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scottadges

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Everything posted by scottadges

  1. I had already deleted the folder from GameData. I'll try again and see if I get the same issue. Thanks!
  2. When trying to load KJR-Next from CKAN, I got something saying like "conflicts with unmanaged DLL". Is that something you're aware of or know what that might be? Certainly, I can ask about this in the CKAN support thread, but they'd probably request I mention something here first.
  3. I think that was fixed in the later/latest EL version. I didn't have to do anything with that and when I checked some of the CFG files they had it the right way 'round.
  4. I thought I'd update this thread per my earlier comment RE: SC working in later versions of KSP along with EL updates. I've successfully gotten SC to work in KSP 1.7 by downloading SC via CKAN and also the later version of EL (which still isn't completely updated for 1.6/1.7), and then replacing the dll for EL in Simple Construction with the newer version. So basically, you're using Simple Construction's configs, etc. but then overwriting the "Launchpad.dll" under KSP/GameData/SimpleConstruction/Plugins with the newer EL file. You also need to have the EL folder in GameData for the textures under KSP/GameData/ExtraplanetaryLaunchpads/Textures. It should be installed when you install SC via CKAN, or if you're doing it manually you need that as well. I successfully built a ship in orbit when I tested it. The ship functioned properly and I didn't see any problems. I did have to add InterstellarFuelSwitch in order to change Ore tank contents to Metal and RocketParts. Not sure, but default Simple Construction didn't allow me to add parts containing those resources, but the resources were/are available in game. If that makes sense. Anyway, this is a pretty old thread. But hopefully future generations will see this and be able to get it to work!
  5. Just checking in on RealPlume to see if there's an official config/update for ReStock planned? No pressure, just wondering. Thanks!
  6. Awesome! I'll almost can't wait for CKAN to update... I want to download now! Great work on all these parts and updates.
  7. Hi @Flupster great to see that you've picked up this mod. It's one of my favorite and I'm so glad that someone is giving it some love. I wanted to call your attention to a discussion in the Universal Storage thread regarding how [X] Science is conflicting with running an experiment: I've done some extensive testing and posted screenshots and logs in that thread. It seems that [X] Science when running the automated experiments is causing the Advanced Materials Bay wedge part to not function properly. After running, you can't collect or transfer the data and you can't restore it with a scientist, rendering it useless. If you would be able to look at this issue, that would be super-helpful. @DMagic is obviously your go-to person when it comes to all things science like that, which you probably already know. I'm including them on this thread so hopefully we can resolve this. Thanks for all your work!
  8. Thanks @DMagic, I appreciate your comments. You replied just as I was re-editing my earlier post to clarify my further testing (see the previous post for further reference. But yes, it looks like [X] Science is what's going on here. I notice that @Flupster has taken over the dev on that, so I'll post a comment in that thread as well and reference this conversation. Also, it doesn't seem to be causing any problems with the other wedge experiments (or at least, I haven't tested them as specifically). And I haven't had problems with your other amazing science parts when running [X] Science. Although... I should probably do a more thorough testing of the standard Dmagic parts for all the [X] Science folks!
  9. UPDATE 19:34 CST - Ignore what I wrote below in this post, as far as surface attached being a theory, although maybe that's an interesting aside. Doing some more thorough and specific testing in a clean KSP 1.7 install with only Universal Storage 2 (v1.1.7.10) and then having [X] Science installed/not installed using a basic "testbed". Here's what I ended up with: With [X] Science installed, and you run the AMB experiment via the mod, you then can't Collect the data or Restore the bay With [X] Science installed, if you run the experiment manually, you can Collect and Restore normally With [X Science NOT installed, of course everything runs normally The reason why there are three setups is I was seeing if there were differences with A. Surface Attached, B. Fairing Attached with Door, and C. Fairing Attached No Door. Findings: With [X] Science installed, there are no options to Collect or Restore after all AMBs in this scenario were run using [X] Science. In this case, the scientist is on board the testbed, but the same applies when on EVA. Also notice that there is no option on the science storage box to Collect All data. 2. Without [X] Science installed, everything works normally. The scientist can Collect, Restore, The AMBs can Transfer Data to a container and the container itself shows the Collect All. Same applies to EVA, the scientist can Collect, Restore, and then re-run any of the AMBs. I have more screenshots of these steps which I can provide if necessary, but rather than spam this thread any longer, I can provide those if you feel you need extra info. Previous comments RE: surface attachment...
