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PrivateFlip

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  1. latest version might fix this. Could you let me know either way? Thank you for reporting this. For some reason unmanned rockets are registered as "landed" when brought to the launchpad instead of "prelaunch" which makes the vessel fail a check to allow the start of check. I altered this check to accomodate this behaviour. Sorry to hear that. I don't use those mods myself but they are pretty popular. Compatibility is always an issue when dealing with multiple mods. To be honest, I'm somewhat reluctant to invest a lot of effort into these type of issues. There is a file "AllowedBodies.txt" in the mod folder which is used to determine for which planets the mod is enabled. If RSS also renames planets, under the hood, from say "Kerbin" to "earth", you could try finding the names RSS uses and adding these names to the file. Update version 019 -fixed bug where unmanned probes could not start tracking on launchpad -possible fix for issues using mod on mac
  2. It was actually a problem with the mod trying to access the contract system itself, which of course does not exist in those modes. (If this turns out fixing things, there is no need for the save.)
  3. Update: -fix for gamebreaking bug in sandbox and science mode. Thanks to @ExtremeTrader and @MulDoom for reporting this issue.
  4. Hi @ExtremeTrader, Thanks for the log it makes this much easier. During the docking, the mod switches the player to map mode, to hide from the player the copy paste action which is taking place. During the last phase I apparently try to access an object which is not filled causing an error which is causing the phase to fail, after which it tries once more which keeps you stuck in map view. What is causing the null reference error i don not know, all I can do for know is build in some checks to prevent this. Do you still have the save file? If so I might be able to puzzle together exactly what is causing the error. Hello @MulDoom, This fault does not lie with you, when you install a mod it should not break your save. My sincere apologies. To restore your save you can open the save file in your favourite text editor and then look for the string "RMMModule". This will find you a MODULE section like so: MODULE { name = RMMModule isEnabled = True trackingActive = False trackingPrimary = False trackID = trackPartCount = 0 returnMission = False returnMissionDeparted = False trackFolderName = trackName = trackCompanyName = trackVehicleName = trackLaunchSystemName = trackPrice = 0 trackVehicleReturnFee = 0 trackMissionStartTime = 0 trackMissionTime = 0 trackBody = trackMaxOrbitAltitude = 0 trackDescription = trackMinimumCrew = 0 trackMaximumCrew = 0 trackReturnEnabled = False trackSafeReturn = False trackReturnResources = trackReturnCargoMass = 0 trackPort = 0 trackDockingDistance = 0.15 missionUnderway = False missionFolderName = /GameData\RoutineMissionManager\Missions\2326041 missionArrivalTime = 112006 missionCrewCount = 2 missionRepeat = False missionRepeatDelay = 0 missionPreferedCrew = ........ Within the MODULE section you will find a variable "missionUnderway". Whenever such a variable is set to "True" set it to "False" and save the file. There are going to be multiple of these modules throughout the file, so you will have to check each one and change them if nessecary. This will, in all likeliness, make your file playable again. If you're able, could you send me the corrupted file. This might allow me to find the actual problem. EDIT: I believe I mat have found the issue. Where both of you maybe playing in Science or Sandbox mode? EDIT2: version 018 fixes a bug in which leads to the exact same error in Science and Sandbox mode.
  5. Hi @panarchist, will look into this. In don't have a mac myself; what would be the correct part to the "RoutineMissionManager" folder?
  6. Hi GrimDarknight, in this post I explain the setup needed to change the resources supplied. An important step is to not only add the resources to the part config but also add the to the ManagedResources variable in the part config file. Animations don't have to work or be present in the part config for the module to function.
  7. Update -adapted for 1.1.2 Adapted to the latest version. A big thanks to sarbian who had made an excellent post on some of the key UI changes relevant for mods. This has been very helpful in updating the other mods I maintain. They would have have been equally helpful for this mod if it were not for linuxgurugamer who, on his own accord, had already applied all these changes and send the code to me. A big thanks linuxgurugamer!
  8. Removed the KerbalStuff link, thanks for reporting this. I also changed CKAN metadata to refer to this thread like you suggest
  9. Update -adapted for 1.1.2 version. The under the hood logic was again unaffected by the upgrade, however I did spend several hours time on getting the GUI working with the new version which saw some changes in this area. A detailed post by Sarbian greatly helped in implementing the new UI setup. The new GUI logic did force me to find and solve what ended up being an older bug for which my past self apparently had made a quickfix at the time which did not longer hold up in the new situation. Although I did considerable testing, due to the above I did not have the time this weekend to check every possible scenario. However the new KSP version itself had never broken any part of the mod during previous upgrades and I have no indication this time is any different nor did the testing which I did not show any issues.
  10. Thank you all for letting me know that 1.1 is available; I'm not so active on the forums for some time, so it would could have taken a couple weeks to find out if I do not get some mails in my inbox informing me someone posted to this thread. This weekend I'm busy with a deadline at work for next week, but next weekend I should have some time to update my mods.
