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scottadges

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Everything posted by scottadges

  1. Hi there, I've been troubleshooting another potential bug using the Kerbal Academy mod pack, but I noticed that the CKAN version is shown as 1.1.10 but the latest GitHub release (not the beta one) is 1.2.0. Is this a known issue? I'm not a CKAN expert, but is there any way to get the 1.2.0 to populate on CKAN vs. only the 1.1.10 version? In the meantime, I'll probably go ahead and download the 1.2.0 version from GitHub. Thanks!
  2. Hi @nightingale, I wanted to loop you into something I'm seeing in my latest log running KSP 1.6.1 and using the Contract Pack: Field Research (v1.2.1) mod. From some discussion over at the Contract Configurator thread, I've been seeing the following log spam: [ERR 11:09:37.132] Input is null for field 'agent' in config node 'CONTRACT' at System.Environment.get_StackTrace() at ConfigNode.AddValue(System.String name, System.String value) at Contracts.Contract.Save(.ConfigNode node) at ContractConfigurator.ContractPreLoader.OnSave(.ConfigNode node) at ScenarioModule.Save(.ConfigNode node) at ProtoScenarioModule..ctor(.ScenarioModule module) at ScenarioRunner.UpdateModules() at ScenarioRunner.GetUpdatedProtoModules() at Game.Updated(GameScenes startSceneOverride) at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode) at SpaceCenterBuilding.UpgradeFacility(Boolean deduceFunds) at SpaceCenterBuilding.OnContextMenuDismissed(DismissAction dma) at KSP.UI.Screens.KSCFacilityContextMenu.Dismiss(DismissAction dma) at KSP.UI.Screens.KSCFacilityContextMenu.OnUpgradeButtonInput() at UnityEngine.Events.InvokableCall.Invoke() at UnityEngine.Events.UnityEvent.Invoke() at UnityEngine.UI.Button.Press() at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent() at UnityEngine.EventSystems.StandaloneInputModule.Process() at UnityEngine.EventSystems.EventSystem.Update() According to @Tonka Crash per his reply here, he believes this is related to the AGENT bit in the 'ModuleManager.ConfigCache' file not including a ' title = ' code string. As a short-term resolution, he said he just updates these and then notifies the mod owners to make the updates, otherwise any edits to the CFGs obviously get overwritten then the mods are updated. Many of the code bits DO have the 'title = ' string there, but several of the Contract Pack CFG files do not: ContractPacks/FieldResearch/Agencies/Agents ContractPacks/KerbalAcademy/Agent/KerbalAcademyAgency ContractPacks/KerbinSpaceStation/Agents/StationAgent ContractPacks/Tourism/Agencies/Agents As the owner/maintainer of both CC and CP: Field Research, I thought I'd reach out to you and see if A) you can confirm from your POV this is what's going on and B) if it's possible to make any updates to resolve this? Let me know if you'd like any more information from me, such as my log file where I'm seeing this, etc. Thanks for your help!
  3. Thanks @Tonka Crash for your insight into this issue. I've looked at my 'ModuleManager.ConfigCache' and found a few instances where there isn't a title. Here's what I found: Example code with a ' title = some_agent_name ' UrlConfig { parentUrl = ContractConfigurator/Agencies/Explore AGENT { name = Exploration title = Exploration description = What drives a Kerbal to push their limits and explore new boundaries? These contracts. logoURL = ContractConfigurator/Agencies/Explore logoScaledURL = ContractConfigurator/Agencies/Explore_scaled mentality = NoRandomContractMentality } } Example code for 5 instances in my file that lack the a ' title = some_agent_name ' tag: UrlConfig { parentUrl = ContractPacks/FieldResearch/Agencies/Agents AGENT { name = Field Research Team description = The field research team are a part of the research and development department, and thus report up to Wernher von Kerman. logoURL = ContractPacks/FieldResearch/Agencies/FieldResearch logoScaledURL = ContractPacks/FieldResearch/Agencies/FieldResearch_scaled mentality = NoRandomContractMentality } } Specific UrlConfig instances lacking ' title = ' ContractPacks/FieldResearch/Agencies/Agents ContractPacks/KerbalAcademy/Agent/KerbalAcademyAgency ContractPacks/KerbinSpaceStation/Agents/StationAgent ContractPacks/Tourism/Agencies/Agents IndicatorLights/Agencies/Agents So for most of these, they're the Contract Packs (i.e. Field Research above) that are lacking the title in the UrlConfig bit there. The other is IndicatorLights, which I'm not sure if this is the same thing, but anyway it's missing a 'title = some_agent_name' in the 'ModuleManager.ConfigCache' file. I'd like to make sure we have the right information then I'll look at pining LGG the mod owners who maintains the Contract Pack mods.
  4. Sorry, just making sure to say I wasn't critiquing or commenting about necro'ing just more like "Oh wow, I remember that discussion" from back in the day.
