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Gristle

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Posts posted by Gristle

  1. Looks like there is a dependency on Toadicus Tools.....

    ...

    [LOG 20:25:20.587] Load(Assembly): VOID/MiniAVC
    [LOG 20:25:20.587] AssemblyLoader: Loading assembly at C:\Games\Kerbal Space Program\GameData\VOID\MiniAVC.dll
    [LOG 20:25:20.590] Load(Assembly): VOID/Plugins/VesselSimulator
    [LOG 20:25:20.590] AssemblyLoader: Loading assembly at C:\Games\Kerbal Space Program\GameData\VOID\Plugins\VesselSimulator.dll
    [LOG 20:25:21.016] Load(Assembly): VOID/Plugins/VOID
    [LOG 20:25:21.016] AssemblyLoader: Loading assembly at C:\Games\Kerbal Space Program\GameData\VOID\Plugins\VOID.dll
    [LOG 20:25:21.675] AssemblyLoader: KSPAssemblyDependency 'ToadicusTools' V0.0.0
    [LOG 20:25:21.675] AssemblyLoader: KSPAssemblyDependency 'VesselSimulator' V0.0.0
    ...
    [WRN 20:25:24.162] AssemblyLoader: Assembly 'VOID' has not met dependency 'ToadicusTools' V0.0.0
    [WRN 20:25:24.162] AssemblyLoader: Assembly 'VOID' is missing 1 dependencies

  2. 7 hours ago, dr_evil said:

    You will need lab time for that one, so a MOLE might come in handy. Lab time is produced by a running MOLE set on MOLE operation mode and at least one scientist around. I guess the speed of lab time production depends on the ammount of scientists as well as the number of their stars but I´m pretty new to this awesome mod too so don´t quote me on that.You might also want to check what other requirements you need to meet for a specific experiment. Sometimes you need to be in orbit or you can just perform it landed. Sometimes you need special ressources such as plants. You can find that information on the experiment info box in the VAB.

    I have a question myself: Are there any prequisites for welding ports together other than it has to be done by an engineer? I tested some welding in my sandbox game and the results were, well funny. I ended up with my station´s parts floating around all over the place :D.

     

     

    I'm fairly certain the welding stuff are functions of KIS.   You have to be careful that you are selecting the correct part, which can be challenging from the Kerbal EVA position.

  3. 20 minutes ago, drhay53 said:

    What I mean is whether your experiments are really meant to be situationMask = 63, which means that you're explicitly telling KSP and other addons that the experiments are runnable in every situation, including ones that don't seem to make a lot of sense to me, like splashed, flying high, and flying low. 

    i.e., situationMask = 63 and biomeMask = 7 means that all of your experiments are available in every biome while flying low. So technically you'd have to build a plane that can carry labTime and experiments and fly it through every Kerbin biome to complete those experiments. Maybe that's what you intend? 

    edit: part of the reason I'm asking is that there are comments in your .cfg files after the situation masks saying "is this right?", so I'm trying to make sure we're all on the same page about exactly what your current settings are telling KSP and other mods, while also getting to the bottom of what you intended the settings to be.

    Another solution is that if you think this is OP don't perform the experiments.  Why should Angel-125 be responsible for preventing you from doing something in a Mod he doesn't control?

  4. 32 minutes ago, Angel-125 said:

    Are you in Career mode at all? Have you tried Sandbox?

    Career mode - only  have first 3 tiers of science unlocked + Adv. Flight in tier 4.

     

    Sandbox mode it works as expected.  So it appears to be related to career mode.  Are there certain nodes that need to be researched to unlock the experiments?

     

    Found this in most of the .cfg files in ..\WildBlueIndustries\Mole\LDEF\Experiments

    TechRequired = spaceExploration

    Space Exploration is a Tier 4 unlock that I don't have yet.

     

     

  5. 19 minutes ago, Angel-125 said:

    It sounds like there's a problem with your install. I just tried the Appaloosa's science config and had no issues loading up experiments. Do you get any errors in the log when you try to add experiments?

    What log are you  referring to?

     

    No errors that I can see in the KSP_x64_Data\output_log.txt file.

     

    Just deleted gamedata\WildBlueIndustries folder and  copied back over WilBlueIndustries and CommunityResourcePack folders from just downloaded Mole_151 from  GitHub and am having same results.  This is a lightly modded game: MOLE, EVE, IndicatorLights, KAS, KIS, NAvBallDockingIndicator, Snacks, SXT, VOID,  KAC and Alt Resource Panel.

  6. 17 minutes ago, Geschosskopf said:

    ...I keep having this vague ambition to get into modding myself, but things like this keep deterring me :)  Still, I really should at least learn more about the process so I can be of more help by looking at things in more detail.  However, I don't even know where to start looking on learning the trade.

    My other favorite modder, Beale, has prepared a step by step tutorial on part modding located here: 

     

  7. Saw this in the 1.1 change log and wondered if it might be the same issue being discussed here.

     

    * Fix Unity bug that prevents us from ignoring collisions between wheel colliders and parts on the same vessel by disabling wheels that are within a certain range of other parts on a vessel. Where this sphere is and how large it is are configurable in the settings file.
    ...
    * Re-exported all wheels with proper collision layers that ignore their own housing colliders, and other wheels.

     

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