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_Zee

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  1. I also ran into this script error, I'm not sure if its actually related to your mod but yours is the last one mentioned before this pops up. [DMOS] DMagic Icon [dmVessel] Inserted Into FinePrint Database (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [DMOS] DMagic Icon [dmXRayIcon] Inserted Into FinePrint Database (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) DontDestroyOnLoad only work for root GameObjects or components on root GameObjects. (Filename: Line: 481) Script error: OnPreCull The message may not have any parameters. The message will be ignored. (Filename: C:\buildslave\unity\build\Runtime/Mono/MonoScriptCache.cpp Line: 192) output_log.txt
  2. How would I go about fixing this? (Filename: C:\buildslave\unity\build\Runtime/Mono/MonoScriptCache.cpp Line: 192) d3d: failed to create 2D texture id=1941 w=10 h=10 mips=4 d3dfmt=894720068 [invalid call] ToolbarControl: WARNING: RegisterMod, LoadedScene: MAINMENU, called too late for: RCSBuildAid_NS, RCS Build Aid, button may not be registered properly (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) I know you mentioned this above but I'd rather fix it if possible.
  3. Is this a potential typo within KIS, or is KSP's output_log just on drugs? ========================================================================================================== [AddonLoader]: Instantiating addon 'MainScreenTweaker' from assembly 'KIS' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Loading persistent fields: type=KIS.MainScreenTweaker, group="" (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Loading persistent fileds: db path=KIS/settings/KISConfig, group="" (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Loading 3 persistent fields: group="", node=KISConfig (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [AddonLoader]: Instantiating addon 'AtmosphereFixer' from assembly 'Kopernicus' ==========================================================================================================
  4. I am also getting a TypeLoadException, but in reference to DynamicBatteryStorage. [AddonLoader]: Instantiating addon 'Events' from assembly 'Kopernicus' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [AddonLoader]: Instantiating addon 'LogAggregatorWorker' from assembly 'Kopernicus' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) TypeLoadException: Could not load type 'System.Runtime.Versioning.TargetFrameworkAttribute' from assembly 'DynamicBatteryStorage'. at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0 at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at System.Reflection.Assembly.GetCustomAttributes (System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at Kopernicus.LogAggregatorWorker.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Line: -1) [AddonLoader]: Instantiating addon 'AtmosphereFixer' from assembly 'Kopernicus' As well as a script error. [AddonLoader]: Instantiating addon 'RuntimeUtility' from assembly 'Kopernicus' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) OnLevelWasLoaded was found on RuntimeUtility This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed (Filename: Line: 380) Script error: OnLevelWasLoaded This message parameter has to be of type: int The message will be ignored. (Filename: C:\buildslave\unity\build\Runtime/Mono/MonoScriptCache.cpp Line: 248) [AddonLoader]: Instantiating addon 'StarLightSwitcher' from assembly 'Kopernicus' output_log.txt
  5. Ah I understand now, thank you for clarifying. Well in the case of the Life Support mods, PBC moves parts into consistent tech nodes and then changes prices accordingly. After that has been done, there really isn't much more attention I need to pay to it unless the mod is updated in some significant way, which is rare for established LS mods. All mods (and games for that matter) eventually die, given a long enough timescale. But I have previous modding experience and I understand burnout, so I wouldn't be too concerned. This is actually why I put up the voting survey, it will help ensure I'm spending my modding time as efficiently as possible. I intend to grow and maintain PBC for a long time, at least up until I don't.
  6. I bit confused on your point about Life Support mod support. TAC and Kerbalism are both currently supported by PBC, so you can already pick one and use it. If and when USI-LS gets support, if you don't like it then don't use it? I'm not trying to be rude but I legitimately don't understand your concern.
  7. I gotta say its a lot of fun for me seeing these votes come in. Not the results I expected so far. I'm a total nerd for data (if you couldn't already tell), and the most interesting fact so far is that there have been a total of 13 write-in requests, and only 1 mod is mentioned more than once.
  8. I just want to make sure the survey is working correctly for everyone, so a quick question for those that have already voted: After you place your vote(s), are you able to see the results screen afterwards with a bar chart detailing total votes and current leaders?
  9. Read the OP friends, click the big CLICK ME link on my frontpage. Using the survey will allow me to keep way better track of what people are actually asking for and how often.
