smjjames
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Everything posted by smjjames
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No prob and that's understandable with the GUI. It's something I can live with, so, it's not high priority. Anyway, another bug report (heh), 0.1.0 still, I got this exception after recovering a ship that returned from a suborbital trip to get some orbital science: NullReferenceException: Object reference not set to an instance of an object at Strategia.ScienceBooster.OnScienceReceived (Single amount, .ScienceSubject subject, .ProtoVessel vessel, Boolean reverseEngineered) [0x00000] in <filename unknown>:0 at EventData`4[System.Single,ScienceSubject,ProtoVessel,System.Boolean].Fire (Single data0, .ScienceSubject data1, .ProtoVessel data2, Boolean data3) [0x00000] in <filename unknown>:0 at ResearchAndDevelopment.SubmitScienceData (Single dataAmount, .ScienceSubject subject, Single xmitScalar, .ProtoVessel source, Boolean reverseEngineered) [0x00000] in <filename unknown>:0 at ResearchAndDevelopment.onVesselRecoveryProcessing (.ProtoVessel pv, .MissionRecoveryDialog mrDialog, Single recoveryScore) [0x00000] in <filename unknown>:0 at EventData`3[ProtoVessel,MissionRecoveryDialog,System.Single].Fire (.ProtoVessel data0, .MissionRecoveryDialog data1, Single data2) [0x00000] in <filename unknown>:0 at VesselRecovery.OnVesselRecovered (.ProtoVessel pv) [0x00000] in <filename unknown>:0 at EventData`1[ProtoVessel].Fire (.ProtoVessel data) [0x00000] in <filename unknown>:0 at VesselRetrieval.recoverVessel (.Vessel v) [0x00000] in <filename unknown>:0 at VesselRetrieval.recoverVessels () [0x00000] in <filename unknown>:0 at VesselRetrieval+.MoveNext () [0x00000] in <filename unknown>:0 The currently activated strategies are 'to boldly go1' and 'local science2' Full output log: http://sta.sh/08wxu7rg7qw You can ignore the MJ exception in drive spam, apparently it doesn't like it when I pop a quick EVA to grab science while in the coasting to edge of atmosphere phase.
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What do you mean 'that way lies madness'? Besides having to account for mods and stuff. I'll give you a save soon. Want me to send a a copy without the solar orbiting debris and one with? edit: Here's both anyway: http://sta.sh/021lvmf060gb That's what I was figuring, which is why it's confusing because I shouldn't even be getting Duna contracts. There isn't any debris flying around and I haven't done anything that could potentially send debris or otherwise on a solar orbit. Edit: I had another one for the sun. I toggled the CC settings and it turns out that it's a DMagic survey contract. The next time I see one before I actually go solar orbit, I'll screenshot and ask DMagic about it because if it's giving solar contracts before it's supposed to, then something is wrong. I don't have any strategies enabled atm.
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It's a heavily modded save, lots of different part mods and other stuff. Also, have you ever had any Duna contracts pop up in the very early career? I've only played one other career save and I didn't see any of that until I had accidentially sent some debris out of Kerbin SoI, I think that's how it triggered.
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While my first suspicion would have been a mod, the agency was a stock agency, but on my other career save, I didn't see any Duna stuff until I had accidentially sent a bit of debris out of Kerbin SoI, but even then, it was just the 'explore duna' and 'explore ike' ones, I didn't get any survey stuff until after I had been to Duna. Basically, I'm wondering if this happens commonly or is known.
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*bump* Uh, I don't know if this is a KSP thing or something from a mod, but I saw I had a three star contract to survey Duna right after I got back from the first manned orbital mission..... haven't gone to Mun or Minmus yet even.
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Cool, I think I could probably do a new career anyway so that I actually start properly with the historical missions (which btw, often give out big chunks of rep). Also, going to use those MM config patches and see how those mesh with Strategia. Edit: Could you increase the font size of the contract names in the buttons a bit? They're kind of tiny for me. They're still readable, just tiny. edit2: Found a bug. Apparently it somehow thinks that debris and craft whose orbit doesn't go anywhere NEAR Eeloo or Jool are en-route to those bodies. Since it's pretty easy to have a bit of debris get ejected out of Kerbin SoI really early on (getting flung out by the Mun is a common way), anything that is passively heliocentric is going to mess up those strategies. This is with an already well established career save though. Also, the historical ones get some heliocentric contracts pretty quickly, which would screw with the strategies if theres heliocentric sattelites before you actually go interplanetary
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Contract Pack: Advanced Progression - REPLACED
smjjames replied to tjsnh's topic in KSP1 Mod Releases
Is the entire origional ship the core or is just part of the origional ship the core? Like you had brought up a station piece? I actually had the same kind of problem. I was using a station construction ship (which had some station parts I was bringing up) to do the 'send two kerbals into orbit' contract, but after returning, I saw that it didn't complete for some reason. So, I looked at it in Contract Window and found that the contract had somehow transferred itself to the station (probably via the station parts I had brought up). Had to alt+F12 complete it. -
That certainly seems like a good backup plan.
