BT3
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
BT3 replied to RoverDude's topic in KSP1 Mod Releases
Hello, I have a quick question about the Karibou rover wheels (I see the other thread was closed and it was bundled into MKS). Im on KSP v1.12.3 and am using the bundled MKS (UmbraSpaceIndustries_2022.5.29) with all the MKS mods. The wheels steering seems to be not working correctly for me. If I make a Karibou rover with a few storage bays and attach the wheels, they seem to rotate all the way around and my rover goes sideways and they take a long time to automatically reset to the normal straight direction. They also don't want to turn when the rover is moving, I have to stop it, turn the wheels a tiny bit, move, stop, straighten wheels, move again. Am I just operating them wrong? -
After some testing, everything seems to work OK, except in the craft details the radiation doesn't get tracked for each kerbal. Neither does the comfort level. They just show as blank. I can see the radiation levels change and the overall "cramped" level, but it doesnt seem like it wants to apply it to the kerbals in the list. Also, yes, i deleted those end lines out as i just deleted all the parts but the antenna and the Geiger counter anyway.
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@ShotgunNinja Thanks for making this mod more customizable. I was looking at the profile settings and im wondering if its possible to have everything disabled with the exception of the radiation/signal/climate/background EC mechanic? I have been hoping that someone would make a radiation mod for a long time, however, I use another mod for all the life support/habitation stuff and would like to keep that system. I also like the system you have for the signal mechanic/relays so i would like to give that a try as well. I made up a quick config profile (copy and paste from your other profiles, lol) I think should do it, do you mind if I ask you (or anyone that knows what they are doing) to take a quick look and let me know if this will work? Just want to make sure that im not missing anything important. Thanks again! Edit: Also, I noticed that in the radiation settings "no relax_message because there is no recovery from radiation". So is there no way to recover from radiation (part or module)? Not even returning them to Kerbin?
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Here is a link to the original file if anyone is interested. I still had a copy. It looks like this was all config files and no .dll's so i don't think the source is needed as this wouldn't need to be compiled. I could be wrong though. https://www.dropbox.com/s/37x8g11jrzh5i5b/New_Stuff_for_Station_Science-0.1.zip?dl=0
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
BT3 replied to nightingale's topic in KSP1 Mod Releases
Ah I see, Thank You. I don't really know enough about the programming (yet) to mess around with anything like that inside the configs, so correct, not messing around with stuff. However, I do know enough to know I can safely delete that config for now as I don't use Antenna Range. Ill mention that over in the Outer Planets thread. Thanks Again- 697 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
BT3 replied to nightingale's topic in KSP1 Mod Releases
Hmm strange. I definitely do not have an Antenna Range folder, I have never used this. I use Remote Tech though and the only things in the entire directory that even mention Antenna Range is an OPM and MKS config. Here is a Screenshot of my game data: https://www.dropbox.com/s/s1gn5e5k9kugdto/Game%20Data.png?dl=0 Any thoughts?- 697 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
BT3 replied to nightingale's topic in KSP1 Mod Releases
Hello, relativity new to posting on the forums. Wanted to report the following exceptions I am receiving when the Tourism pack loads in my debug menu when the game loads at the start menu. Not sure if they are harmless, but it does show that not all contracts are loading (73 of 76), so just want to make sure im not missing out on anything. Im using KSP 32 bit, Contract Configurator 1.5.1, Tourism 1.1.6, and a bunch of other mods. [Log]: [iNFO] ContractConfigurator.ContractConfigurator: Loading CONTRACT_GROUP: 'Tourism' [Error]: ContractConfigurator.PartValidationFactory: CONTRACT_TYPE 'Tourism_Casino', PARAMETER 'AntennaPart' of type 'PartValidation': The value supplied for partModule (System.Collections.Generic.List`1[system.String]) is invalid. [Exception]: ArgumentException: No PartModule class for 'ModuleLimitedDataTransmitter'. [Error]: ContractConfigurator.PartValidationFactory: CONTRACT_TYPE 'Tourism_Hotel', PARAMETER 'AntennaPart' of type 'PartValidation': The value supplied for partModule (System.Collections.Generic.List`1[system.String]) is invalid. [Exception]: ArgumentException: No PartModule class for 'ModuleLimitedDataTransmitter'. [Error]: ContractConfigurator.ParameterFactory: CONTRACT_TYPE 'Tourism_Investor',PARAMETER 'HotelTour' does not specify the mandatory 'type' attribute. [Error]: ContractConfigurator.InvalidParameterFactory: CONTRACT_TYPE 'Tourism_Investor', PARAMETER 'HotelTour' of type '': Missing required value 'type'. [Log]: [iNFO] ContractConfigurator.ContractConfigurator: Loaded 73 out of 76 CONTRACT_TYPE nodes. [Log]: [iNFO] ContractConfigurator.ContractConfigurator: Contract Configurator 1.5.1 finished loading. Also, here is my output log: https://www.dropbox.com/s/0qahunfog219dkj/output_log.txt?dl=0- 697 replies
