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Everything posted by TheReadPanda
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[1.0.2] FTL Drive (Updates on development)
TheReadPanda replied to krh42's topic in KSP1 Mod Development
@linuxgurugamer I would love this mod to be updated. I know it kind of seems left behind and not as appreciated perhaps. Still, I loved it when it was working and I thought it added a 'fun' element plus helped with streaming as you only had to do the long journey to the remote planets once or twice (if you sent a probe before a beacon that is) This meant you could work on more serious colonization and so on without 10+ year trips (for outer planets etc). -
[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
thank you VERY much for testing this!!!! -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TheReadPanda replied to Angelo Kerman's topic in KSP1 Mod Releases
The problem I have is almost every time I scan Minmus the 'flats' and I mean all of them, have zero water. Maybe I just have bad luck with things but sure is frustrating to look at an 'ice' moon like Minmus and find no water in any of the easy to land places. Usually have to build entire drill rigs away from my main base to supply water. Kinda wish there were some 'norms' set for resource allocation. I am unsure if random seed makes all that much sense in truth.- 3,523 replies
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[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
Okay, I have no AC and can't really test things as well as I would like. If anyone could give me feed back here on if this works without nulrefs in 1.1.3 I would greatly appreciate it. I can monitor this thread from my tablet in a place below overheating panda point. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TheReadPanda replied to Angelo Kerman's topic in KSP1 Mod Releases
But Minmus is my favorite moon! Awww. No Geothermal on my favorite moon. Sad Panda Face. Still, thanks for all your hard work.- 3,523 replies
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[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
Done, Forgot about that. Thanks! -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TheReadPanda replied to Angelo Kerman's topic in KSP1 Mod Releases
I was actually at the point I was going to start this on Minmus before my apartment got into sauna mode. One question, I scanned both the mun and minmus and perhaps I am doing it wrong but I have yet to spot any geothermal spots (not that I would actually expect any on minmus now that I think about it. It is an Ice moon, right?)- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TheReadPanda replied to Angelo Kerman's topic in KSP1 Mod Releases
Actually, now there's a thing. You can have 'launch pads'. So what you want are one use launch pads it sounds like. Build there, no decouple and then deactivate that as a launch pad. not sure how the code would go but... sounds plausible? Maybe? At lease that sounds like what you want to do.... Yeah, probably have to talk to the maker of EPL for that, or dig into the EPL code to make your own module for that. Sorry, I didn't understand what you were trying to do.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
TheReadPanda replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 There was a mod that could 'print' small KIS parts. Perhaps this mod could point you in the code direction you would need to make a 3d printer to make your parts? Might at least give you some ideas. Big thing I'm looking for right now is a module that can make a truly closed loop for TAC-LS and make /more/ than I need with the right inputs so I can build a 'farm' colony to feed passing kerbals and load up colony ships. My math shows the food systems for pathfinder are a bit lacking in that area at the moment but we talked about that on stream earlier today. I'd be fine with it being a rather large single purpose building as long as I could have a 'greenhouse' dome. Might be able to make it use multiple configs to work with kerbalism/USI/TAC depending on which is installed, not sure. I don't make part mods but I have done cfg files and trouble shot some. Now if only we could 3D print new kerbals on site, or 'decant/clone' them. Then I could expand colonies off kerbin without shipping everyone there!- 3,523 replies
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[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
It is the Read Panda Hiring services! Meaning it is run by red pandas, not that you hire red pandas. We carefully screen for only the kerbals /you/ want! No more picking from a random small pool of kerbals! We even allow bulk hiring! So stop on in! Free snow-cones* for the first 10 down loaders! *Note: Snow-Cones may be imaginary, if you do not get your snow-cone we are not liable for any snow-cone delivery failures. If your snow-cone melts you are responsible for any cleanup. The Red Panda Hiring Service can not be responsible for mis-use of snow-cones. Do not insert the pointy end of the snow-cone into your ear. Snow-Cones are intended for oral use only. Do not apply snow-cones to any electronic devices. -