  10. Version 2.51 released //// Version 2.51 Changes Small hotfix to ensure CKAN users receive the correct celestial multipliers. If you don't use CKAN you don't need to update, but there's no harm in doing so.
  11. Hey @DMagic I can't seem to get ScienceParamModifier working with ModuleManager. I read your posts several pages back listing the syntax but it isn't working for me. Any idea what I might be doing wrong? @ScienceConfigValuesNode[*]:NEEDS[ScienceParamModifier] { @bodyDefaltConfigs { @Item:HAS[#bodyName[Sun]] { @adjustedParams { @landedData = 2.5 @splashedData = 2.5 @flyingLowData = 2.5 @flyingHighData = 2.5 @spaceLowData = 6 @spaceHighData = 2.5 } } @Item:HAS[#bodyName[Kerbin]] { @adjustedParams { @landedData = 0.8 @splashedData = 0.8 @flyingLowData = 0.8 @flyingHighData = 0.8 @spaceLowData = 1.5 @spaceHighData = 1.5 } } @Item:HAS[#bodyName[Mun]] { @adjustedParams { @landedData = 3 @splashedData = 3 @flyingLowData = 2 @flyingHighData = 2 @spaceLowData = 2 @spaceHighData = 2 } } @Item:HAS[#bodyName[Minmus]] { @adjustedParams { @landedData = 3.5 @splashedData = 3.5 @flyingLowData = 2.5 @flyingHighData = 2.5 @spaceLowData = 2.5 @spaceHighData = 2.5 } } @Item:HAS[#bodyName[Moho]] { @adjustedParams { @landedData = 5 @splashedData = 5 @flyingLowData = 4 @flyingHighData = 4 @spaceLowData = 4 @spaceHighData = 4 } } @Item:HAS[#bodyName[Eve]] { @adjustedParams { @landedData = 4 @splashedData = 4 @flyingLowData = 3 @flyingHighData = 3 @spaceLowData = 3 @spaceHighData = 3 } } @Item:HAS[#bodyName[Duna]] { @adjustedParams { @landedData = 4 @splashedData = 4 @flyingLowData = 3 @flyingHighData = 3 @spaceLowData = 3 @spaceHighData = 3 } } @Item:HAS[#bodyName[Ike]] { @adjustedParams { @landedData = 4 @splashedData = 4 @flyingLowData = 3 @flyingHighData = 3 @spaceLowData = 3 @spaceHighData = 3 } } @Item:HAS[#bodyName[Jool]] { @adjustedParams { @landedData = 5 @splashedData = 5 @flyingLowData = 5 @flyingHighData = 5 @spaceLowData = 3.5 @spaceHighData = 3.5 } } @Item:HAS[#bodyName[Laythe]] { @adjustedParams { @landedData = 5.5 @splashedData = 5.5 @flyingLowData = 4.5 @flyingHighData = 4.5 @spaceLowData = 4.5 @spaceHighData = 4.5 } } @Item:HAS[#bodyName[Vall]] { @adjustedParams { @landedData = 5 @splashedData = 5 @flyingLowData = 4 @flyingHighData = 4 @spaceLowData = 4 @spaceHighData = 4 } } @Item:HAS[#bodyName[Bop]] { @adjustedParams { @landedData = 5 @splashedData = 5 @flyingLowData = 4 @flyingHighData = 4 @spaceLowData = 4 @spaceHighData = 4 } } @Item:HAS[#bodyName[Tylo]] { @adjustedParams { @landedData = 5 @splashedData = 5 @flyingLowData = 4 @flyingHighData = 4 @spaceLowData = 4 @spaceHighData = 4 } } @Item:HAS[#bodyName[Gilly]] { @adjustedParams { @landedData = 4.5 @splashedData = 4.5 @flyingLowData = 3.5 @flyingHighData = 3.5 @spaceLowData = 3.5 @spaceHighData = 3.5 } } @Item:HAS[#bodyName[Pol]] { @adjustedParams { @landedData = 5 @splashedData = 5 @flyingLowData = 4 @flyingHighData = 4 @spaceLowData = 4 @spaceHighData = 4 } } @Item:HAS[#bodyName[Dres]] { @adjustedParams { @landedData = 4 @splashedData = 4 @flyingLowData = 3 @flyingHighData = 3 @spaceLowData = 3 @spaceHighData = 3 } } @Item:HAS[#bodyName[Eeloo]] { @adjustedParams { @landedData = 6 @splashedData = 6 @flyingLowData = 5 @flyingHighData = 5 @spaceLowData = 5 @spaceHighData = 5 } } } } EDIT: Got it working by getting rid of the [*]. Carry on.
