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speedwaystar

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Posts posted by speedwaystar

  1. about a billion of these errors in ksp.log:

    [EXC 17:24:33.477] NullReferenceException: Object reference not set to an instance of an object
    	KRASH.Hyperedit.OrbitEditor.Simple (.OrbitDriver currentlyEditing, Double altitude, .CelestialBody body)
    	KRASH.SimulationPauseMenu.DrawGUI ()
    	KRASH.SimulationPauseMenu.OnGUI ()
    [EXC 17:24:33.526] NullReferenceException: Object reference not set to an instance of an object
    	KSP.UI.Screens.AltimeterSliderButtons.LateUpdate ()

     

  2. 15 hours ago, Kondensator said:

    In my opinion RT works better ( better UI and overall visualisation ) but I would love to see blackouts of singnals etc.

    it's up to ShotgunNinja to tell RemoteTech to disable communication for the duration of his blackout. it's not RemoteTech's job, nor is it possible since RT has no way of telling when another mod has decided that a coronal ejection is occurring unless that mod tells it. Luckily, RemoteTech provides a software API for other mods to easily do this.

    for instance, Kerbalism (or any other mod) could set RemoteTech.API.HasAnyConnection for the vessel to false, and RemoteTech would dutifully disable the vessel's communication channel; then set it to true again after the blackout has run its course.

  3. On 5/10/2016 at 8:43 AM, speedwaystar said:

    after watching Bob Fitch's History of Spaceflight in RSS, which dovetails with your pack rather nicely (for obvious reasons), I feel the lack of a vanilla Redstone sounding rocket mission in your pack, to sit between the Blossom and the Juno I (which was an uprated Redstone). just a thought!

    well that was quick! 

    UnPrjy3.png

    ( ^_^)b

    EDIT: oh, MERCURY-redstone... bah. :D

  4. 3 hours ago, Thomassino said:

    Thanks for reporting that, gonna look into it. 

    BTW, was it working normally before latest scatterer update?

    it was working normally before the update which added the choice of two dependencies.

    until the problem gets fixed, you can simply tell CKAN to uninstall scatterer, then reinstall it. a clean install doesn't throw the error, only an upgrade to an existing install. EDIT: just noticed @Steveo has already posted this workaround.

  5. many thanks.

    since i accepted the  R-1V and V-2N20 at the same time, would this have anything to do with it?

    CONTRACT_FINISHED
    {
    guid = 56bbe9a4-8bd1-4ad6-976c-e5106022de69
    <snip>
      subtype = R-1V
      title = R-1V
      <snip>
        REQUIREMENT
        <snip>
          PARAM
          {
          <snip>
            PARAM
            {
              name = IsNotVessel
              id = IsNotVessel
              state = Complete
              disableOnStateChange = False
              values = ,,,,
              ContractIdentifier = HistoricMissions.R-1V
              title = Must be a new vessel upon accepting this contract.
              notes = 
              completedMessage = 
              fakeFailures = True
              allowStateReset = True
              failWhenUnmet = True
              vesselKey = V-2N20  // <---- was active at the same time, or possibly before, because i also accepted the blossom-1 mission
              <snip>

    persistent.sls is here.

  6. 7 hours ago, Zutt said:

    Alright. I did what you asked. Without the mod I have no problems. My theory: The game doesn't recognize the antennas OR the power generation, so the requirements of the contracts can not be met. KSP itself does not show new contracts when you don't have acces to the needed parts, thats why the contracts didn't show. 

     kerbalism1.jpg

    These 2 requirements should be checked with this probe. And yes, I made sure it's a new vessel (Without Kerbalism they are checked). Am I the only one having this problem?

    further to my earlier post, a probe which "can generate power" must have one or more of the following modules by definition:

    Power = ModuleGenerator // Part module considered to be a power generator by career
    Power = ModuleDeployableSolarPanel // Part module considered to be a power generator by career
    Power = FNGenerator // Part module considered to be a power generator by career
    Power = FNAntimatterReactor // Part module considered to be a power generator by career
    Power = FNNuclearReactor // Part module considered to be a power generator by career
    Power = FNFusionReactor // Part module considered to be a power generator by career
    Power = KolonyConverter // Part module considered to be a power generator by career
    Power = FissionGenerator // Part module considered to be a power generator by career
    Power = ModuleCurvedSolarPanel // Part module considered to be a power generator by career

    afaiks Kerbalism doesn't modify these modules nor does it add its own so, provided you have an RTG or a solar panel of some kind, you should be good to go. or a Fusion Reactor! :D

  7. 3 hours ago, Zutt said:

    Alright. I did what you asked. Without the mod I have no problems. My theory: The game doesn't recognize the antennas OR the power generation, so the requirements of the contracts can not be met. KSP itself does not show new contracts when you don't have acces to the needed parts, thats why the contracts didn't show. 

     kerbalism1.jpg

    These 2 requirements should be checked with this probe. And yes, I made sure it's a new vessel (Without Kerbalism they are checked). Am I the only one having this problem?