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I'm having fun with this mod and I may have found a bug/incompatibility with Custom Asteroids. When starting a career I will get a bunch of exceptions thrown that the planet could not be found (makes sense as they are not discovered), the exceptions seem to only affect the Outer Planets with Custom Asteroid configs though. I have a config for a Jool asteroid ring and there did not seem to be an exception thrown for that, or any of the other asteroid sets. This is with version 1.2.2. Ill get one of these for each Outer Planet with a config. [ERR 12:04:28.251] CustomAsteroids: failed to load population 'sarnusRingMoonlets' [EXC 12:04:28.252] ArgumentException: CustomAsteroids: could not find celestial body named Sarnus Parameter name: name Starstrider42.CustomAsteroids.Population.getPlanetByName (System.String name) Starstrider42.CustomAsteroids.Population+ValueRange.getPlanetProperty (System.String planet, System.String property) Starstrider42.CustomAsteroids.Population+ValueRange.parseOrbitalElement (System.String rawValue) Starstrider42.CustomAsteroids.Population+SizeRange.parseOrbitSize (System.String rawValue) Starstrider42.CustomAsteroids.Population+SizeRange.parseAll () Rethrow as TypeInitializationException: An exception was thrown by the type initializer for Starstrider42.CustomAsteroids.Population.ValueRange Starstrider42.CustomAsteroids.Population+SizeRange.parseAll () Starstrider42.CustomAsteroids.Population+ValueRange.IPersistenceLoad.PersistenceLoad () ConfigNode.LoadObjectFromConfig (System.Object obj, .ConfigNode node, Int32 pass, Boolean removeAfterUse) ConfigNode.LoadObjectFromConfig (System.Object obj, .ConfigNode node) Starstrider42.CustomAsteroids.PopulationLoader.Load () UnityEngine.Debug:LogException(Exception) Starstrider42.CustomAsteroids.PopulationLoader:Load() Starstrider42.CustomAsteroids.AsteroidManager:.cctor() Starstrider42.CustomAsteroids.<editStockSpawner>d__2:MoveNext() Starstrider42.CustomAsteroids.<editStockSpawner>d__2:MoveNext() [ERR 12:04:28.258] CustomAsteroids: failed to load population 'sarnusMoonlets' I'm not sure if when the planets are discovered if the check is re-run to enable the asteroid configs or if this exception breaks them? Or should this be more of a post for the Custom Asteroid/OPM thread? Edit: Sorry, looks like this is a false report. I think I had a bad Kopernicus install or something as I reinstalled everything fresh and no longer receive the exception. Question: Is there a way/option to disable the colored globes for each of the planets in the map/tracking station views until discovery? They show as unidentified objects currently but are still easily identified as the planets with the colored globes (Image 2 of the OP Tracking Station View for example). In the OP I see that you may be adding a feature to blur undiscovered planets, any chance there may be an option (Hard Mode?) that will also show them (Initially) as the same question marks in the map screens as every other unidentified object that you can’t zoom in on until you discover it, only track orbit? But still be able to see them as a grey question mark at tracking station lvl1, as in the station is not upgraded enough to see unidentified smaller objects without lvl3 but Kerbals can see that there is "something" sparkling in the night sky with their eyes. Then when “discovered†the color globe enables and you can zoom into the blurred image, as in telescopes have only been able to produce blurred images (which unlocks non-blurred image when you enter SOI?, minus planets on the ignore list of course which start as colored globes that are blurry). Or is this out of scope/not make sense/already the intention (hopefully )? I love the idea of being able to send a probe out to a random grey unidentified object and still be able to discover a planet/moon by “accident†if you will. Not just be able to say send a probe to the green dot right off the bat if I want to discover Jool without using the telescope. And all the more reason to set up a more extensive telescope/ground based observatory network to discover planets/moons so your not just flying out to a colored dot or an asteroid *squeal of excitement* Also, eagerly awaiting an update that will disable contracts for planets not discovered. Love this mod, Thanks for adding so much more fun and immersion to my careers.
