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Exitalterego

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Posts posted by Exitalterego

  1. 1 hour ago, swjr-swis said:

    Check the Notifications Settings (under the little bell icon at the top right of the forum): there's quite a bit to mess up customize on that page, including what things you (don't) get an e-mail for.

    Yeah, those settings are a little... extreme? Strangely, I haven't made any changes to them as they seem to be good and I have just received an email containing subscribed content. It's the first email I've received though, so I'm not sure what happened over the past couple of days. I guess I'll keep an eye on things and see if I continue receiving updates.

  2. Seeing as I can't find a better place to put it, I'll mention this here.

    Perhaps it's only me, perhaps I've done something wrong or the forum migration lost a setting, but I'm no longer receiving email notification for my followed content.

    Let's go over the things I have checked or know about

    1) Yes, I'm aware that all the old subscriptions were lost. I'm talking about threads that I have re-subscribed to.

    2) Yes, there is new content on at least some of these threads (4 out of the current 23 don't have new content)

    3) Yes, the correct email address is being used in my profile settings page

    4) Yes, I've checked my Junk inbox and no, there is nothing listed in there.

    So, what else is there to check?

  3. @pjf This isn't directly related to CKAN as an app, but thought you'd like to know (just in case you weren't aware ) that the forum migration seems to have messed up the stickied link to this thread.

    I don't know if this is something you can fix yourself, but considering how busy it usually is in here, I can imagine there being a few support requests ending up without a home. 

  4. @Dazpoet

    Yeah, my bad. I really should have added the other useful info!

    OS is Windows 7, KSP is installed in my default Steam location (/Program Files/Steam/SteamApps/common/Kerbal Space Program)

    I've tried a KSP version rollback through Steam, and CKAN picked that up as normal (KSP v0.25)

    I've just undone the rollback and now CKAN seems to be working correctly.

    Very odd!

  5. So, I've just come home from a month at away with work and started updating all the various things that need updating.

    Naturally, one of those was CKAN and my installed mods. Unfortunately, that's where something seems to have gone wrong.

    I updated CKAN to the latest version from the OP, but it was asking for my KSP install directory. I keep CKAN in the KSP root directory so thought this a bit odd, but manually pointed to this location anyway but it failed to recognise that path.

    I then noticed that KSP had received an update through Steam. I thought this was odd as 1.0 isn't quite out yet, so I'm a bit confused about what the Steam update actually is.

    Is it possible this update is affecting CKAN's ability to find the .exe?

  6. How about a part that watches for dock/undock events? For example to shut off engines when docked, so that shift key doesn't destroy your station.

    Alternatively, a proximity range sensor. Put a part on your station and your ship, then when you get closer than 200 m, fire an action group. Then when you get farther than 200 m away, fire a different action group.

    This way you could automatically close solar panels and retract antennas when docking (for safety!), and you won't forget to redeploy them when leaving.

    +1 for this! In fact, I might end up trying to make this myself if no one else picks up this idea :)

  7. OK, so the time display thing was entirely me not reading the contract correctly :blush: It does correctly display 2 days.

    As for the contract failing to complete, it looks like my particular satellite positions end up having a blackspot with KSC once every 1 day 5 hours. This means that in my case, the contract won't complete. Is it possible that this particular contract is perhaps a little too strict on its requirements? Perhaps changing the shakedown to 1 day or putting up 4 satellite instead of 3? I mean, from eyeballing things in the screenshot, the satellites look pretty much spot on in position.

    UPDATE:

    Actually, it looks like it be more of a Remote Tech problem. I was doing pretty high warp to get the contract to complete and it seems the RT couldn't update the connections to a new satellite fast enough. This would cause the timer to reset back to 2 days. Slowing warp down a notch fixed things.

  8. Possible bug report, or maybe it's just me missing something!

    I'm trying to complete the first mission in the pack to create the 3 satellite network around Kerbin. Satellite are up, each has an omni to connect to KSC and a dish currently targeting 'active vessel'. All contract terms have been completed, so the shakedown count starts.

    Firstly, when the mission states the shakedown is 2 days, the counter actually starts at 6 hours (1 Kerbin day).

    Secondly, when the counter reaches 0, it resets without completing the mission.

    Here's the screenshot of the network and the contract.

    jrfeJ8zl.png?1

  9. Thanks for looking Arsonide. I'll remove Contract Configurator and test again to see if this resolves the problem.

    I'll also point out the various null references errors to the mod devs.

    As for Custom Biomes, it is compatible with 0.90 (or should be!) but isn't being actively maintained anymore. However, I believe NathanKell is doing maintenance on it as RSS uses it so he may be interested in the null reference errors.

    - - - Updated - - -

    OK, so a quick test reveals that Contract Configurator itself isn't the problem (have reported the log errors to the dev though) but a CC SCANSat Mission Pack is to blame.

