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rasta013

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Everything posted by rasta013

  1. I'm doing a ton of testing on Angel-125's Pathfinder, DSEV and M.O.L.E. mods and I'm pretty sure that he's doing this through the plugin he built to manage all his switchable storage and what not. I'm not 100% certain on that but try poking Angel to find out.
  2. Angel - if you want any help with any sort of non-standard science lab cfg file I'd be glad to help. I'm slowly but surely getting all the mathematics behind the various parameters nailed down for science labs since they really don't make a lot of sense once you start getting away from the stock MPL configuration e.g faster processing+lower data output, varied surface/context bonuses etc.
  3. My guess is you're running into one of the weirdness issues like I have with KIS/KAS. I've had several problems with parts from that and KPBS. Starwaster's right though - if you can reproduce the problem, do so and post your output_log.txt for us to peruse and we might be able to glean some info from that.
  4. Well I know that I'm getting a lot issues from KIS/KAS but I'm not sure that everything I've experienced is directly caused by it. I'm still hunting for other possible culprits. I also use KJR but if that's causing an issue it would be...well...strange to say the least since it really doesn't interfere with very much at all and I've never seen any exceptions getting thrown from it or other indicators. Of course, I haven't seen them for KIS either and I know that one is causing issues so...we'll see. I'll be sure to include KJR as part of my testing routine though just to make sure. Are those the only mods you're running (KAS/KIS, KJR and USILS)? If you've got others, feel free to PM me or make a list and dropbox it over or something. I'm determined to find my issues so we can make sure they get addressed. This mod is too good to go without and I refuse to give it up!
  5. Hey Angel - found a new issue on the Hexagonal Adapter you just added - two actually. First and probably foremost, after leaving the editor, I can adjust both the adapter size and open/bracing/vestibule selection as if I'm still in the editor. Second, probably related, the part is not radiating heat away at all. Neither skin nor part temperature will drop after raising, even in lower atmo and skin temp sitting at 1300+ it's got 0.00 K/s flux and the same goes for part temp. Just thought you'd like to know that one - if you need screenshots, logs or debug info I'll be happy to provide anything you need. As always, keep up the great work and I can't wait for the light pole in Pathfinder!
  6. They appear during normal game play and don't really appear linked to any specific update. I haven't had the time to create a fully stripped down install minus some of the big ones on that list - specifically EPL, KIS/KAS and I run TACLS instead of USILS but I've a sneaky suspicion that it's one of these since they are the ones that tend to invade parts no matter where they come from. I'd almost bet that it's KIS or TACLS more than anything else. I also run a "technically outdated" mod called Science Containers that adds experiment storage abilities to all command modules yet that is far more simplistic in implementation than KIS or TACLS and less likely to be the culprit. I did discover already that if you are running KIS/KAS it's NOT a good idea to enter one of the modules if you have anything in your inventory. On my game that will not only certainly cause the loss of those items but it has a tendency to eat kerbals when I do that. All of these issues are no real worry though since I keep backups of save games. It allows me to test out new stuff with fully modded games to see how well things work together but it does make tracking down issues a bit tough if I don't have a lot of time to futz around with it.
  7. Tater - I'd REALLY like to know what mods you're running with and see if I can cross-reference anything I'm setup with also to maybe narrow down the problem. Nils - I've been having very similar issues to what Tater has experienced along with a number of other weirdness things...bases disappearing, facilities suddenly launching into the air from Mun/Minmus surface, kerbals disappearing from within the structures, save game corruption and many other funky things when I have this installed. I've never reported it because I play with 110+ mods and it's far more likely that I'm running into a conflict somewhere than it is a problem with your mod plus the fact that I have no logs pointing at a problem on your end. So far I haven't been able to track down the offending party but I'm still working on it and it's a LOT to get through but will let you know as soon as I come across anything that may be problematic as well as try to get logs or debug info for you if I can just isolate it. I love this mod though and I'm fully determined to track down my issues and maybe help out others who are having problems along the way. Keep up the great work man - this is one of the best new mods to show up in a while and you've done a fantastic job with implementation.
  8. That sounds like a fantastic solution actually. Keeps it in line with the processes already being established for field changes and also helps to balance out the power issue. Great idea! On the CTT question - no, CTT doesn't remove or change any of the stock nodes, only adds to them. Additionally, it only adds 3 nodes to the stock tree through the 90 point science level, of which I'd probably only consider moving one item from Pathfinder into - the Conestoga being moved from Advanced Construction to Storage Technology on the CTT. IMHO, where these parts fall on the tree with or without the CTT is fairly good.
