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Xilexio

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Everything posted by Xilexio

  1. The mod is detecting that I do not have experiments completed at "Kerbin's LaunchpadFX (Shores)". This does not seem to be related to "Kerbin's LaunchPad (Shores)" in KSC. I have a lot of mods installed, although the only ones I would suspect of ability to add anything are KK and Kopernikus with Galaxies Unbound. Any idea what might be the issue? I do not see "LaunchpadFX" anywhere in Player.log, but here are the logs: https://www.dropbox.com/s/3d7l21kqiix8oim/Player-XScience.log?dl=0 By the way, in previous version it was also detecting "Kerbin's ROC", although it disappeared.
  2. I finished my test (existing career mode only). The main fix was successful - I did not see any bases or facilities closing themselves. There was one error related to RT setup. KK: [GroupCenter] SetInstancesEnabled: Setting Group SulinsOdyssey: active state form: True to: False (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KK: [GroupCenter] SetInstancesEnabled: Setting Group ValdrinsTriumph: active state form: True to: False (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KK: [GroupCenter] SetInstancesEnabled: Setting Group Woomerang: active state form: True to: False (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Exception handling event onNewGameLevelLoadRequestWasSanctionedAndActioned in class KerbalKonstructs:System.NullReferenceException: Object reference not set to an instance of an object at KerbalKonstructs.KerbalKonstructs.get_enableRT () [0x0000c] in <7ee0e42919ad47868a035e1b98d1fe68>:0 at KerbalKonstructs.Modules.ConnectionManager.DetachGroundStation (KerbalKonstructs.Core.StaticInstance instance) [0x00012] in <7ee0e42919ad47868a035e1b98d1fe68>:0 at KerbalKonstructs.Modules.GroundStation.SetClosed () [0x00006] in <7ee0e42919ad47868a035e1b98d1fe68>:0 at KerbalKonstructs.Modules.KKFacility.ResetToDefaultState () [0x0001b] in <7ee0e42919ad47868a035e1b98d1fe68>:0 at KerbalKonstructs.Modules.CareerState.ResetFacilitiesOpenState () [0x0002b] in <7ee0e42919ad47868a035e1b98d1fe68>:0 at KerbalKonstructs.KerbalKonstructs.OnLevelWasLoad (GameScenes data) [0x00201] in <7ee0e42919ad47868a035e1b98d1fe68>:0 at EventData`1[T].Fire (T data) [0x000b0] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at KerbalKonstructs.KerbalKonstructs.get_enableRT () [0x0000c] in <7ee0e42919ad47868a035e1b98d1fe68>:0 at KerbalKonstructs.Modules.ConnectionManager.DetachGroundStation (KerbalKonstructs.Core.StaticInstance instance) [0x00012] in <7ee0e42919ad47868a035e1b98d1fe68>:0 at KerbalKonstructs.Modules.GroundStation.SetClosed () [0x00006] in <7ee0e42919ad47868a035e1b98d1fe68>:0 at KerbalKonstructs.Modules.KKFacility.ResetToDefaultState () [0x0001b] in <7ee0e42919ad47868a035e1b98d1fe68>:0 at KerbalKonstructs.Modules.CareerState.ResetFacilitiesOpenState () [0x0002b] in <7ee0e42919ad47868a035e1b98d1fe68>:0 at KerbalKonstructs.KerbalKonstructs.OnLevelWasLoad (GameScenes data) [0x00201] in <7ee0e42919ad47868a035e1b98d1fe68>:0 at EventData`1[T].Fire (T data) [0x000b0] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(GameScenes) <FireLoadedEvent>d__46:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Here is the full log: https://www.dropbox.com/s/uoph0fh3ppn3yxc/Player-TestKK.log?dl=0 Apart from that: - Funds/research per day seem to be calculated incorrectly. Fully staffed Dununda's Administration Complex produces only 100 / Day, even though it has the following config: Facility { FacilityType = Business ProductionRateMax = 1000 FundsOMax = 999999 StaffMax = 10 OpenCost = 250000 CloseValue = 62500 FacilityName = Business@KSC_Administration_le OpenCloseState = Closed } Changing production rate in the editor does not change anything: https://pasteboard.co/xCwuoqSeNt1U.png . Same for a manually created one. - Is there any reason why the limit on the amount of funds in a building is only 999999 (and research 999) and not some huge value or max float/int? In late game, these buildings are valuable mainly because even though production per day is small, it will add up during a journey to Eeloo or a star system from another mod. - I'm not sure if the reason why I don't get additional RT ground stations from additional stock ground station isn't related to KK. That'd require a fresh RT + KK instance to test. - There was an issue before that editing anything in KK caused everything to be closed. Probably for the same reason as random closures. It was fixed too. Lastly, I'm curious, was the closing bases issue reported before? Is a KK + RT career run w/o everything unlocked so rare?
