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smjjames

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Everything posted by smjjames

  1. Seems roughly the same to me. I mean, I didn't time them by the clock, but neither seems noticeably or significantly slower fhan the other. The second one may be slower by a few seconds, but that could be margin of error for all I know. Edit: Actually, yeah, the second one seems a bit slower.
  2. Which GPU are you using? NVIDIA? I've also been having problems with NVIDIA and forcing openGL. I'm using the Dynamic Texture Loader though.
  3. *I don't know if that @member tag function still pings if I just edit a post or it needs to be a new one* @nightingale Still getting 'take tourist to asteroid' contracts before completing the 'kick off space tourism' contract. It's possible that it's a problem with Strategia since it started after I put that in gamedata.
  4. No, I mean, I thought he was still en route somehow to picking up that second kerbal, or at least the one he thought he'd be picking up.
  5. How long did it take for him to get to the Mun? We left him with that ship somewhere at the end of EVE:O0. I'm confused on the timeline of that interlude since he's been busy since....
  6. The near-duplicate contracts are still happening, I got these two while trying to get field research contracts for the Mun to spawn. I double checked the version file in gamedata and yes, I am using 1.1.3 Not sure what broke with this one (I declined it)
  7. Make that 1.9.3.1 or higher because there was a major problem involving tourism contracts that got introduced in 1.9.3 and is fixed in 1.9.3.1
  8. Edit: This is with 1.9.3 I just had something very similar, after I had briefly exited to main menu to transfer a craft file, it spat out some exceptions (CC custom exception screen message even) and seemed to claim that I had taken two tourist contracts. While I did decline some tourist asteroid contracts before transferring that craft file over, I'm 99% sure I didn't accidentially accept some. error excerpt from output log: ContractConfigurator.ConfiguredContract: Error loading contract from persistance file! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentException: Cannot get value for @Tourism:touristCount: not available in this context. at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseSpecialIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 Rethrow as Exception: Error parsing statement. Error occurred near '*': TouristCount + @Tourism:touristCount ..............* <-- HERE at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseExpressionGeneric (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.Behaviour.Expression.OnLoad (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractBehaviour.Load (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractBehaviour.LoadBehaviour (.ConfigNode configNode, ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfiguredContract.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfiguredContract:OnLoad(ConfigNode) Contracts.Contract:Load(Contract, ConfigNode) ContractConfigurator.ContractPreLoader:OnLoad(ConfigNode) ScenarioModule:Load(ConfigNode) ScenarioRunner:AddModule(ConfigNode) ProtoScenarioModule:Load(ScenarioRunner) :MoveNext() (Filename: Line: -1) Penalizing 30 reputation from player for contract failure (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Added -47.63845 (-30) reputation: 'ContractPenalty'. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Contract (Tourism Plus: Bring four tourists to visit an asteroid.): We have failed our contract for Kerbal Space Tourism: Tourism Plus: Bring four tourists to visit an asteroid. <b><#ED0B0B>Penalties for Failure:</></> <#ED0B0B>¡ -30 </> (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ContractConfigurator.ConfiguredContract: Error loading contract from persistance file! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentException: Cannot get value for @Tourism:touristCount: not available in this context. at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseSpecialIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 Rethrow as Exception: Error parsing statement. Error occurred near '*': TouristCount + @Tourism:touristCount ..............* <-- HERE at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseExpressionGeneric (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.Behaviour.Expression.OnLoad (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractBehaviour.Load (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractBehaviour.LoadBehaviour (.ConfigNode configNode, ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfiguredContract.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfiguredContract:OnLoad(ConfigNode) Contracts.Contract:Load(Contract, ConfigNode) ContractConfigurator.ContractPreLoader:OnLoad(ConfigNode) ScenarioModule:Load(ConfigNode) ScenarioRunner:AddModule(ConfigNode) ProtoScenarioModule:Load(ScenarioRunner) :MoveNext() (Filename: Line: -1) Penalizing 30 reputation from player for contract failure (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Added -45.17829 (-30) reputation: 'ContractPenalty'. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Contract (Tourism Plus: Bring three tourists to visit an asteroid.): We have failed our contract for Kerbal Space Tourism: Tourism Plus: Bring three tourists to visit an asteroid. <b><#ED0B0B>Penalties for Failure:</></> <#ED0B0B>¡ -30 </> what the CC exception message window ingame gave me: Exception occured while loading contract 'Tourism_Asteroid': System.Exception: Error parsing statement. Error occurred near '*': TouristCount + @Tourism:touristCount ..............* <-- HERE ---> System.ArgumentException: Cannot get value for @Tourism:touristCount: not available in this context. at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseSpecialIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filenameunknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[System.Double].ParseExpressionGeneric (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.Behaviour.Expression.OnLoad (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractBehaviour.Load (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractBehaviour.LoadBehaviour (.ConfigNode configNode, ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 full output log: http://sta.sh/01nhexru0jsu
  9. *bump* Just mentioning that I've been getting 'take tourists to visit asteroid' contracts before I even do the starter contract. No idea if strategia has anything to do with it, probably not. edit: Okay, something wierd happened after I went back to main menu briefly so that I could transfer a craft file to the save I was using, see my post on the CC thread.