  12. Yes, all three stages can be done by different and unique vessels. Additionally, the first vessel you land for the final parameter is not locked as the only vessel that will satisfy the "return". Any vessels following the first can also be returned. In this way, the contract is separated into 3 contracts, all with unique milestone rewards. All the dynamics you're talking about here, without all the excess clutter.
  13. Was the vessel marked as a PROBE in the eyes of the Vessel Namer and not a RELAY, SHIP, DEBRIS, etc? Sadly a limitation of Contract Configurator (or stock, not sure). I need to think up a reliable way of making sure every user of PBC knows about this. Its been brought up a few times and I totally get why its not intuitive. Perhaps mentioning it in the contract flavor text will do it.
  14. Version 2.5 released //// Version 2.5 Changes *Integrated Science Param Modifier by DMagic; Celestial Multipliers Overhauled. *Added B9 Aerospace Core Pack Support. *Added RLA Reborn Support. Pre-KSP_v1.6 parts now mirror their updated post-KSP_v1.6 variants. Thank you @4x4cheesecake! (Note this just prevents potential exploits. KSP versions prior to 1.6 are still not supported) Corrected lack of entry cost for Mk1 parachute and Modular Girder. Corrected antenna range of DMagic Soil Moisture from 100bil to 3.5bil Corrected antenna range of US2 variant of DMagic Soil Moisture from 50bil to 5bil Corrected NF-Spacecraft engine costs. Shifted DMagic MiniGoo and MiniLab laterally from Construction branch to SpecializedScienceTech. Shifted NearFuture 0.6m Structural parts laterally to PrecisionEngineering. Shifted vanilla Place-anywhere 1-port RCS block one node earlier. Shifted NF-Spacecraft RX-1 Linear RCS block one node earlier. Updated Readme. Alright folks. This update is literally a game changer. As I continue to play with my own mod I have to say I'm pretty satisfied with the overall effect. I really hope everyone else is enjoying it as much as I have. One thing that has become apparent however, is the sudden flood of Science that still seems to happen as soon as you arrive at another planet, usually Duna or Eve for most people. In spite of all the science reward nerfs I doled out, it still feels like you suddenly unlock the entire tree all at once with only a single interplanetary orbiter and lander probe. I'm exaggerating of course (if only a little) but the vanilla configuration is scaled completely out of whack and definitely needs tuning. The chart below will really illustrate how quickly the income gets out of hand in vanilla and shows that no matter what you do with your science slider, progress will never scale correctly. It will either be way too slow in the beginning, or way too fast in the mid. Celestial Body reward multipliers cannot be tuned using only Module Manager. But thanks to the ever-valuable efforts of DMagic, we have access to a mod (Science Param Modifier) that grants access to these tweaks, and all provided with an MIT license to boot. Thanks @DMagic! You will find this mod packaged with V2.5 and all future PBC releases. Celestial Body Science Multipliers ++ Vanilla Vanilla Vanilla Vanilla Vanilla Vanilla || PBC PBC ++ Body Landed Splashed FlyLow FlyHigh SpaceLow SpaceHigh || Landed AllElse Notes Kerbin 0.3x 0.4x 0.7x 0.9x 1x 1.5x || 1.5x 0.8x (SpaceAny) and AllElse for Kerbin Mun 4x 3x 2x || 3x 2x Minmus 5x 4x 2.5x || 3.5x 2.5x Kerbol 1x 1x 11x 2x || 6x 2.5x (SpaceLow) and AllElse for Kerbol Moho 10x 8x 7x || 5x 4x Eve 8x 8x 6x 6x 7x 5x || 4x 3x (Land&Splash) and AllElse for Eve Gilly 9x 8x 6x || 4.5x 3.5x Duna 8x 5x 5x 7x 5x || 4x 3x Ike 8x 7x 5x || 4x 3x Dres 8x 7x 6x || 4x 3x Jool 12x 9x 7x 6x || 5x 3.5x (FlyAny) and AllElse for Jool Laythe 14x 12x 11x 10x 9x 8x || 5.5x 4.5x (Land&Splash) and AllElse for Laythe Vall 12x 9x 8x || 5x 4x Tylo 12x 10x 8x || 5x 4x Bop 12x 9x 8x || 5x 4x Pol 12x 9x 8x || 5x 4x Eeloo 15x 12x 10x || 6x 5x This release is going to do a lot for stretching out your career. Expect Kerbin to provide a lot more Science, but the Moons to provide less. The net result for the early game should be roughly the same. Expect the mid and late game to be considerably slower. Expect everything to finally scale properly. In addition to the introduction of SPM, this release includes massive support patches for B9 Aerospace Core (Chart) and RLA Reborn (Chart). I did not write