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Speadge

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Everything posted by Speadge

  1. Hi, the file "StationScience.cfg" seems to control wich PARTS (not experiments) are evaluated for contracts. Since the current Version of your mod has the "default" parts disabled with the lines TechHidden = true category = none in i.e. "..\GameData\StationScience\Parts\StnSciExperiment1.cfg" But THIS part is needed for the contracts: StationScience.cfg // To disable contracts for a given experiment or planet, remove that // entry from these lists experimentChallenge { StnSciExperiment1 = 1 StnSciExperiment2 = 2 StnSciExperiment3 = 2.5 StnSciExperiment4 = 3 StnSciExperiment5 = 2.5 StnSciExperiment6 = 3.5 } So the arcanum may bring the experiments - but since the PARTS have other names, THEY are not tied to the contracts at all
  2. yeah, that was part of debugging - no complain. i wanted to show you, that the contracts are tied to the old parts, that you deactivated...
  3. if additional info on my problem (retrokuarqs contract not reacting to updates on experiment) is needed, im happy 2 help. im just not sure how. intentionally, i also thought there might be a naming issue, - but im not sure edit: my ship used: name = costlyExperimentRetrogradeKuarqs edit2: after having the files in /parts deleted, my contracts vanished. when i delete the files in /ArcanumIndustries/Parts/ , my ship/station vanishes. so this might be the culprit? edit3: if arcanum-parts are the way to go, shouldn't THEY be listed in StationScience.cfg?: // To disable contracts for a given experiment or planet, remove that // entry from these lists experimentChallenge { StnSciExperiment1 = 1 StnSciExperiment2 = 2 StnSciExperiment3 = 2.5 StnSciExperiment4 = 3 StnSciExperiment5 = 2.5 StnSciExperiment6 = 3.5 } edit4: removed the arcanum-experiments and re-enabled the old ones: TechHidden = false category = Science so i got back the old distinguishable models AND i could finish the contract (after launching a new experiment to space). everything's fine for me that way!
  4. well, for me, i AM on 2.6.0.1 of THIS mod, but in KSP 1.12.1 here, retrograde kuarqs around Kerbin doesnt even get a check when results finalised. I'd like to give you a save, but since the station is quite modded, you wont be able to reproduce it but might a logfile help?
  5. do u mean "zero miniavc", or is "zerominiavc" another mod to disable miniavc or sth? sadly i couldnt find any tips / recommendations from ypur side in the first post, which is why i have to collect all my infos on my own after coming back to ksp after > 15 month Thanks for your time anyway!
  6. yop, 1.4.1.4 works fine with ksp 1.9.1 - but good idea to go for the full version
  7. u might want to update the links for the download as well? https://github.com/themaster402/AstronomersVisualPack/releases/tag/v1.11 https://github.com/themaster402/AstronomersVisualPack/releases/tag/v4.04
  8. Hi, does noone else get this?I have the exact same on my 1.9.1 install... Edit: Nevermind, was an old SETI-Plugin using old AVC dll
  9. your links in the header are "wrong" ersion 6.0.0.2 - Released 2020-03-04 Compatible with KSP 1.8 - 1.9.x [ ]
  10. kopernicus parser can be found on github, when navigating to "external" https://github.com/Kopernicus/Kopernicus/tree/master/src/external compatibilityChecker is a module in /constants directory
  11. lol hehe - you should stop asking. for compiling: just get all dependencies (modular flight integrator), open the sln, change version in compatibilityChecker , relink references to ksp-files and rebuild [LOG 19:46:12.463] Load(Assembly): Kopernicus/Plugins/Kopernicus [LOG 19:46:12.463] AssemblyLoader: Loading assembly at D:\Spiele\Kerbal Space Program\1.9.1\GameData\Kopernicus\Plugins\Kopernicus.dll [LOG 19:46:12.471] AssemblyLoader: KSPAssembly 'Kopernicus' V1.0.0 [LOG 19:46:12.471] AssemblyLoader: KSPAssemblyDependency 'Kopernicus.Parser' V1.0.0 [LOG 19:46:12.471] AssemblyLoader: KSPAssemblyDependency 'ModularFlightIntegrator' V1.0.0 [LOG 19:46:12.471] Load(Assembly): Kopernicus/Plugins/Kopernicus.Parser [LOG 19:46:12.471] AssemblyLoader: Loading assembly at D:\Spiele\Kerbal Space Program\1.9.1\GameData\Kopernicus\Plugins\Kopernicus.Parser.dll [LOG 19:46:12.472] AssemblyLoader: KSPAssembly 'Kopernicus.Parser' V1.0.0
  12. well, ksp uses > 20gb ram on my machine, but not at this time of the startup. Context switching is not the cause - it happens on each boot. the 10ms gap showed me, that it might NOT be happenig in one loop, but 2 independent one - but just a guess as well. But if its only me experiencing this, dont bother about it! I thought i was just the only one the stumpled over it
  13. MODULE { name = USIAnimation deployAnimationName = Deploy secondaryAnimationName = Rotate inflatable = true CrewCapacity = 24 inflatable = true }
  14. have to set priorities in live actually, in my log was a significant time gap between the two errors: [ERR 17:06:44.878] ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null [ERR 17:06:44.887] ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null might indicate its kinda loop or sth processed here, not JUST this code processed once that generates two errors!? --- Edit: since we are already talking - is it a good timing to suggest some default TS patches for "StockalikeStationParts"?
  15. Sorry, didnt plan to file a bug-report. Just wanted to ask if this is intentional / could be avoided. Actually the error happens for me while loadingphase. I had set up a debug-install for finding the cause of stuttering in my addon-heavy game. So i started with tweakscale - and already had this issue, which cause me asking you about it. I thought there might be a way to check for testflight before referencing it... KSP.log https://pastebin.com/SxUdF49Q edit: my assumption was, that it is cause by this section in the code: Line 126: or Line 475: i didnt dug into this to get behind the code - so i might be totally wrong here but since you are not using "testflightcore" somewhere else and referencing to a class here, not just a method....
  16. compatible - but imo no sense - decide which gives you a better view, but using both is waste of ressources Edit: in fact i use both - but just because i dunno how to replicate my reshadeFX into ks3p
  17. leads anyway to an error in KSP log: [ERR 01:32:32.344] ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null [ERR 01:32:32.353] ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null not essential - but its an error cause it cant be loaded :-/ Do you think there might be a clean way to program around it / catch this error since it is expected?
  18. hi, so you accidently call Testflightcore in Scale.cs without checking if it is installed?
  19. would you mind to clarify your OP comment on: [NOT RECOMENDABLE WITH KSP 1.4.x] ?
  20. you can set it to "flight mode" in ingame config
  21. hi, im messing around with my old game trying to get it to run with some updated mods. now with Kopernicus, i see transparent c-bodies in flightmode. (DX9) Any ideas on how to fix this? (vanishes on removing kopernicus :-/) Screen: Mods: Edit: ok, trial & error stated that it was due to using "Spectra"-config
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