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Capt. Kermit

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  1. It seems updating all mods has fixed the issue for me. Even the ground station works as it should. One thing I don't think I have mentioned enough or can stress too much is that you must start a new career game if you make ANY changes. I run into this all the time while trying to mod my game. Instead of starting over I often start a new sandbox to see if my changes actually worked but I won't get to enjoy them till I start my next game. I can make changes to parts but anything else seems to need a new start. I mention this because altering the file to hide a body after you have started a game is a good example of what I mean. It will hide the body but still show as 100% researched. When you are trying to fix this game never trust a save file to be of any help.
  2. I should have mentioned that the debug logs showed no errors from Research Bodies. I had a lot of errors but nothing from this mod. To Majk I never click on the ground base but after reading your post I guess I must. Purely for testing.
  3. Hmmmm? What I thought I posted there yesterday seems to be gone today. I probably forgot to hit the right button. Getting old sucks! Yesterday I would have sworn that all the mods in my KSP 1.9.1 install where up to date and the correct version, but after looking at the debug file I thought I posted yesterday, I checked again. Scatterer and GPP where old versions. I replaced them and started a new game and so far so good. I've mapped several orbits and it seems to be working as it should. Everything looks better and is running smooth again. To sum up; For those experiencing the issue where all the planets and orbits suddenly show up the problem is not with this mod (Research Bodies). I grantee it. I can play all the way through without issues until I install Kopernicus and planet packs. Make sure you are using the correct version of Kopernicus and all planet packs for your install. Personally, I have no less then three different versions of KSP installed at any time. Right now versions 1.10.1 and 1.11 are waiting for the modding community to catch up. I'm playing 1.9.1 because the other versions don't meat my minimum requirements of mods to play yet. It can be hard to keep track of. The embarrassing part is that making sure you're files are up to date is the first step in debugging or testing and I just spent the last five days playing with old files. Sigh! The best advice I can give on this issue is to check your file versions for compatibility. BTW, Thanks again JPLRepo for maintaining this Awesome mod.
  4. It seems that altering that file does not fix the everything suddenly becoming visible problem. I'm surprised it makes any change at all actually. From what I understand about code this condition; ":NEEDS[OPM&!GPP]" means this code should not run if GPP is loaded. Anyway it did bug out and I captured the debug files. I'll give all the info I can think of in the GetHub.
  5. I've had this issue for awhile now and have discovered I can no longer play KSP without Research Bodies. So, I've spent the last four days trying to track this issue down. I finally did it. I'm guessing all of you are running Galileo's Planet pack as a secondary with Galileo's Outer Planets Mod too. In Each of the planet packs he has a ResearchBodies.cfg file. The first part of each of those files is what makes his planet packs fully compatible with Research Bodies but the second half gives the telescopes some upgrades so they can see far enough to discover the additional planets. I noticed that there where no scope upgrades in my game so I went looking for whatever I might find. I'm not an avid modder so I can't say positively that they conflicted, but I saw no need for both sets, so I deleted the upgrades in the OPM mod file because the ones in GPP are better/farther and the issue went away. <<You need this first part>> RESEARCHBODIES { loadAs = mod name = OPM ONDISCOVERY { Sarnus = #autoLOC_RBodies_discovery_Sarnus Hale = #autoLOC_RBodies_discovery_Hale Ovok = #autoLOC_RBodies_discovery_Ovok Slate = #autoLOC_RBodies_discovery_Slate Tekto = #autoLOC_RBodies_discovery_Tekto Eeloo = #autoLOC_RBodies_discovery_Eeloo2 Urlum = #autoLOC_RBodies_discovery_Urlum Polta = #autoLOC_RBodies_discovery_Polta Priax = #autoLOC_RBodies_discovery_Priax Wal = #autoLOC_RBodies_discovery_Wal Tal = #autoLOC_RBodies_discovery_Tal Neidon = #autoLOC_RBodies_discovery_Neidon Thatmo = #autoLOC_RBodies_discovery_Thatmo Nissee = #autoLOC_RBodies_discovery_Nissee Plock = #autoLOC_RBodies_discovery_Plock Karen = #autoLOC_RBodies_discovery_Karen } IGNORE { body = Sarnus } IGNORELEVELS { // body = easy normal medium hard Sarnus = true true true true Hale = false false false false Ovok = false false false false Slate = false false false false Tekto = false false false false Eeloo = true true false false Polta = false false false false Priax = false false false false Wal = false false false false Tal = false false false false Neidon = false false false