  5. Wow, this is an old thread. I remember reading this back in the day. I also looked, the last activity from the OP was this thread back in Sept 2017 and then.... apparently nothing after that. I think this was a semi-trolling post back in the day anyway LOL
  6. Fair enough, although I was going down the line of refuting orbital film production as a business case, but I think you're guiding towards more a space station design discussion. I guess I would just add here that certainly all these questions go back to cost. And while launching (and presumably maintaining long-term) such a station is more cost-effective than in the past, it's still incredibly expensive. Personally, I keep coming back to the idea that spending 10s of millions per launch and 10s of billions or more over the longer term, it's ultimately hard to justify spending this type of money in the face of all the terrestrial problems that would evaporate if such sums were put towards them. Anyway, sorry I won't hijack your thread.
  7. A few comments regarding the idea of film production in space, I think it would definitely be a novelty item but not realistic for a host of reasons. In general, I cannot in any way see an "orbital film studio" unless we're already talking about a gargantuan space station that houses thousands of people with a massive habitation infrastructure (and some elements of gravity) so humans are living there nearly full time. So that's science fiction for a good long time. If we're talking about practical/near-term film production in space, there are obvious technical and habitability issues, but a very limited analog would be James Cameron's "The Abyss" which was the first film to shoot underwater for such extensive scenes and featured a lot of custom-built equipment to create that type of realism in a pre-digital film era circa 1989. (And even that was a HIGHLY controlled environment, where several mishaps did occur) Not only is it extremely expensive as far as financial cost, but we're talking about the aggregated physical mass of the specific film equipment, personnel, etc. plus anything like sets or narrative-related equipment. It's hard to see how it would be practical to orbit the massive amount of material required for anything like full-scale film (modern, current-day) production. Of course, this might be adapted for small film setups, with highly controlled situations and limited human involvement (like Earth-controlled drones) to get specific shots. But there again, the sheer numbers of people involved in actual film production are prohibitive. Film production techniques could certainly adapt, although in current terms you're still talking about a dozen or more people closely involved with each shot. Again, unless you're talking about semi-autonomous AI-controlled camera drones that will intuit what a director wants, account for photographic elements, can follow directive elements from a script, manage technical aspects of storage media, etc. But overall... if we're at the point where it's even an option to send people and equipment to space to shoot a movie, it would be clearly more cost-effective (and just more efficient on about every level) to do that digitally and supplement with select shots where you want to see *actual* microgravity on certain objects within an enclosed habitat, or with a select number of actors, and with limited narrative scope... simply for the sake of putting on the poster "Made in SPACE". Anyway, just my thoughts!
  8. Hi there, I've got (what I believe is) the latest version of Kerbalism installed in a new game running KSP 1.6.1 and I'm seeing this EXCEPTION thrown on screen and a ton of spam in my latest log. Any idea what this code is referring to? [EXC 11:08:08.378] Exception: psuedo-resource _HyLiquefaction must be NO_FLOW KERBALISM.Modifiers.Evaluate (.Vessel v, KERBALISM.Vessel_info vi, KERBALISM.Vessel_resources resources, System.Collections.Generic.List`1 modifiers, .Part p, .ProtoPartSnapshot pp) KERBALISM.Process.ExecuteVesselWide (.Vessel v, KERBALISM.Vessel_info vi, KERBALISM.Vessel_resources resources, Double elapsed_s) KERBALISM.Process.Execute (.Vessel v, KERBALISM.Vessel_info vi, KERBALISM.Vessel_resources resources, Double elapsed_s) KERBALISM.Profile.Execute (.Vessel v, KERBALISM.Vessel_info vi, KERBALISM.VesselData vd, KERBALISM.Vessel_resources resources, Double elapsed_s) KERBALISM.Kerbalism.FixedUpdate () [ERR 11:08:08.394] Resource System Error: Requested resource (id: 1203312488) does not exist I noticed it when I installed Kerbalism in a previous in-progress game, so I thought it might be related to other mods conflicting. But this is a new game with stripped down mods, and no other life support mods previously installed, etc. Here's my latest full log for reference: KSP 031219 Time 1111.log Also my current mod list: Thanks for any help you can provide! UPDATED: I also just put this into GitHub (Issue #333). Please let me know if I've not added the information in there properly. Thanks! UPDATE 2: Looking more closely at my latest log, I only see two places where "HyLiquefaction" is listed: [LOG 16:41:45.847] Config(RESOURCE_DEFINITION:NEEDS[CryoTanks,Kerbalism,ProfileDefault]) Kerbalism/Support/CryoTanks/_HyLiquefaction [LOG 16:41:45.854] Config(RESOURCE_DEFINITION:NEEDS[FTT,Kerbalism,ProfileDefault]) Kerbalism/Support/USI/USI_FTT/_HyLiquefaction I've checked both those files in the file location, and they do list parameters for "HyLiquefaction" but I don't see anything related to "NO_FLOW" or anything. Unfortunately, this is where my code understanding stops. Note that I don't have USI or any other Life Support mods installed.