[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
So figured out @Resender issue, yay! And also added bulk hire option! You can now hire one to ten kerbals (depending on cash and size of complex...) Big note here! It is still in early beta/alpha testing! If you want to test it please get the dll (and only this dll) and put it in a sub folder called 'hire' in game data. https://github.com/TheReadPanda/PHS/blob/master/Hire/Hire/bin/Debug/Hire.dll Do not take the entire git hub repo as that includes all the source code and dlls to compile the dll! Thanks! -
[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
If you read back right now the only valid copy for 1.1.2 is on github with the link provided on page 4 of this thread. It is a raw dll. The version for 1.0.5 is actually still on Space Dock. Once I iron out a few bugs and test a few more things I will be sure to get the beta/recent version on space dock and off of github through a better link. So right now if you want it, as is, you can get it from the github link. Otherwise I am sorry, you will have to wait, @DaMachinator Hopefully it won't be too much longer. I have been unable to do much work this week due to some complications. I hope to get things tidied up by mid next week for a new post to SpaceDock for 1.1.2, barring 1.1.3 coming out before then. I have no idea when that will be released. PS: here is the github link, just grabbed it off the last page: https://github.com/TheReadPanda/PHS/tree/master/Hire/Hire/bin/Debug -
[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
@Resender Even if it is not my mod I am glad to try to help. Remote tech isn't really throwing many errors per se just HUGE amounts of log spam from what I can see, but contract configurator is throwing lots of errors. The question about deep freeze is unlikely to be relevant after re-parsing the log. Removing CivPop or at least the KSPAPI component is a good idea until they fix that. But I honestly have no idea about that with the contracts vanishing. Can you try a new career from scratch and see if you can replicate it rather than from an existing save? -
[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
@Resender A few things. One, please remove KSPAPI extensions from the Civilian Population mod folder. This is no longer a valid dll and several other mods ( MechJeb/Contract configurator) are getting exceptions from it because they still make obsolete calls or calls made get redirected to this invalid dll which shouldn't be in that mod anymore anyway. Two: Deep Freeze seems to have it's own tracking of kerbals some how not sure if this is relevant. Three: I'm seeing sections of contract configurator that are failing left and right in the log. Four: You have a few remote tech issues it looks like, unsure how that might relate Five: At some point in your 'Launch' command every dll and mod is reloaded for no obvious reason... and I have no idea why or what mod is doing this. So my big question for you is... does this only happen if my mod is added? Was it the only mod added and it worked fine before you added my mod? If so, can you please remove that KSPAPI thing and try it again? I see the hire go off successfully. My hire mod only creates a kerbal (and saves it as a stock kerbal) so it doesn't touch contracts and should be viewed as a stock kerbal. I went out of my way to make it so if you removed my mod nothing bad would happen, the game would go on as normal. But I honestly, even after parsing the full log and finding those errors do not see how my mod would cause the contracts to vanish.... So I am at a bit of a loss? Did you perhaps add CivPop at the same time as my mod? Just curious.... PS: Do they vanish if you just go and fly another ship? not launch a new one? I have a hunch that the reload of all the mods/assembly at the 'launch' function are the issues, maybe... just a guess. -
[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
So I have done a bunch of testing in career mode: 1. I can hire a kerbal, get contracts fly a mission and contracts complete normally. 2. I can get a contract, hire a kerbal, fly a mission and the contracts complete normally. 3. I can get a set of contracts, fly a mission, complete some and not others, go hire a kerbal and still all contracts show. So... I can not replicate the error as stated right now with the mod alone which leads me to believe it must be an interaction with another mod. I see you have both contract configurator and contract reward modifier installed. Are you seeing anything in the F2 log file that might indicate an issue during any of those transitions? If you could let me know if there are any odd error messages I would appreciate it, or post the log file somewhere I can peek at it? -