  10. Hey there, I'm back with maybe another version of this issue where you can't collect the science from the Advanced bay. If you remember, I did a bunch of testing the other day and all worked well. But now, while on my Minmus expedition, I can't collect the science from the Advanced Materials bay. So I think there's something else going on here. Have any ideas? Here's the copy of the log: KSP Log 051119 T1444.log I did find (presumably) where I ran the DM/US2 science modules via [X] Science the first time in this location: [LOG 14:15:50.371] [5/11/2019 2:15:50 PM [x] Science!]: <Trace> (StatusWindow) - Finding Module for Science Report: dmImagingPlatform [LOG 14:15:50.439] [5/11/2019 2:15:50 PM [x] Science!]: <Trace> (StatusWindow) - Running DMModuleScienceAnimates Experiment dmImagingPlatform on part dmUS2ImagingPlatform [LOG 14:15:58.040] [5/11/2019 2:15:58 PM [x] Science!]: <Trace> (StatusWindow) - Finding Module for Science Report: mysteryGoo [LOG 14:15:58.041] [5/11/2019 2:15:58 PM [x] Science!]: <Trace> (StatusWindow) - Running Experiment mysteryGoo on part USGooBayWedge [LOG 14:15:58.042] [Experiments]: Setting FX Modules to 1... [LOG 14:15:58.042] [Experiments]: FX Modules set: 1 [LOG 14:16:04.756] [5/11/2019 2:16:04 PM [x] Science!]: <Trace> (StatusWindow) - Finding Module for Science Report: dmSolarParticles [LOG 14:16:04.756] [5/11/2019 2:16:04 PM [x] Science!]: <Trace> (StatusWindow) - Running DMModuleScienceAnimates Experiment dmSolarParticles on part dmUS2SolarParticles [LOG 14:16:12.534] [5/11/2019 2:16:12 PM [x] Science!]: <Trace> (StatusWindow) - Finding Module for Science Report: mobileMaterialsLab [LOG 14:16:12.534] [5/11/2019 2:16:12 PM [x] Science!]: <Trace> (StatusWindow) - Running Experiment mobileMaterialsLab on part USMatBayWedge Starts at Line 116847 through 116859 of the log (a couple extraneous Kopernicus entries removed). Here are some screenshots to illustrate what this looked like when I couldn't collect the data. Notice that I don't have the option to Collect from the right-click menu. When I did my testing before and WAS able to see Collect as an option, I think I maybe was running it manually instead of [X] Science? I also WAS able to collect the Solar Particles and other wedge science which was run via [X] Science. 1. Here's Bob getting out to collect the Advanced Materials science, because it wasn't collecting into the Science Storage, so he go out to check if it needed restoring. 2. Tried running it again manually from Observe Materials Bay, and you can see it shows one more available (since after this it would be inoperable) You can also see that [X] Science is showing at least one Materials Study captured. But the dialog box shown is from running it manually. Also there was no Materials Science in the science storage box when using the Collect All button on the box.
  11. If you have an efficient way of taking parts from Ven's and using them alongside ReStock (which BTW literally, RS & RS+ are default for me now THANK YOU THANK YOU Nertea!).... I would be super-interested in some quick tips on how to get Ven selects & ReStock to play nicely? I don't really know much about patches and I can barely manage a blacklist file, so any help showing how you bring over some of Ven's parts would be amazingly appreciated!
