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BrobDingnag

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Everything posted by BrobDingnag

  1. Thanks! I think I found the problem. It was that the folders had spaces in the names. Got rid of the spaces and all my sites now show up perfectly in the separate folder (except Minmus, so I've clearly made my own mistake there). They can have spaces in the names within the game itself, so there's no compromise on appearance.
  2. Hello, I'm having trouble understanding the filesystem for Kerbal Konstructs. Hopefully someone can help. I've followed the tutorial multiple times and successfully created three bases over the course of my time playing a save--one on the Mun, one on Minmus, and one on Gilly. During the play instance I created the Minmus and Gilly bases, I was able to return to the VAB, pick a ship, and launch from them. Ship recovery and radar recognition didn't work, however. Upon closing the game and returning at any time thereafter, the Minmus and Gilly bases remain visible on the map but cannot be selected from the VAB ever again, even going into the KK menu and looking for something to "open" (I had it set open by default). The Mun base still works fine across loads. I have identical settings on all three. Now to my question, which I think relates to the filesystem. The tutorial suggests making a new folder to hold your base files. Mine are in Mods/KerbalKonstructsSites/Kerbal-Konstructs/Statics/ Then I have folders for "MunBaseAlpha," "Minmus Base," and "Gilly Base." Should these not be three separate folders? The part names are identical, which would overwrite all but one, even though the base name files differ. Or is the problem just that the other two folders have spaces in the names? Thanks! EDIT: Huh... the Gilly base is currently selectable (new startup again), I guess because its files remain in the folder in the main KK mod folder... Minmus is still unusable...
  3. Same problem again. The hangar demands to be this large when launching a relatively small ground vehicle, for absolutely no reason. There's a huge rectangular prism in the VAB that doesn't even remotely correspond to its shape or size.
  4. Nope, I've kept TS out of this install because it plays merry havoc with a bunch of the other mods I want to use. I think it's one of the panels from Near Future, if that gives a frame of reference.
  5. Because when I remove it, the hangar doesn't demand an insane size. It's all well and good to have flush solar panels, but I wanted something large (and retractable) that could get me the EC I need to shunt science back home quickly, to make room for more of it on the rover.
  6. Would it be possible to have this mod not use extended solar panel size when calculating how large a hangar needs to be? Despite admitting to only taking up 2.2% of the total volume, this is how large Hangar tells me that it needs to be in order to hold just this rover. This is what the UI claims the dimensions of the rover are. And that's actually far larger than the expanded solar panel's size anyway. If I'm missing a setting somewhere and it's already in, let me know. Thanks!
  7. From the image in the OP, they're not "arches" in and of themselves. it's just an existing arch that has been utilized to show one of the new systems. And just the layout of the system. Look, you can even tell from just that one image. Star, planet (one moon), planet (one moon), etc. I figure other easter eggs will be modified to show different systems, similarly.
  8. Yep, the folder's there. At this point, after all my (manual) testing, it's probably possible that CKAN thinks certain things aren't installed that are, or are that aren't. I'll export my CKAN mod list, wipe all of its setting files, and do a "clean" reinstallation of my mods through CKAN. I also saw a Snacks update just now, so I'll edit this post with my findings.
  9. Oh right, that's the "turn on all lab seats" mod. It increases MPL capacity to 6 instead of... whatever it is normally. I started a new sandbox to do my troubleshooting so that my ships wouldn't break by loading my career save with mods missing. It disappears when adding Snacks (plus whatever is conflicting) in both career and sandbox. Easy peasy.
  10. I'm pretty sure that's working correctly, since I also have Blueshift and Buffalo installed (both WBI mods) and their parts show up correctly in the R&D lab and the VAB. Yep. I initially thought that was the mod that was doing it--either deleting or modifying the stock lab--so I removed it and the problem persisted. Then I went through, removed all of my mods EXCEPT others that I thought might have anything to do with the lab parts (like Better Science Labs, 6 seat lab, Science -- Full Reward/Transmit, Connected Living Space, etc). Eventually I narrowed it down to Snacks. Remove Snacks but keep Better Science Labs and all the labs show up correctly. Add Snacks and the stock lab disappears. I have some other lines in the MM log which reference the MPL ("large_crewed_lab") that aren't just "deleting node," though, if that helps. If not, I can probably find somewhere to host the log file itself: [LOG 15:51:31.465] Applying update BetterCrewAssignment/BetterCrewAssignment/@PART[*]:HAS[@MODULE[ModuleScienceLab]] to Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg/PART[Large_Crewed_Lab] [LOG 15:51:32.351] Applying update ConnectedLivingSpace/Configs/CLSStock/@PART[Large_Crewed_Lab]:HAS[!MODULE[ModuleConnectedLivingSpace]] to Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg/PART[Large_Crewed_Lab] [LOG 15:51:33.370] Applying update KSC/Parts/LargeCrewedLab/largeCrewedLab/@PART[Large_Crewed_Lab] to Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg/PART[Large_Crewed_Lab] [LOG 15:51:34.025] Applying update WildBlueIndustries/000WildBlueTools/ModuleManagerPatches/MM_Stock/@PART[Large_Crewed_Lab] to Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg/PART[Large_Crewed_Lab] Better Crew Assignment, Connected Living Space, the stock Squad configuration, and WBI seem to be the four mods that directly affect it (this is the same log as the previous post, with the "deleting root node" because of Snacks error. Thank you all for your help--and so quick, too!
