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Wheffle

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Posts posted by Wheffle

  1. On 6/28/2022 at 1:57 PM, Vl3d said:

    Is this mod compatible with Kerbalism?

    Kerbalism is notoriously incompatible with other mods unless explicitly listed in their compatibility list. OSP isn't on that list, the most similar mod on the list is SCANsat which has notes mentioning custom Kerbalism configs are required for compatibility. That doesn't mean OSP won't work with Kerbalism, it's just a gamble. I haven't personally tested it unfortunately. If you do end up giving it a shot, let us know!

  2. Bumping to announce that after 84 years I finally got around to testing the current version of OSP in KSP 1.12.X. Everything seems to work as expected. As always, report any issues here and I will address them ASAP. KSP 1.12.X is apparently the final major release, so this is probably the last bump for compatibility. It's been fun!

  3. Finally got around to testing the mod in the latest version of KSP (currently 1.11.2 at the time of this post). Everything seems to work fine, kudos to the KSP devs for decent backwards compatibility in the last few updates (at least for OSP). I didn't do super thorough testing, so as always, please report any issues here.

  4. @Spricigo I try to check this thread periodically, although I guess it took me a month to notice your comment. Sorry about that.

    The option to view the biome overlay won't show up unless you have scanned at least a little bit of the planet, or the option for "biome overlay does not require scan" is checked. If one of those things is true and you still don't see it, then it may be a bug and let me know.

    Edit: Also make sure you have the planet focused in the map view, not the ship. I chose to have OSP follow the same rules as the stock overlay buttons, in that they won't show up unless you focus the actual planet.

    Also, I believe I have only tested OSP up to 1.8, so there is a small chance that any newer versions of KSP have introduced a bug. It's probably about time for me to test in newer versions, I've just been hanging around in 1.8 for my own current playthrough so I haven't gotten around to it.

  5. On 6/23/2019 at 9:30 PM, jpinard said:

    Dumb question here.  How does this differ from the scansat mod?

    Not a dumb question.

    OSP is lighter and more basic. No new parts, it simply hijacks the stock resource overlay system and changes the way the M700 works. It also adds a biome overlay toggle.

    SCANsat adds a plethora of features like different kinds of scans and parts to go along with them (altimetry, biome, anomaly detection, etc.), cool map projections, more complex scanning mechanics (optimal distance for different scanners, fields of view, etc.), and probably other stuff I'm forgetting or don't know about. I believe it's more loosely coupled with the stock insta-scan system and can either co-exist with it or suppress it.

  6. On 6/27/2019 at 12:16 PM, jpinard said:

    I came across this mod, and having been out of KSP for years I am unsure of where the scanning tech stands in default KSP.  If you turn on a scanner do you instantly see the entire biome map of the planet, or do you need to sweep your scanner acroos the world lanwmower style to get the data?  Because if it insta-scans still then I need to use this mod.  If it is like this mod now, then I won't need to use it.

    Thank you!

    Nothing has changed in stock KSP as far as using the orbital surveyor goes. You'll need a mod to get "lawnmower" style scanning, either the one you linked for basic functionality or SCANsat as a larger more feature-rich option.

    Relays are an entirely different subject having to do with science transmission and probe control.

  7. Tested and confirmed working for latest version of KSP (1.7.X).

    I attempted to investigate and fix the slider issue with the tweakable "scan autocomplete" parameter in the settings menu, but apparently it's been a bug in KSP since 1.2.2. If someone knows better, please correct me. I do have a fix in mind that I could implement, but it would probably break current saves in at least a small way. It seems like a very tiny issue and it has a workaround so I'll leave it be for now.

  8. On 2/18/2019 at 1:13 PM, MuchozolF said:

    Thank you. I have already found that little settings section in persistent.sfs, after it occurred to me that gamedata isn't the only place you can put such a thing.

    As for the ore thing... I just didn't know how to use the stock UI here and went straight into assuming that there is a mod to blame. A quick Google search revealed, that I wasn't the only person with this hilarious problem, that shouldn't exist in a well-designed UI. Just put a damn checkbox there, devs!

    Glad you got it figured out. I wholeheartedly agree with you, the stock resource overlay UI is way too hidden.

  9. On 1/31/2019 at 2:44 AM, MuchozolF said:

    I tried tweaking "scan autocomplete threshold", now it's stuck. I can only set it to 100 or 0%. Please, send help.

    Edit: Also, I can't find a way to enable resource view in the tracking station. I have transmitted some data, the overlay is visible from the map when activated through the Surveyor option. Is the mod missing something, or I am?