false Thatmo = false false false false Nissee = false false false false Plock = false false false false Karen = false false false false } } <<Delet the rest of this>> @PART[TrackBodiesTelescope]:NEEDS[OPM&!GPP] { @MODULE[ModuleTrackBodies] { showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = RB_Upgrade difficulty = 6 scienceReward = 25 minAltitude = 500000 maxTrackDistance = 9E+11 electricChargeRequest = 15 description__ = Upgrade for ResearchBodies Telescope. } } } } PARTUPGRADE:NEEDS[OPM&!GPP] { name = RB_Upgrade partIcon = TrackBodiesTelescope techRequired = largeUnmanned title = Discovery Telescope Upgrade basicInfo = Upgrade ResearchBodies Telescope description = Increases the telescope's range to 900 Gm, roughly 22.5x its original range and nearly 2x Plock's distance from The Sun. The minimum required operating altitude is also raised to 500 km for reduced chance of glare from th body the telescope is orbiting. entryCost = 25000 } I should have mention that both issues went away
  6. I've fallen in love with having a red dwarf in the system. It makes for some really colorful nights and I'm making night side landings I never attempted before. I think I'll make Kemisis a permanent addition to my game. Thanks! I noticed you do have some large moons. So large that they would definitely be planetary binary systems and not moons. The Kagol system is a binary sun system or worse. You seem to like binary systems so you might want to make use of an add-on called Sigma Binary. I've been playing around with the sunlight issue and made some observations that may be helpful; I downloaded another KSP1.6.1 ready mod to test if it was a Kopernicus issue but it isn't. The local Sun is fine in that mod. The new suns in KIP seem to work fine. I noticed that other mods have light intensity gradients in the config files that you don't, but your new suns look and seem to work fine. I played around with brightening and dimming them and the changes I make in the configs do take effect. Other bodies far away don't reflect their color, if they shouldn't, as far as I can tell. However, the "Sun" shines on everything everywhere. I deleted all but the Terronda Prime System and the local sun became tolerable again. It gets brighter with each new sun added. It's not a total added light issue but the original sun getting brighter. If you go out to a body in the Terronda Prime System and look at the south pole you can really see another effect. The south poles are facing the Kerbal system. It far outshines even Terronda Prime in that system. I think that any light gradient on the "Sun" has been removed somehow.
  7. I agree. That system has a lot of liquid surfaces. It is a lot of pretty planets. I got the impression that the back story includes terraforming. Personally, I've been leaning towards realism lately but I look forward to the mod authors surprises too. There are a lot of issues with textures at the poles. I love this mod so far. It runs well on my old PC and gives Warp a reason to exist. I've been struggling with this though; The Sun is way too bright in my game. In the neighboring solar systems the Kerbin sun outshines even the local star. The desert and poles are so bright on Kerbin I can't see well enough to land a plane. All dayside landings are like this in the local system. It's literally blinding. I've been poking around you're config files but I can't find a [Sun] reference or where you have made any changes to the original 'Sun'. ATM, I'm both obsessed with fixing this and stumped. LOL I don't understand this program language but I thought I had a few things figured out. LOL Ideas - I've always wanted to see more deadly planets. Something like Arrakis from Dune with worms that eat your ship if you land on the sand. Beware the Kraken.
  8. About the rainbow ring - For me it went away when I installed the INSTANTIATOR-V1.0 mod. I should mention that I uninstalled Scatterer at the same time but I suspect you need Instantiator. I know it says in the OP that this mod isn't ready for review but I've been having a lot of fun with it as is and I'm running it in KSP 1.5.1. I read above where JadeOfMaar is encouraging feedback but I haven't run into much to complain about. I've run into a few issues with a few planets but much of what I've found has been mentioned already. I get the feeling that things are unfinished sometimes so I've kinda' been waiting for an update to start fresh with feedback. The only thing that is annoying enough to come to mind right away is I'm having trouble with time warp when I approach a lot of the planets for a landing. I'll be well above the atmosphere but limited to X10 or even X4. Great work IMO.
  9. Thanks JadeOfMaar You guys are the best of the best. I don't think I've ever seen a mod community that cooperated and worked together so well. Friendly and helpful yes but it takes a bit more to put together something of this size and caliber. Thanks guys and gals. Very much appreciated. " Finally, the Dune references are an easter egg. " - Easter egg? If I find worms I'm literally going to scream.
