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LemonSkin

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Posts posted by LemonSkin

  1. Hey JPL, thanks for getting back to me. I've found the issue in V1.5.8.0 and fixed it:

    File: AYProcessPartModules.cs

    Line 2504:

    WAS: ScanSatWrapper.SCANsat tmpSs = new ScanSatWrapper.SCANsat(currentPart);
    
    IS: ScanSatWrapper.SCANsat tmpSs = new ScanSatWrapper.SCANsat(module);

    Line 2737: As above.

    I've done a bit of basic testing and this seems to correct the method fail issue but it introduces a new issue: As soon as tmpSs.stopScan() gets called, tmpSs.startScan() is immediately called. I suppose one of the checks in the switch case isn't being changed correctly.

    EDIT: After further testing, it seems that this only becomes an issue if your craft produces less EC than it generates while in full sun. Probably not worth fixing, but just a heads up.

    Cheers :)

  2. EDIT: I can confirm that I am having the same issue with KSP version 1.10.1 running AmpYear version 1.5.8 and SCANsat version 20.4. I have wiped my folder and manually reinstalled both mods and even tried down-versioning SCANSat to V19 and I still get the exact same error. This makes me think there's an issue with my environment. I have updated the below Dropbox link with logs running the latest version of KSP and this mod.

     

    Hi @JPLRepo, long time fan and I know you don't provide support for old versions, but was wondering if you could point me in the right direction for fixing a similar issue as @SoRobby.

    No SCANsat satellites shut down when emergency procedures activate. My in-game image is virtually identical to @SoRobby's first image. I have also trimmed my mod list down to just AmpYear, SCANsat and my personal MM config that only effects Connected Living Space if installed.

    I understand if you're not willing to help out with this, but thank you in advance if you choose to :)

    KSP Version: 1.8.1

    AmpYear Version: 1.5.6 (Manually installed)

    SCANsat Version: 1.20.4 (Manually installed)

    Module Manager Version: 4.1.4 (CKAN installed)

    Dropbox to KSP.log and Player.log -> KSP AmpYear Debug Logs

    Relevant Info From Logs

    KSP.log, lines 5770 - 5771

    [LOG 21:23:08.112] 11/17/2020 9:23:08 PM,AmpYear-ScanSatWrapper,Invoke stopScan Method failed: Object of type 'Part' doesn't match target type 'SCANsat.SCAN_PartModules.SCANsat'
    [LOG 21:23:08.113] 11/17/2020 9:23:08 PM,AmpYear,Turning off SCANsat

    Player.log, lines 19491 - 19497

    11/17/2020 9:23:08 PM,AmpYear-ScanSatWrapper,Invoke stopScan Method failed: Object of type 'Part' doesn't match target type 'SCANsat.SCAN_PartModules.SCANsat'
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
    
    11/17/2020 9:23:08 PM,AmpYear,Turning off SCANsat
     
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

     

  3. On 7/19/2017 at 11:44 PM, Vrana said:

    I have a really strange problem with Stations and Bases contract pack.

     

    The "Launch the @/targetBody1 Space Station!" contracts appear in my available contract list and then disappear a few seconds later, as if auto rejected, only to be replaced by other "Launch new xxx Space Station" contracts.

     

    I do play with a heavily modded game but i tested the save game in a stripped down version and im still getting the same situation.

     

    I skimmed through my output_log.txt and found nothing which seems related but i can provide it.

     

    Im using ksp 1.3.0, contract configurator 1.23.1, module manager 2.8.1 and Bases and stations 7.0 (3.7.0 according to avc version file).

    This is an issue with CC itself, other users have reported similar issues on different contract pages. Sorry about that :\

    Minor Update 3.7.0.1

    • Fixed issue with contracts failing (thanks WakabaGyaru)
    • Fixed issue with station/base population contract (thanks Volt)

     

    Hey guys, I'm finally back. I've uploaded a quick hotfix, thanks to @WakabaGyaru and @Volt. Let me know if you're having any other issues!

  4. On 04/07/2017 at 0:39 AM, Volt said:

    Is it possible for me to reduce the number of Kerbals required to satisfy a crew rotation contract? It's asking me to uplift 4 Kerbals as a crew to replace my 2 Kerbal crew on the station. I ask you, how many sensible rockets have a 4-Kerbal crew?

    Edit: Looks like it glitched out and ticked off that requirement when I recovered the existing 2 crew. Odd.

    Edit 2: Okay so this is definitely an issue. I even forced the contract to complete and then it immediately threw me a contract to 'crew the station now you have finished constructing it' which was odd given I'd just sent up three Kerbals to crew it. I'm not bothered that it's misbehaving but I am somewhat annoyed that the crewing requirement is 4 - there are three types of Kerbal, and the highest sensible crew capacity for a vessel is 3 without going nuts with hab containers etc.

