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Shinsaka

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Everything posted by Shinsaka

  1. Hello here ! With the release of 1.12 I was trying DataDump again, and I noted that some columns in the csv are blank : TechRequired, entryCost, cost, Category, BreakingTorque. Also, the BreakingForce for many parts is blank. The log is full of "DataDump: data not found" or "DataDump: GetPartData, not found". Tested on 1.12 and 1.11.2 with Squad parts, same issues. Also, thanks for the XYZ dimensions and the resources, very useful. I was wondering if it's possible to get the volume of a part. Not just the bound box volume like with KSP_PartVolume, but the real volume of the object. If not possible it's ok, I use basic formulas to get approximate volumes from XYZ.
  2. With nothing selected : works No mods, some part attributes : works Just Squad, no part attributes : NullReferenceException Squad, some part attributes : NullReferenceException Squad, one random module, one random attribute : NullReferenceException SquadExpansion, same tests : NullReferenceException Restock+, no attributes : works !! Restock+, all attributes : works ! Restock+, ModuleCommand, all attributes: works ! (but many "unknownData" as values) So, seems that Squad and SquadExpansion are sources of issues. Also, I noted that you can't get Resources data., it would be very usefull.
  3. For this csv, all the parts attributes, then Squad and SquadExpansion. Note that I have the bug with any combination of choices.
  4. @Geonovast Oops sorry ! I'll use my dropbox from now. @linuxgurugamer Tested the fix but still got the same error Here is the log : https://www.dropbox.com/s/7r0rpuhgmgwcnlg/KSP.log?dl=0 Here is an example of csv i obtain : https://www.dropbox.com/s/qwy2necd5wu0i00/Squad.csv?dl=0
  5. Awesome !! Thanks for this mod it will really help. Except I can't make it work Tested on my modded and vanilla games, I got a NullReferenceException when I try to export the csv. Here is my log (vanilla game) : <snip>
  6. First of all, thanks Scart91 for your awesome work ! This is my favorite suits pack, but now it's all broken with KSP 1.5 I really hope it will be updated.
  7. Hi ! I just started a new career on 1.4.4 with KCT, StageRecovery and ScrapYard, plus several other mods, and the part recovery to the inventory is not working. When recovering a vessel, I have the following error log: KCT is build #69 and StageRecovery is #7. I tested with ScrapYard #107 and #109, got the same error. Strange, the recovery works fine on a sandbox save. It only bugs on career mode. EDIT: Also, a single part can be recovered, but a multi-parts vessel cannot. If you need more info ask me. I really love these mods, can't play a career without them ^^
  8. You're welcome And the conversion ratio is a good idea.
  9. Great mod!! SAS is so overpower in stock game. And I think you can pack the parts with your plugin.
  10. Thanks for this information! That means if I want to be realistic, I will need the nitrogen resource on command pods to use with EvaFuel, and hydrazine will be only for RCS. Interesting.
  11. Hello, thanks for your mod, this feature should really be stock. I see you posted an issue on github about making resources configurable. Since I need that for my play (I replace Monop by Hydrazine), I checked how to do it and learned from other mods. I can do it for you if you allow me.
  12. It's strange, but my issue only appears in the first save I did with this setup. All other saves are okay with correct numbers in VAB/Space/EVA from the default settings. Only this save has the problem. But I didn't changed anything. Here is the default settings file I have (from github) : Here are the default settings ingame (they are different... don't know why...) : With these settings, the Mk1 Pod has 18h of LS and 2h of EC in VAB and space. EVA has 6h of LS and EC with correct max amounts. Here are the settings in the bugged save (totally different, but I didn't touched them) : In this save, the Mk1 Pod has 18h of LS and 2h of EC in VAB, but 3 days of LS and 9h of EC in space. EVA has 6h of LS and EC with incorrect max amounts. Again, the setup is KSP 1.2.2 with TAC LS 0.12.7 and CRP 0.6.4
  13. Hello, I noticed a strange behavior with the last version of TAC Life Support. Here are my tests with vanilla KSP 1.2.2 and default TACLS 0.12.7.0 http://imgur.com/5Bd8Vbv Here is the Mk1 Pod in VAB after loading the game. The LS UI displays 18h of LS resources and 2h of electricity. This is correct according to default parameters. http://imgur.com/TOCwGPN The pod is send into space. The numbers have changed! Now it's 3 days of LS resources and 9h of electricity. http://imgur.com/OYmZ0IJ During EVA, the LS UI displays 6 hours of LS resources and electricity. It's correct, as EvaDefaultResourceAmount is set to 21600 seconds by default. But if the current resource amounts are correct, the maximum amounts are strangely higher. http://imgur.com/vsRmfmP Reverting the game to VAB, the LS UI displays the wrong numbers as in space. If I quit the building and reenter, it's still wrong. I need to quit the game and reload the save to have the correct numbers... until I launch the ship.
  14. I made a lil mistake : ElectricCharge quantities should be displayed in kJ (kilojoules), and EC consumption/production in kW (kilowatts), since 1 watt = 1 joule/sec. Assuming that 1EC = 1kJ or 1kW second. Seems the case for several mods. It's minor, and will be corrected in the next update.
  15. Hmm... I tried, but resourceAmounts sets the max amounts, not the current amounts.
  16. Would be great, thanks Btw, is it possible to set the resource amounts for the setups ? For example, SimpleConstruction use IFS on the Holding Tanks to store Ore, Metal and RocketParts, but they don't stay at 0.
  17. Hello, I use IFS 2.3.1 from CKAN, and it seems there's a problem with tank costs. I understand IFS use the cost value for dry tank cost, instead of full tank cost like KSP (and I think it's better). But when I cycle tank setups, the first setup uses cost as full tank cost. Only the others use it as dry tank cost.
  18. KerbalFactory version 0.1.1 Alpha is now available! Changelog: More part and resource parameters. Automated fields loading from a ConfigNode to an object. Optimization of tables loading and filtering. Better debug log messages. Corrected issue with table scrollbars. ElectricCharge is displayed as kilowatts (kW), and other part resources as game units (u), liters (L), tons (t) and funds (f). Part resources, calculations, and some parameters columns are now hidden by default. KF should now work better with large numbers of parts and resource definitions (filtering parts was crashing with CRP installed).
  19. Awesome, that was really annoying, thanks
  20. Resource definitions and parts are, like in KSP, listed by unique names in KerbalFactory. If there's two items with the same name, the first (in folders/files alphabetical order) will be recorded and the second will rise a harmless warning. I don't understand the last error, do you know the .cfg file where the word "OVERRIDE" appears ? Or can you give me your mod list ?
  21. Sorry for disappearing for so long! I'm back, and not empty handed. My old Kerbal Parts Editor project is now rebooted as KerbalFactory, with an Alpha version available for download right now from Github ! KerbalFactory 0.1.0 Alpha This alpha inclues the following working features: Load parts and resource definitions from a valid KSP install directory. Auto-detect KSP if KerbalFactory is run from its install directory. Manage multiple KSP install paths. Display resource definitions parameters and some calculations. Display some parts parameters (more coming) and resources. Allow user to move, resize, hide and show table columns. Parts and resources can be filtered by text search or by predefined filters. Saves settings and log into a KerbalFactory folder. Please report any bug you can encounter. Help and suggestions are welcome!
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