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Yiannis

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Posts posted by Yiannis

  1. 16 hours ago, taniwha said:

    No, you absolutely should have reported it. Just because there's a simple workaround does not make a bug unworthy of reporting (though it does make actually fixing it less urgent). In fact, I would very much appreciate it if you reported the bug on github.

    I've long been scratching my head over another issue that has the same solution (cycle craft): the new vessel doesn't show its IVAs (portraits) when released from the dock.

    I will do as you suggest. Thanks again!

  2. On 6/29/2020 at 7:47 AM, taniwha said:

    @Yiannis Did you have any old parts on the station? If even one part is older than the contract, it will block the contract. This one older part can be something placed using KIS, or even a docked vessel.

    Sorry for the delay in responding but I had to wait for a new mission to come up to verify.
    As I already reported, there is a minor issue when a ship is built not being recognized as new. I have a bunch of photos showing all stages of construction if you would like to verify.
    However, I found that the problem goes away if you don't immediately launch the craft but instead cycle through the crafts in the vicinity using the "[" or "]" keys. When you get back to the ship to be launched it is recognized as new. If you launch immediately the ship does not get the "new" designation. 
    Anyway. It is such a minor issue and so easy to circumvent I shouldn't even have reported it. Sorry for taking your time. 

    Did I tell you how thankful I am for this mod? After thousands of hours of gameplay this has breathed new life to the game. Thanks so very much for keeping it going.

     

  3. Oopsies.
    I had to cheat although technically, I didn't. 
    Set up a nice construction base on Minmus and was thrilled to roll out my first space station to orbit Minmus as per contract. 
    Only I couldn't complete the contract because for some magical reason the station was not considered new :P

    I guess it's the most valid use of alt-F12 I have ever done!

  4. 3 hours ago, taniwha said:

    @Yiannis is one of your mods ReStock? There's a problem with with the MM patch for the survey station.

    In ExtraplanetaryLaunchpads/EL_MM.cfg (line 72)

    
    change:
    +PART[crewCabin]:NEEDS[ReStock]:AFTER[zzzzStationParts]
    to:
    +PART[crewCabin]:NEEDS[ReStock]:AFTER[ReStock]

     

    You were absolutely right. Once i added restock the survey station went away and when I changed the file as you suggested it appeared again. Thank you so very much for the advice!

  5. 2 hours ago, taniwha said:

    @Yiannis is one of your mods ReStock? There's a problem with with the MM patch for the survey station.

    In ExtraplanetaryLaunchpads/EL_MM.cfg (line 72)

    
    change:
    +PART[crewCabin]:NEEDS[ReStock]:AFTER[zzzzStationParts]
    to:
    +PART[crewCabin]:NEEDS[ReStock]:AFTER[ReStock]

     

    Indeed that was one of the mods. Still going through them when possible. I will try your suggestion soonest and will let you know. 

    Thank you for taking the time!

  6. 8 hours ago, goldenpsp said:

    Do you have KIS installed?  The survey stakes require KIS.

    Yes. As well as KAS. The stakes do appear and I go through all the motions of malleting them and H'ing them. But when I open the UI they just don't show up. I assume that is because I don't have a survey station nor can I find one. 

    Never mind. I uninstalled all mods but EL and lo and behold, there was the survey station.

    I will go through the process of reinstalling the mods one at a time and report back the conflicting mod.

  7. Hello and thanks for the excellent mod.

    Although the mod works wonderfully, I have failed to make the survey system work. I even uninstalled EL, installed simple construction and not so simple construction but I still could not get the stake to show up in the UI. Reinstalled everything with CKAN and still, no survey station. Not that I won't be able to build my way around it but I am really curious as to why the stakes don't work for me. If anyone wants to take a look, here is the link to my ksp.log and modulemanager.configcache.
    https://drive.google.com/drive/folders/1fdRBg8G36XAxMKfIt7Dayj6SD_HuBY88?usp=sharing
     

  8. On 4/3/2020 at 9:01 PM, firda said:

    Try deleting "[x] Science!\PluginData\[x] Science!\settings.cfg" instead of reinstalling.
    Anyway, include at least KSP.log to get any support, some require output_log.txt / Player.log - see

     

    I finally found that after running the game the file miniAVC.xml is created in the gamedata\[x] Science folder which crashes the game in subsequent launches. I just delete the file and play the game.

  9. Hello. I am having this peculiar problem where I have to uninstall and reinstall the mod every time before I launch the game otherwise the game crashes within seconds at the load screen. When I uninstall it through CKAN I get the message "The below directories are leftover after removing some mods. They contain files that were not installed by CKAN (probably either generated by a mod or installed manually)"
    The directory is gamedata\[x] Science!
    The mod works fine in game but I have to set it up each time to my preferences.

