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_Zee

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Everything posted by _Zee

  1. Just wanted to pop in and say thank you for this contract pack. I love the dynamic way you've built it, really fun and immersive. Combo's really well with mods that intentionally make funding difficult.
  2. Aye, extra planet mods will receive support as well eventually. I'll probably do that during the same release that involves adding rendezvous and docking contracts. RLA Reborn is probably the best fit for what you're asking. I have no idea how it lays out its parts in the tech-tree as I haven't looked at it yet but you can try it out. I'll bump the priority for this support patch up. A Sounding Rockets support patch is a possibility further down the line, but its a been a while since it was updated so... meh. Also don't forget I always place Gameplay before Realism. ALWAYS!! I'd love to add support for this one eventually.
  3. Back again with another bug report. Something else is broken with the handling of the KSC overview UI. Damaged facilities cannot be repaired while Strategia is installed. Tried to look for the cause as best I could but wasn't able to find it. Edit: After some more testing it seems to be the specific combination of Contract Configurator and Strategia. If either mod is installed without the other then building repairs work no problem.
  4. Exactly what @epideath said. This is a limitation of how contract configurator works. Best we can do is be mindful of how the game tags vessels and just switch the tag when needed. Really glad you are enjoying the mod, thank you.
  5. I thought about this a little bit before and figured I'd wait until someone requested it before putting the effort in. Rendezvous and Docking contracts are probably a pretty sound choice to add, but Station contracts are a category of their own in the eyes of KSP and putting in my own would cause overlap with that category without disabling it (ie, what I did for the Exploration category). I don't intend to disable or make an entire set of contracts for the Station category, there are already a few mods that touch those, but maybe I'll put in just a single contract for Kerbin at the very end of the Layer 1 Crewed line. I'll give it some thought and eventually make some additions, thank you for suggesting it! Also your mod support request has been added to the "to be looked at" list.
  6. I'm getting a lot of NRE's that point to Scatterer. Unsure if I'm the only one? KSP - 1.6.1 Scatterer - 0.0336 Modlist: Relevant Output info. Let me know if you want the whole thing.
  7. Version 2.4 released //// Version 2.4 Changes *Added MkIV Spaceplane Support. *Added KAS Support. *Added KIS Support. CKAN updated to include more details and current information. Corrected autoAccept to false on Kerbol Contracts. Corrected placement of 2.5m Service Module. Corrected placement of Krane and Station Arm. Corrected overpriced NF-Aero part in High Altitude node. Removed 2 instances of :NEEDS[Squad Expansion] tag that didn't belong in the main cfg. Removed unintentional Dmagic-US1 part placements. US1 is not supported. Shifted several vanilla Mk3 Spaceplane parts into more consistent nodes. - Generally speaking, short and medium parts are unlocked with the Mk3 Cockpit, and the large/long parts arrive one node later. Shifted vanilla Large Radial Decoupler one node later. Shifted Gravimeter one node later. MkIV Spaceplane System (chart) is now fully sorted and priced. Work on this support patch highlighted the still-messy organization of the vanilla Mk3 parts, and so now in 2.4 they are also properly sorted and priced. KAS and KIS ended up needing cfg's after all. Stopped being lazy and properly sorted and priced all KAS (chart) and KIS (chart) parts. The Gravimeter is the most frequently occurring experiment, 2nd only to the Crew Report. It applies a biome mask to all landed, low space, AND high space situations. It was properly nerfed from the very beginning in Version 1.0 with the value being brought down from 22 to 8. But it still needs an extra little nudge. Moving it back one node into T7 is the perfect level of moderate additional nerfing, as this puts it on the awkward boundary of unlocking right as you're just about finished fully exploring the moons of Kerbin. Deciding whether to drain the last drops of Science from the local moons, or moving straight ahead to Interplanetary Probes will fall to how well your program is doing. The next support patch in line is B9 Aerospace.
  8. Manual install. Using KSP 1.6.1 and Kerbalism 2.2.0
  9. I updated to 1.4.2 today and I see some errors on startup. PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USASERT/USASERT/dmUSAsert' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USGooMat/USGoo/dmUSGoo' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Compiling Part 'DMagicOrbitalScience/UniversalStorage/USGooMat/USMat/dmUSMat' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartCompiler: Cannot clone model 'UniversalStorage/Parts/US_1M110_Wedge_ScienceBay/model' as model does not exist (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) And it goes on like that about 10 more times. Not sure if I screwed up an install somehow?