    Aw shucks, it's sticking for me too. I'll have to take a look at that. In the meantime, you can edit that value manually in your persistent.sfs located in the saves directory in your KSP folder. Search for this section and change the relevant value to whatever you want (between 0 and 1):

    OSPParamsBasic
    {
      ExtendedSurvey = True
      BiomeMapRequiresScan = True
      OverlayRequiresTransmit = True
      ScanAutocompleteThreshold = 0.95
    }

    As far as the resource overlay in the tracking station, make sure you are focusing the planet you want to view, and use the normal stock resource button to pull up the menu and check the resource map. It's the same process for pulling it up in stock, the mod doesn't change anything with that (just modifies the overlay after the fact).

    For the biome map, the mod adds a separate button to the toolbar, which only shows up when you're focusing a planet.

    What exactly is happening that prevents you from seeing the overlay? Are the buttons missing? Can you view it while in a ship orbiting the planet in question? Seems to be working for me in the latest version of KSP, but I won't rule out the existence of a bug.

  10. On 11/10/2018 at 5:39 PM, jlcarneiro said:

    Is this mod still necessary on KSP 1.5.1? If so, is it working?

    The changes this mod brings haven't been added to the base game in any version yet, and I doubt they ever will. SQUAD's take on orbital scanning seems done and closed. Like @BlackHat said, check the OP for more details.

    I haven't tested yet in 1.5.1, mostly because I haven't moved up yet myself. I doubt that 1.5.1 broke OSP, but you can never be sure. I'll be sure to try to test within the next few days. I can never be sure how much interest there still is and so I end up updating at a pace that suits my own playing needs, but if that's ever too slow for anyone please feel free to post and light a little fire under me. I do check periodically for activity.

  11. Seeing as how OSP seemed to work fine with 1.4.3, I expect it will be fine with 1.4.4 as well. I'll test it when I have time, hopefully this evening, at which point I'll make sure it's marked correctly on Spacedock and CKAN (I apologize to CKAN users for never getting around to it for 1.4.3). Feel free to let me know if anyone encounters weird behavior.

    *Edit*

    Did some testing and it looks fine. I'll update the compatible version.

     

    *Edit 2*

    Seems to be working fine in 1.4.5, updated spaceport and thread to reflect that.

  12. 12 hours ago, ZobrAA said:

    Thx! Getting ready for new career build :)

    So am I! I managed to accidentally nuke the mod list for my long-time 1.3.0 save, don't have to the time or patience to re-construct the mod environment for it. Planning on starting from scratch with 1.4.1, just waiting for all my favorite mods to catch up.

  13. Even though the old version seemed to be working, I recompiled against KSP 1.4.1 and pushed a new release to be safe (should also cause OSP to show up on CKAN for KSP 1.4.1 as well). Did some code clean-up while I was in there, but no end-user-facing changes.

  14. 8 hours ago, Psycho_zs said:

    Unfortunately, with this mod  1.3.1 silently crashes right before main menu (at least Linux version), without any relevant messages in the log upon crash.

    I've just begun checking it out today and I'm getting the same result. I'll be investigating the cause. At least I know it's happening to someone else, which rules out something derpy going on with my install.

  15. 22 minutes ago, Nertea said:

    @Wheffle Thanks for the well structured bug report and assistance. I think as a result I found the bug, which looks like it's to do with the parsing of electricity production on resource converters. If you're still having the bug (ie, you can go ingame and easily reproduce it), I'd greatly appreciate if you could test a new dll file out for me to check I've resolved it. 

    Undocking seems to produce an exception every time. I'd be happy to do some testing.

  16. 7 hours ago, Nertea said:

    Hey, that took longer than I thought for the first issue to come up!

    Okay so... Hmm... looks like the killer event is an undocking. Can you get me screenshots of the ship and the AsteroidBase you have?

    Snapped a few shots. Hopefully they are helpful. It's an asteroid miner morphed into a permanent base, basically. The issues arose when I docked the hab module (the one with all the hitch hikers and itinerant). I also undocked the claw and re-grabbed in an attempt to make my drills work again before I realized the asteroid had no more ore left. I also undocked and re-docked the hab module once to rotate it. All the parts are either stock, USI Life Support, Near Future, or DMagic's EVA struts.

    Spoiler

     

     

    Also, a list of mods I'm running, in case that is helpful as well:

    Spoiler

    Community Tech Tree
    Community Resource Pack
    Community Category Kit
    Environmental Visual Enhancements
    EVA Struts
    EVA Resource Transfer
    Flexible Docking Ports
    Kerbal Engineer
    NavBall Docking Alignment Indicator
    Near Future Electrical
    Near Future Propulsion
    Near Future Solar
    Near Future Spacecraft
    Orbital Survey Plus
    Planetary Bases
    Precise Maneuver
    Kerbal Alarm Clock
    USI Life Support

     

  17. Hey, I started getting some exceptions from DynamicBatteryStorage it looks like. I'm not showing any obvious symptoms in-game, although my asteroid ore drills aren't turning on correctly (seems reasonably unrelated). It's a ship saved in 1.2.2 as well, which is probably causing issues. Thought I'd post it here just in case though.