    Sorry it's causing you grief. I'll take a look at it when I get back from my holiday in a couple of days. The immediate contract is a quick fix and I might change the other requirement to "crew with between 1 and 4".

    As for the highest sensible crew capacity being three, I disagree. I usually try to RP and have multiple of each class of Kerbal on board to take shifts doing work. Even the green space frogs need downtime :) That and if you're using Station Science, crewing a Station Science Laboratory with 4 scientists will make your experiments complete significantly faster than just having a single scientist. This pack was originally created with that mod in mind and I don't plan on deviating from that design choice.

  5. Sorry all, I've been on overseas on vacation for the past two weeks, I probably should have updated the OP to let people know. I'll be back in a couple of days and I'll get working on fixing things ASAP.

     

    As an aside, if you're upgrading from any version prior to 6.7, you must delete the folder in \ContractPacks and install it fresh. I changed the folder structure to make things easier for me as I continue working on things.

    Thanks for your patience everyone :)

    On 28/06/2017 at 2:20 AM, Gordon Dry said:

    There is an error in the patching of the contracts.

    Perhaps this is not the fault of this contract pack, because it says "ArgumentException: 'Gilly' is not a valid CelestialBody." - I got RSS installed.

    
    [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'StationCore'
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
    
    ContractConfigurator.OrbitFactory: CONTRACT_TYPE 'StationCore', PARAMETER 'LKO' of type 'Orbit': Error parsing maxAltitude
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
    
    ArgumentException: 'Gilly' is not a valid CelestialBody.
      at ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.ExpressionParser.CelestialBodyParser.ParseIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseVarOrIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.ExpressionParser.ExpressionParser`1[CelestialBody].ParseSimpleStatement[CelestialBody] () [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.ExpressionParser.ExpressionParser`1[System.Double].ParseStatement[Double] () [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.ExpressionParser.ExpressionParser`1[System.Double].ParseStatement[Double] () [0x00000] in <filename unknown>:0 
    Rethrow as Exception: Error parsing statement.
    Error occurred near '*':
    @/targetBody1.IsSun() ? 113549713200 : @/targetBody1 == Gilly ? 16000 : @/targetBody1.SpaceAltitudeThreshold()
    .......................* <-- 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.ConfigNodeUtil.ParseSingleValue[Double] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.ConfigNodeUtil.ParseValue[Double] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 
      at ContractConfigurator.ConfigNodeUtil.ParseValue[Double] (.ConfigNode configNode, System.String key, System.Action`1 setter, IContractConfiguratorFactory obj, Double defaultValue, System.Func`2 validation) [0x00000] in <filename unknown>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    ContractConfigurator.LoggingUtil:LogException(Exception)
    ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Double, Func`2)
    ContractConfigurator.OrbitFactory:Load(ConfigNode)
    ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory)
    ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory)
    ContractConfigurator.ContractType:Load(ConfigNode)
    ContractConfigurator.<LoadContractTypeConfig>d__29:MoveNext()
    ContractConfigurator.<FinalizeContractTypeLoad>d__28:MoveNext()
    UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
     
    (Filename:  Line: -1)
    
    ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'StationCore'

    Do you know a "well-known" issue regarding Gilly in RSS installs?

    Log:
    https://www.dropbox.com/s/xflvfnw8igjbd9d/2017-06-27-1 KSP.log.zip?dl=1

    Sorry, not sure about that, I don't use RSS. I'll have a look into it when I get home, the contract pack doesn't have any planet names hardcoded in from memory (although there are one or two exceptions due to orbit heights, can't remember exactly which ones though)

    Edit: @Gordon Dry I see that Nightingale believes that this an issue with CC. Let me know if you're still having this issue after an update is released and I'll see if there's a problem with the contract.

  6. FRESH OFF THE GRILL

    Update 6.7.0.0

    • Full Station Science support: Contracts added for all Station Science modules
    • Station progression has been reworked, it's now possible to build the space station earlier in your career and the science lab has been made optional. You will be rewarded a bonus for launching with a lab of some type, but if you don't, a contract will be generated which will give you slightly lower overall funds for taking the easy way out :wink:
    • Reworked and re-balanced contracts: the 'Perform Science Docked With' contract has been completely reworked to be far more useful. Every 15 days there is the chance for a contract to generate asking you to perform an experiment you have already completed while docked with any of your space stations. You will be rewarded with 1.5x the science you originally got from that experiment in that situation (i.e. temp in LKO gives 8, you will now be rewarded with an additional 12). The cost of this contract is $1,000/per ORIGINAL point - $5,000:$10,000. Therefore, running temperature while docked to your station will cost you ~$13,000 to $18,000 + cost of getting your ship to orbit and back. Nobody said that doing science was cheap! It should be compatible with all mods that add science parts.
    • Several contracts have had their monetary rewards balanced
    • General consistency fixes in descriptions and titles

