Erebus1
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Posts posted by Erebus1
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On 1/28/2017 at 4:20 PM, WuphonsReach said:
It's calculated based on the antennas on the craft (DSN level shouldn't matter).
A) There is a log file at GameData/ContractConfigurator/log/StockAntennaBalance named after the contract. In there, you will see a section called AntennaRelayPower with a parameter called minAntennaPower
AntennaRelayPower type = HasAntenna, deterministic = True name = AntennaRelayPower, deterministic = True targetBody = Kerbin (CelestialBody), deterministic = True rewardFunds = 0, deterministic = True rewardReputation = 0, deterministic = True rewardScience = 0, deterministic = True failureFunds = 0, deterministic = True failureReputation = 0, deterministic = True optional = False, deterministic = True disableOnStateChange = null, deterministic = True completeInSequence = False, deterministic = True hidden = False, deterministic = True hideChildren = False, deterministic = True title = Have at least 4 G (combined) relay antenna power, deterministic = True notes = null, deterministic = True completedMessage = null, deterministic = True minAntennaPower = 4000000000, deterministic = True maxAntennaPower = 1.79769313486232E+308, deterministic = True antennaType = RELAY, deterministic = True
That minAntennaPower value should read out as 4 billion (4 thousand million) or what I call "4G".
B) The other piece of the puzzle would be to look in the VAB and make sure that it shows the correct Antenna type and rating in the VAB/SPH:
If either of those things don't check out, then there's possibly a mod conflict and I'd need a KSP.log file. Maybe something else is playing with the antenna values.
I ran into this with OPM and the JX2Antenna Mods.
OPM does the @antennaPower *= 4, and then JX2Antenna-OPM Patch did a @antennaPower /= 4).
With those, the HG-5R had an antenna Power of 1.25G.
I didn't see anywhere if you did anything due to the OPM *4 in yours, so I'm wondering if you deal with that in a different way.
Removing the JX2Antenna OPM patch cfg reverted it to 5G. (Though obviously the JX2 still isn't balanced in line with this mod.)
Not sure what would be good values to edit the JX2 too, but at least that was the cause of the problem for me.
*** It also appears Kerbol Origins provides a 1T Relay also. Given you already provide a 3T relay, I will most likely just remove JX2, and remove the KerbolOrigins part altogether for my play through.
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On 4/21/2016 at 0:16 PM, CrashTestDanny said:
also hoping for a 1.1 version of this essential mod...
Danny
Same here. This has saved me countless times when I've had craft spinning to fast to click on the desired part.
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On 1/21/2016 at 9:50 AM, speedwaystar said:
the main issue, apart from the flood of exceptions, is that Roster Manager's kerbal list is blank, although as you can see below, they are all alive and well.
i'll upload a log as soon as i reinstall the mod. do you want the ksp.log, the saved RosterManager debug log, or both?
EDIT: this is from an earlier screenshot. i uninstalled DeepFreeze and KSI with the results you see in my earlier post.
EDIT MOAR: i couldn't find the RosterManager logfile, despite clicking "save log on exit", so here's my ksp.log which basically repeats the info in the original screencap:
Are you running Linux by any chance? I see the same issues in Linux, both the empty roster (though the contract window is populated), and when I click save debug log, it says its written, but there is nothing in the listed location.
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Finalize means collect science, as in using an action group or the right-click menu, or is this transmitting data? Theoretically using ForScience (or ScienceAlert, since they both use the same method) to collect data should do the same thing as using the right-click menu, but there could be something else going on.
Which contracts are these affecting? The stock contracts, or one of mine?
I was seeing it with the "Run KEES POSA I Experiment in orbit around Kerbin and return it to Kerbin" contract. I know it works if I manually finalize it via the right click and keep data. It might have to do with ForScience's Transfer Science to Container function. I've been just turning off ForScience when I run these missions and everything works fine.
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I'm not sure if it has been mentioned yet, but I may have found an issue. Not sure if its with this, or ForScienceContinued!
With contracts:
If ForScience finalized the data, it doesn't mark the contracts as complete. However, if you disable ForScience via its console, and manual finalize it, the contract completes successfully.
Not a big deal, since if you have contracts you can just complete them manually, but just wanted to mention it.
Also, Thanks! Its a great addition to KSP!
[1.8.x] Impact! - impact science and contracts -v1.8.0
in KSP1 Mod Releases
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Are the Bangometer's supposed to be re-usable? Or do they need to be reset by a Scientist?