  9. I second this sentiment! That would be extremely handy for the mobile base since packing, carrying and mounting antennas can prove to be quite annoying especially if you use things like Antenna Range or RT. Looks great though and love the portable light pole idea as that's another annoying thing to have to carry albeit far easier to carry and mount. I've been playing around with the latest addition to the mod, the Outback ESP. This is proving to be a rather handy little item but there's one thing that needs to be toned down a LONG ways. The Prime Flux Battery option is WAY overpowered for the level of tech that you acquire the Outback. Paying only 45 science and 800 in cash for a battery that has EC of 756 is way out of line with the other available tech. The best thing I can achieve with my 110+ mod setup at a similar level of tech is going up to Electrics for 90 science and using a Procedural Parts Battery and can still only manage to get one with 300 EC. At the 45 science level I can only manage 156 with a PP battery. The Outback's only trade off is the extra 10kg of extra mass which is meaningless - anyone will take that all day long. I see people attaching these to their craft as the primary battery source with the intention of never removing them. This extra power is really a major issue early in career games but has no real effect later on. I don't know if you have a way you could scale the power up with increasing tech levels or not but that would be the ideal solution. Otherwise, just simply toning down the power and providing a pack that has between 150-300 EC still gives a significant advantage at the 45 science level. Additionally, that advantage would quickly disappear after just a couple more purchases in the electrics line when the 400 EC battery opens for stock and many other mods like PP give even more advantages. Other than that, the balance on all the other selections for the Outback seem to really be in line with other tech available at this level and provides that tiny bit of extra flexibility you need for various types of setups. Really a great addition to this whole package...keep up the great work!
  10. Apologies ahead of time for the somewhat tl;dr post but this is bugging me and I can't seem to figure it out... So, I've been digging for days and only finding snippets of info here and there but have not been able to get any truly complete answers so figured I'd bring my question here to see if anyone can provide some insight. I'm working to reconfigure some of the cfg files for Better Science Labs Continued in an effort to create some variety for each lab beyond form factor as a prelude to me creating my own new labs mod. That said, changing the parameters results in some extremely unpredictable behavior. Specifically, I cannot figure out the mathematics behind these values nor how they interact with each other : SurfaceBonus, ContextBonus, scientistBonus, researchTime, scienceMultiplier. Furthermore, it seems the parameters dataStorage and scienceCap have an additional effect and interaction with these values. Here's an example of what I mean: dataStorage = 2000 crewsRequired = 4 SurfaceBonus = 0.15 ContextBonus = 0.35 homeworldMultiplier = 0.01 scientistBonus = 0.25 researchTime = 7 scienceMultiplier = 6 scienceCap = 1000 dataStorage = 500 crewsRequired = 2 SurfaceBonus = 0.25 ContextBonus = 0.1 homeworldMultiplier = 0.01 scientistBonus = 0.25 researchTime = 5 scienceMultiplier = 3 scienceCap = 500 I understand the basics of these values, scientist bonus increases data values per scientist, surface bonus increases data values when data comes from the body the lab is landed on, research time is an exponential value that affects length of research etc etc etc. These are all very clear cut but if you look at the values I have listed above you would expect the 4 man Mk3-8 would actually generate a fair amount of science in relation to the 2 man Mk2-LC but that is far from the case. With these values, both labs landed on the Mun, both labs with the same amount of data same experiments and the Mk2-LC was generating 224 science/day and the Mk3-8 was generating only 7. That doesn't seem right and is VERY confusing too me. I've tried altering the values somewhat and played around with different values but short of matching the numbers between the two labs, the Mk2-LC ALWAYS performs better than the MK3-8 and that makes no sense. It has less scientists, stores less data, has a lower science cap and lower science multipliers yet generates more science per day. This is counter-intuitive so I'm seeking clarification. FYI - I rebuilt the craft in between my changes to the cfg files to insure that I had the correctly loaded values for the craft when testing numbers. tl;dr summation: SurfaceBonus, ContextBonus, scientistBonus, researchTime, scienceMultiplier, dataStorage and scienceCap interactions don't seem to make any mathematical sense... If anyone has any input I would love to hear it.
  11. Great job on this mod man! I use this along with your Pathfinder and have found the flexibility of the systems you've developed to be extraordinarily helpful. I'm playing around with a new deep space exploration vehicle on my career mode and noticed a curious error. The FLM-450 and FLM-900 both have identical volumes for all selections. Referencing the FLM-1800 I'm assuming those values are correct for the FLM-900 and incorrect for the FLM-450 since 2800 is half the quantity contained in the FLM-1800. After reading your config files for both the 450 and 900 I noticed that both values for capacityFactor are set to 0.5. I changed it in my 450 config file to 0.25 and that solved the problem for me as it now shows exactly half the values of the FLM-900 for all selections. Figured you'd want this brought to your attention and I also opened a github issue for it as a reminder. Again, great job on this and your other mods...looking forward to see what else you come up with along the way.