  11. The supply mod consists of a large part you can place in orbit, often as part of a station. You can order fuel from the parts menu which will be arrive with a delay. The Routine mission manager allows you to track your own mission up to a station in orbit. After completing the mission, you can then order the re-execution of the mission a the station. This will happen in the background but will result in your mission vehicle docked at the station, including supplies it had with on on the original mission. The first mod is simple, requires little After filling it you have to press the supply button. This convert the fuel an count up to an activation percentage which is shown in the part menu. Part of the effort involved makes such a mod more acceptable to the player. After activation the fuel supplied is essentially free of effort, but because the player has to work for it by getting the heavy part into orbit and activating it with fuel supplies, it requires you to first do the supply work which this part will then take over for the rest of the game. This investment makes the part less gamebreaking. This would be less the case if the part started supplying fuel a soon as it was launched into orbit. When career mode came out, I realized, that by requiring the player pay money for the supply, there is a much more realistic way to require some investment from the player for the service provided. The part is just as heavy, so it still requires some serious lifting to get it into orbit and it's quite expensive too.
  12. Glad to hear you're making good use of it! Nope, for every mission you have to start another one. Just for clarity: it is not required to delete the "LFO" mission, you can keep it if you have use for both in the future. It is indeed messy, but this is how this mod deals with keeping track of tracked mission between saves and reloads. There is of course a way to store the relevant data along within the game's own save file, which would have been more elegant, but this was the least labor intensive option at the time.
  13. Tested it with a simple joystick/joypad and the throttles respond to input when I found the right axis, but I of course couldn't give a hard guarantee it would work for you.
  14. Forgot to "publish" the mod, so the link only worked for me... Thanks for reporting this!
  15. This might be possible, when you open the throttle window, you can configure controls, joystick axis can be configured here as well. This worked adequately a couple of version ago, but haven't tested it since. Let me know if you run into troubles...
  16. I just registered on Spacedock, but apparently it takes a while to complete the process. Hope to upload my mod there today or in the coming week.
  17. First off, nice boat! The link died when KSP migrated to the new forum, I've repaired it. Thank you for reporting it. The number of sliders is unfortunately hard coded in the sense that each throttle display, input handling, saving/loading and engine interaction has its own lines in the code. There is therefore no easy way for you to increase the number of sliders. I would certainly do it differently if I would make the mod again.
  18. Hello guys/girls, Unfortunatly I cannot reproduce this bug on my system (my ksp version is v1.0.5.1028). The message "not in orbit" would only be given when pressing the button "Supply" while the vessel situation according to the game is unequal to 'orbiting'. The variable in question, in my experience, up has been pretty unambiguous so far. Could you give any more information about your system and particular install; maybe you are both running similar mods which affect this. Regards, Flip
  19. Update -1.05 version. -did some general testing which revealed no issues.
  20. [B]Updated (version 080):[/B] -1.05 version, all functionality still seems to work in 1.05.
  21. Glad you liked the mod! Unmanned vehicles should work as well. - - - Updated - - - As soon as you get docking ports, you can complete tourist missions by adding the tourist as passengers on a flight which drops by a station in orbit. In early career docking ports are of course not available. The payoff of these contracts is very poor IMHO and barely makes up for the flight itself. It only start paying if you have a reusable system and by that time you probably have docking ports as well, so this would not be a priority for me.
  22. Yes, they can't be edited through the cfg and the edit you made seems to be the correct edit to make.
  23. This post written by hab136 explains the basic principle. In this post he uses modulemanager to add the additional resources to the part. An alternative would be to directly add it to the part.cfg which you can find in path: \GameData\DavonSupplyMod\Parts\DavonStationLogisticsHub\ After opening the file you would find a list of part resources: RESOURCE { name = LiquidFuel amount = 0 maxAmount = 2880 } RESOURCE { name = Oxidizer amount = 0 maxAmount = 3520 } RESOURCE { name = MonoPropellant amount = 250 maxAmount = 750 } In addition there is the following line in the file: ManagedResources = LiquidFuel, Oxidizer, MonoPropellant You could edit this file to have your own fuels instead. To so add your resource to the part resources (like in the first snippet) and also add it to the ManagedResources line. In both cases spelling and capitalization should are essential. But please refer to hab136 post for more explanation and other options. (Since I'm the maintainer of both this mod and the routine mission manager mod I would be interested in knowing why you would like to switch to this mod.)
  24. Yes, to clarify: it only supports missions which start on the launchpad and end docked in orbit of Kerbin an its moons. I've added this to the first post for clarification. I've talked about precision landings on several occasions and also on all the other features you both describe. This was all part of the original mod I wanted to build, but the scope of it all led me to abandon this much more ambitious mod. I would also readily agree the features you both mention are natural extensions of the current mod. Unfortunately though, although I still enjoy maintaining these mods for KSP, I just do not really have the drive and time to implement these features. So unless another mod comes along which goes for an all-round automated logistics mod, this is basically it.
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