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OK, lets try this again. I think I got it figured out.This was with v1.2.1 of Research bodies.Sorry for the late reply, got to get through my Curious George posts and the mod approvals take some time. Also, here is a proper report. I haven't tested 1.2.2 yet. Ill let you know if that fixes things. KSP: 1.0.4 Windows 32bit Problem: Not Detecting Planets. When clicking the star field the debug menu returns this exception: KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[CelestialBody,System.Int32].get_Item (.CelestialBody key) [0x00000] in <filename unknown>:0 at ResearchBodies.ResearchBodies.DrawWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 Aggressive-Release.zip" Active Texture Management Alternate_Resource_Panel-2.7.2.0.zip" AsteroidDay.zip" Atomic_Age-3.0.zip" Chatterer-0.9.5.zip" Community_Tech_Tree-2.1.zip" Critical_temperature_gauge-1.0.4-a.zip" DeepFreeze_Continued-V0.17.0.0.zip" Distant_Object_Enhancement_bis-v1.5.6.zip" DMagic_Orbital_Science-1.0.4.zip" Docking_Port_Alignment_Indicator-6.2.zip" EngineLighting-1.4.0.zip" ESLD_Jump_Beacons-0.6a.zip" Extraplanetary_Launchpads_v5.2.1.zip" HyperEdit-1.4.1_for-KSP-1.0.zip" KAS_v0.5.2.zip" Kerbal_Alarm_Clock-3.4.0.0.zip" Kerbal_Construction_Time-1.1.8.0.zip" Kerbal_Foundries_Wheels_and_Repulsors_ALPHA-Beta_1.8g.zip" KerbalEngineer-1.0.17.0.zip" KerbalStats_v2.0.0.zip" KIS_v1.1.5.zip" Kopernicus.0.1.zip" KW_Rocketry-2.7.zip" LandingHeight14.zip" Magic_Smoke_Industries_Infernal_Robotics-0.21.3.zip" ModuleManager.2.6.6.dll" ModuleRCSFX_v4.1.zip" Outer_Planets_Mod-1.7.1.zip" Pathfinder_0_1_4.zip" Portrait_Stats-3.0.zip" RemoteTech-1.6.7.zip" ResearchBodies_v1-2-1.zip" SCANsat-v14.0.zip" ScienceAlert-1.8.8.zip" ScienceContainers_v0.08.2.zip" SolarActionGroup.zip" StageRecovery-1.5.6.zip" StationScience-1.5.zip" StockBugFixModules.v1.0.4a.1.zip" TacFuelBalancer_2.5.1.7.zip" Toolbar-1.7.9.zip" Waypoint_Manager-2.3.4.zip" FTT_0.4.1.zip" Karbonite_0.6.2.zip" KPlus_0.4.1.zip" SrvPack_0.3.1.zip" UKS_0.31.4.zip" USILS_0.1.3.zip" ExpPack_0.4.1.zip" Near_Future_Spacecraft_Parts-0.4.2.zip" NearFutureElectricalX0_5_2a.zip" Near_Future_Construction-0.5.4.zip" Near_Future_Propulsion-0.5.1.zip" Near_Future_Solar-0.5.3.zip" Reproduction steps: Start New Career. Click Telescope Icon. Click Star Field. https://www.dropbox.com/s/0qahunfog219dkj/output_log.txt?dl=0 Edit: 1.2.2 Looks like it fixed the problem for me. Started a new career, cheated some funds/science, clicked the star map and found Minmus after 2 clicks.
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Hmm, I didn't post any specs or mods earlier as I assumed it was something I was doing incorrectly rather than a conflict. Upon further testing I'm finding that when i click the star field I'm getting this in my debug: [EXC 21:16:55.446] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[CelestialBody,System.Int32].get_Item (.CelestialBody key) ResearchBodies.ResearchBodies.DrawWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) I have a bunch of mods installed. Sorry, new to posting on the forums, cant figure out how to do one of those bold spoiler links that expand into a log yet. I'm scanning the forums to figure out how. Will post log when i figure out how. Dont want to post the whole log.
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Hey, great mod, but how do you actually discover the planets? I just started a new career to test this, cheated in a few million funds/science, upgraded tracking center to max, and then clicked through thousands of funds on the window and didn't discover anything. Not even Minmus. What am I doing wrong?