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About firda

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  1. Was not sure what was the source because I have noticed some timed control locks lately as well (1.8+), usually when working with nodes. Actually, can you edit second maneuver node? The gizmo does not work for me on second node, but the new bottom-left thingie does work. It had some problems in 1.8, much better now in 1.9. Also had DMagic's Maneuver Node Evolved, so uninstalled that first, thinking it was the source (wasn't). P.S.: And thanks for the screen with the Input Locks window, didn't know it is there (got too used to doing stuff in the REPL).
  2. Just a thank you, really My first base... and those delivery rockets will be converted to material kits soon ....nice to play this game again, after quite a while, new stuff... happy to find this mod still working
  3. @linuxgurugamer looks ok. Did not want to bother you, was not even sure what is the source of the problems and how to reliably reproduce it.
  4. @Nertea Hello and thanks for nice mods. May I have small request? Would it be possible to move the point where exposure is calculated when unfolding/expanding solar panels? Looks like the point remains where the panels start (folded), not in the middle, so the result is that bottom panel is not exposed, althought it is 99% exposed, but the battery pack happen to cover the point of calculation (where no panel actually is).
  5. Hi and thanks for this mod, using it for quite a while. But I am experiencing a lot of locked-controls lately (1.8+, 1.9 now) and KSP.log reads this: [EXC 23:40:33.954] NullReferenceException TooManyOrbits.TooManyOrbitsCoreModule.OnEnterMapView () (at <bf6e6913721a41d29697f7b586444131>:0) MapView.enterMapView () (at <3e135473f56a45478d738eb041ebd6cb>:0) MapView.EnterMapView () (at <3e135473f56a45478d738eb041ebd6cb>:0) FlightUIModeController.OnMapPress () (at <3e135473f56a45478d738eb041ebd6cb>:0) UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) KSP.UI.UIButtonToggle.OnClick () (at <3e135473f56a45478d738eb041ebd6cb>:0) UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.UI.Button.Press () (at <53d53ffdc5da4f96be45df36907419fd>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <53d53ffdc5da4f96be45df36907419fd>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <53d53ffdc5da4f96be45df36907419fd>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <53d53ffdc5da4f96be45df36907419fd>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() I would not normally notice, but I usually cannot switch camera or control the ship. Once I was not even able to hit ESC (used our LiveRepl to clear the locks, would have to kill KSP otherwise). So, I actually started by examining the locks using our repl: Then I switched from flight to map and back and the issue was gone "LiveRepl" is our mod I am using to even examine the locks. I don't think AmpYear is the source... so looked in the log and found the exception from TooManyOrbits. Not really sure what is going on, anybody experiencing this? (some controls locked, randomly)
  6. 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) 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.
  7. 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).
  8. I believe you just overlooked that condition (launch is zero since you disabled the OnVesselCreated logic ... or at least I assume you did that reading the change log). It worked for me on some CC-managed contract (Contract Pack: Stations and Bases .. or maybe Tourism Plus), but I think CC is not managing science experiments from this mod (CP:SaB has some conditions for this mod to include THNKR, but that is all, this mods manages its own contracts in its own way). KSP appear to first prefer station over ship and then mass, so now I am trying to keep it in mind and keep changing the type of station addons to ship (not to break CC/CP:SaB contracts). 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).
  9. I cannot finish even the very first experiment-contract (adding the parts worked) Finished when docked with Kerbin Station, the "Complete in orbit..." checked when finalized, temporarily unched when undocked, but only because the station was focused, checked again when I swithed to the return-probe and here I am splashed 7km from KSC, but the contract is not completed when I recover the vessel. Nothing in the log: [LOG 20:09:55.628] [VesselRecovery]: PlantGrEx recovered 7.3Km from KSC. Recovery Value: 97.7% [LOG 20:09:55.628] [Research & Development]: +2 data on Plant Growth while in space near Kerbin. 45 Science added. Subject value is 0.00 [LOG 20:09:55.629] [Research & Development]: +1 data on Recovery of a vessel returned from Kerbin orbit.. Subject value is 0.00 Had some problems with CC as well. Not a problem with this experiment, but CC seem to use two systems for tracking vessels, one uses GUID and secondary part-hashes (ContractVesselTracker), that appear to work well for docking and undocking, but the problem seems to be that vesselName is usually used as a tracking key (ContractVesselTracker.AssociateVessel, e.g. from VesselParameterGroup or Docking) and that breaks the contract. I can confirm that I once (recetly) fixed one contract by renaming (my "Kerbin Station" has OKTO configured with name "Kerbin Station Core" so the station renamed to Core when undocked, breaking the contract, but renaming it again to Kerbin Station helped). Worth a try. Anyway I am still learning how CC works, any idea where to look? I can access the contract from our REPL, here is the ConfigNode: P.S. Just loaded the save with the "Kerbin Station Core" problem and the contract completed instantly. Restarted KSP and loaded the save with the Planth Growth experiment, but still does not complete. So I am just going to mark it as complete in Alt+F12:
  10. Something is really really wrong with the vessel-tracking / vessel-keying: Crew a Base or Station: Vessel: Kerbin Station Core (not checked) Vessel: Kerbin Station (checked - renamed it) Complete ALL of the following: Crew: At least 1 Kerbal I did it! Bob is there! I even transfered him fom the lander to the lab Went to tracking station: How is it still "Kerbin Station Core"? Ok rename it yet again: I have just renamed the vessel for second time, did nothing else!
  11. As I am currently looking at the code, I can only guess that there is some null in that expression: @/trainee.ExperienceTrait() == Scientist and the EQ operator is not properly protected against nulls: public override bool EQ(ExperienceTrait a, ExperienceTrait b) { if (base.EQ(a, b)) { return true; } return a.TypeName == b.TypeName; } the base.EQ is, but if any side is null, then it attempts to access the TypeName and throws the exception. No idea how the null gets there and I know nothing about CC, was just looking for something else, digging a bit in the code.
  12. Just a question really: what happens to contract when I have two vessels with same name? What happened to me is that I forgot to rename station I just launched to Minmus so it had same name as the one around Mun. Then I got some T+ contracts to find out that they are all broken (No vessel currently matching parameters). Downloaded the source to look around a bit, how all this works. Looks like VesselParameterGroup.vesselList contains names of the vessels, which is used as a key for ContractVesselTracker. so, if I save and exit the game, load the next day, there is a chance that the link breaks, using/registering the key for the other vessel and those contracts break. Is that the case?
  13. EDIT: I deleted the content because it was about how CC identifies vessels, not about this contract pack.
  14. Something like DMagic did in SCANsat, but sure, not that easy as it may sound.
  15. Too much work for little gain. (Doable, sure, conditional compilation, but why spending time on such a thing.) I am rather thinking about a way to contribute to ToolbarController - maybe adding third option - grouping the buttons. The very reason why I did not like the dependency is that it created new needless button, poluting the app launcher bar (which is kinda irony that the one mod trying to solve a problem is making the problem even worse). I am also considering to actually install Blizzy's to move some buttons (I don't need) there, but the third option to group all the buttons I don't want under single stock button... will think about that a bit more.