  10. On 11/16/2017 at 6:06 AM, dark_reef said:

    I am finding that being on a completely flat surface is EXTREMELY important. If you are not a a flat surface facing straight up do not save, do not time warp, and do not change focus back to the space center or a ship out of viewing range. If you need to save just bump into the air before saving or find a large flat area. I am building a base right now on Iota and I found a large completely flat area that has ore so we will see how it goes.

    That does seem to be a problem although I don't know if it is the main cause. The steeper the inclination, the bigger the jump. 

  11. On 2/13/2017 at 3:14 PM, Snark said:

    This is fairly easy, if you know the secret handshake.  :wink:  You can do multiple tank transfers concurrently.

    Let's say you have one big orange tank full of fuel, and N smaller, identical-to-each-other tanks that are symmetrically arranged and which you need to have identical amounts of fuel in, so that you'll have an even mass distribution.

    You can select as many tanks as you want (right click the first one to select, then hold down ALT while right-clicking additional tanks to select them).  Once you have selected the big orange tank and all the little ones, just click the "out" button on the big orange tank.  Presto:  propellant starts concurrently flowing into all the little tanks, symmetrically.

    Unfortunately, this is hard, though it seems silly that that's the case.  The stock game doesn't give you any tools to do this; you just have to eyeball it.  Unless you come up with some hacky design trick, like including some small empty tank on your mining vessel that you can use as a "measuring spoon".  Fill up the little tank completely (thus guaranteeing even LF + O), then empty that tank into your target tanks.  Repeat.

    ^ Same problem as the "equal fuel + oxidizer" issue.  Just have to eyeball it, there's no precise way to do this in stock unless you're using a "measuring spoon".  Annoying, yes.

     

    So, to summarize:

    • Equal amounts in multiple tanks:  yes
    • Equal LF versus O:  no
    • Precise amount transferred:  no

    The little buffer tank was a brilliant thought. Thanks!

  12. 15 hours ago, FreeThinker said:

    I cannot reproduce it myself, therefore I suspect there is some interaction with another mods that touches the functionality of solar panels. Electly what panel did you use and what mods have you installed?

    The panel used in the latest test was the OX-STAT photovoltaic panel.
    I have removed all files from gamedata directory with the exception of modulemanager.2.8.1.dll
    and all directories with the exception of SQUAD and WARPPLUGIN.
    The problem with the error messages in the debug console and the sluggish behavior persists. 
    As soon as I remove Warpplugin everything works perfectly with no errors.

    Edit:
    Performed a clean install, unfortunately of version 1.3.1.
    The only mod installed is the latest version of WarpPlugin and modulemanager.dll
    The error messages remain in the debug console.

    From the 30MB output_log.txt I assume that 99% consists of the following errors

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    [KSPI] - Exception in ORSResourceSuppliableModule.OnFixedUpdate Object reference not set to an instance of an object
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    [KSPI] - Exception in FNSolarPanelWasteHeatModule.OnFixedUpdate Object reference not set to an instance of an object
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    Module FNSolarPanelWasteHeatModule threw during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object
      at FNPlugin.ORSResourceManager..ctor (.PartModule pm, System.String resource_name) [0x00000] in <filename unknown>:0 
      at FNPlugin.FNResourceManager..ctor (.PartModule pm, System.String resource_name) [0x00000] in <filename unknown>:0 
      at FNPlugin.FNResourceOvermanager.createManagerForVessel (.PartModule pm) [0x00000] in <filename unknown>:0 
      at FNPlugin.FNResourceSuppliableModule.createResourceManagerForResource (System.String resourcename) [0x00000] in <filename unknown>:0 
      at FNPlugin.ORSResourceSuppliableModule.OnFixedUpdate () [0x00000] in <filename unknown>:0 

     

  13. Amazing mod with all the possibilities it gives BUT, the minute I installed it my current game became unplayable.
    I uninstalled all mods, left KSPI and tweakscale as the only two mods. No change. Extremely sluggish behavior and a huge amount of errors such as "Error:[KSPI] - Exception in FNSolarPowerWasteHeatModule. on fixed update" in the debug console. 
    Removed KSPI and reinstalled all mods, the game plays beautifully. 
    Thought it was a problem with the persistent file so I started a career anew.
    Up until the moment I discovered photovoltaics everything worked like a charm. The second I added the most rudimentary panel on my ship, the sluggish behavior and all the errors reappeared.

    Any help would be greatly appreciated.

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