-
Posts
71 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by DarkGod
-
-
Very nice mod! Still early in my save but I love it, gives me more reasons to do stuff.
Once thing I hate though, is the limited number of possible containers, so I've made a MM patch to enable any ConfigurableContainer-enabled storage (a mod) to hold PCS ressources. I've tried to make it respect the same ratio between ressources and to roughtly use the same valume as you do.
This way I can make ligth crafts that carry only a handful of snacks as needed for quick excursions to moons & such
Here is the patch if you want: https://hastebin.com/afiqoyociw.makefile
-
It indeed is Or south ? I 'm not sure; but a pole yes
Lua is reallly neat, I'm so gonna colonize it!
-
I was right to restart a new save, Beyond Home is Beyond Beautiful and that makes Bob very happy
-
Amazing! Now I have to abandon my save to use your system and I will *GLADLY* do so
-
On 8/15/2018 at 4:31 PM, DuskFall said:
Help! I need somebody help!
So, the problem is, that after installation the newest version of KSP 1.4.5 and the newest version of Kopernicus on the global planet map everything started to work very slow. On KSP version 1.4.2 I hadn't met such problem. I use Kopernicus with Outerplanet mod. Ship's view works fine. Could you please help with this? Logs&Configs
I also experience this problem, ship view is at a steady 60fps, map view at 10ish fps. After *many* hours of testing I pinpointed it on Kopernicus and more specifically the 1.4.5-3 update. Even more specifically this bit of code added in Kopernicus.RuntimeUtility.cs is the culprit:
// Apply orbit icon customization foreach (MapNode node in Resources.FindObjectsOfTypeAll<MapNode>()) { if (node.mapObject != null && node.mapObject.celestialBody != null && node.mapObject.celestialBody.Has("iconTexture")) { Texture2D texture = node.mapObject.celestialBody.Get<Texture2D>("iconTexture"); node.SetIcon(Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f), 100, 1, SpriteMeshType.Tight, Vector4.zero)); } }
I recompiled with it commented out and it's back to 60 fps
For other people with the problem until this is addressed (this may be an interreaction with an other mod ? no idea), using 1.4.5-2 version works fine for me.
-
Better have it late than bad
And we all know Angel125 doesnt do bad!
-
I now refuse to play KSP until this is out!
-
As the others said, great thanks for the awesome mod
And a question/suggestion: what about adding support for the Hangar mod so that stuff we put in KPBS existing hangar doesnt stress the system?
Much thanks
-
1 hour ago, whale_2 said:
Hey, I can add it to the next WS release.
Add what? auto reactivating drills and stuff? if you can that'd be super neat (I'd still like to understand why my kOS script fails though )
but if you do you nee to not only handle the stock drills but pathfinder ones as they are not the same module
Thanks!
-
I'm using WorldStabilizer which gently "re-lands" stuff on load to avoid bugs, works fine but it means that drills do not touch ground for a bit and deactivate. So I got tired of reclicking them on each time and instead tried to make a kOS script for it.
It hum .. "kinda works"
Script for reference: https://hastebin.com/hosodeyiba.sql
So raelly simple, I find all haciendas with "Start Ore" action available and "click" it. and it works, the ore starts flowing in but each time it starts a drill there is an exception (and thus my script ends and only enabled one drill ...) :
https://hastebin.com/mudigajifu.vbs
As you can see it fails with a NullReferenceException in WildBlueIndustries.ModuleBreakableHarvester.StartConverter. All in all I'm surprised that it still seems to start drill fine (the UI shows ore/sec and all).
Any idea to save my awesomely automated bases ?
Thanks for all your work!
-
The crawler is back? YEAH!
*reinstalls KSP*
You rock!!!
-
OMFG yes! Much thanks, asclepius is like my fav planet
-
3 hours ago, Angel-125 said:
Are you out in the field or in the editor?
In the field
-
2 hours ago, Angel-125 said:
Try adding the following to the GondoHab.cfg, right after the INTERNAL node:
MODULE
{
name = ModuleScienceContainer
reviewActionName = Review Data
storeActionName = Store Experiments
collectActionName = Take Data
evaOnlyStorage = True
storageRange = 2
allowRepeatedSubjects = True
}See if that helps.
It does indeed seem to work now
Edit: Oh wait it worked *once*, I could see the geology UI and all, even started a research. Then I closed it, tried clicking on mange operation and it doesnt do anything anymore, instead it adds a new "Start converter" line to the menu ...
Getting this error in the log:
Quote[EXC 20:39:13.246] NullReferenceException: Object reference not set to an instance of an object
WildBlueIndustries.WBIProspector.prepareOutputsByLocale ()
WildBlueIndustries.WBIProspector.prepareOutputs ()
WildBlueIndustries.WBIProspector.GetInfo ()
WildBlueIndustries.WBIConvertibleStorage.getStorageInfo (Int32 templateIndex)
WildBlueIndustries.WBIConvertibleStorage.setupStorageView (Int32 templateIndex)
WildBlueIndustries.WBIOpsManager.ReconfigureStorage ()
BaseEvent.Invoke ()
UIPartActionButton.OnClick ()
UnityEngine.Events.InvokableCall.Invoke (System.Object[] args)
UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters)
UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters)
UnityEngine.Events.UnityEvent.Invoke ()
UnityEngine.UI.Button.Press ()
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData)
UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
UnityEngine.EventSystems.EventSystem:Update() -
Manually from the zip, just copied WildBlueIndustries folder into Gamedata, same for heisenberg
-
Heya! Great mod love it
But I'm hitting a little problem, and because a log is worth a thousands words: https://hastebin.com/ojiqusawey.md
Now this happens when I try to convert a hab (gondola hab in this case) to a geology lab this goes boom. Configuring it to geology lab in the VAB produces the same error as soon as I try to click the manage operations button.
I saw it happen with the Casa IHM too but I dont seem to be able to reproduce it when no gondola is on the ship.
If I can help you more, please just ask
Thanks!
-
@Esquire42 by any chances you dont have any karbodunrum ? that happened to me, message is wrong :/
-
Works nicely, much thanks !
-
Yay thanks!
-
@sarbian there you go http://andromeda.net-core.org/tmp/modulefi.log pastebin wasnt happy about the size :/
Once it starts erroring it keeps going 'til ksp is exited
-
Getting the very same error, when I plant flags too
-
@allista I've tried recompiling hangar with the fixed toolabr code but I splendidly failed; I did for others mods without trouble but keeps complaining about MultiGeometryAnimator StartState and many more not existing; I'm probably not having some kind of dependency but heh :/
Sorry I can't help more
-
Seems like this is broken by Contract Configurator which exposes a bug in the toolbar code.
Fix looks easy:
-
Sadly this is broken by Contract Configurator exposing some buggy toolbar code, see there, fix looks simple:
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
in KSP1 Mod Releases
Posted · Edited by DarkGod
I have the same problem as some others with the electrical hover engine not working on non-oxygen atmospheres. I've tried it with only your mod & hyperedit to make sure and I confirm that on Duna They do not work
If you need me to test something or whatever, just ask; the rover is neat and the engiens are neat, I want to help make them fly again
Edit: I'm on 1.7.1