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bdleitner

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Everything posted by bdleitner

  1. Ok, I reran the simplest experiment (just mark the parts deshielded) and the most aggressive experiment (full part list replacement) to confirm the results and make sure I had fresh saves. I compiled the results, the list of parts that get magically reshielded, the relevant saves, and the logs and put them all at: https://github.com/bdleitner/KSP-Shielding-Issue Hopefully that'll provide enough information, but I think I'll just try to use EVA construction mode to move the affected parts over to the lander. It'll be a bit weird having to undock the lander to do space-borne experiments but at least they aren't biome specific so I only need to do that once per body.
  2. I'm not sure what's meant by internal/external or inner/outer here, and since there are no cargo bays (or fairings at this point) I'm not sure what to look for in the files. I did try a couple new things today. First I tried having (in separate saves) copies of the main ship and the lander on the launchpad. I then went into the 3 separate saves to find the corresponding docking ports and copy all the properties (except mid and launchID) from the "new" ones to the existing ones. Same issue that once I redocked and reloaded it was back to being stuck. But in the process I realized that (because it had gone through a subassembly), the lander had its docking port as its root. Wondering if that had contributed to some kind of re-root bug I went back into the VAB for the lander and re-rooted to a different part. I then saved the game with that vehicle on the launchpad and went back and replaced all the part nodes on the "real" lander with the ones from the new one (not even bothering to preserve mid or launchID). That meant the docking port was both fresh and no longer the root of its craft, and this was essentially a brand new lander. Sadly, this did not help either. Once again it worked at first but not after both redocking and reloading. So, finally, I went nuclear. I recreated a modified version of the main ship with no fairings (and it never had cargo bays) and put it on the launchpad, then in my code I replaced all the parts of BOTH ships with the parts from the launchpad versions. So now back out in space I have two ships that look essentially thesame as they used to be, but in terms of parts they are effectively both fresh off the launchpad. This time, I didn't even need the save/reload cycle. As soon as I docked the magentometer (and antenna since it was no longer extended fresh off the pad) gave the same stowed error. I don't know what's going on, but it doesn't seem tied to anything I did with the parts post-launch. I'll try moving the magnetometers to the lander (even though they're useless when landed) just so I can try using them evne if I need do it while undocked. Clearly this is a bug somewhere and not something I got myself into. But as for solving the issue? I give up.
  3. I don't have any cargo bays on the ship, though. I have some inventory "small cargo containers" but they don't open. And if it's one of the fairings, the problem persists even after performing surgery to remove all fairings. Though if something is wonky on the lander that might apply somehow. If this is a problem, is there a pattern in the save file I should look for? I obviously have no problem manually editing files (or writing programs to modify them). Though based on the parent-child relationships of PART nodes in he VESSEL, the expected root is still the root. I'm planning to try some surgery to "replace" the docking ports with fresh parts (i.e. copy the configs on those parts from new launches on the launchpad) but I just haven't gotten to it yet; probably not until the weekend.