patches for the Legacy pack or HX Pack, every part in the Legacy pack is redundant and the HX parts are absurdly large. Core pack is all you really need. With Mk4 Spaceplane support and now B9, the SSTO line is fully and truly covered. RLA Reborn fills any few remaining gaps, and I think a few of you will be happy to hear one such gap is starting out with 0.6m profiles. I would also like to take the time to say thank you to all of my mod-users, bug-reporters, and supporters on Patreon. A special shout out to Nathan Fish, Chris Sinnett, and Rime Pendragon for their donations this month, you fine folks have no idea how much you brightened my day with your act of kindness, so thank you! This mod was first released on New Years Eve a month ago and it has received over 10,000 views and 2,000 downloads in that short time. I'm really surprised at how quickly it has grown! Thanks again, I hope you all continue to enjoy my work.
  15. A few errors thrown on load, but things seem to work in 1.6.1.
  16. @4x4cheesecake This looks great, thank you for sharing it! I will include this in the next release.
  17. Oh you mean the "extended filter". Lol I know about that, I just called it something different in my head. I didn't know about the techhidden parts showing in it though. Ya it doesn't personally bother me enough to take the time to write a patch. I never use that mode, but if you wanted to make one and felt like sharing it I wouldn't mind including it. Hahahaha that monstrosity is amazing. Hey maybe you'll be the first of a select few who attempt to play my mod in "Impossible Mode" (50%-50%)! Sounds like the perfect name, and the perfect way to warn slackers who aren't paying attention not to use those settings with my mod willy nilly.
  18. VERY interested to know how that 50% career works out for you. Getting a testimonial as to how viable those settings really are would be awesome. I don't even know what advanced mode in the editor is. My mod does not cover pre 1.6 variants, adding them back in is "at your own risk". And thank you for reporting the 2 parts, fix will be in the next release!
  19. Do you mean that you simply pressed the "Hard" button in the new game setup? If you did then your Career is probably already doomed. This button sets Science to 60%, Funds to 60%, and Building Costs to 200%. PBC's Sanctioned "Hard Mode" sets Science to 70%, Funds to 80%, and Building Costs to 150%. Settings any harder than these will likely be impossible. But this information is all in the OP which you read so you already knew all this.
  20. I have no idea what the Coxwain is or what mod it comes from. What is your science slider set to? You mentioned you already have a viable RCS port in the T4 node, but you don't have enough science to unlock it. I don't know of any RCS blocks that would typically show up any sooner than T4, stock or modded. So it sounds like your science slider is too low. Also, just to be clear, PBC has not yet declared support for Real Fuels, so until I get time to look at it more closely, you may be right and it could simply be incompatible for now.
  21. What version of PBC are you using? The first stock rcs blocks appear at T5 not T6. Anyway I took a look and I'm okay with moving the single nozzle rcs ports into T4. Hopefully that's good enough to help, RCS can't show up any sooner than this. Real Fuels doesn't provide some kind of early ullage motor parts or something?? I don't use kOS so I appreciate feedback on it. It was my understanding that the 0.6m part is slower/capable of fewer commands?
  22. Just for the sake of accuracy, my mod also moves the stock KS-25 Vector. But to your point, yes, nearly all of the stock engine placements are unchanged and that's definitely intentional.
  23. The T45 is the more powerful, less efficient, heavier engine. IE, a first stage engine. The T15 is the less powerful, more efficient, lighter engine. IE, the upper stage engine. It checks out for me that the T15 should come second. Additionally the current configuration layers the T15 into the same node as the T30, which is a more efficient (T45) first stage at the cost of no gimbal.
  24. Thank you for this mod. Ever since I picked up Making History this is a must for me now.
  25. Thank you for sharing this with the community. My mod wouldn't be possible without it!
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