  10. I keep getting an error when MM is applying patches. PartLoader: Compiling Part 'NearFutureAeronautics/Parts/Nacelle/nfa-intake-largeshock/nfa-intake-largeshock' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Cannot find a PartModule of typename 'AnimatedIntake' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) I commented out the module in the cfg but I'm not sure what it actually does? Its the only intake with this module.
  11. It's always the wrong version... Glad you got it working! And welcome to the forums.
  12. Have you looked at the Missing History mod? It may have what you're looking for.
  13. Kerbalism is installed, but TACLS is not. From what I can tell, the code is telling Kerbalism to remove the TacGenericConverter but doesn't check to see if TACLS is actually installed. So when it goes to remove the module it throws an error because it doesn't exist.
  14. Hello. Thank you for this amazing mod. I'm getting errors during loading, not sure if I broke something or not. PartLoader: Compiling Internal Space 'MarkIVSystem/Spaces/mk4cockpit/mk4cockpit-internal/mk4cockpitIVA' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Compiling Internal Space 'MarkIVSystem/Spaces/mk4cockpit-2/mk4cockpit-2internal-rpm/mk4cockpit-2IVA-rpm' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) InternalCameraSwitch: cameraTransform 'Camera_RectWindow04' is null (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) InternalCameraSwitch: colliderTransform 'Camera_RectWindow04_Collider' is null (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Thanks
  15. Has anyone else seen the MM complain about TacGenericConverter when it runs through US2? PartLoader: Compiling Part 'UniversalStorage2/Parts/Processors/Sabatier/USSabatier' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Cannot find a PartModule of typename 'TacGenericConverter' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Part 'UniversalStorage2/Parts/Processors/Sabatier/USSabatier' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Compiling Part 'UniversalStorage2/Parts/Processors/WaterPurifier/USWaterPurifier' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Cannot find a PartModule of typename 'TacGenericConverter' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Part 'UniversalStorage2/Parts/Processors/WaterPurifier/USWaterPurifier' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) I also threw the PhysicsSignificance into my cfg, I'll let you know how it works.
  16. I noticed this as well. It definitely seems like a multiplier is missing somewhere. This picture shows a vessel with 4 crew members, and only the 2 Seater CM Life Support systems on. Scrubbing rate is defined in the profile as 0.00124579975/second, which is 0.074747985/minute, which shows in game as 0.075/s. The profile also multiplies this number by 1.67 for the recycling processors, which gives us 0.12482913495/minute, shown as 0.125/m in game. The profile then gives each CM a recycling "power" based on how many seats it has. Since the CM in this picture has 2 seats, its systems get a 2x multiplier, and we see 0.250/m as we expect to. However, the actual processing isn't reflecting this multiplier. We see this on the habitat tooltip that shows an incorrect number of 0.075/m for the scrubbing value, and a correct number of 0.299/m for the production value. The humidity process, and indeed all of the processes are also incorrect in this same manner. I tried to find this multiplier in the cfgs but I'm assuming its in the .dll now.
  17. Right you are! I left that section in the config when I was first writing it and meant to go back and fix it after figuring out what they were. US1 is indeed not supported, seems I forgot to do that. Thank you, will be fixed in the next release!
  18. Version 2.3 released //// Version 2.3 Changes *Added Kerbalism Support *Added Probe Control Room Support Moved Science Definitions to a separate file named Zs_Science.cfg. -Deleting this file will return Science values to vanilla settings and will allow other mods Science Defs to take precedence. Removed autoAccept feature from all contracts. -Causing more problems than its worth, I'll bring it back when the bug is fixed. This release introduces support for Kerbalism (chart), but it comes with some special instructions. The CTT patch natively provided by Kerbalism uses :FINAL tags. This means I cannot override where Kerbalism places parts on the tech tree. It also means parts moved by Kerbalism that do not belong to Kerbalism are moved and locked, which results in movements I've made to other mod parts to be actively un-done. I have sent a message to N70 requesting that they remove these tags for the next release of Kerbalism, but beyond that getting around the :FINAL tag is out of my control. This means that you cannot simply plug-and-play Kerbalism alongside PBC, you must delete/remove/rename 1 file from your Kerbalism install first. This file can be found in GameData/Kerbalism/Support and is named 'CTT.cfg'. These instructions can also be found in the new Readme.txt file included in the PBC download. EDIT: N70 has responded and this shouldn't be necessary anymore after they release the next Kerbalism update. EDIT2: This is no longer necessary if you are using Kerbalism Version 2.1.2+ Also worth noting for the Kerbalism users, is the migration of my Science tweaks into its own dedicated file. This file contains the reward values for all experiments and hardcap for transmission % on experiments that must be returned for 100% (which is 30% btw). It does not contain the tech-tree node placement information. This means if for some reason you don't want to use my Science tweaks all you need to do is remove this file which will result in either vanilla or other mod values taking effect instead. I don't recommend anyone do this, but the option is there if you want it. This information can also be found in the new Readme.txt file included in the PBC download. Next in line is the Mk IV Spaceplane System patch.