  12. Think this was a result of the update to KIS/KAS that happened today. I'm not able to attach to the surface either and was able to as of yesterday. Only thing that changed for me between now and then was the update to KIS/KAS this morning.
  13. Yeah I already run the Stock Bug Fix mod largely for those animation glitches. It's a weird one to try and track down since only one of the two parts is affected but I'm gonna keep trying to isolate it and will let you know if I figure it out. I've got a HUGE install of mods and there's no telling which one maybe making the Mk2 hiccup like it is. No worries and if you get any other ideas for things I might try fire away and I'll be happy to test anything out. P.S. I feel bad for not saying this in my first post since as a rule of thumb I mean too always do so - great job on this mod man. I really do love it a lot. You've got such nifty little parts that really help make things easier and make more sense (like your rover bodies - LOVE 'EM!). Keep up the good work and thanks for all you do.
  14. I am getting the same issue but only on the SSP Mk2. The previous SSP Mk1 never has, and still does not auto deploy in the VAB. The only mod I'm running that has anything to do with animations is BahamutoD's Animation Module and the Firespitter Core. Is there some difference in animations between the Mk1 and Mk2 that would cause one of these two mods to conflict with the Mk2 but not the Mk1?
  15. I don't see any other issues. Doing a check in game and verifying against the config file those two appear to be the only ones affected.
  16. I had this issue and it was easy to fix...the directory name was slightly misspelled in the update. The distro has it as Freedomtex and changing it to FreedomTex solved the problem. All textures returned after that.
  17. I've also run into an issue with the Daikon Service Module from HGR and the LTS Mk2 "Bun" Lower Stage from Dr. Jet's Chop Shop. Both parts cause the following to appear in the output log: NullReferenceException: Object reference not set to an instance of an object at ModuleDecouple.OnDecouple () [0x00000] in <filename unknown>:0 at ModuleDecouple.OnActive () [0x00000] in <filename unknown>:0 at Part.ModulesOnActivate () [0x00000] in <filename unknown>:0 at Part.force_activate () [0x00000] in <filename unknown>:0 at InterstellarFuelSwitch.InterstellarFuelSwitch.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 In this particular case both parts have decouplers built into the part and the fx_gasBurst_white effect is playing continuously in the editor and on the launch pad. It appears the parts are working normally. I also pulled this out of debug when selecting the parts in the editor just in case it helps at all: --- when selecting the Daikon Service Module [Warning]: InsterstellarFuelSwitch: error parsing selectedTankResource amount 0/0: '90,110': '90' [Log]: InsterstellarFuelSwitch parseDoubles: invalid float: tankCost [len:0] ''] [Log]: InsterstellarFuelSwitch OnStart loaded persistant selectedTankSetup = -1 --- when selecting the LTS Mk2 "Bun" Lower Stage [Warning]: InsterstellarFuelSwitch: error parsing selectedTankResource amount 0/0: '324,396': '324' [Log]: InsterstellarFuelSwitch parseDoubles: invalid float: tankCost [len:0] ''] [Log]: InsterstellarFuelSwitch OnStart loaded persistant selectedTankSetup = -1 I am running the fuel switch config from Cryogenic Engines for my tank selection and use no other tank switching mods at all. (No RF or MFT) Once I removed IFS the problems went away and the tanks stopped the consistent playing of the fx_gasBurst_white effect as well. I also tested an earlier version of the config file where this problem was not occurring and was able to duplicate the problem with both the NREs and consistent smoke effect. I hope all this info gets you pointed in the right direction. You do really great work with this switching mod and I prefer it above all others I've tried. Keep up the good work!
  18. Just as a note - you wouldn't have to have 3 useless parts lying around. You can upgrade the existing part you used earlier in the tree with the new functionality. For a reference, look at the MechJeb AR202. It's a single part that gains functionality as you open up more nodes along the tech tree. You could upgrade your level 0 SAS chip through the same kind of functionality until you reach the last node that has the level 3 SAS giving the small boosts along the way and you would still only be using a single part.
