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lukeduff

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Everything posted by lukeduff

  1. This seems like a bug. The experiment requires the part to be manned but you can't put a kerbal into the part. I changed usageReqMaskInternal = 5 to usageReqMaskInternal = 17 in Part//Rigid/station-5/sspx-cupola-telescope-125-1.cfg to fix it. That makes it require a scientist on the vessel.
  2. @buckykat @Bombaatu @Angel-125 I think that the issue with Extraplanetary Launchpads causing Omniconverter windows not to render is that there is a ConverterName = Smelt Metal in OmniConverters.cfg in both Common\Production and ClassicStock\Production. My workaround was to edit \GameData\WildBlueIndustries\000WildBlueTools\Templates\ClassicStock\Production\OmniConverters.cfg and change: ConverterName = Smelt Metal to ConverterName = Smelt Metal Lab and now it works.
  3. Getting the same problem. Here's a bit from my log: [EXC 09:07:49.335] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[System.String,System.String].get_Item (System.String key) WildBlueIndustries.WBIOmniConverter.DrawOpsWindow (System.String buttonLabel) WildBlueIndustries.WBISingleOpsView.DrawWindowContents (Int32 windowId) WildBlueIndustries.Dialog`1[T].PreDrawWindowContents (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)
  4. It looks easy to test if a loaded vessel is connected home and get the signal strength. Is there a way to do that for every launched craft? I'm working on a science mod, and I'm trying to find every science lab and whether it's connected home and at what strength.
  5. Station Parts Expansion does this: // Cupolas count as cupolas for contracts @Contracts { @Base { @PART_REQUEST:HAS[#Part[cupola]] { @Title = Have a cupola/observation/aperture module at the outpost Part = crewpod-observation-25 Part = crewpod-cupola-375 Part = crewtube-cupola-125 } } @Station { @PART_REQUEST:HAS[#Part[cupola]] { @Title = Have a cupola/observation/aperture module at the station Part = crewpod-observation-25 Part = crewpod-cupola-375 Part = crewtube-cupola-125 } } }
  6. Makes sense to have a template for Uraninite. It's CRP and you have the Nukeworks. I guess the only way to use the Nukeworks without a container is if there happens to be Uraninite in the ground below your base. Mine was 50km away, so I had a fun Buffalo rover mission to mine some and bring it back, so I needed to make a container. USI probably has a container for it, but I'm just using USI-LS in my current game. The template needs a new decal though (I just reused Fusion Pellets decal for my game). The second patch should require Near Future Electrical.
  7. How do you get EnrichedUranium out of a Nukeworks? I'm using Near Future reactors. The normal resource transfer method and Ship Manifest aren't working. Edit: I ended up using these two MM patches. One to allow for Uraninite in WBI template containers (reuses the Fusion Pellets logo) and one to enable NFE Transfer Fuel functionality on the Nukeworks, STORAGE_TEMPLATE { name = Uraninite author = Angel-125 shortName = Uraninite logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/FusionPellets glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/FusionPelletsGlow description = This kit stores uraninite. RESOURCE { name = Uraninite amount = 5400 maxAmount = 5400 } } @PATH_INDUSTRY[Nukeworks] { MODULE { name = RadioactiveStorageContainer DangerousFuel = DepletedFuel SafeFuel = EnrichedUranium // What enginer level is needed to transfer the safe fuel EngineerLevelForSafe = 1 // What enginer level is needed to transfer the dangerous fuel EngineerLevelForDangerous = 3 // Max temp for transferring fuel into or out of the part MaxTempForTransfer = 400 // kW of heat per unit of waste HeatFluxPerWasteUnit = 5 } }
  8. I get 0% progress when building. It finds the survey stake, and I have all the needed resources. With KAC, it creates a 0s alarm for the creation of the ship that immediately expires. No ship appears though. The build dialog stays at 0% 0s forever. No EL exceptions in the log. Maybe this? [LOG 23:49:29.324] [EL Workshop] mk1pod (Part) cap: 1 seats: 0 [WRN 23:49:29.326] [Part]: PartModule TransferDialogSpawner at mk1pod, index 13: index exceeds module count as defined in cfg. Looking for TransferDialogSpawner in other indices... [WRN 23:49:29.327] ...no TransferDialogSpawner module found on part definition. Skipping... Using Pathfinder, Near Future, USI-LS. Nothing crazy. And everything up-to-date.
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