  11. CKAN, which reports version 1.27.3 as installed. Should I try manual? What difference would that make? Thing is, Snacks works perfectly! It reports accurate information for ships, snack amounts can be set on all other parts, they're used by Kerbals correctly... it just deletes the MPL from the game. And maybe some other parts, but I can't tell. I only noticed in the first place when I had to say "huh, where's the regular lab?" when I went to fulfill a contract that required that part specifically.
  12. Aha! It's a conflict between Better Science Labs, Snacks, and the MPL. I, uh... I think. [LOG 15:51:29.989] Deleting root node in file BetterScienceLabsContinued/Resources/snackexperiment node: @PART[Large_Crewed_Lab]:NEEDS[Snacks] as it can't satisfy its NEEDS
  13. Snacks (plus another mod) causes the stock science bay (MPL-LG-2) to disappear in 1.12.3. This took two loveing hours for me to diagnose thanks to the way KSP handles file loading. I've confirmed that all other mods from all other sources are perfectly fine, but adding Snacks to the list causes it to disappear. Removing all mods except Snacks makes it show up, which means it's an interplay error that affects only this one part, out of all the hundreds added by however many mods I have. How do I diagnose this?
  14. I've done my best, but B9 says it's only compatible up to 1.12.2, and I'm just trying to run 1.12.3. Weird that so much would have changed between dot dot updates to cause these incompatibilities... for the lifetime of KSP. Oh goodie, manual management again. Thanks for the help; I'll try it out.
  15. Hi, I'm having trouble with this mod being combined with B9 Part Switch. During load, B9 pops up an error complaining that the "Metal" SSPE option isn't available, which forces the game to close before I can do anything. I don't have the Metal option installed, don't necessarily want it installed, and for some reason it isn't compatible with 1.12.3 anyway. Why is this error appearing at all when Metal is supposed to be an optional add-on?
  16. Aha! I see that on my end now, but it still won't let me install (despite me having 1.12.3). Looks like I'm up for a reinstall on my end. Thanks, LGG! You're a gem. EDIT: Didn't work. Still won't let me install. I guess I'll just add 1.12.0 compatibility to my list and roll the dice. EDIT: Even manually forcing compatibility for 1.12, 1.12.1, and 1.12.2, several things refuse to let me install them, despite being listed as compatible with at least one of them. Dang it, CKAN. I really don't want to have to go back to the days of manual management.
  17. Hi, LGG. Is it a bug with CKAN not updating its definitions that Toolbar Controller doesn't show as compatible in 1.12.3, or has it genuinely not been updated to the point release yet? Thanks. I've had CKAN just not show compatibility for things that are compatible many times in the past, so I figure it's that.
  18. Can do. This is a new, clean save for 1.11.2, not ported from any previous versions. I'm trying to think if there's anything else to mention about oddities like that...
  19. Ah, that's my problem. I didn't restart AFTER I turned on debug mode to get a clean log. Sorry. https://filebin.net/u7d4tyttbr0zgdei
  20. Ah, okay. Thanks for taking a look! I bet it's just an incompatibility with another mod, but for the life of me I can't imagine which.