[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
Confirmation here, the contracts don't vanish until you launch? Or do they vanish as soon as you hire the kerbals? I tried this and could not replicate but have no mods installed with my version at the moment. So trying to pin down the timing and cause. And thank you very much for reporting this!! I do appreciate it! -
[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
So currently I have added a randomized feature for gender. I will not be adding a random feature for 'profession' as that seemed a bit odd but will add one for Courage and Stupidity. I am also adding a 'bulk' hire feature. If you have any requests for other features please post them here. -
[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
Okay, it's a mess and you have to manually get the dll from the github repo (and yes all the source code is there too!) But here is the alpha rebuild. https://github.com/TheReadPanda/PHS/tree/master/Hire/Hire/bin/Debug Just go there, grab the hire.dll file and put it in some subfolder of your liking in the game data of ksp. Note this is not a formal release, there may be bugs or even.... BEEEEES! But my testing shows it should be stable. Once this is working and a few layout things are improved it will be put up for proper release and uploaded to spacedock.info etc etc... but a lot of folks have been gnawing at the bit to get the first working version access... so here it is. Please do not ask for support directly if you have issues but DO report any bugs you run into. Which is to say if you don't know how to get the hire.dll file and where to put it... please just wait until I get to the formal release point? Thanks!!! -
[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
So here is where we stand. I have gotten the code to the point where when you click on the AC it instead loads my own GUI, and right now the gui consists of an image I import via code, and a button that if pushed returns us to the KCS screen and none of this throws a single nulref at the moment! So the next stage is building the UI... once that is done then I can worry about the math code to hook into it. At this rate, maybe two weeks? I'm doing most of the coding on stream in the afternoons my time but not every day. But if you want come stop on by at http://twitch.tv/thereadpanda and see us! It's been fun to code on line with talking to chat. A lot of guys have better ideas or solutions to things since I'm honestly not that great at coding yet! -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
TheReadPanda replied to TriggerAu's topic in KSP1 Mod Releases
Turns out this was left in from Civilian population mod, but I have removed that mod completely now and was seeing these issues prior to installing that mod, -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
TheReadPanda replied to TriggerAu's topic in KSP1 Mod Releases
Okay, so I'm having an issue with KAC, it keeps crashing my game. So here is the info, and so on. So what happens is I am on one craft, I click on an alarm to 'jump to craft' and then get a series of errors/exceptions. I do have exception detector installed so it immediately lets me know, but the game locks up too. Been having stability issues along the way as well, so this might be related to that. Anyway, I will post the logs, and reference the code errors here and maybe someone can help. Here is the recurring error in the log file: [EXC 10:31:42.047] NullReferenceException: Object reference not set to an instance of an object KerbalAlarmClock.KerbalAlarmClock.UpdateDetails () KerbalAlarmClock.KerbalAlarmClock.RepeatingWorker () KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () [LOG 10:31:42.062] 6/6/2016 10:31:42 AM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag In the output.log file we have this: (Which may hint to a conflict with the impact mod?) NullReferenceException: Object reference not set to an instance of an object at kerbal_impact.AsteroidSpectrumContract.OnVesselDestroy (.Vessel vessel) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 at Vessel.OnDestroy () [0x00000] in <filename unknown>:0 The entire mod list I am using is here: http://pastebin.com/CHCsYG26 And the full log files can be found here: https://www.dropbox.com/s/2jjieismmtatotc/KSP.zip?dl=0 Again, this may not be KAC related directly but it is the mod throwing the nulrefs at the moment and the culprit according to Exception Detector. Any help/suggestions would be appreciated, because I really can't play an outer planets ksp game without KAC! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