  12. So I've tested this pretty well, I think, with my little Mun science lander. It's designed to specifically capture multiple Material Science using the US2 Advanced bay, which is overall a super-awesome part. Just thought I'd say that to start. Anyway, I actually think it's working fine. I don't know if I was confused, or if maybe something was weird earlier, but after screencapping each step... it all worked smoothly. (I am in fact wondering if my issue wasn't somewhere Between the Chair and the Keyboard) In any case, I was able to reset the experiment module with a Scientist after docking it to my Mun research station. And then re-run it after it had been restored and take the data from it, etc. Here are the highlights (put in spoiler to avoid thread-spamming) So, as far as I can tell... all is well (at least with my setup). Sorry for any headaches!
  13. Is there a way to prevent the Maneuver Node editor panel from opening in KSP 1.7? or set it to default not open when you click on a maneuver node? I'm using other mods still for maneuver adjustments, and the vanilla panel is getting in my way... Great feature for vanilla, but since I still prefer certain mods, I'd like to know how to keep that from opening by default. Thanks for any help! If this should be in a different thread, please let me know.
  14. Yes, I'm using [X] Science but neither of the others you mentioned. I'm still working on getting my science probe back to the Mun (where I need science for my Career game) so I'll test later tonight and send along a log as well. In the meantime, here's my modlist from CKAN:
  15. I thought I was the only one running into this issue, but looks like several others are experiencing similar. For me, I can run the experiment, open/close the doors, and the experiment will be collected (at least, I think so) when the vessel is recovered. But with a Scientist in front of it, there's no option to collect the data and Reset the experiment from the right click menu. I also don't believe it's allowing for a Transfer function, or being collected from command pods or science storage (which, I think that's intended functionality). If you try to run the experiment when it's "full", the only messages on screen are orange saying it can't run. Let me get in game and I'll try troubleshooting more specifically.
  16. It really seems like there's a lot in this DLC, but I'm wondering at the price of $14.99. With the base game for net new players going for $39.99, I would expect this to be a TON of stuff for a DLC that costs almost half the base game. Otherwise, it's a pretty blatant "monetization strategy" to get as much money as possible from the game (which OK yes, game developers need to make money). But they know that this very active community will almost certainly purchase it, so they can price it however high they want regardless of total in-game value of the content. Offering expensive DLC isn't necessarily a bad thing in terms of capitalism, but they need to weigh how much they're putting in for the price they're asking, is all I'm saying.
  17. Hi @linuxgurugamer, I was experiencing similar issues to 4x4cheescake and apparently others, so I thought I'd try and provide some specific steps to capture what's happening for me. This is on a clean install of KSP 1.7 with only Action Groups Extended (v2.3.4) and other required mods installed. The mods were recently downloaded from CKAN (although, for testing I copied them to a separate install and removed any non-required mods). Here's the gist of the problem: (should read "Other editor modes..." not "mods" since of course this only includes AGExt, ToolbarControl, ClickThroughBlocker, and ModuleManager) As you can see, the buttons at the top in the VAB to switch between editor modes are greyed out and can't be accessed. You can still Save, Load Craft, Launch, and Exit. Going to Space Center and loading back into the VAB seems to reset this, but clicking on the Action Groups button will again cause the editor mode buttons to grey out again. I've included the log where I only ran through and screencapped the button issue(s) in the VAB with a test craft and then loading a couple stock craft. Log File: KSP Log 05-05-2019 T-2116CST Here is the step-by-step with screenshots and commentary to reproduce the issue: https://imgur.com/a/lt4uoSI Finally, here's what my GameData folder looks like: Since this is one of my favorite, must-have mods I wanted to do anything I can to help you troubleshoot what might be going on with this issue. Thanks for all your help and awesome work for the community!
  18. A config file would be great, I'm assuming you mean something that would be easily editable outside KSP, if I'm reading correctly? Honestly, I'm sure you will find the best/appropriate solution. I'd be happy with anything that maybe helps the cluttered UI (but TBH, it's not even that huge a problem). I would think maybe it reads a list of resources that you have in the game (like from other mods) and you can edit which ones you want in config/blacklist file (or something like that). Thanks for looking at this!
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