  19. Managed to think up a really simple solution. I'll be migrating all my Science Definitions to a separate file. By default my science reward values will have priority over Kerbalism because of alphabetical ordering. So if you prefer my changes you don't have to do a thing. If you prefer to see the science reward values of Kerbalism (or any mod or even to go back to Vanilla for that matter), then simply delete/remove/rename to .txt this file and you're done. Everything else will remain as PBC defines, including where the experiment parts are supposed to be on the tech tree.
  20. Kerbalism is being worked on right now, and I actually have a question for you and any other Kerbalism users. Kerbalism makes very broad, game-changing Science tweaks that cannot co-exist with mine. This is actually the challenge with this patch, there are only something like 20 parts and those won't take very long to sort into the tech-tree. The question is if someone decided to use both PBC and Kerbalism, which Science tweaks would they be more likely to expect/prefer? For now I've assumed it will probably be a pretty even split between one and the other, so I'm currently working on thinking up the best and least-complicated method to allow users to easily switch between one setting and the other (this is proving to be a challenge). But my assumption could be wrong and that would change how I move forward. As of right now, this is the thought process: If PBC and Kerbalism are both installed, some of Kerbalism's Science changes should remain no matter what (its why you installed Kerbalism) while others will either need to defer to my mod or vice versa. The things from Kerbalism that will remain no matter what: The new Storage UI that uses Harddrives, The increased transmission times and their associated EC cost, the Science Lab Module replacement The things that need to be one mod or the other: Experiment science values, Experiment situation masks, Experiment biome masks. The list of things that need to be decided by my mod or the other might not seem like much, but it completely changes how the game plays out over the course of a Career. For example, one of the first and most obvious differences is that the Crew Report and EVA Reports are still the 2 least valuable experiments under Kerbalism's rules, while they much more valuable within PBC's rules. To make things a bit more confusing, the values that I've assign to all experiment parts are partially responsible for their position within my tech tree. Deferring to Kerbalism's values might disrupt that balance. So help me out and clear this up for me Kerbalism users. If you've been waiting to use both of our mods together, which Science values did you assume would take priority? PBC's values, or Kerbalism's values?
  21. It's probably more accurate to call it the "Give This A Fair Look" List than the "To Do" list. I make no guarantees that all these mods will receive support patches! But I've definitely made a note to look at all of your requests and I'll do so as soon as time allows. I wonder if I could figure out a quick and easy way to let people just list every mod they'd like to see supported and then just automate tallying up all the mentioned mods and just prioritizing by most requested. Most requested is really the deciding factor at this point since every mod I personally wanted to support is supported now.
  22. Okay I saw this once before when I was first writing the contract pack. It's a bug in the Contract Configurator that pops up when autoAccept is set to true. I thought I squashed it by putting in a hardcheck thats supposed to prevent it from happening, but sounds like it's still there. Here is the issue on the Contract Configurator Github. If anyone else has experienced this, please go to the link and politely mention the bug is affecting you as well, there's nothing else I can do about it. If the doubled contract is also giving you the rewards again a second time, just use Alt-F12 to remove the extra money. autoAccept is only used for the Kerbin, Mun, and Minmus contracts, so it won't be an issue past that point. You are the first person to report experiencing this, so hopefully its a rare bug. If anyone else has experienced this please let me know. If it turns out it has been something everyone has quietly been dealing with then I will consider getting rid of the autoAccept feature altogether if the bug doesn't get fixed.
  23. Oh don't worry friend, I mod at my own pace. Feel free to throw out your requests and I'll get to it when I get to it. To answer your question, this is the current To Do List: /// Version x.x TODO Add Kerbalism Support Add 0.6m Rocket Part Support Add USI Support Add MkIV Spaceplane Support Add Wild Blue Support Add kspedia entries Sorry, I don't understand. The contract is in your active list twice? Which exact contract did this happen to, and did it happen with more than one contract?
  24. I downloaded PCR and RasterProp and couldn't find this part anywhere, sorry. Lol I'm glad you both managed to get things working. I do now! Added Wild Blue to the To Do List.
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