  4. Ok, after a break for lunch I am back at it. 6. Let's isolate the docking aspect: * Reload the save from #5. * Test the magnetometer again (works) * Do a save/load cycle *without* redocking the lander. * Test the magnetometer again (works, AHA!) * Now redock the lander. * Do another save/load cycle and as expected the magnetometer is once again shielded. It seems pretty clear that the docking aspect is key to the problem. While I've had many docked ships with extensible parts and not run into this before, I think this is the first time I've had the docking port orginally inside a fairing. So, for my next experiment: 7. Reload the original problem file so the other fairings are again undeployed. This will allow for checking the dock-fairing interaction on that one fairing without changing the others. * Save to a new experiment file. * modify the experiment file to remove the fairing part (this is where all my previous coding comes in handy) and also deshield everything that's not inside one of the other fairings, plus a tweak to preserve the orbit data so that issue doesn't come back. * Load the game, try the magnetometer (doesn't work) * Try to undock-redock the lander - same issue as before where it doesn't want to dock. 8. Ok, let's modify that one a bit. Undock first, then try the same edits (remove the fairing, deshield the parts). * After loading the modified save, check the magentometer (success) * Do a save/reload cycle and then test the magnetometer again (success) * Dock the lander and then test the magnetometer again (success) * Do another save/reload cycle while the lander is docked and test the magnetometer again (Failed ARGH, I really thought this one might do it) Fine, let's go back to the space center and modify the initial craft file to remove the fairing that was enclosing the docking port. Launch that and look at the corresponding docking ports on the two ships (with the lander undocked on both). I didn't see any differences except for a property "dstg" that was 0 on the newly launched ship and 2 on the "real" one. I don't know if that matters. Ok, it definitely seems related to docking since the save/reload cycle returned things to a broken state only when the lander was docked. Maybe there are interactions elsewhere. Let's try going scorched earth on the fairings: 9. Ok, we'll undock first, then run the code to make the edits. The edits will: * Remove all the fairings, changing so the fairings children are directly attached to the fairing's parent. This took some extra work with a "new launch" to make sure I could copy orientations and get them right. * Unshield everything Ok, did that, let's see what we've got * Reload looks good, everything is where I expect it to be. magnetometer test successful * Save/Reload cycle while undocked, magnetometer check successful * Redock (no issues) and rerun magnetometer test (success) * Ok, the part that hasn't worked yet: a save/reload cycle while the lander is docked, and the magnetometer test...fails. Seriously? Ok, so it doesn't seem to have anything to do with fairings, since it recurs even after I've removed all of them. It definitely has something to do with docking, since it only recurs on a save/reload cycle if the lander is docked. So maybe there's something wrong with the lander's state? But I'll have to tackle that another time, that's enough for one day. Oh, and just in case I was being really dumb... I do note that the lab (on which the magnetometer sits) does have "doors" to open to allow for running the "Observe Local Space" experiment. Just in case that was somehow causing problems if the doors were closed, I tried reopening them, but it didn't fix the magnetometer issue... so it looks like it has something to do with docking the lander. More experimentation to come. I'll also add links to a couple of save games files: The baseline starting point: https://www.dropbox.com/scl/fi/l1gqscsi4pewlgtg96ebq/what-is-up-with-stowed-parts.sfs?rlkey=pgoh78b8yloxgxot03sl3fhvu&st=e32ppj9w&dl=0 The save file from the last experiment with the edits but before redocking anddoing save/reload cycles: https://www.dropbox.com/scl/fi/ac3iswyqne662nvft18hn/Experiment-F-Done.sfs?rlkey=bt0wlcxu6s7zg72mrl0rcs8g9&st=q64k3wnd&dl=0
  5. Well, it's a new day, so I decided to have another crack at it, so I tried some new things: 1. Move all the fairings to the bottom stage and stage them to make sure all the fairings were deployed. That didn't unshield the parts, so I tried running my code to manually deshield them. This didn't help as they reshielded when the new save was loaded. 2. I'd read somewhere (I don't remember where) that there can be weird interactions with docks, so I tried undocking the lander and redocking it. This is where I saw that something was off as even after unselecting/reselecting the target port, it didn't want to dock at first. I tried saving the game with the ships undocked (and all fairings deployed) and then deshielding and that seemed to work! 3. To try and further isolate the problem's cause, I next tried just doing the undocking without deploying the fairings. I unshielded the parts on the main ship and also tried unshielding any parts on the lander that were mistakenly shielded, but there weren't any. Then I got my next surprise. When I saved that game, My ship had just recently left Kerbin's SOI and both the main ship and the lander were right next to each other (less than 10m apart). My save game edit did nothing except change some "shielded = True" properties on the main ship to "shielded = False". But when I reloaded the game, The lander had decided it was still (barely) in Kerbin's SOI and was ~80 km from the main ship. I used HyperEdit to get the lander back over and redocked, this time without incident, and again it seemed to work. But after an EVA to manually put the part back where it had been, it and others were showing problems again. 