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Everything posted by bonesbro

  1. TweakScale now seems to check for duplicate settings and complain loudly about them. It logged this error in my game: [LOG 18:03:48.482] [TweakScale] WARNING: **FATAL** Found a showstopper problem on M2X.Endcap (Mk2 Airlock Adapter Endcap). [LOG 18:03:48.482] [TweakScale] ERROR: **FATAL** Part M2X.Endcap (Mk2 Airlock Adapter Endcap) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). And it looks like M2X_Tweakscale.cfg does indeed duplicate this entry which seems to cause the problem: @PART[M2X_Endcap]:NEEDS[TweakScale] { %MODULE[TweakScale] { type = stack defaultScale = 1.25 } }
  2. Hi ZK - great mod, love it, thanks. Came to the forums today to request that the Here & Now option to stop timewarp would only happen when there's an experiment that can be run. It's annoying when I'm waiting for my orbit to pass over a rare biome and I keep getting stopped over and over again for the same few things, but I can't turn it off because otherwise I'll miss my target. https://github.com/thewebbooth/KSP-X-Science/pull/16/commits/4a2a3b097d5b443b361cec69abc575b7c9fd38e9 looks like it's pretty close though, could you give his pull request a second look?
  3. I ran into the same issue as Perry Apsis: my supplies ticking down by about 70 per second after switching to my orbital station. There are 17 kerbals on board, with 10 greenhouses and habs, and all modules that had recyclers had them active. There were no USI-related entries in KSP.log at all so I can't give you much to go on. Will experiment with it tomorrow when I won't fall asleep while KSP slowwwwwwly loads... but it was working fine before I'd switched away from the statio for about 40 game days.
  4. Some good ideas there Kerbal101. My preferred funds farm is usually Minmus and Mun rescue missions. The Minmus ones can pay 250k each, and of course you get kerbals out of em too.
  5. Yes, the station core docking port is still there in the CTT tree too. I just built a station using it, hoping that it would get the station contracts to wake up and notice me. Haven't been able to get any station or base contracts yet, though I made most of my career progress with scansat installed and before you release your fix last week so maybe it'll just take some time.
  6. Thanks! One suggestion for the tooltips and the life support UI: it's hard to tell how long supplies are going to last with the recyclers and greenhouse in effect. It's also not quite clear how the recyclers work - the stats say they're 75% recyclers or so, but they don't seem to extend my supplies very much. Do they only handle one kerbal each? I have a space camp mission that wants 17 kerbals in a space station for 40 days. It has two inflatable hab modules, two greenhouses, and recyclers in a science lab and cupola. That's six recyclers, but total daily supply use did not drop by very much. At least resupply missions to kerbin orbit are easy
  7. Also looks like the MKS Lite modules still need ReplacementParts and Fertilizer. Both are troublesome because there appears to be no way to generate either. Though I'm only looking at VAB tooltips and maybe the ReplacementPartAmount=0 in USI-LS.cfg overrides that. One other bug - the USI-LS.cfg sets the default No*EffectVets to 1, though the docs say it should be 0. BTW, Nertea has a good Stockalike Station Parts Expansion with a number of dedicated hab modules. Want an MM patch to extend hab time in them?
  8. Hope your gig was good! Looking forward to new version! Will there be a way to produce fertilizer and replacement parts, or are they going away? Just finished launching my presupply missions to Minmus... hope that Bob can put a base together from a pile of KIS parts
  9. @pellinor, the node sizes for the 2.5m and 3.75m Thermal Washers are incorrect. They are all size 1 and should be size 2 and 3 respectively. Change this bit on the 2.5m washer: node_stack_top = 0.0, 0.075, 0.0, 0.0, 1, 0.0, 1 node_stack_bottom = 0.0, -0.075, 0.0, 0.0, -1, 0.0, 1 to make the last number a 2: node_stack_top = 0.0, 0.075, 0.0, 0.0, 1, 0.0, 2 node_stack_bottom = 0.0, -0.075, 0.0, 0.0, -1, 0.0, 2 Same thing with the 3.75m part; make the last number a 3 instead of a 1.
  10. Any good suggestions for mounting the radiator panels for the reactor? The stock radiators are not very aerodynamic. Also, the collider meshes for the reactor and service bay seem a bit buggy. I have a really hard time mounting parts inside the service bay, and the reactor seems to behave like there's an invisible sphere on the top where the nuke symbol is.
  11. There is something weird about the attachment nodes in the docking bays that's messing with the Offset attachment feature. I've been trying to mount a 3.75m reactor in the cargo bays using the internal attachment nodes. They snap fine, but the nodes are placed a little low so that the bottom of the reactor clips through the bottom of the cargo bay. So I tried to use the Offset feature in the editor, and whenever I move the part it jumps all around. I've spent about 30 minutes now swearing at the damn thing and I just can't get it to work. I've tried flipping it, rotating it, detaching the part on the other side of the cargo bay, nothing helps.