    Get it while it's hot, kids: https://github.com/LemonSkin/KerbinSpaceStation/releases/tag/6.7.0.0

  7. 3 hours ago, Gordon Dry said:

    There is something wrong, one exception during MM patching:

    
    [ModuleManager] Exception while checking needs : ContractPacks/KerbinSpaceStation/StationMissions/ModuleScienceLab/ScienceLab with a type of CONTRACT_TYPE:NEEDS[!StationScience
    System.ArgumentOutOfRangeException: Cannot be negative.
    Parameter name: length
      at System.String.Substring (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0 
      at ModuleManager.MMPatchLoader.CheckNeeds (System.String& name) [0x00000] in <filename unknown>:0 
      at ModuleManager.MMPatchLoader.CheckNeeds (System.Collections.Generic.List`1 excludePaths) [0x00000] in <filename unknown>:0 
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
    
    [ModuleManager] Node is : CONTRACT_TYPE:NEEDS[!StationScience[ScienceLab]
      CONTRACT_TYPE:NEEDS[!StationScience
      {
        name = ScienceLab
        title = Add a Mobile Processing Lab MPL-LG-2 to @/targetVessel1
        genericTitle = Add a Mobile Processing Lab MPL-LG-2 to the station.
        group = BasesandStations
        description = Now that we know we can survive in space for a few days, we should try to do more science up there.
        genericDescription = How are we gonna do science without a lab, huh?
        synopsis = Add a Mobile Processing Lab MPL-LG-2 to @/targetVessel1 .
        completedMessage = Well done! Now we can continue advancing Kerbal-kind!
        minExpiry = 1
        maxExpiry = 7
        cancellable = true
        declinable = true
        maxSimultaneous = 1
        rewardScience = 0.0
        rewardReputation = 1.0
        rewardFunds = Random(100000.0, 300000)
        failureReputation = 1.0
        failureFunds = 50000.0
        advanceFunds = 75000.0
        targetBody = @/targetBody1
        DATA
        {
          type = Vessel
          uniquenessCheck = GROUP_ACTIVE
          requiredValue = true
          targetVessel1 = AllVessels().Where(v => v.Parts().Contains(Large_Crewed_Lab) == false && v.VesselType() == Station && v.CrewCount() > 0).Random()
          title = Must have a station without a Mobile Processing Lab MPL-LG-2.
        }
        DATA
        {
          type = CelestialBody
          requiredValue = true
          targetBody1 = @/targetVessel1.CelestialBody()
          hidden = true
        }
        PARAMETER
        {
          name = PartValidation
          type = PartValidation
          title = Launch a new Mobile Processing Lab MPL-LG-2 to @/targetVessel1 .
          VALIDATE
          {
            part = Large_Crewed_Lab
          }
        }
        PARAMETER
        {
          name = Docking
          type = Docking
          vessel = @/targetVessel1
          title = Dock with @/targetVessel1
          hideChildren = true
          completeInSequence = true
        }
        REQUIREMENT
        {
          name = PartUnlocked
          type = PartUnlocked
          checkOnActiveContract = false
          part = Large_Crewed_Lab
        }
      }

    Is it the syntax?

    
    CONTRACT_TYPE:NEEDS[!StationScience && !Kerbalism]

    I just searched for " && " in all *.cfg files and only find it inside of them but never in NEEDS but in that specific file ...
    Like:

    
    p3Bodies = ReachedBodies().Where(cb => cb.HasSurface() && cb != HomeWorld() && cb.Parent() != HomeWorld())

    Example from https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook

    
        Combined Search
    
        @PART[*]:HAS[@MODULE[ModuleEngines] , @RESOURCE[SolidFuel]] 
        {
          ...(stuff)
        }
    
        This filters for all PARTs who have a ModuleEngines MODULE and have a SolidFuel RESOURCE at the same time. (Space added for clarity)
    

    So instead of && a single & or a single comma should be enough I guess and that without a space...

    Another example from https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax

    
    PART:NEEDS[RealFuels|ModularFuelSystem]
    {
        name = myPartName
    
        description:NEEDS[RealFuels&!ModularFuelSystem] = This part is used in real fuels
        description:NEEDS[ModularFuelSystem&!RealFuels] = This part is used in modular fuel system
    }

    I will test it now with

    
    CONTRACT_TYPE:NEEDS[!StationScience&!Kerbalism]

    I tested it and no exception during MM patching, so far ...