4. Next test: I think I read somewhere that fairings can be finicky if they're deployed via the context/action menu vs. staging, so maybe the fairing that used to enclose the docked lander was being weird, since it was deployed not via staging. So, next experiment: * reload the original "What's going on here" save point. * Move just the already-deployed fairing to the bottom stage and stage it. * Undock the lander. * Save that game (call it Save B for reference). * Try the Magnetometer without any other edits (it still says stowed). * Try redocking (didn't work, the docking ports clearly touched and I was using MechJeb's Docking Assistant, but it did not want to go). Switching back and forth to the main ship and then unset/resetting the docking port as the target allowed it to dock. * Try the magnetometer again, no luck * Ok, go to the save file I made while the ships were undocked. Run the deshielding code on them and save to new file * Load that file. Again my lander is now 85km from the ship, but this time it's the main ship that's still in Kerbin's SOI and the lander is not... ok, hyperedit to rendezvous, this is a different problem. * Redock (no problems) (should have tried the magnetometer first, but forgot) * Try the magnetometer, it deploys ok! * Try a quick EVA to get the focus off that ship (maybe not effective since still within 2.3km and it won't reload), then try the magnetometer again, it works again. * and finally, save the game and immediately reload it. Try the magnetometer again. "[]: Cannot deploy while stowed" * Headdesk 5. Ok... let's do that again, but this time move ALL the fairings to the bottom stage and stage them (so similar to #2 above but this time more rigorously documented). * After undocking the lander, this time I moved the focus back to the main ship before saving. After the save/edit/reload cycle, the main ship was back in Kerbin SOI and the lander was outside, again about 85km away. So I've had: lander focused: lander moves back to Kerbin SOI, lander focused main ship moves back to Kerbin SOI and main ship focused: main ship moves back to Kerbin SOI. Ok, I think I know what's up there... the shielding-removal code ends up passing some of the numbers back and forth through float64s, so there may be little rounding errors and when you're close to the SOI border, that might be enough to cause some issues. * Ok... since this time around all the fairings are gone and nothing should be shielded, make the code less smart... no converting nodes to make looking-for-parent-nodes easier. Just deshield everything on that vessel and don't go through float64 conversions. Upon loading that updated save, the lander and main ship are still in proximity. Great, that's one mystery solved. * Now that we've reloaded, try the magnetometer before redocking (it works) * Redock the lander (no issues) * Try the magnetometer again (it works) * Save the game and immediate load the new save. * Try the magnetometer one more time ("[]: Cannot deploy while stowed." AAAAAAAAAAAAAAAAAAAAAAAAAAARGH) Ok, I have an idea for what I want to try next, but it's time for a break.
  6. Disclosure: I have done some manual editing of craft and save game files, so I may have gotten myself into trouble, though I've tried to be careful and haven't run into anything obviously caused by bad editing. TL:DR; Parts that are not inside a cargo bay or a fairing show signs of being "stowed": e.g. Magnetometer boom cannot extend because "cannot deploy while stowed". Looking at the save file I see lots of parts have "shielded = True" even though they are not inside a fairing, cargo bay, or anything similar. Manually editing the save file to set this to false sees those values overwritten when the craft is reloaded Detail: I built up my largest ever craft for a manned mission to Sarnus (Outer Planets Mod, complete mod list included below). On my ship I have a large lab from stockalike station parts expansion redux" and some science parts (and an antenna) attached to the outside of it. Once I was ready to do my Kerbin departure burn, I double checked my antenna was extended (it wasn't), but I was blocked from doing so in game by "cannot deploy while stowed" The antenna is on the surface of the lab (sspx-lab-5-1) lab along with both types of Magnetometer (Magnetometer and DTMagnetometer). Rather than fight with it I just edited the save file to change the state of the antenna to EXTENDED and all was good. Then I decided to grab some science on the way out to get some data into my lab. That's when I discovered that I couldn't extend the Magnetometer either as it gave a similar "cannot deploy while stowed" error. Things I've tried: 1. Doing an EVA and using construction mode to move the magnetometer to other locations, including other parts. 2. Editing the file to make it EXTENDED - when I reloaded it was extended but I still couldn't run the experiment (similar "cannot run while stowed" error). When I retracted it in game I was again unable to extend it. 3. Deploying all remaining fairings on the vessel. I do have a total of 4 fairings on the ship. One had already been deployed, but the other 3 hadn't. I tried deploying them to see if there was some weird interaction going on. It did not help (though I didn't try that in combination with other things). Also, see below for more on the fairings. 