Jump to content

DarkGod

Members
  • Posts

    71
  • Joined

  • Last visited

Posts posted by DarkGod

  1. 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

  2. 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

  3. 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.

  4. 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" :wink:

    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 ? :wink:

    Thanks for all your work!

  5. 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()

     

     

  6. 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!

  7. @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

×
×
  • Create New...