On 12/12/2023 at 4:08 PM, shinden1974 said:

    I made a config of my own some time ago.

    The 2.5 or actually 2.7 scale is the "proper scale" for vanilla in terms of thrust to weight, the relative size being what's distorted in stock. The thing that was adjusted in KIU to make the rockets behave realistically in stock was the weight of the tanks. I built the config to quarter weight the tanks and the mod works wonderfully and somewhat realistically with JNSQ which I currently use. 

    Config is here if anyone wants to try it on 2.7 or 2.5 scale. Just put it in its own folder, or even the KIU folder in the GameData folder. (keep in mind I made this before the current update of the Zhuque-2 , so it's not adjusted by this config, if you are savvy with it, you can probably get it working quickly, I havent played in a while, and I don't have time currently, though I do follow this post)

    https://www.dropbox.com/scl/fi/a8oiqr0brteehektp0aio/KIUweight_adj.cfg?rlkey=avfvi309rsf72z6irs7f0vn87&dl=0

    Also, I use Kerwis (for the Long March 5), because it's was just raw scaled to KSP stock and not adjusted to "fly correctly" in stock (in other words, highly overpowered), it works great with a 2.5 or 2.7 out of the box, so I use both, accepting some redundant launchers (I use a mod to make the parts I dont want disappear) for a Chinese space program KSP mod install, to go along with my Soviet/Russian, NASA, SpaceX, and ESA type installs. 

    @mark7 If you want to use the config in the mod, that's fine. I have little time for maintenance however, and if it breaks due to changes in the mod, or new equipment is put in (like the Zhuque-2!) I can't fix it quickly. 

    What is the specific 2.5x mod you are using? 

  16. 17 hours ago, shinden1974 said:

    I made a config of my own some time ago.

    The 2.5 or actually 2.7 scale is the "proper scale" for vanilla in terms of thrust to weight, the relative size being what's distorted in stock. The thing that was adjusted in KIU to make the rockets behave realistically in stock was the weight of the tanks. I built the config to quarter weight the tanks and the mod works wonderfully and somewhat realistically with JNSQ which I currently use. 

    Config is here if anyone wants to try it on 2.7 or 2.5 scale. Just put it in its own folder, or even the KIU folder in the GameData folder. (keep in mind I made this before the current update of the Zhuque-2 , so it's not adjusted by this config, if you are savvy with it, you can probably get it working quickly, I havent played in a while, and I don't have time currently, though I do follow this post)

    https://www.dropbox.com/scl/fi/a8oiqr0brteehektp0aio/KIUweight_adj.cfg?rlkey=avfvi309rsf72z6irs7f0vn87&dl=0

    Also, I use Kerwis (for the Long March 5), because it's was just raw scaled to KSP stock and not adjusted to "fly correctly" in stock (in other words, highly overpowered), it works great with a 2.5 or 2.7 out of the box, so I use both, accepting some redundant launchers (I use a mod to make the parts I dont want disappear) for a Chinese space program KSP mod install, to go along with my Soviet/Russian, NASA, SpaceX, and ESA type installs. 

    @mark7 If you want to use the config in the mod, that's fine. I have little time for maintenance however, and if it breaks due to changes in the mod, or new equipment is put in (like the Zhuque-2!) I can't fix it quickly. 

    Roger that, I will look into that when I have the time. Sadly I'm currently not very available due to appendicitis. And thanks for your help!

  17. On 12/1/2023 at 5:28 PM, Fan777 said:

    I strongly recommend making configurations for scale 2.5 - 2.7, which is the ideal size.

    In any case, I want to thank the author of the mod. I hope this will give motivation to improve the mod in the future.

    Sadly none of our dev team is  using the scale you mentioned. But if you wish to make your own config, we can include it into the mods.

     

    On 12/2/2023 at 7:19 AM, dangaffa said:

    Any chance for CZ-5/CZ-10 parts in the future? Only one available right now is out of date, both with game version and visually

    CZ-5 is not currently planned. CZ-10 maybe.

  18. 7 hours ago, JonnyOThan said:

    Ah I think the storedStrings are only used by the ASET MFDs, not the basic one that comes with RPM.

    If you don't already have a dependency on ASET props, you can write a patch to swap out the basic ones with ASET for your parts, just in case someone has it.

    Oh, and the font texture that the MFD uses only supports ascii characters, sorry :/

    Ah, got it. ASET props are not currently used by Shenzhou, but a refresh of the Shenzhou is on its way, I'll see if I can sneak in :)

    Thanks for your help!

  19. 2 hours ago, JonnyOThan said:

    You can just add:

    MODULE:NEEDS[RasterPropMonitor]
    {
        name = RasterPropMonitorComputer
    }

    Thank, that fixed the problem!

    2 hours ago, JonnyOThan said:

    If you like, you can add storedstrings to customize the Home Screen of the MFDs. 

    About that, I configed the patch as such:

        MODULE:NEEDS[RasterPropMonitor]

        {

            name = RasterPropMonitorComputer

            storedStrings = v 0.9.0|2023.11.30|    欢迎使用神舟飞船   |  CNSA

            // = (0)<version> |(1) <date> |(2) <name for MFD STBY screen & Flight Books. 18 char max>| (3,4)<full name (2 lines)> |(5) < version of flight books, manuals...>|(6) <short name> |(7) Company

        }

    But the storedStrings seems to not taking effect, Home Screen still says Junk Systems Inc. Advanced flight instruments For every conceivable occasion. I searched the parameter in forum and in JSI folder but still not able to get it working.  Also maybe I'm missing something but I did not find anything in the wiki on github as well. Can you give me some help?

  20. 47 minutes ago, JonnyOThan said:

    Yep, sure seems like it.  This part (and any others that use RPM stuff) needs a RasterPropMonitorComputer module:

    [ERR 18:39:51.434] [RasterPropMonitor]: No RasterPropMonitorComputer module found on part KCHS.SZ.Re.entryModule for prop RasterPropMonitorBasicMFD in internal RM_IVA

    Got it, thanks for your help. Can you provide an example patch or something so I can apply the fix?

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