  12. Yes, please, I can't upgrade to 1.0.4 because I am using the heat control radiators on some of my stations.
  13. You could simplify the "other bodies" problem if you only allowed non-Kerbin missions to/from a planet that the target station was orbiting. For example, in my .24 playthrough I use EPL to build a shipyard in orbit of Minmus. While building a stupidly large station with the huge B9 parts I had to do something like 15 mining missions from Minmus orbit to the ground and back. It would have been fantastic to automate these steps: 1. Undock from station 2. Land on minmus 3. Mine ore and have the kerbals on board resource convert it to metal then resource convert it to rocket parts. 4. Mine ore and convert it to replace the fuel used 5. Return to orbit and dock with a fresh load of rocket parts. Got pretty boring pretty fast, but it made me a pro at eyeballing docking maneuvers!
  14. Today's 1.4.1 has a bad bug in it. The agency textures were converted from .png to .dds and KSP seems to choke hard on that: [LOG 18:57:30.887] Agent: Found 19 agent mentality types [ERR 18:57:30.888] Agent: Cannot find logo scaled at url 'Mk2Expansion/Agencies/IA_scaled' [EXC 18:57:30.890] UnityException: Texture 'Mk2Expansion/Agencies/IA' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. UnityEngine.Texture2D.GetPixels (Int32 miplevel) UnityEngine.Texture2D.GetPixels () Contracts.Agents.Agent..ctor (System.String name, System.String logoURL, System.String logoScaledURL) Contracts.Agents.Agent.LoadAgent (.ConfigNode node) Contracts.Agents.AgentList.LoadAgents (.ConfigNode[] nodes) Contracts.Agents.AgentList.Start () Please switch it back to .png! I took the .pngs from the 1.3.1 folder and replaced the .dds files and it unbroke contracts. Props to nightingale for figuring out the issue.
  15. I have not modified any textures. But ah ha, you solved the problem! So I went poking around into my CKAN folder, sorting by download time, and today it also updated to MK2Expansion 1.4.1. Inside that archive is /Mk2Expansion/Agencies/ which has a .cfg and two .dds files. CKAN helpfully saves previous versions, and 1.3.1 used .pngs for the textures. Off to the MK2Expansion thread!
  16. I just updated everything via CKAN and now the only contracts and the only agency available is the Tourism one. The "explore planet" contracts are still there too, also re-agencied to the Tourism agency. 32 bit Windows KSP 1.0.2 (with -force-opengl if it matters). KSP.log: https://www.dropbox.com/s/kr0usft67favs9x/KSP_contract_config_broke.log?dl=0 I have these contract-related mods installed: Contract Configurator, 1.4.0 Contract Pack: Kerbin Space Station, 2.1.1 Contract Pack: Tourism Plus: 1.1.4 Here are several relevant-looking exceptions from that logfile: [ERR 18:57:30.888] Agent: Cannot find logo scaled at url 'Mk2Expansion/Agencies/IA_scaled' [EXC 18:57:30.890] UnityException: Texture 'Mk2Expansion/Agencies/IA' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. UnityEngine.Texture2D.GetPixels (Int32 miplevel) UnityEngine.Texture2D.GetPixels () Contracts.Agents.Agent..ctor (System.String name, System.String logoURL, System.String logoScaledURL) Contracts.Agents.Agent.LoadAgent (.ConfigNode node) Contracts.Agents.AgentList.LoadAgents (.ConfigNode[] nodes) Contracts.Agents.AgentList.Start () [LOG 18:57:35.854] [INFO] ContractConfigurator.ContractConfigurator: Contract Configurator 1.4.0 loading... [LOG 18:57:35.855] [INFO] ContractConfigurator.LoggingUtil: Loading DebuggingConfig node. [WRN 18:57:35.857] ContractConfigurator.LoggingUtil: No debugging config found! LogLevel set to INFO [EXC 18:57:35.861] ReflectionTypeLoadException: The classes in the module cannot be loaded. System.Reflection.Assembly.GetTypes () ContractConfigurator.ContractConfigurator+<GetAllTypes>d__22`1[ContractConfigurator.ParameterFactory].MoveNext () Rethrow as Exception: Error loading types from assembly RCSBuildAidToolbar, Version=, Culture=neutral, PublicKeyToken=null UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.