4. Finally, I "launched" a new iteration of the lander bit that I have docked with the main craft, but with a magnetometer added there. After confirming that on this ship I could extend the magnetometer and run the experiment, I wrote some code to find the nodes in the save game data for the two magnetometers and compare them. I found the "shielded" property as the only thing that was different and seemingly relevant (of course they had different ids, positions, etc.) So then I wrote more code that found all parts on the ship that had "shielded = True" and for each of those, look through its ancestry (via parent parts) to see if it was a descendant of a fairing that didn't have "fsm = st_flight_deployed" set. If so, I figured that would mean it should be shielded and I left it alone. But parts that were "shielded = True" but were not descended from a non-deployed fairing, then I set it to "shielded = False" There were over 150 parts that needed this edit, including things that made no sense.. parts that were never in a fairing or similar. But I hoped that would be the end of it. But when I loaded the new save (which parsed and loaded correctly, yay!) and went to that ship I ran into the same issue. A new save from inside the game revealed that the parts had had their shielded properties reset to True. In fact running the same code on the new save showed a larger number of "shielded = True" parts outside of fairings (though I didn't do digging to see what was different). A word on the fairings: In order to get symmetry I tried to alt-click parts in the VAB to get a copy, but the copied fairing didn't have its enclosure copied. To get the symmetry I edited the craft file by copying the XSECTION nodes in MODULE(ModuleProceduralFairing) from the built fairing to the other ones. As far as I could tell the data there was all relative to the fairing itself and didn't need to be adjusted to account for fairings in different locations. The 3 matching fairings (one original and 2 copies, the 4th fairing was also manually built as isn't symmetric with the others) all appeared fine in the VAB and once the craft was launched. But maybe I introduces some weird issue where some part of the system thinks that everything is inside one of the fairings. Anyway, that's where things are. I have built up a pretty good code library for editing save files, so I have no fear of trying to poke around, but with the game overwriting my "shielded = False" edits, I'm not sure where to go from here. Link to Player.log: Player.log: https://www.dropbox.com/scl/fi/1nz7igwrmkd76945ot6ui/20240817-KSP-Player.log?rlkey=ssi8xikejapiqz9gi2bq3civm&st=nffo6rkc&dl=0 Player-prev.log: https://www.dropbox.com/scl/fi/vmmyirbcou4pdyqv7pp61/20240817-KSP-Player-prev.log?rlkey=qe12u7jlrjb0ky9ds8e7dnneu&st=8vajq33n&dl=0 MOD LIST (CKAN export): [x] Science! 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  7. I've been noticing odd behavior before with the procedural xenon tank, like if I revert a launch the tank stays the same size but ends up nearly empty. I'm using KSPIE (full mod list attached) and just starting to experiment with beamed power so I'm experimenting with warping ships into position just to check out my understanding of how things work before I go launch for real. With my latest craft I noticed that Kerbal Engineer was saying I'd have ~10k dV but then when I moved it into position I only had 91 dV! After some experimenting I was able to determine the following: In the VAB, the size of the tank is 1.25m diameter and 10m long. It has a capacity of 99664.6 units of Xenon The default size for the procedural xenon tank is 0.625m diameter and 0.3m long with a capacity of 747.5 units. The math for these two capacities is consistent. When I launch, the tank shows full, but with a capacity of only "748". Going into the save file it has both amount and maxAmount equal to 747.5 If I revert to VAB, the tank is the same size but now has only 747.5 units of the 99664.6. If I launch again from there, the tank shows as having 5.61 of the 747.5 (the same ratio as 747.5/99664.6) Most bizarrely, editing the save file to change the amount and maxAmount values doesn't work. When the I save the changes to a new file I can confirm the 99664.6 values are there, but when I load the game it goes back to 747.5 and a new save has the 747.5 values. The 747.5 value is found nowhere else in the part (though it could be calculated from something else). I'm not sure if this is caused by another mod interfering, or if there's a bug in the procedural xenon tank when computing capacity outside the VAB such that it always uses the default regardless of tank size. I uploaded my mod list and KSP.log to this github repo. EDIT: I went to visit some other crafts that used procedural Xenon tanks, though not nearly as large and sure enough they all have the same "748" capacity. It's unclear if this has been the case all along or if it manifesting when the craft is loaded as happened with the above. My previous uses of procedural Xenon tanks were always just to get "a bunch" of dV, so the max capacity is not something I checked on, though I had noticed the odd reduction in starting values after reverting a flight (in which case I just used hyperedit to refill, but I don't remember if I've ever seen a capacity other than 747.5). The other procedural tank types are not affected.