  3. Thank you for your work on this issue! I will test it for a few hours today while trying to visit different KK and stock ground stations to trigger all kinds of events.
  4. I see. I actually have KSR + KSR GAP Extras installed and: $ grep -E -R 'FacilityType *= *(Barracks|Research|Business)' KerbinSideRemastered KerbinSideRemasteredGapExtras KerbinSideRemastered/Statics/ExampleBases/Dununda/KSC_Administration_level_3-instances.cfg: FacilityType = Business KerbinSideRemastered/Statics/ExampleBases/Dununda/KSC_AstronautComplex_level_3-instances.cfg: FacilityType = Barracks KerbinSideRemastered/Statics/ExampleBases/Dununda/KSC_ResearchAndDevelopment_level_3-instances.cfg: FacilityType = Research KerbinSideRemastered/Statics/ExampleBases/Harvester/KS_observatory1-instances.cfg: FacilityType = Research KerbinSideRemastered/Statics/ExampleBases/NyeIsland/KS_observatory1-instances.cfg: FacilityType = Research KerbinSideRemastered/Statics/ExampleBases/Polar_Alpha/KS_observatory1-instances.cfg: FacilityType = Research It follows that Dununda is the only place in KSR where you can make use of Research or Business buildings.
  5. Thanks a lot for checking it out! I am not really keen to removing any of these mods, so I will try to fix this somehow or use the "open everything" option once I finish buying everything. I'll have to check if toggling the "additional ground stations" option in remotetech will fix anything, since these might be the stations that cause problems. If not, I'll check if "open everything" will apply to facilities too. I already checked that research/business/barracks buildings somehow do work and keep assigned staff after this removal occurs (you still have to pay for the facility itself), so at least the amassed research/credits is not lost. On a related note - I have 10 unassigned kerbals after hiring 40 in Dununda, but I only use 30 on them for business/research there. I am unable to hire them in other locations, such as Kermundsen's Research Station. Does that mean that the pool of kerbals to hire is tied to a specific base?
  6. I'm having a problem with sites of all kinds and ground stations closing themselves. Once in a while, some sites and openable buildings inside them just become closed. I am not able to reproduce it, as it happens once per few hours of gameplay. I suspect that this bug is occurring when the game is loaded, since it seems to happen particularly when I quicksave & load a lot. It is particularly annoying in career mode, since not only do I need to cheat some money, but also enable remote opening of bases to fix that. It also makes research and money generation buildings useless and extra ground stations unreliable. This problem probably persisted for quite a while, since I encountered it both now in KSP 1.12 and a few years ago in KSP 1.3.1. Here are the logs: https://www.dropbox.com/s/etag302uoajvcyx/Player.log?dl=0 https://www.dropbox.com/s/7i6chj14t21kin8/KSP.log?dl=0 One of bases that I opened for the first time and that closed itself in this single run was Dununda. Is this a known issue? Are there any known workarounds?
  7. This was not exactly what I needed. I was searching for one button for each individual scan type to gain more science. When I checked in science archives, there was only the "Visual Scan while in space high over Kerbin" position, without it being split into high-resolution and low-resolution one. Does that mean that one cannot gain science from one of these scan types?
  8. I installed KSRGAP and I also use Strategia mod. For some reason, the bonus contract reward is not applied for KSRGAP contracts and they are not listed in Strategia either (but TourismPlus is). I found a fix, though: :AFTER[Strategia] is needed after :NEEDS[Strategia] in Patches/Strategia.cfg. Source of fix:
  9. ScanSat mapping seems to work well in 1.12.3, however I do not see a way to get science from analysis of visual low-res map. If I am not mistaken, visual low-res scanner is only on the multispectral scanners and they only have the option to analyze multispectral scan. Does that mean that it is not possible to obtain science from visual low-res scan or did I miss something?