TheReadPanda replied to cybutek's topic in KSP1 Mod Releases
Well, interesting series of crashes today and while the log files basically show /nothing/ wrong prior to crash I did get this rather interesting picture I can share: http://i.imgur.com/WNzFWXN.png As you can see, we are in an escape from Kerbin, but our numbers are insane. They fluctuated wildly prior to the crash, but again there were no exc in the logs and the entire ker log only said: Executing: KerbalEngineer - 1.1.1.0 Assembly: C:\Users\TheReadPanda\Documents\KSP-Career\GameData\KerbalEngineer\KerbalEngineer.dll [Log 09:40:04.7400115]: BuildAdvanced->OnDestroy [Log 09:40:10.3190627]: ActionMenu->Awake [Log 09:40:10.3220909]: FlightEngineerCore->Awake [Log 09:40:14.3773762]: ActionMenu->Start [Log 09:40:14.4019065]: FlightEngineerCore->Start I am re-installing KER now to see if it helps. -
[1.2.1] TRP-Hire (formerly KSI Hiring)
TheReadPanda replied to TheReadPanda's topic in KSP1 Mod Releases
Okay, turns out the code has changed so much on the back end I'm having to basically start from scratch, on a lot of it. So... I am sorry but this will take a bit longer than I hoped. I really want it for my own career at this point so believe me I have enough reasons to want it! Anyway, trust that it is still in progress. And I will keep you guys up to date as it comes into alpha/beta. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
TheReadPanda replied to cybutek's topic in KSP1 Mod Releases
To be honest, I have been thinking this might be KAC but I really can't pin it down to that absolutely. I really wish that mods that had the debug.log function that went into the F2 readout or log file prefaced their messages with a code for their mod! Cause I can see the errors but can't track down for sure which mod it is... But yeah, the KER window basically nulled out in the crashes I had, and in the log crash I shared. So at least that is something to track down, even if it is not KER. Anyway, thank you for taking a look into it, might be something that can only be fixed in 1.1.3 update. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
TheReadPanda replied to cybutek's topic in KSP1 Mod Releases
So been getting some error/crashes that I think I isolated to KER, but it is for a heavily modified game. Complete mod list is here: pastebin.com/CHCsYG26 The errors are typically things like: [LOG 10:39:13.081] dT is NaN! tA: 3.10872641957393, E: NaN, M: NaN, T: NaN [LOG 10:39:15.492] dT is NaN! tA: 3.1477833218546, E: -Infinity, M: -Infinity, T: -Infinity [LOG 10:39:15.494] getObtAtUT infinite UT on elliptical orbit UT: Infinity, returning NaN [LOG 10:39:15.495] getObtAtUT infinite UT on elliptical orbit UT: Infinity, returning NaN [LOG 10:39:15.496] getObtAtUT infinite UT on elliptical orbit UT: Infinity, returning NaN [LOG 10:39:15.497] getObtAtUT infinite UT on elliptical orbit UT: Infinity, returning NaN [LOG 10:39:15.497] getObtAtUT infinite UT on elliptical orbit UT: Infinity, returning NaN [LOG 10:39:15.498] getObtAtUT infinite UT on elliptical orbit UT: Infinity, returning NaN [LOG 10:39:15.499] E is NaN! tA: 3.14159265358979, e = NaN [LOG 10:39:15.504] E is NaN! tA: NaN, e = NaN [LOG 10:39:15.505] E is NaN! tA: NaN, e = NaN [LOG 10:39:15.505] E is NaN! tA: NaN, e = NaN [LOG 10:39:15.506] dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN [LOG 10:39:15.506] E is NaN! tA: NaN, e = NaN Also I have data from the error log in KER that has this: [Exception 10:39:46.9334493]: DisplayStack->Window // GUILayout: Mismatched LayoutGroup.Repaint []: at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Readouts.ReadoutModule.DrawLine (System.String value, Boolean compact) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Readouts.Orbital.ApoapsisHeight.Draw (KerbalEngineer.Flight.Sections.SectionModule section) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.Draw () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.DisplayStack.DrawSections (IEnumerable`1 sections) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.DisplayStack.Window (Int32 windowId) [0x00000] in <filename unknown>:0 So I will drop up the complete ksp.log and kerbalengineer.log here: https://www.dropbox.com/s/jl6snumc64upk8t/KerbalEngineer.log?dl=0 https://www.dropbox.com/s/zl75qo6odn7xcp6/KSP.log?dl=0 I am pretty sure it is KER at this point but it definitely could have to do with the interaction with other mods which is why I put the complete mod list link up above. Been running into this a lot lately so any help would be greatly appreciated!!! As an addendum I was able to reproduce this issue by aiming at the center of the Mun with a probe I was trying to crash into it, when the flight path hit directly down, the path vanished, the errors spammed but this time it 'slipped' past that point and then the errors stopped. This is when eccentricity hit 1.000000 among other things.