  8. Intereseting.... From the linked issue: https://github.com/post-kerbin-mining-corporation/StationPartsExpansionRedux/issues/316 it looks like setting the Mineral Siphon converter's food intake to 0 solves the problem. So it seems (perhaps) that when away from the vessel it thinks the mineral siphon is also on? I don't know the details of how the resource converters and TACLS would interact. Is it possible that there's something malformed in the patches that fools the system into thinking the mineral siphon is also on when it's not? I don't know why that would only apply when away from the vessel, though. In the meantime, I've taken the approach there and zeroed out the mineral siphon food intake in the config. Since I'm not using the siphon, I think this should be a stable fix for my purposes.
  9. I've run into this as well (also, first ever forum post, so I'm not sure what I need to do in terms of add info on my mods/logs). I did a bunch of calculations for a 6-kerbal manned Duna mission (my first manned interplanetary mission). I included two PXL-RANCH hydroponics modules, TACLS 3.75 supplies and waste containers, and a 3.75m water container, since I noticed that even through the two hydroponics modules should balance 6 Kerbals in waste/oxygen, the water cost is nonzero. So this thing should be essentially self sufficient, and I tested the design in an experimental game my magicking it our to Duna with hypereedit and then time warping for a very long time (~ 1 year) and watched the food supply remain stable. But in my main game, where I don't have the focus on my ship, the food consumption goes haywire and I got a low-food warning after 18d en route. When full, TACLS says I have enough food for ~2y21d, but after 18d in flight I was down to 87d. I looks like Nanderson423 reported this over a year ago, but I don't see any responses. Is this a known issue?
  10. I was having the same problem today, and because this thread is old, I have no idea if you had the same problem. But in case anyone in the future also sees this and finds this thread, it looks like, for me, the issue was that Applicant Kerbals had a nonstandard trait (possibly due to a plugin I no longer use after the recent upgrade to 1.7.x). Removing all "Applicant" type Kerbals from the roster fixed the problem (and new applicants were promptly generated.
  11. I'm seeing something similar on an asteroid. I'm not sure if it's KIS related since it seems to also happen with the claw. I've attached a few different parts to the asteroid with Pylons, but having left and come back, one of my pylons (and one of my claw-anchored ships) are floating above the asteroid. Another of my pylons and its attachments have sunk beneath the asteroid surface. I haven't changed versions of KIS since I got it to work (I still have to use the press-an-extra-key workaround, but it works). Screenshots: Floating pylon (left) and "disconnected" claw (lower left). The sliver of gray at the top of the asteroid is a part of the sunken solar panel array assembly. The ship on the right seems to have it's claw correct. Sunken pylon and solar array assembly, seen from inside the asteroid. The panel on the left which is sunk below the asteroid surface still gets sunlight.
  12. Unforuntately, I do not have another keyboard to try this on. I opened up the debug panel and looked for messages. On left-clicks that didn't do anything (no keypress), no logging was generated. If I pressed a key and then proceeded, things appeared normal. The log would reflect that items were dropped or anchored as expected. My normal FPS is... I don't know.