  10. Just confirming that the karbonite tanks and those propfan engines are fixed with this one, as are the aerodynamic fairings in Procedural Fairings.
  11. Did the duplicafe/near-duplicate contracts get fixed? Just asking as I see no mention of it.
  12. Yeah I can. Also, after I upgraded the admin building to 3, the probe planetary missions, impact missions, and flybys joined with the planetary missions in flipping to unavailable when I launch a ship. Either that or the command pod I'm using which has the MJ module built into it (basically, it's manned, but has probe core capacity, I think) is causing it. Edit: Hm, after I returned from a minmus trip, those mun and minmus programs are now correctly unavailable. I've updated the github issue with that find.
  13. Found another one, this is after I had returned from the Mun landing. For some reason, the Mun and Minmus programs are still available despite me having just done the Mun program one. Yes, I do have the mouse over the accept button there, but I decided to go with scientist focus III instead. edit: Maybe lump this into issue 13 on the tracker?
  14. Is that a recap? *is confused* edit: *Facepalm* I was looking at page 4 without realizing it.
  15. Uh, I don't think the crewed Mun program strategy should be deducting from the milestone for starting the first Mun flyby..... Edit: The strategy works fine otherwise, I just don't think it should deduct for that particular situation. I have that and To Boldly Go II. Also, I haven't checked what it does for other milestones yet, I'm currently looking at what the normal reward is for those milestones. Oh yeah. while typing, I had an idea for the 'to boldly go' icons, maybe the Enterprise from TOS for I, the TNG Enterprise for II, and I don't know for III, Voyager?. A more serious idea though could maybe be various landers? edit2: Also, these two really shouldn't be deducted by that strategy, just doesn't make sense to me because of the goal. Decided to alt+F12 those ~40k funds because it doesn't seem fair to me.
  16. I had to capitalize it too actually when I forgot to. The difference though is that I use Windows 8.1 and CC was still giving an exception over it.
  17. Oh I see, didn't know it ignored the funds and science requirements, which would explain why it seems odd sometimes. I do know declining contracts decreases the rep. Is it possible for it to take into account the funds and science without announcing for those whenever the funds and science go below the threshold?
  18. The only one that seems to be truly bugged (and the most consistently triggering) are the manned planetary missions, the rest of them seem to just be triggering and untriggering on 'resource availability', ie. you have or don't have the required funds, science or reputation.For the ones other than the planetary missions, the main reason why they are incorrectly available is because the tier 3 ones are saying that they're available when I only have a tier 2 admin building. For the planetary missions (Duna, Moho, Eeloo, Eve, Dres) which are the most common message I'm getting: The message doesn't say what type of planetary program, but since I'm only getting it with a crewed ship and not probes, I'm assuming that they are the crewed ones. Theres actually two ways to trigger, one is to simply land and the other is to move around on the pad/runway, which I guess changes the state to landed from 'on pad/runway' or something. Then when I go back to KSC, it doesn't change immediately, it either takes a couple secs or you need to mouseover buildings for the state to change. edit: Also, Media Circus III, Stagnated Research III, and Contract Slot Machine III went unavailable after I declined a whole bunch of contracts. However, aside from the level 3 building requirement, only Media Circus III and CSM III went unavailable correctly, Stagnated Research III would have been unavailable anyway because I don't have 1,000 science points. edit2: Those same planetary mission strategies became available when I launched a second crewed vessel to meet one already in orbit to do the 'dock two craft in space' contract. I have no idea what triggered it that time.
  19. Probably did without realizing it. Also, I've been noticing some odd strategy availabilities and then non-availabilities that aren't making sense, mainly the one where I land on Kerbin and suddenly the planetary ones are available, but when I go back to KSC, they aren't. Maybe it's strategia not knowing whether the crew actually returned from Mun or Minmus before recovery. Edit: It also triggers when moving around with the vessel on the ground. Edit2: I've also been getting notifications that strategies are available which aren't actually available because I only have level 2 admin.
  20. Do you know whether this exception has anything to do with strategia or maybe the custom barn kit thing? I was right clicking around in KSC trying to decide whether or what to upgrade atm, can't seem to reproduce. NullReferenceException: Object reference not set to an instance of an object at KSCContextMenus.KSCFacilityContextMenu.OnFacilityValuesModified () [0x00000] in <filename unknown>:0 at KSCContextMenus.KSCFacilityContextMenu.CreateWindowContent () [0x00000] in <filename unknown>:0 at AnchoredDialog.CreateWindow () [0x00000] in <filename unknown>:0 at AnchoredDialog.Start () [0x00000] in <filename unknown>:0
  21. That 4GB limit is actually a 32bit thing rather than directly KSP. Well okay, it's both indirectly and directly because KSP doesn't have a 64bit application yet.
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