  9. Hi there, longtime user of Contract Configurator / first-time poster RE: Contract Configurator. I've been seeing an error message in my logs recently and wondering if someone could provide context? Is this something I need to worry about, or is it negatively impacting my game? [ERR 11:09:37.132] Input is null for field 'agent' in config node 'CONTRACT' at System.Environment.get_StackTrace() at ConfigNode.AddValue(System.String name, System.String value) at Contracts.Contract.Save(.ConfigNode node) at ContractConfigurator.ContractPreLoader.OnSave(.ConfigNode node) at ScenarioModule.Save(.ConfigNode node) at ProtoScenarioModule..ctor(.ScenarioModule module) at ScenarioRunner.UpdateModules() at ScenarioRunner.GetUpdatedProtoModules() at Game.Updated(GameScenes startSceneOverride) at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode) at SpaceCenterBuilding.UpgradeFacility(Boolean deduceFunds) at SpaceCenterBuilding.OnContextMenuDismissed(DismissAction dma) at KSP.UI.Screens.KSCFacilityContextMenu.Dismiss(DismissAction dma) at KSP.UI.Screens.KSCFacilityContextMenu.OnUpgradeButtonInput() at UnityEngine.Events.InvokableCall.Invoke() at UnityEngine.Events.UnityEvent.Invoke() at UnityEngine.UI.Button.Press() at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent() at UnityEngine.EventSystems.StandaloneInputModule.Process() at UnityEngine.EventSystems.EventSystem.Update() Thanks for any and all assistance in tracking down this contract-related error message! Also, please let me know if this is not in fact Contract Configurator-related. A little background: I've been trying to optimize this current 1.6.1 install, but I keep seeing a lot of the debugging messages on screen and then in my logs Overall, my current game feels moderately unstable so I'm trying to eliminate things that are causing ERRORS and EXCEPTIONS Most of my mods are up-to-date althought AVC is telling me a few of these are for 1.5.x but otherwise I'm only running mods that I've confirmed via the forums are for the most part working in 1.6.1 For reference, here's my most recent log file: KSP 031219 Time 1111.log And my current mod list:
  10. Hi there, I'm wondering - does this mod make the audible chime / sound when science is available in a specific biome or scene? (I know Scient Alert does that, and I have both installed, but I'm wondering if I can change / customize this or I'll probably remove Scient Alert... because the bloop-bloop-bloop'ing is kinda annoying me LOL)
  11. @Dman979 is still trolling the forum games. C'mon, you know you want to reply.
  12. " You need to help me cause, like, your mod is the reason my KSP is broken. "
  13. 6/10 - a lot on forum games, but not so much elsewhere?
  14. Not specifically related to the Squad parts, but using Ven's Stock Revamp, is the whitelisting process another way to have preference for certain Ven parts instead of ReStock/Stock? For example, I prefer the structural trusses from Ven's to what I've seen from ReStock (or maybe it's just the Stock ones?), so if I want Ven's to be used instead I should create a whitelist file for those parts from Ven's? Sorry, I'm not super-clear on how it all works (but I'll try and look at the wiki page, too). Appreciate any help ya'll can provide!
  15. Banned for snark. There shall be no snark!
  16. Is this a situation based on a true story? How horrible!
  17. Confusi-ban for underdeveloped google skills Maybe-ban for... Germa... Nederlan... Afrikaans??
  18. Banned for wholly unauthorized usage of non-sensicalicious wordageness.
  19. Hi @TriggerAu, any input on this EXCEPTION that I've been seeing in my logs for a while? It's gotten to the point where I think ARP is causing instability in my game, so unfortunately I have to remove this from my mod list. Hopefully this will get updated for KSP 1.6.1 or this kind of issue might otherwise get resolved, if you have any insight into what's going on there. Thanks!
  20. soft-deprecate all the NFS monoprop tanks From Nertea's thread about the Near Future updates he wants to do. I was wondering what he meant by "soft-deprecate".
  21. You should play the game more then along the way! Is soft-deprecating like they're still in the game but hidden? Just wondering, what that would look like?
  22. So cool, it's good to see you have a holistic view of these mods. You may not necessarily be thinking this, but I can envision a sort of "mega-mod" with NF / SSPRx / RS+ as a foundation that makes KSP look amazing and really expands functionality beyond the base game. Truly must-have mods (which they already basically are!). Anyway, just glad to see NF getting some updates and aligning with RS/RS+. I'm confident you'll pull this all together and spend the time to get it right.
  23. I fully respect and indeed agree with that POV. In fact, I've come to appreciate the level of detail you're talking about with SSPXr and your NF mods, so I rarely need/want to Tweak 'em. (Just asking the question for the thread)
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