<GetAllTypes>d__22`1:MoveNext() ContractConfigurator.ContractConfigurator:RegisterParameterFactories() ContractConfigurator.ContractConfigurator:Update() [LOG 18:57:35.890] [INFO] ContractConfigurator.ContractConfigurator: Finished Registering ParameterFactories [LOG 18:57:35.919] [INFO] ContractConfigurator.ContractConfigurator: Finished Registering BehaviourFactories [LOG 18:57:35.949] [INFO] ContractConfigurator.ContractConfigurator: Finished Registering ContractRequirements [LOG 18:57:35.951] [INFO] ContractConfigurator.ContractConfigurator: Loading CONTRACT_GROUP: 'KerbinSpaceStation' [LOG 18:57:36.025] [INFO] ContractConfigurator.ContractConfigurator: Loading CONTRACT_GROUP: 'Tourism' [LOG 18:57:36.451] [INFO] ContractConfigurator.ContractConfigurator: Loaded 24 out of 24 CONTRACT_TYPE nodes. [LOG 18:57:36.454] [INFO] ContractConfigurator.ContractConfigurator: Contract Configurator 1.4.0 finished loading. So... looks like it's puking when reflecting over RCSBuildAidToolbar and not handling the exception, and that trashes contract loading? Here are a few other random errors from the log, probably downstream and not the cause: [LOG 18:57:49.603] [INFO] ContractConfigurator.ConfiguredContract: Generated contract: CONTRACT_TYPE [Tourism_Investor] [EXC 18:57:49.622] NullReferenceException: Object reference not set to an instance of an object ContractConfigurator.ContractType.MeetRequirements (ContractConfigurator.ConfiguredContract contract) ContractConfigurator.ContractPreLoader+<ContractGenerator>d__f.MoveNext () ContractConfigurator.ContractPreLoader+<ContractGenerator>d__2.MoveNext () ContractConfigurator.ContractPreLoader.Update () [EXC 18:58:19.187] NullReferenceException: Object reference not set to an instance of an object ContractConfigurator.ContractPreLoader+<ContractGenerator>d__f.MoveNext () ContractConfigurator.ContractPreLoader+<ContractGenerator>d__2.MoveNext () ContractConfigurator.ContractPreLoader.Update () - - - Updated - - - Hmm - even if I uninstall the RCS build aid plugin I'm still crashing. Second log here: https://www.dropbox.com/s/72leshov89p74jz/KSP_contract_config_broke2.log?dl=0 The Reflection exception is gone, but the NRE's on ContractConfigurator.ContractType.MeetRequirements() and ContractConfigurator.ContractPreLoader+<ContractGenerator>d__f.MoveNext still happen.
  17. Despite having launched Kerbin, Mun, and Minmus stations to complete the "Launch the Mun Station!" contracts I still get repeats of these contracts offered all the time. When I decline one it just gets replaced with another one 95% of the time so I have a few contract slots that seem permanently used up by them. Kind of annoying. The payout on the contracts seems to vary wildly, too. Sometimes I can get offered nearly a million to do a crew rotation. Sometimes it's 100k.
  18. Have you considered an option so that the default warning time for maneuver nodes was something like (burn time / 2) + a bit? If I have a short burn planned, I have to go timewarp after the clock stops me and I'm impatient and screw it up sometimes. Or on long burns, if the clock stops me it's already too late to start. Both very kerbal kind of screw-ups, of course
  19. This looks wonderful, thanks! Just came back after a long break and now there's this cool CKAN mod manager thing. Would be sweet if you could add this to that.
  20. @Nertea: As cvod mentioned at the start of the thread, he'd done a bunch of work in .24 to start building a mod-focused tech tree. (Thread: http://forum.kerbalspaceprogram.com/threads/90938-Mod-Oriented-Tech-Tree-%28September-20-v0-2-95%29). I ran a career most of the way through it and had a lot of fun. Did you ever get a chance to look over the tree he'd built?
  21. Thanks Taniwha EL also features prominently in my current SSTO-only game. Four trips to deposit the modules to a shipyard in Minmus orbit, and at least a dozen builds form the shipyard so far! Getting ready to build a stupidly huge B9 HX shipyard next... thank goodness for procedural builds, the shipyard is like 750 tons dry mass Only ten or so mining roundtrips... Looking forward to the improved surface construction that you're working on. I'm seriously bored of landing, mining, launching, and docking again. Think I might just cheat and turn the beautiful B9 reactor into a Karbonite & Ore generator...
  22. Right. My point is, the magnetic nozzles are best used with lots of charged particles, right? And the reactors that generate lots of charged particles require He3 as a fuel. And I don't think the mod made He3 any more obtainable in .12, which means you're still required to, uh, scoop dive it for an hour from 500 meters above Jool's core in a fusion-powered SSTO?
  23. Haven't switched back from Lite but I'm still following the parent's progress. How do you get He3 to make use of the magnetic nozzles?
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