  10. Hi Galileo And thanks again for all your awesome mods. I'd have been finished with KSP long ago if not for your works. I have an old PC that suffers LAG so I have tried to go back to Kerbin a few times and can't. Gael is amazing and I can't fly in an atmosphere that doesn't have volumetric clouds anymore. It is more than that though. I really appreciate your work. My question has to do with your new load screens starting around GPP version 1.5.88. LoadingScreen_18 is of what I assume is a ship under warp power within toroidal fields. I use Interstellar Extended but I never liked that warp animation. I've spent the last week looking for a mod that uses a toroidal field animation with no luck. Can you point me in the right direction for getting this toroidal field warp animation into my game? BTW, love the Dune reference in the load comments.
  11. Correction/Senior moment - The three Planet Pack I mentioned all have Research bodies discovery text included. The one I wrote up was for RSS.
  12. Thanks OhioBob. I missed that second part in my reading and it explains what I came back to report farther on. I should mention that I only use stock solar panels and this testing is done from a previous save on another setup. I did more testing and the small panels work fine. It is the Giganator XL that is acting strange. I deactivated the two I have on my Deep Space telescope but when I reactivated them one pointed at the local star and the other at Ciro. By temporarily removing the sun curve configs (one in GPP and one in secondary) I did get them both pointing at the local star but it isn't consistent so I think a save file issue is involved. I was going to start a new career but with this information I know it won't change anything. But, I think I can work with this now that I know what to expect.
  13. I recently upgraded my PC and decided it was time to expand the Kerbal system and dove into the deep end. I installed GPP, Galileo's OPM, and New Horizons with the Secondary option for GPP. This starts me out in the New Horizons solar system with two other stars circling in the distance with their own planetary systems to discover. Awesome! Galileo in particular, and the modding community, has been so helpful that I haven't had to ask many questions and I have learned enough to do some modding of my own and really make things fit to my own preferences. I even have Research bodies working great though my discover descriptions are lacking in creativity. I added a save from a NH + OPM install and picked up where I left off before leaving the Kerbal SOI and it worked too. Almost everything works!!! I've been reading about solar panels and multiple sun systems. My solar panels point at Ciro but I am near the star in the NH solar system. With the GPP secondary package installed we start out on Kerbin and near that star (whatever its name is). I've read allot about how this issue is being addressed, solar curves and such, but wouldn't it be simpler if someone made a mod that gave an option in the solar panels themselves to point at a particular sun? Automation would be great but until planet packs stop evolving it may not be possible. My quest/question of the day is; how, threw .cfg files or something like that, can I get my solar panels to point at the right star? I realize that when I get out to the Ciro system it will again be an issue but by then I'll be on reactor power.
  14. I upgraded my OS from Vista to Win7 and that seems to have solved the no Galaxies issue. Still no servos though.
  15. To follow up on my previous issue - Ignore it. LOL It must have been a save issue, though I did go way way back in saves testing it, I've got past two or more years twice now without the countdowns stopping in new games. It could be an issue with another mod as I'm playing a slimmed down version of what I used previously. I'm reveling my age here but remember when 6GB of RAM seemed like a lot? LOL I've been playing and testing this a lot (both mods), because I love it so much, and am wondering if Galaxies and servos for fine tuning still exist. I haven't played with the chemcam at all yet. So little time. I read that servos, buttons j.k.i.l, are used to zero in on the object but none of the buttons I have mapped for direction work. Yet, there is a button for disabling the servos. Some small distant moons are near impossible to take a pic of without it and my deep space telescope is way out past Mun. I've yet to discover a Galaxy and I see no such images in my starry sky no matter how magnified the image is. I've found all the bodies and mapped half the orbits (8 years into a career) and I occasionally see a "faint signal" saying we need a more powerful telescope but my research tree is full (except warp drive) and as far as I can tell I'm using the most powerful telescope available. I'm on the fence about dave1904's comment myself. For a game it does seem to take a long time to finish all the research but I remind myself that telescopes have been around for hundreds of years. The Hubble wasn't the first. LOL Part of the appeal is it adds realism but I do find myself getting impatient to map the solar system. With OPM and NH together there is a lot to map but what must it be like with GPP? And, I expect they will keep getting bigger. I'm a patent man but a shorter research option might work better for a lot of people. And, yes, I have been taking pix to speed the process up. I make a lot of science relatively early that way and even more again when the contract for a pic comes up. Now that I think about it one reason I love this mod is that I no longer have to get a lab to Jool to fill out my Tech Tree. I sit at home and play with telescopes like RL. LOL I can confirm that we do have to go back to a telescope to collect science points and finish the "find one or more bodies" contracts. I was living at the scopes and didn't notice that before. LOL Thanks again, great mod!
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