  13. Well, this is interesting: I removed CKAN and all the mods and then proceeded to download KAS/KIS manually and unzip them into the GameData folder. I still had the same issue, but in playing around I found I got get it to work sometimes: If while holding down H to try and do a surface attach, a left click would normally do nothing, but if I hit R a few times to cycle through all the node options and then immediately started clicking the left button, one of the clicks would often take and the object would be attached. When removing, the same thing would happen. In that case, R was toggling RCS rather than anything for the object I was trying to grab. I tried to figure out the pattern: At first it seemed to vary whether the first, second, or third click would actually perform the action, but what I finally figured out is that if, while holding G, or H, I pressed another key and then paused briefly (maybe for a second or so), I could consistently make it work on the first click. Interestingly, if the key I used to "unlock" the click had a function, that function would occur. A rotated the part to attach, R would shift orientation (when attaching) or toggle RCS (when grabbing), and J would toggle my kerbal's helmet. But for some reason it would also cause the system to recognize the left click after a short delay (and if I clicked a bit too soon, I could just pause a bit more and then click and it would work, no additional key press needed). I could also, after the keypress, click and hold to return the part to inventory. Essentially everything works as expected if I add in a random keystroke and a short pause. I tried going back and deleting the mods from the GameData folder and putting CKAN back and adding them from there, and the above still held. So, it looks like I've found a workaround so I can get things to work (though it's rather odd). I was able to replicate this running in both 32 and 64 bit mode. Finally, for the last test, I reloaded my other mods (which I'd done a less-than wonderful job of backing up, so getting fully back will take more work than I have time for right now) and my other saves. I was able to reproduce the above there too, so it looks like I have a consistent workaround, and hopefully this summary will help you figure out what's happening.
  14. I uninstalled the game and manually deleted the remaining files (backing up saves and such elsewhere, of course). On a fresh install I used CKAN to install KIS/KAS (and the module manager came along as well). I started a new sanbox game and the same problem occurred. I can drop the items, but can't ever pick them up again, nor can I attach or detach items. :-( I opened up the debug console, but no new messages were shown as I (uselessly) clicked around.
  15. Apologies if this is the wrong place for this (it's my first post). I'm finally trying out KIS/KAS and running into an odd problem. Prior to the last update I had an issue where I couldn't equip anything. If I tried, I'd see the item go into my Kerbal's hand, but it wouldn't register as equipped. If I pessed he key again, a duplicate item would appear in hand and the one that had been in hand was left behind and persisted there (on the surface) or drifted away (in space). After updating to KAS 0.5.7 and KIS 1.2.9 I don't see that anymore, but instead I can't seem to actually manipulate objects correctly. I can drag them out of a container and drop them, but I can't ever grab them or attach them to anything. I equip a screwdriver, pull out an item and hold down X (or H, either way same thing). The icon changes to say "attach" and shows up green, but left-clicking on it does nothing. Similarly, if I'm able to drop an item I can hold G and mouse-over it. The grab icon shows up green (it'll change to gray as expected if I move the mouse off the item) but a left click on the object does nothing. Neither does double-clicking or click-and-dragging. I'm running KSP 1.1.2 with the following mods (copy-pasted from the startup screen) KSP: 1.1.2 (Win64) - Unity: 5.2.4f1 - OS: Windows 10 (10.0.0) 64bit Toolbar - 1.7.12 Chatterer - 0.9.8.1230 Community Resource Pack - 0.5.1.1 Contract Configurator - 1.11.3 Contract Pack: Bases and Stations - 3.2.1.2 Contract Pack: RemoteTech - 2.0.2 Contract Pack: Tourism Plus - 1.4.2 Crowd Sourced Science - 3.0.2 Contract Parser - 1.0.3 Interstellar Fuel Switch - 1.29 Kerbal Attachment System - 0.5.7 Kerbal Engineer Redux - 1.1.1 Kerbal Joint Reinforcement - 3.1.7 Kerbal Inventory System - 1.2.9 KSP-AVC Plugin - 1.1.6.1 RCS Sounds - 5.0 RemoteTech - 1.6.11 * // see below TAC Life Support Declutter Revised - 0.1.3 * // see below TAC Life Support - 0.11.2.1 * // see below Kerbal Alarm Clock - 3.6.1 TweakScale - 2.2.9 Waypoint Manager - 2.5.1 * TAC and the RemoteTech mods, they're not updated officially to 1.1.2 (or even 1.1.1) but I found unofficial patches for them in the forums. For RemoteTech i'm using prerelease build 526 from here: https://github.com/RemoteTechnologiesGroup/RemoteTech/releases I saw someone else had a similar issue apparently related to using a laptop with a touchpad. I am using a laptop, but it's docked and I'm using a mouse. I even tried disabling the touchpad just in case that helped... it did not.
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