    This mission pack was installed alongside CC via CKAN, but doesn't have it's own forum thread. I've reported this issue in the CC thread so hopefully someone will pick up on this.

    I think we can consider this solved now! :)

  10. So, I'm going to post this here as I'm not really sure where else to put it.

    I've just started a new career game with CC installed alongside the SCANSat mission pack created by tattagreis. Both mod and mission pack were installed via CKAN.

    However, I very rapidly ran into a bug that for some reason prevented me from completing any part testing missions, the essence of which was that contract triggers involving value ranges weren't triggering and as such weren't allowing contracts to be completed.

    I created a support forum thread about it ([thread=106380]Contract Terms Not Triggering[/thread]) and posted my log file in the thread.

    Someone kindly looked through the log and pointed out that CC seemed to be throwing some suspicious things into the log file (details in the support thread).

    Initially, this made me think that there was a bug in CC but after some testing, I've narrowed it down to the SCANSat pack (uninstalled both CC and mission pack, contracts completed; reinstalled CC, contracts completed; reinstalled mission pack, problems started).

    As I said, I know that nightingale didn't create the mission pack, but equally it doesn't have it's own forum post so.....

    I hope this is helpful to someone and if anyone needs me to do more testing to narrow it down, I'll be happy to help.

  11. KSP: 0.90 Windows 7 32bit

    Problem: Contract events are not triggering correctly.

    Mods installed:

    Lots (about 60), but the obvious contract ones are

    Coherent Contracts

    Contract Configurator

    Contract Window +

    Detailed Report:

    After starting two new careers, I've noticed that some contract terms don't seem to correctly trigger.

    Case 1: When accepting one of the early missions to reach a specific altitude (30,000m in this case) the altitude was passed but completion of the contract didn't acknowledge until the altitude was approx 65,000 m.

    Case 2: When testing a part (radial parachute during flight in this case), neither the altitude clause nor the speed clause triggered as highlighted in Contract Window +. When manually staging the parachute at the correct speed and altitude, the contract failed to complete.

    I realise that I have a heavily modded game, and can't really be certain that any of the three mods above are actually causing the problem but if anyone has either seen this happen before, or can help trouble shoot it, it would be greatly appreciated!

    Log:

    I'm not sure how much use this particular log will be, but I've included it anyway:

    output_log.txt

    Update:

    Another occurrence. This time testing the Mk16 Parachute. Screenshot shows the problem clearly (along with a lot of the mods I have installed!).

    nsP6Zfsl.png?1

  12. Hey magico13,

    I'm pretty sure I've just come across a bug. It's not game breaking (and kind of amusing :P tbh).

    65mBwl1l.png?1

    I've just started a new career, and this is the start of my second rocket. The first had a single Mk16 Parachute on it which was recovered upon splash-down.

    So I think Jebediah has been busy sewing (a lot) more parachutes in his spare time!

  13. So I've got a bit of a versioning question.

    I've currently got 0.4.4 installed and KSP-AVC has informed me a newer version. Great! So I've come along the forums and sure enough, there is 0.4.5 ready and waiting :)

    However, CKAN isn't showing this version yet (I don't know if this is something that needs updating by yourself nightingale or the CKAN devs. I thought it was automagic!) and am even more confused when I head the GitHub page and the release notes are up to 0.5.0 :confused:

    So what is the actual version and the best way to go about grabbing it? OP? CKAN? GitGub?

    Thanks!

  14. Love the mod/plugin,

    running KSP 0.90 on Linux Ubuntu, and got the Microgravity release

    Getting mozroots error (either by trying to update through CMD-line or through GUI), running the mozroots import command doesn't fix it.

    Tried...as suggests in posts 20 odd days ago, and not even for linux, adapted from MAC OSX...

    sudo ./ckan.exe update --repo="http://amsterdam.ksp-ckan.org/master.zip"

    seems to fix problem, mods come up, starts downloading, starts installing, then...

    Oh no! We tried to overwrite a file owned by another mod!

    Please try a `ckan update` and try again.

    File : GameData/UniversalStorage/Parts/US_1R110_Wedge_KASContainer/KASContainer.tga

    Installing Mod : UniversalStorage-KAS 1.0.0

    Owning Mod : UniversalStorage

    CKAN Version : v1.5.4-0-g0000000 (beta)

    Thanks in advance for any help,

    SamboUK96

    Sambo, this is the same problem I described a few pages back. It's because the most up-to-date version of US already contains all the files for all its various packages. As CKAN won't overwrite files, you get this message when trying to install on of the add on packs. What this means is that you no longer need to install the separate packages and it will work just fine :D

    tl;dr Stop trying to install the US KAS pack and you'll still have all the parts without the error message

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