    Yeah, you're right. I'll push through a fix asap

    EDIT: File has been fixed and uploaded

  8. 3.6.9.99 - PRERELEASE

    PRELEASE BUILD

    • KSS can now be launched earlier in career -> Total reward slightly reduced, science lab made optional, reward given for launching with it
    • KSS required to orbit for 2 days as a life support precaution. USI Lifesupport users will be required to bring Supplies to counter the Starving state
    • If the user did not launch with a science lab, an additional contract will be generated to add this to the station. Supports stock, Station Science and Kerbalism (untested, I don't use this mod but I have tried to preserve compatibility)
    • Station Science users can now be paid to take modules to their space stations. Currently only the zoology bay is implemented, but I have plan to release the other modules for the full release
    • The Perform Science contract has been completely reworked. Now only contracts for experiments that have been completed will generate (few and far between). For a significant investment, performing the experiment on board your station will yield ~1.5x the science that you have collected for that experiment in that situation, i.e. temperature reading in low orbit will give you 8 science, this contract will reward you with a further 12. This system is likely to be buggy with certain experiment modules and mods.

    https://github.com/LemonSkin/KerbinSpaceStation/releases

    EDIT: For those of you that are willing to try this, please note that I changed the organization of files. It's best to delete the contract pack and install it fresh. Also make sure you're not in the middle of completing a contract as this is likely to cause errors. Everything else should continue working as before.

  9. 1 hour ago, Avera9eJoe said:

    Yo! I've got a quick question... is this reading good or bad?

     

    Neither good nor bad, you're just zoomed in a lot. Use mod + - to zoom out. You're looking to increase the value 'int' on the top right corner. Using this mod, I go from around 30 seconds to over 60 seconds. For reference, your graph says garbage collection is occurring every 29 seconds.

  10. 2 hours ago, MrWalrus123 said:

    does this work with mods that completely change the solar system?

    I haven't tested it, but it should be okay. Some orbit placements might be a bit weird or impossible to fulfill if the space altitude thresholds are drastically different from the stock planets. Let me know if you run into any bugs and what mod you're using and I'll try to add compatibility for it.

    12 minutes ago, severedsolo said:

    Congratulations on getting Mod of the Week - or whatever it's called now

    Cheers, but I feel like you should get that honour! I haven't had the time to make any significant changes just yet!

  11. Hey @Ven, I really love your work. I was wondering if it was possible to make the battery models available again (the link seems to be broken). I'm trying to make my own AmpYear patch to make the reserve batteries use your models with blue bands and a blue point light. I've finished editing the texture, but the KSP .mu importer/exporter plugin isn't too friendly with certain aspects of the meshes.

    Cheers!

    Edit: Disregard, I was clicking on the wrong link the whole time

  12. You can get away with having waaaaay more mods installed than that, and you're using most of the same ones I am. Double check with KSP Interstellar Extended, that seems to be incompatible with a number of mods. As a general rule of thumb, most mods will work together unless they alter the same things, for example, installing two life support mods will almost definitely cause errors. 

    You can check for errors in the debug log (mod+F12). Any errors that appear are highlighted in red text. 

    Happy modding! :)

  13. 15 hours ago, strozyk85 said:

    Great mod! Beautiful textures.

    But in version 1.3 I have a problem with solar panels which apparently don't turn towards the sun. I mean sometimes they do and sometimes they don't which results in lack of electricity in a vessel.

    If you're using Kopernicus and any mod that reads or alters solar panels in anyway, you'll have issues. Mod authors are slowly getting around to adding compatibility for  it (AmpYear just got updated support), but if in the mean time you can't wait and are using a solar system with one star, you can comment out lines 16 - 19 (by putting // on those lines) in Kopernics\Config\SolarPanels.cfg.

  14. 10 hours ago, JPLRepo said:

    V 1.4.8.0 Release for KSP 1.3. See OP for linls.
    Includes NEW ability to highlight any or all power production or consumption parts on your vessel in the SPH/VAB and Flight.
    Fully Localization ready (no translations yet, but volunteers welcome!)
    Fix for Kopernicus Solar Panels for those that use Kopernicus.
    Re-added support for USI LS and MKS - courtesy of Ormira.
     

    Hey @JPLRepo, the latest update causes insane log spam in the VAB. I've raised the issue with more details on GitHub. It has caused my output_log to bloat to around 50MB, so I'm not really able to upload it or pastebin it anywhere.