    Spoiler

    [ERR 00:22:45.873] Exception handling event onVesselGoOnRails in class ModuleDynamicBatteryStorage:System.NullReferenceException: Object reference not set to an instance of an object
      at DynamicBatteryStorage.PowerConsumer..ctor (PowerConsumerType tp, .PartModule mod) [0x00000] in <filename unknown>:0 
      at DynamicBatteryStorage.ModuleDynamicBatteryStorage.TrySetupConsumer (.PartModule pm) [0x00000] in <filename unknown>:0 
      at DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData () [0x00000] in <filename unknown>:0 
      at DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData (.Vessel eventVessel) [0x00000] in <filename unknown>:0 
      at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 

    [EXC 00:22:45.875] NullReferenceException: Object reference not set to an instance of an object
        DynamicBatteryStorage.PowerConsumer..ctor (PowerConsumerType tp, .PartModule mod)
        DynamicBatteryStorage.ModuleDynamicBatteryStorage.TrySetupConsumer (.PartModule pm)
        DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData ()
        DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData (.Vessel eventVessel)
        EventData`1[Vessel].Fire (.Vessel data)
        UnityEngine.Debug:LogException(Exception)
        EventData`1:Fire(Vessel)
        Vessel:GoOnRails()
        OrbitPhysicsManager:LateUpdate()
        
    [EXC 00:27:11.162] NullReferenceException: Object reference not set to an instance of an object
        DynamicBatteryStorage.PowerConsumer..ctor (PowerConsumerType tp, .PartModule mod)
        DynamicBatteryStorage.ModuleDynamicBatteryStorage.TrySetupConsumer (.PartModule pm)
        DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData ()
        DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData (.Vessel eventVessel)
        EventData`1[Vessel].Fire (.Vessel data)
        UnityEngine.Debug:LogException(Exception)
        EventData`1:Fire(Vessel)
        Vessel:OnDestroy()
        UnityEngine.Object:DestroyImmediate(Object)
        Part:Couple(Part)
        ModuleDockingNode:DockToVessel(ModuleDockingNode)
        ModuleDockingNode:<SetupFSM>m__2D2()
        KerbalFSM:RunEvent(KFSMEvent)
        KerbalFSM:updateFSM(KFSMUpdateMode)
        KerbalFSM:UpdateFSM()
        ModuleDockingNode:Update()

    *** This one repeated many times for a while ***
    [LOG 00:27:15.910] [Dynamic Battery Storage]: Trying to clear buffer storage
    [EXC 00:27:15.911] NullReferenceException: Object reference not set to an instance of an object
        DynamicBatteryStorage.PowerConsumer..ctor (PowerConsumerType tp, .PartModule mod)
        DynamicBatteryStorage.ModuleDynamicBatteryStorage.TrySetupConsumer (.PartModule pm)
        DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData ()
        DynamicBatteryStorage.ModuleDynamicBatteryStorage.FixedUpdate ()

    Full Log

     

    Edit: my drills aren't turning on because the asteroid has been mined out, so ignore that part. mega-derp.

  18. This mod is great. I really wish this kind of thing was stock, it makes the game so beautiful and adds a ton of immersion, especially on Eve (what a coincidence!).

    I did a few searches and couldn't find anything about it, but last time I checked the clouds obscure resource overlays, especially on Eve. Is there a workaround for this?

  19. 4 hours ago, ble210 said:

    How much science do the scans reveal?  I'm just a bit concerned about that being over-powered (yielding too much science).

    In the part module of the STOCK orbital surveyor, "SciBonus" is set to 10. IIRC you get 10 base science for scanning a body, multiplied by the "low orbit" multiplier value for that body (a table can be found here).

    OSP works the same, you get the "SciBonus" base science multiplied by the "low orbit" multiplier for a 100% scan of a planet. "SciBonus" is a value in the part module contained in the OrbitalSurveyPlus.cfg file, under the "Patches" folder in the mod directory. This value is by default 20, which is double the amount of science you get from the stock surveyor. My original line of thought was that it's much more of a pain in the butt to get 100% scans with OSP, so you should get more science. Now that I think about it (and now that you've brought it up), I might revert that default value in the next patch, as double does seem a bit much even though it's a bit more work compared with stock. It's easy to tweak in your install though, just grab the OrbitalSurveyPlus.cfg file and change the "SciBonus = 20" entry to "SciBonus = 10". You can also tweak the scan radius there if it's not to your liking (lots of players like it smaller for more realism).

    TL:DR - Scanning a planet 100% gives you double what you'd get scanning a planet in stock, but it's tweakable.

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