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About jfjohnny5

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  1. For anyone else struggling with this, I figured it out. It turns out this functionality isn't part of USI Core. I made (what I thought was a logical) assumption that since USI Core included all the Kontainers that it would also include a basic implementation of Scavenging - so that you could resupply Life Support without all that cumbersome connecting of vessels on the surface. My assumption was wrong. Logistics and Scavenging require the full MKS mod.
  2. I can't figure out why these supplies aren't transferring. I set the Homeworld radius to 0 so that even Kerbals on Kerbin would need supplies. That part is working (as the four in this test base are all starving). I'm using USI Life Support and USI Core (for the logistics containers), and of course then USI Tools as well. The base has a logistics container with 0 supplies. I created a rover and put a logistics container on there with 600 supplies. The UI indicates "0 vessels sharing within 150m" but the rover is all of 2m away. Even after a full day of time warp, nothing is transferring. A picture (or two) is worth a thousand words: https://imgur.com/a/Xu0cQ3d
  3. Looks like I'm getting a similar error: [ERR 20:32:01.217] Exception handling event onVesselRecovered in class EventListeners:System.NullReferenceException: Object reference not set to an instance of an object at ScrapYard.InventoryPart..ctor (.ProtoPartSnapshot originPartSnapshot) [0x00000] in <filename unknown>:0 at ScrapYard.EventListeners.VesselRecovered (.ProtoVessel vessel, Boolean someBool) [0x00000] in <filename unknown>:0 at EventData`2[ProtoVessel,System.Boolean].Fire (.ProtoVessel data0, Boolean data1) [0x00000] in <filename unknown>:0 [EXC 20:32:01.219] NullReferenceException: Object reference not set to an instance of an object ScrapYard.InventoryPart..ctor (.ProtoPartSnapshot originPartSnapshot) ScrapYard.EventListeners.VesselRecovered (.ProtoVessel vessel, Boolean someBool) EventData`2[ProtoVessel,System.Boolean].Fire (.ProtoVessel data0, Boolean data1) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(ProtoVessel, Boolean) VesselRetrieval:recoverVessel(Vessel) VesselRetrieval:recoverVessels() <OnLevelLoaded>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ScrapYard ver. KCT ver. Stage Recovery ver. 1.8.0 EDIT: It's odd. I can go so far as to construct a rocket, do it's Rollout, followed by a Rollback, then Scrap it - and the parts show up in the ScrapYard inventory. However, if I Recover a vessel, the parts don't show up, and I see the above error in the logs.
  4. Hope you don't mind me sharing this, @theonegalen This bit of code can be added to any of the existing .cfg files in ..\Kerbal Space Program\GameData\Galen\UBM_Extended\TechTree in order to put the 4 science experiments from Sounding Rockets back into the 'start' tech node. Just copy and paste this into any one of the files (or make a new one with a .cfg extension) using a basic text editor. // Moves the 4 science experiments from 'Sounding Rockets' back to the 'start' tech node @PART[SR_Payload_01]:NEEDS[UmbraSpaceIndustries,!SETIctt,!SETItechtree,!ETT,!OpenTree,!RP-0]:AFTER[UnmannedBeforeManned] { @TechRequired = start } @PART[SR_Payload_02]:NEEDS[UmbraSpaceIndustries,!SETIctt,!SETItechtree,!ETT,!OpenTree,!RP-0]:AFTER[UnmannedBeforeManned] { @TechRequired = start } @PART[SR_Payload_03]:NEEDS[UmbraSpaceIndustries,!SETIctt,!SETItechtree,!ETT,!OpenTree,!RP-0]:AFTER[UnmannedBeforeManned] { @TechRequired = start } @PART[SR_Payload_04]:NEEDS[UmbraSpaceIndustries,!SETIctt,!SETItechtree,!ETT,!OpenTree,!RP-0]:AFTER[UnmannedBeforeManned] { @TechRequired = start }
  5. Hey @Papa_Joe great to see you're taking on the task of keeping this mod up-to-date! It's such a subtle, but awesome enhancement to KSP visuals. I noticed you said you don't use CKAN personally, but do you plan to continue keeping PlanetShine registered with CKAN?
  6. Wait a minute... all those tickets have the same serial number!! Is someone selling counterfeit Hype Train tickets?!?
  7. That's what I meant - "official" 64-bit support. Thanks for confirming! Super excited!!
  8. I remember seeing dev talk of this when 1.1 was first announced, and admittedly I haven't read every DevNote Tuesday since then, but I can't say I've seen mention of 64-bit support in recent posts. I understand Unity 5 has better 64-bit support, but it would still be up to Squad to implement it. I'm hoping I can use more mods with 1.1 - especially with the performance increases that have been hinted at. Has there been any confirmation that 64-bit support is coming with 1.1?
  9. Updated mod to version 1.3.3 * Updated for KSP 1.0.4 * Added Heat Conduction settings to part config
  10. No, anything behind the // is a comment. It's ignored by the game. In both cases it's just documenting that the previous value was 3400, but the current config is set for 2400. Regardless, the K2 config doesn't affect parachutes, as you discovered in your further testing.
  11. I've been out of town, and I'm heading out again in a couple days. I haven't had a chance to see if the capsule was really "affected" by the latest patch. I would think the tweaks to reentry heating might warrant some CFG adjustments on my part. If anyone has any feedback on how the K2 is performing in 1.0.4 (or 1.0.3 really) it would definitely help me focus my attention where its needed and update as quickly as possible.
  12. That should work. I'm actually making a retro ring. Do you happen to know how to disable a module from staging? I took a look at the CFG documentation on the wiki, but didn't see anything.
  13. Is it possible to have one part with multiple staging functions? Specifically, can I have a part that has an integrated Solid Rocket Engine AND a Decoupler?
  14. Quick look at a bit of what I'm working on next for the K2...