    EDIT: As an aside, do you know if AmpYear interferes with DynamicBatteryStorage that was included in the most recent update of Near Future? That seems to generate a decent number of log entries, but there aren't any errors associated with it.

  15. 11 hours ago, Papa_Joe said:

    Yup.  I think I fount that one myself, and have a fix in my Dev branch.  let me take a look and see if I'm in a state to release a dot update.  as a quick fix, you can turn off highlighting in the settings window.

    Hmm, hasn't seemed to fix it. What's more, if I do a fresh install of both SM and CLS, the Ship Manifest settings window defaults to 'Custom'. If I try to change any settings and hit save, I get a Null Reference thrown at me. If I hit 'Default', I'm able to change settings and save them without the Null Reference, but all CLS-related options are unselectable and greyed out. In both cases, I still get the log spam that grinds my game to a halt.

     

    Edit: I seem to have fixed it by enabling "Stock Crew Xfers" and then disabling "SM Crew XFers" in that order. Of course then I lose SM functionality to move my crew around, but CLS functionality still seems to be working as intended.

  16. 5 minutes ago, wile1411 said:

    Thanks for continuing this! always like more contract packs!

    As a small item, could I suggest you add an additional line to your StationAgent.cfg file? The log file throws up an ERR about a missing 'title' entry for Agent and is easily fixed with adding "title = Duna One" under the name in the above file. Not sure what the difference is between title and name in this context though.

    Yeah, I'll put it on the list. Next update will be late this weekend or early next week. I foolishly took this over in the middle of my exams haha

  17. 41 minutes ago, CrashTestDanny said:

     

    Ok, so just for arguments sake, say I de-orbit my Skylab station to make room for my new ISS?  Seems like the same situation would apply, right?

    And what about the rapidly appearing/disappearing medical emergency, power module replacement, mission specialist, etc. missions?  surely it can't be by design that these contracts appear for less time than it takes to click on the accept button?

    Danny

    That's actually a plan of mine, adding a second-generation station into orbit and optionally deorbiting the old one. Specifically, I had UKS parts in mind for this. 

     

    21 minutes ago, CrashTestDanny said:

    Also, I would propose that if your intent is to make these contracts one-time, that you should add that condition, which exists in the contract system (see tourism plus, kick off mission for example) rather than relying on what is clearly a bug to enforce your idea of proper gameplay.

     

    I'll look into it, but it sounds like it's something to do with the condition checking system. Sonetimes it takes a bit to catch up, especially if you have a lower-tier PC or are running a tonne of other mods. As for enforcing my play style, feel free to not use this mod if you don't like how things are implemented.

  18. 26 minutes ago, DStaal said:

    As another thought for the basic station - I noticed that whatever other contract pack I was on before I added this wanted a station with *fuel* as it's first thing.

    I was going to add this as a later contract, I had a large orange fuel tank and large monoprop in mind. Usually useful amounts of fuel are too expensive to lug in to space in the early career.

    6 minutes ago, vardicd said:

    @LemonSkin Glad to have this back in my mods list, thanks!, One thing though, the link you have to Near future electric seems to be broken? all the other links work for me, just not that one. anyone else having problems with that link? sometimes my IE does stupid things, so might just be me.

    Ah yeah, Nertea combined all his mods to one forum page a while ago, I'll update the link soon. 

  19. @Stratickus I actually like the sound of this and will probably implement it. It never made a whole lot of sense to me to have a science lab before having a cupola and hitch-hiker module (or just basic life support and room for your kerbals). 

    @CrashTestDanny pretty much what @TheRagingIrishman said. I won't be fixing this, you're not supposed to game the contract system like that. 

  20. Hey @Papa_Joe, I'm getting Ship Manifest throwing errors when I'm trying to transfer my crew around my vessel (using CLS). My debug log just spams:

     

    [ShipManifest] - Error:   in Ship Manifest Window.  Error:  Object reference not set to an instance of an object 
    
      at ShipManifest.InternalObjects.SMHighlighter.GetPartHighlightColor () [0x00000] in <filename unknown>:0 
      at ShipManifest.InternalObjects.SMHighlighter.RevertMouseOverHighlight () [0x00000] in <filename unknown>:0 
      at ShipManifest.InternalObjects.SMHighlighter.MouseOverHighlight () [0x00000] in <filename unknown>:0 
      at ShipManifest.Windows.WindowTransfer.Display (Int32 windowId) [0x00000] in <filename unknown>:0 
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

    This repeats forever and kills my performance. The only way to get it to stop is to send the Kerbal that I'm trying to transfer on IVA, but then I can't ever close the Ship Manifest window as it says a move is still occurring. Any clues?

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