  10. I encountered a problem with kibbal-based experiments on 2.30 on KSP 1.3.1 (not the newest, since I'm still waiting for an official FAR update). When I run both Kuarq bio-activity and Creature Comforts and finalize results, the first one succeeds, and the second one disappears right after finalizing it. By "disappears" I mean: bioproducts disappear from the second one and menu to start the experiment appears, then menu to finalize experiment disappears, and effectively that resets the experiment. Of course kibbal stays used up. I tried doing Creature Comforts first, then last, achieving the same result. More interestingly, just completing both experiments (and not finalizing them) triggers the reset bug on both of them upon each finalization. I checked logs, and the relevant part was: [LOG 11:37:39.789] [Experiments]: Setting FX Modules to 1... [LOG 11:37:39.790] [Experiments]: FX Modules set: 1 [LOG 11:37:42.019] [Experiments]: Setting FX Modules to 0... [LOG 11:37:42.019] [Experiments]: FX Modules set: 0 while all experiments that complete correctly log this: [LOG 11:37:39.789] [Experiments]: Setting FX Modules to 1... [LOG 11:37:39.790] [Experiments]: FX Modules set: 1 In case it was a problem with Automated Science Sampler mod, I tried doing the experiment without it. I use over 100 mods, but I don't think any other mod would affect this functionality. Has anyone else encountered this problem? Is there a known workaround besides making the trip twice? EDIT: The bug does not always happen (when it does, however, restarting the game or even reinstalling the mod does not help). It happened to me on Minmus high orbit, but not on low orbit during my play. I found a workaround using Automated Science Sampler mod - turning it on to make it transfer the experiment somewhere else right away protecting it from being erased (since there is around 1 second time before that happens).
  11. I have a problem with mounting a harpoon (or grappling hook) on a winch form EVA. For some reason, it tries to mount itself in an opposite direction, as shown here: https://pasteboard.co/HdVfBQx.png . It's not only a graphical bug, since it doesn't even launch when using the eject function of winch. If that matters, the winch was also attached from EVA. Everything works correctly when harpoon is mounted on the winch in VAB. What is wrong? I'm using KAS 0.6.3.0 and KSP 1.3.1. Logs: http://anonfile.com/d1e8Wfd7b3/KSP.log . Update: The problem persists both on both kind of winches, and other attachments like magnet. And it does not matter if the winch itself is attached with KAS.
  12. Thanks! It seems I confused Greenhouse with Agroponics. Everything works now. The only other issue I found is disappearing items when putting crew into inflatable habitation modules, but I saw a bug report on github that it has to be fixed on KIS side. I assume this bug is still open, right?
  13. I have a problem with MKS 'Ranger' Agriculture Module in KSP 1.3.1, USI Kolonization 0.53.2.0. The module deploys correctly, can change it's type to greenhouse and other types, but even when deployed, greenhouse bay is chosen, greenhouse is started, and it is shown to have almost 100% load, it still does not produce any supplies or use up the fertilizer. I tried manning it with scientist and engineer too. You can see that it does not use up fertilizer at all in this screenshot: https://pasteboard.co/HdxUyst.png. Am I doing something wrong or is it a bug?
  14. Sorry. So much for using random places to anonymously upload files instead of being able to attach them on forums. I'll replicate the problem again and open an issue on github. EDIT: See https://github.com/GER-Space/Kerbal-Konstructs/issues/66.
  15. It seems 1.3.0.0 and 1.3.0.1 are broken for me with KSP 1.3.1 x64 (windows), Kerbin Side complete 1.4, Kerbal Construction Time 1.3.0.43 (dev ver), ResearchBodies 1.9.6, Kerbin Side GAP 2.3, and over 100 of other mods. Reverting KK back to 1.2.0.4 fixes everything. The problem is that in Space Center view buildings appear, but in the actual game they do not. List of facilities around KSP when clicking KK button is also empty. I am unable to launch new vehicles from Space Center from VAB or SPH using Kerbal Construction Time menu, since clicking "Launch" does not do anything (though it probably just needs a KCT update). Logs: <broken link>
  16. Is the 1.3.0.0 update compatible with the latest Kerbin-Side? Also, is there a centralized way to transfer funds to KSC account from all offices without visiting each airport that has one? And thanks for a great mod! Together with Kerbin-Side, Kerbin GAP, and a bunch of other mods it creates a great game experience. A quest to fly around the globe to open up all the stations, a nice tycoon minigame with offices, and finally a pragmatic reason to build some aircrafts after completing Kerbin science make the game much more engaging.
  17. Also had this problem on x64 version with RT 1.8.9. Guillaume4's dll fixed it after replacing GameData/ContractConfigurator/CC_RemoteTech.dll.
  18. Great mod! I like the "on quit" backup option the most, but would it be possible to make it work together with the Quick Exit mod (https://spacedock.info/mod/105/QuickExit)? It usually takes a few minutes for me to make a compressed backup of my saves, so the best time for me to do it is when exiting the game and alt-tabbing back into other apps while the game does its backups. I would find it a better alternative to waiting for backups to complete at some point of playing, or alt-tabbing back to the game after some time so that I can really quit it.
  19. Does not work in KSP 1.2.2.1622 - it works just like normal radial decoupler and does not detach from one side. I tried to fix this by adding missing stuff from Squad's stack separators: isOmniDecoupler = true However, it still did not work. If this is fixable, I suggest also updating to the following values: category = Coupling maxTemp = 2000
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