  19. I really need to take some time to build up a very basic KSP install to test these parameters out but just have been to lazy to do so...think I'll work on it this weekend and see if I can't figure 'em out. As for new lab types - yeah, I may just do that. This is my first foray into modding KSP (done other games before) but I've been wanting to put my recently learned skills at modelling to work to do some new KSP stuff and the science game is my favorite part of the whole system. Not to mention, having someone else whose more experienced in doing this to help check my work would be nice too!
  20. Nice job on the re-release, these will definitely come in handy so thanks much for getting this done! I do have a question since I've been playing around with the idea of creating some new lab types on my own. I've been going through the cfg files of various science labs from a number of different sources and haven't been able to find this answer - what exactly do the parameters SurfaceBonus, ContextBonus and homeworldMultiplier actually affect? I noticed that you included those parameters only on the BLmk2ScienceFuselage and figured you has a specific reason for leaving them out of the other configs but for the life of me, I haven't been able to figure it out myself. Pointers or help on this would be really appreciated! Thanks again for reviving these!
  21. Cool, thanks for verifying that! While I love whacking bodies with large rockets (great frustration remover ) I'll just drop my Impact! parts as straight monitoring stations from now until some fix arrives from some quarter.
  22. xEvilReeperx - great job on the mod and has been one of my must install mods ever since I found it. I've recently run into a weird issue. One particular unmanned rover I have will not give me any science alerts at all although I can run the experiments manually and all is well. I just don't get any alerts. I poked around and found this error that's constantly spamming the log for every science experiment I've got mounted: ScienceAlert, Exception was: System.NullReferenceException: Object reference not set to an instance of an object at ScienceAlert.StorageCache.FindStoredData (System.String subjectid) [0x00000] in <filename unknown>:0 at ScienceAlert.Experiments.Observers.ExperimentObserver.GetScienceTotal (.ScienceSubject subject, System.Collections.Generic.List`1& data) [0x00000] in <filename unknown>:0 at ScienceAlert.Experiments.Observers.ExperimentObserver.UpdateStatus (ExperimentSituations experimentSituation) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ScienceAlert, Failed to create kdex ScienceSubject. If you can manage to reproduce this error, let me know. The red highlighted kdex above is replaced by each science module I have on the rover. Looking back through the thread, I'm wondering if it's something going on with the Impact! mod as I've seen it mentioned several times as possibly causing an issue and this rover has the Impact! Bangometer on it. Just for info's sake, I am not running RemoteTech so none of the weird issues that come up with that mod would be associated. I do however have 105+ mods loaded so if it's conflicting with something other than Impact! it would be extremely difficult for me to narrow it down. Like I said though, it's only this on particular rover that I'm having the issue. Again, great job on the mod, this is one of the most handy tools for the science game I've ever found.
  23. One big thing to remember, cryo engines consume LH2/Ox faster than LFO engines consume LOX and therefore require more tanks than a standard LFO engine does. If you use a Jumbo-64 w/ LFO and then just switch it to LH2/Ox and a cryo engine, you will always have worse dV. However, if you match the fuel mass between the two (which means more LH2/Ox tanks) you will see the improvement in performance and efficient. You'll also find that you will still end up conserving weight despite using more tanks because of the mass of LH2/Ox. Match the fuel mass and don't just switch the fuel in the tanks alone otherwise you aren't getting a real comparison of the two.
  24. Onionkermin, great job on the mod - I really dig the art and find the parts fit in perfectly in so many places it's ridiculous. I wanted to bring something up that I just noticed tonight while planning a new mission to Duna. I saw on the Advanced 0N-2 "Onion" Orbital Module that your description mentioned allowing modest field research capabilities but I never noticed anything more than crew reports available while flying it. So, just on a curiosity note I took a look at the cfg file and saw you had the ModuleScienceConverter being called and assume you mean it to work like a slightly less efficient Large Crewed Science Lab. This is a great idea but I found a small problem. While the ModuleScienceConverter is perfectly setup, there is no data storage defined for the pod. As such, no data can be converted into science as a lab. To do this you need to have ModuleScienceLab defined as well. I took the liberty and added the section into my own cfg file but seeing as that appeared to be your aim for the pod I thought I'd share the setup I put into my own. I scaled it down from the stock science lab in an effort to stay true to your intention of a slightly more inefficient lab. MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 350 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 4 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } If you feel like using this please change it as you see fit. I left the SurfaceBonus, ContextBonus and homeworldMultipliers at stock values for now as I'm not exactly sure how much or little they actually affect a lab's performance. I changed the interaction range for cleaning experiments to 4 to help account for the smaller size of the pod but much more really didn't seem necessary unless that ability is simply eliminated. Sure do hope this is what you were aiming for and that I'm not messing up your grand vision. Again, you've done a really great job on this mod.
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