    KSP's definition of an antenna for career contract purposes is "thing with ModuleDataTransmitter". unfortunately, Kerbalism renames ModuleDataTransmitter to Antenna, so the contract system no longer considers the part to be an antenna. Luckily, there is a way to extend the game's definition: Squad already supports a few common alternative Antenna nodes (for instance, RemoteTech) in its Contracts.cfg:

    Contracts // Below you will find many career mode options, and most are commented
    {
    	...
    	MODULE_DEFINITIONS // Modules that contracts consider for certain things
    	{
    		Antenna = ModuleDataTransmitter // Part module considered to be an antenna by career
    		Antenna = ModuleLimitedDataTransmitter // Part module considered to be an antenna by career
    		Antenna = ModuleRTDataTransmitter // Part module considered to be an antenna by career
    		Antenna = ModuleRTAntenna // Part module considered to be an antenna by career
    		...
    	}
    }

    Kerbalism can add its own Antenna module to the list in Squad\Contracts\Contracts.cfg using ModuleManager.

    @Contracts
    {
    	@MODULE_DEFINITIONS
    	{
    		Antenna = Antenna // sic
        }
    }

     

  8. this quick and dirty ModuleManager config will convert all standard antennas to Kerbalism antennas with range "extreme" and vaguely reasonable transmission values.

    @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:FINAL
    {
    	MODULE
    	{
    		name = Antenna
    		// assuming vanilla for now
    		scope = extreme 
    		min_transmission_cost = #$../MODULE[ModuleDataTransmitter]/packetSize$
    		max_transmission_cost = #$../MODULE[ModuleDataTransmitter]/packetResourceCost$
    		relay_cost = 1
    		@relay_cost -= #$../MODULE[ModuleDataTransmitter]/packetInterval$
    		// pick a number, any number
    		@relay_cost /= 10 	
    	}
    	!MODULE[ModuleDataTransmitter] {}
    }

     

  9. 11 minutes ago, ShotgunNinja said:

    @speedwaystar If the code don't find an Antenna module on a vessel, it will consider it without a link. With the consequences of disabling probe control and science transmission. A quick hack may be to comment out the signal locks in Kerbalism.cs::setLocks(). A better way would be to replace Signal.cs::Link() function with this, to fool the signal system:

    
    // return link status of a vessel
    public static link_data Link(Vessel v)
    {
      // make all vessels have a link, irregardless of anything else
      return new link_data(true, link_status.direct_link, double.MaxValue);
    }

     

    indeed! i was going to do the commenting out tomorrow... it's way past bed time for me.

    i'll add support for a config file setting to enable/disable signal processing. 

    *sleeps*

  10. 3 hours ago, Gaiiden said:

    I love everything about this mod - except for the fact that it doesn't play nice with other mods. But I'm not going to ask you to change anything, you've done a great job putting together a mod that suits your playstyle. I'll fork it on Github at some point and see if I can't get it working more the way I want it. Thanks for the liberal license!

    https://github.com/speedwaystar/Kerbalism/tree/play_nice

  11. is there an easy way to ensure that every contract is offered sequentially?

    looking in HistoricMissions/Missions/EarlyMissions i see that the sequence is:

    A3 -> V2 -> R1V -> R2A -> sputnik1 -> sputnik2 -. sputnik3
               |
              V2N20 -> vanguard1 -> vanguard2 -> vanguard3
               |
              explorer1 -> probe missions

    on competing V2 the tree splits and i'm offered R1V and V2N20. i took both, and on completion i was offered vanguard1 and explorer1 but *not* R2A. currently i'm seeing:

    SmnFYrq.png

    if i wait around, will the R2A contract eventually be offered (RNGeezus willing), thus leading to sputnik1? or am i out of luck?

  12. 1 hour ago, Toonu said:

    @ShotgunNinja If you said your mod overlap RT, TAC/USI LS/Snacks, then is there any chance to include antennas of RT to work with your mod and make delays and relays same as in RT? Because it would be much more realistic (and your mod is very realistic :D...so it should be included). + is there chance to include greenhouses of USI or TAC to support your supplies and oxy?

    I really want switch to your mod, but because there isn't any delay and remote control computer, and I will must rebuild all of my of ships with other supplies and so on, it s bit problematic.

    Ave!

    Toonu

    rather than waiting until @ShotgunNinja gets round to supporting all the myriad of community antennae, or until he implements all the functionality of the already existing RemoteTech into his own mod, wouldn't you prefer if Kerbalism's signal processing module could be disabled by config, and you could continue using your preferred antenna mod while enjoying the life support and magnetosphere features of Kerbalism?

    i know i would.

    choice. it's good.

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