Angel-125

[1.7.x] Buffalo: NASA Inspired Modular Space Exploration Vehicle

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48 minutes ago, infinite_monkey said:

I had similar problems before. This is clearly a bug. Contracts should come with the parts they need and not rely on some other mods.

It is a bit, but it's an odd one to address - In this case the contracts can be satisfied with MOLE or Pathfinder or DSEV, and I think Heisenberg and Kerbal Flying Saucers are intended to have them eventually.  So they can't just be distributed with the parts - so they got moved into the tools.  But the tools are distributed with more than the parts that are needed...

Almost the science system (and it's contracts) need to be a separate mod that can be downloaded and is a requirement for some mods, and works with any of them (but needs at least one).

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50 minutes ago, shdwlrd said:

The other mod is DSEV or deep space exploration vessels. The airship mod is called Heisenberg. There is also Snacks and Kerbal Komets. You got the rest of them. 

43% ain't bad. At least I think it's that. Been up since 12:30 AM local the past few days so at the moment I a tad sleep-deprived...

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6 hours ago, DStaal said:

It is a bit, but it's an odd one to address - In this case the contracts can be satisfied with MOLE or Pathfinder or DSEV, and I think Heisenberg and Kerbal Flying Saucers are intended to have them eventually.  So they can't just be distributed with the parts - so they got moved into the tools.  But the tools are distributed with more than the parts that are needed...

Almost the science system (and it's contracts) need to be a separate mod that can be downloaded and is a requirement for some mods, and works with any of them (but needs at least one).

Aren't there ways to put a requirement in there so if you don't have certain parts/mods then that contract won't ever show up?  I know there is for parts, contracts should be the same way.  But since I have this bug I can't complete is there a way to get rid of it without taking the hit?

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Posted (edited)

Anyone else having an issue where a Gold Digger drill causes the game to spaz out?  If I attach a gold digger to a vessel and then launch it, the game thinks about it for a while and then goes back to the space center scene instead of the flight scene.  If I go back into the SPH or VAB, I can't edit the vessel, but I can bring up PAW menus, and any attempt to add parts is met with an error in debug- "NullReferenceException: Object reference not set to an instance of an object".  Leaving the SPH/VAB and coming in again doesn't work and neither does trying to use the new craft button.  The only fix I've found so far is to load a working vessel on top of the one with the drill and hit launch, in which case KSP seems to ignore the drill-equipped vessel and launch the good one, and then if you revert, all is well and the drill vessel is gone.  Yeah, I know.. logs, but I was wondering if anyone else was seeing this behavior also before I start going through all that.

I have Buffalo, Pathfinder and Tools all on the latest version from Github.  Running 1.7.1 with BG on MacOS.

EDIT:  Also noticed just now, going back into the SPH, there are multiple copies of the contracts window and KSPedia buttons in the stock toolbar.

Edited by MaxPeck

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Posted (edited)

So upon further review in sandbox, it's not just the Gold Digger.  Any drill seems to cause the problem.

 

Edit:  And upon even further review, not all the drills break the game.  I'm doing more testing.

Edited by MaxPeck

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Posted (edited)

@Angel-125  Regarding my previous 2 posts, I've been doing some digging.  Your drills and stock drills break the game in my install.  KPBS and USI drills don't.  I know you're a busy person and you have a lot to maintain with your mods, so I was trying to keep this as painless as possible.  I tried removing the MM config from pathfinder that adds WBI modules to stock drills, but the game still took a crap when I tried to load one.  

Digging through the log, I've isolated the segment where it all goes wrong... it definitely seems to be tied to WBIModuleResourceHarvester.... in the log I see the switch from editor to flight scene, and everything is loading all honky-dory, and then this:

[EXC 22:48:40.663] NullReferenceException: Object reference not set to an instance of an object
	WildBlueIndustries.WBIModuleResourceHarvester.OnSave (.ConfigNode node)
	PartModule.Save (.ConfigNode node)
	ShipConstruct.SaveShip ()
	ShipConstruction.CreateBackup (.ShipConstruct ship)
	FlightDriver.setStartupNewVessel ()
	UnityEngine.Debug:LogException(Exception)
	FlightDriver:setStartupNewVessel()
	FlightDriver:Start()

And them the next thing I see is a scene switch from flight to space center.

 

Any idea what's going on?

Edited by MaxPeck

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On 6/7/2019 at 8:40 PM, MaxPeck said:

@Angel-125  Regarding my previous 2 posts, I've been doing some digging.  Your drills and stock drills break the game in my install.  KPBS and USI drills don't.  I know you're a busy person and you have a lot to maintain with your mods, so I was trying to keep this as painless as possible.  I tried removing the MM config from pathfinder that adds WBI modules to stock drills, but the game still took a crap when I tried to load one.  

Digging through the log, I've isolated the segment where it all goes wrong... it definitely seems to be tied to WBIModuleResourceHarvester.... in the log I see the switch from editor to flight scene, and everything is loading all honky-dory, and then this:


[EXC 22:48:40.663] NullReferenceException: Object reference not set to an instance of an object
	WildBlueIndustries.WBIModuleResourceHarvester.OnSave (.ConfigNode node)
	PartModule.Save (.ConfigNode node)
	ShipConstruct.SaveShip ()
	ShipConstruction.CreateBackup (.ShipConstruct ship)
	FlightDriver.setStartupNewVessel ()
	UnityEngine.Debug:LogException(Exception)
	FlightDriver:setStartupNewVessel()
	FlightDriver:Start()

And them the next thing I see is a scene switch from flight to space center.

 

Any idea what's going on?

Not at the moment, but I'm investigating..

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Posted (edited)
2 hours ago, Angel-125 said:

Not at the moment, but I'm investigating..

And I just realized the Gold Digger is actually a Pathfinder part, so I probably should've posted there; but thanks for looking into it.

 

FYI, this also seems to occur with the Buffalo Drill, the Lasso, the Hacienda and the Drilling Rig as well. 

Edited by MaxPeck

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Can you use this mod to support a global construction project. I.e do the resources carried and drill work for building global construction parts to make a arctic base for example that would eventually be able to build scout rovers or a mun base?

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2 hours ago, spectre007x said:

Can you use this mod to support a global construction project. I.e do the resources carried and drill work for building global construction parts to make a arctic base for example that would eventually be able to build scout rovers or a mun base?

Angel-125's mods do not support Global Construction at this time.

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13 hours ago, spectre007x said:

Can you use this mod to support a global construction project. I.e do the resources carried and drill work for building global construction parts to make a arctic base for example that would eventually be able to build scout rovers or a mun base?

See official answer above - but I believe in CRP mode they'll carry the resources.

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