  21. Sure thing! Do you want all 294557 lines of it, or do you only need the lines relevant to SpaceAge? They seem easy enough to find and there aren't too many. I do see this show up quite frequently: Exception loading ScenarioModule SpaceAgeScenario: System.NullReferenceException: Object reference not set to an instance of an object at SpaceAge.SpaceAgeScenario.OnLoad (ConfigNode node) [0x001d5] in <dc2ad752be4a4b519d277be4f5bcd479>:0 at ScenarioModule.Load (ConfigNode node) [0x0000e] in <06f13185617646e5bc801baeab53ab75>:0 at ScenarioRunner.AddModule (ConfigNode node) [0x0005e] in <06f13185617646e5bc801baeab53ab75>:0 And a few copies of this: Exception handling event VesselSituation.OnReachSpace in class SpaceAgeScenario:System.NullReferenceException: Object reference not set to an instance of an object at SpaceAge.SpaceAgeScenario+<>c.<UpdateScoreAchievements>b__70_2 (SpaceAge.Achievement a) [0x00006] in <dc2ad752be4a4b519d277be4f5bcd479>:0 at UniLinq.Enumerable+<CreateWhereIterator>d__209`1[TSource].MoveNext () [0x00064] in <06f13185617646e5bc801baeab53ab75>:0 at System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00077] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at SpaceAge.SpaceAgeScenario.UpdateScoreAchievements () [0x00083] in <dc2ad752be4a4b519d277be4f5bcd479>:0 at SpaceAge.SpaceAgeScenario.CheckAchievements (System.String ev, CelestialBody body, Vessel vessel, System.Double value, System.String hero) [0x003bd] in <dc2ad752be4a4b519d277be4f5bcd479>:0 at SpaceAge.SpaceAgeScenario.CheckAchievements (System.String ev, Vessel v) [0x00008] in <dc2ad752be4a4b519d277be4f5bcd479>:0 at SpaceAge.SpaceAgeScenario.OnReachSpace (Vessel v) [0x00086] in <dc2ad752be4a4b519d277be4f5bcd479>:0 at EventData`1[T].Fire (T data) [0x000b0] in <06f13185617646e5bc801baeab53ab75>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at SpaceAge.SpaceAgeScenario+<>c.<UpdateScoreAchievements>b__70_2 (SpaceAge.Achievement a) [0x00006] in <dc2ad752be4a4b519d277be4f5bcd479>:0 at UniLinq.Enumerable+<CreateWhereIterator>d__209`1[TSource].MoveNext () [0x00064] in <06f13185617646e5bc801baeab53ab75>:0 at System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00077] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at SpaceAge.SpaceAgeScenario.UpdateScoreAchievements () [0x00083] in <dc2ad752be4a4b519d277be4f5bcd479>:0 at SpaceAge.SpaceAgeScenario.CheckAchievements (System.String ev, CelestialBody body, Vessel vessel, System.Double value, System.String hero) [0x003bd] in <dc2ad752be4a4b519d277be4f5bcd479>:0 at SpaceAge.SpaceAgeScenario.CheckAchievements (System.String ev, Vessel v) [0x00008] in <dc2ad752be4a4b519d277be4f5bcd479>:0 at SpaceAge.SpaceAgeScenario.OnReachSpace (Vessel v) [0x00086] in <dc2ad752be4a4b519d277be4f5bcd479>:0 at EventData`1[T].Fire (T data) [0x000b0] in <06f13185617646e5bc801baeab53ab75>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) KSPAchievements.ReachSpace:OnVesselSituationChange(HostedFromToAction`2) EventData`1:Fire(HostedFromToAction`2) Vessel:updateSituation() Vessel:LateUpdate() Could it have anything to do with my use of Kopernicus and an additional planet pack (not a replacement for any existing bodies)? I'm just spitballing. Oh, something else I just noticed. When clicking the Achievements tab of the SpaceAge toolbar window in game, the window just disappears and it's inaccessible (clicking the toolbar button does nothing) until I move to a different camera view (whether switching to a different building at KSP, or switching from a ship view back to the KSP). That's probably related to these exceptions.
  22. Hi, garwel. Thanks for the mod; I've been using it for quite a while now. A problem is that in the very most recent version (and the one immediately prior, at least), it doesn't remember that anything has happened. Every single time I do something that it covers, it fires the appropriate event for that and gives me more points. The "first orbit," "first return," "heaviest vehicle," etc. are most common, of course. And this happens upon not just every launch, but every switch between ships, even if straight from the map view, back and forth, without ever returning to land. No idea why. I don't use any other mods that look at the progression files (rather, I shouldn't be...) I have Contract Configurator, but don't have that old achievements mod (the one that gives kerbals their own service bars), which is the only thing I can think would do it. Any ideas? Thanks.
  23. Holy cow, you've successfully modeled the gravdrag system that Larry Niven used in his stories. I'm definitely using your FTL system over the others that are available.
  24. I was going through my persistent file trying to test the limits of this mod by manually increasing the R&D level for a given part (exponential science growth gets hard to meet, you see). I noticed that doing so had no effect on parts in game, despite their entries in persistent retaining the edited values. Is there a separate checksum file where these (real) values are kept that is overriding the changes to persistent? Or is there just a hard limit on improvement for ALL the options, and not just mass (which tops out in game at 9)?
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