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Why are you putting chutes onto the quadhammer when it isn't even going to be landing on an atmosphered moon? Unless of course you mean landing on Kerbin.
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Contract Pack: Advanced Progression - REPLACED
smjjames replied to tjsnh's topic in KSP1 Mod Releases
There is one that uses the clamshell scanner. Also, SCANsat has contracts that come with the mod, you're probably thinking of an old contract pack that added contracts for SCANsat. I just find it redundant in that theres already SCANsat contracts to scan for resources and I disable the stock scanning system (an option in the mod) in my game. -
Contract Pack: Advanced Progression - REPLACED
smjjames replied to tjsnh's topic in KSP1 Mod Releases
SCANsat has it's own contract for the clamshell scanner as well as it's own resource survey contracts. Plus the fact that you can disable the stock scanning if you wanted to. -
Contract Pack: Advanced Progression - REPLACED
smjjames replied to tjsnh's topic in KSP1 Mod Releases
Could you set up the ones for orbital scanning to disable if SCANsat is installed? Because it's pretty redundant with the SCANsat contracts. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
smjjames replied to nightingale's topic in KSP1 Mod Releases
Quick question on the CC options in the KSC screen, which of the stock contract options cover the 'recover kerbal' contracts? I think they might be the 'recover asset' ones, but just asking.- 5,198 replies
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
smjjames replied to rbray89's topic in KSP1 Mod Releases
Oh yeah, the aerodynamic fairings from Procedural Fairings had their regular texture replaced with the one that the structural fairings use. I didn't notice that earlier. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
smjjames replied to nightingale's topic in KSP1 Mod Releases
After installing the 'Full Pack' option of the Historical Missions, I got this rather long exception just as it transitioned to the menu screen: Not sure if the Apollo-1 thing is related.... Also, hope I don't have to kill any kerbals for that one...... ContractConfigurator.ContractType: CONTRACT_TYPE 'Apollo-I': Error parsing prestige (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentException: The requested value 'triv' was not found. at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.EnumExpressionParser`1[Contracts.Contract+ContractPrestige].ParseIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[Contracts.Contract+ContractPrestige].ParseVarOrIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[Contracts.Contract+ContractPrestige].ParseSimpleStatement[ContractPrestige] () [0x00000] in <filename unknown>:0 Rethrow as Exception: Error parsing statement. Error occurred near '*': triv ....* <-- HERE at ContractConfigurator.ExpressionParser.ExpressionParser`1[Contracts.Contract+ContractPrestige].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[ContractPrestige] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.<LoadContractConfig>d__1e:MoveNext() ContractConfigurator.ContractConfigurator:Update()- 5,198 replies
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If I put all of them into the ContractPacks folder at once, will it be fully historical from Sputnik to present? Like, no 80's/90's missions when you're still in 50's/60's?
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Hm, I'm noticing that I don't have the toolbar button for some reason or other, maybe it's because I'm using Blizzys toolbar, not sure. NVM, I don't actually have it installed XD I had downloaded it previously, but didn't actually install it. Is there a way to have it show time to next SoI intercept from a certain orbit or maybe theres a different mod that does that? I thought I could try to use this to see how far away the SoI transition is, or the closest possible closest approach at the soonest time.
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CHECK HERE FIRST - common suggestions.
smjjames replied to sal_vager's topic in KSP1 Suggestions & Development Discussion
Actually, yeah, maybe the one I'm thinking of is FASA, not sure where NathanKells continuation thread is though. Like I said, theres a couple mods out there with two man pods. edit: Oh yeah, NovaPunch has a two-kerbal command pod, but it's a lander type pod rather than something more like Soyuz or Gemini.- 95 replies
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CHECK HERE FIRST - common suggestions.
smjjames replied to sal_vager's topic in KSP1 Suggestions & Development Discussion
FASA maybe? I know what you're talking about as I've seen a Gemini-like caspule in a stream once.- 95 replies
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CHECK HERE FIRST - common suggestions.
smjjames replied to sal_vager's topic in KSP1 Suggestions & Development Discussion
There are a few 2-kerbal pods out there in mods, Roverdudes UKS has a Soyuz style pod which is 2-kerbal, Nerteas Near Future Spacecraft has a 2-kerbal pod, I'm sure theres others like maybe the historical based parts mods.- 95 replies
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I know how to do the search with google, but I'd like to be able to properly search within a section, and google can't seem to do that.
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Did you remember to have them plant flags while on Minmus? Gotta get that xp.
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Also, could you guys implement an actual working forum search engine? The one on the old forum may not have been the absolute best, but it worked a heck of a lot better than it does now.