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FasterThanFlourite

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Posts posted by FasterThanFlourite

  1. 33 minutes ago, linuxgurugamer said:

    Incorrectly installed, see these lines from the log file:

     

    Whoupsie. After fixing the copy&paste mistake, I can confirm the icon shows up just fine.

    Speaking of, I found a small typo in the toolbar controller:

    iGdc7nX.png

     

     

    33 minutes ago, linuxgurugamer said:

    The whole idea of this mod is to show the resources, and to be as lightweight as possible.  For now, that's not going to happen

    Next beta will have a stock skin.  Again, lightweight, everything that gets added makes an impact

    May be doable in the future, I'll keep this in mind

    I really do appreciate how lightweight the mod is and how it gives me a concise overview of resources in a draggable window. Saving the position would be great quality of life improvement, indeed :) .

  2. Thanks for adopting and updating this mod :).I do like the mod, it's very light-weight.

    Some issues I encountered:

     

    1. button image not loading, but that maybe also my messed up modded install:

    Quote

        Line 58290: [ERR 09:35:31.746] ToolbarControl: Cannot find texture to load:ResourceOverview/PluginData/ro_app_button_active.png
        Line 58293: [ERR 09:35:31.748] ToolbarControl: Cannot find texture to load:ResourceOverview/PluginData/ro_app_button.png

     

     

    2. In the VAB the calculated TWR isn't very helpful, at least in relationship to  Kerbin, imho.

    XdfnpqS.png

     

    3. In-flight KER and RO seem to show slightly different values for the current mass and current TWR:

    fa7mFSs.pngä

     

  3. I've got a weird issue. I assume it's due to my heavily modded (~150 mods) install, but when I try to change the key in QuickExit and if I empty the "key to exit" field, I get the following EXC log spam, as you can see in my log.

    Quote

    [EXC 00:41:33.854] ArgumentException: Input Key named:  is unknown
        UnityEngine.Input.GetKeyDown (System.String name) (at <5b207098155541f6b5298b42c1d5e3af>:0)
        QuickExit.QExit.Update () (at <e9415c2fd8e34600b71cb5a02b339e10>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

     

     

     

    And I can't assign any F keys, only standard alphanumeric characters ([a-z][A-Z][0-9]).

    Pressing the standard F7 still works, I just can't reassign any new key outside alphanumerical ones.

    Do you have any idea what's causing this, @linuxgurugamer?

     

     

  4. Edit: I'm leaving this up just here for anyone who runs into the same problem.

    I just realized why I was getting a "no storage space" error message when trying to collect Bathymetry Data.

    I've started  a new career with Kerbalism with several other mods, including the PBC (Probes Before Crew), so I have only the Probodyne OKTO available right now.

    gDA3vUw.png

     

    I can do the Mystery Goo Observation without problems.

    yLU6rQR.png

     

    But when I try to conduct the Bathymetry Data experiment from the DMagic Orbital Science mod (supported according to the wiki), it simply says "no storage space".

    hxmWvT5.png

     

     

    As I realized seconds after posting here: While the OKTO does not have a sample capacity slot, the Mystery Goo carries its own Hard Drive with a 1 slot sample capacity (for its own experiments only). The Bathymetry Data experiment needs a sample slot, but does not come with its own hard drive and the OKTO has none either.

    Edit: Mystery solved. Thanks @FasterThanFlourite :D .

     

  5. If I am in Space Center view and have the KCT window open (symbol with red clock arms), then go into R&D view and then back to the Space Center, the KCT window has closed (white arms) and I need to open it up again. Is this intended behavior, @linuxgurugamer?

    If this is normal, would it be possible to change it so that KCT always stays open, unless one specifically clicks the KCT button?

  6. On 9/9/2021 at 12:06 PM, evileye.x said:

    Combined with MM patch 

    @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL
    {
        @crashTolerance *= 0.1
    }

    It adds very funny situation when your side booster slightly scratches your core stage engine and suddenly you get overheat and explosion unless you  severly drop thrust.

    Very nice touch of kinda realism. Highly recommended !

    If I read this one correctly, it would also instantly damage engines any land them, right?

  7. I do understand that other things have priority and thanks for taking a look at it nonetheless :) .

    Would it be possible to maybe alleviate the problem in the meantime with a quick fix?

    I've noticed that when the bug occurs it loops over the same parts IDs for that particular vessel over and over again, as highlighted exemplary here for a random vessel / part:

     

    Quote

    [ERR 01:21:49.860] [FlowGraph]: Graph already contains item! Part basicFin with id 4292240800

    [ERR 01:21:49.860] [FlowGraph]: Graph already contains item! Part basicFin with id 4292240800

    [ERR 01:21:49.860] [FlowGraph]: Graph already contains item! Part basicFin with id 4292240410

    [ERR 01:21:49.860] [FlowGraph]: Graph already contains item! Part basicFin with id 4292240410

    [ERR 01:21:49.860] [FlowGraph]: Graph already contains item! Part basicFin with id 4292240342

    [ERR 01:21:49.860] [FlowGraph]: Graph already contains item! Part basicFin with id 4292240342

    [ERR 01:21:49.868] [FlowGraph]: Graph already contains item! Part basicFin with id 4290942602

    [ERR 01:21:49.868] [FlowGraph]: Graph already contains item! Part basicFin with id 4290942602

    [LOG 01:21:50.731] [ScrapYard] Copied tracker. Recovered 1 times with id 3420249859
    [LOG 01:21:50.731] [ScrapYard] Copied tracker. Recovered 1 times with id 1257541255
    [LOG 01:21:50.731] [ScrapYard] Copied tracker. Recovered 1 times with id 179752880
    [LOG 01:21:50.731] [ScrapYard] Copied tracker. Recovered 1 times with id 4255663389
    [LOG 01:21:50.731] [ScrapYard] Copied tracker. Recovered 1 times with id 2857266339
    [LOG 01:21:50.731] [ScrapYard] Copied tracker. Recovered 1 times with id 1768836279
    [LOG 01:21:50.731] [ScrapYard] Copied tracker. Recovered 1 times with id 134942193
    [LOG 01:21:50.732] [ScrapYard] Copied tracker. Recovered 1 times with id 571360519
    [LOG 01:21:50.732] [ScrapYard] Copied tracker. Recovered 1 times with id 3033042440
    [LOG 01:21:50.732] [ScrapYard] Copied tracker. Recovered 1 times with id 1616487996
    [LOG 01:21:50.732] [ScrapYard] Copied tracker. Recovered 1 times with id 832265350
    [LOG 01:21:50.732] [ScrapYard] Copied tracker. Recovered 1 times with id 2748048974
    [LOG 01:21:50.732] [ScrapYard] Copied tracker. Recovered 1 times with id 2913508303
    [LOG 01:21:50.733] [ScrapYard] Copied tracker. Recovered 2 times with id 1817597128
    [LOG 01:21:50.735] [ScrapYard] Copied tracker. Recovered 2 times with id 629387493
    [LOG 01:21:50.736] [ScrapYard] Copied tracker. Recovered 1 times with id 3393574791
    [LOG 01:21:50.737] [ScrapYard] Copied tracker. Recovered 1 times with id 875230156
    [LOG 01:21:50.739] [ScrapYard] Copied tracker. Recovered 1 times with id 3559493258
    [LOG 01:21:50.739] [ScrapYard] Copied tracker. Recovered 1 times with id 4051700508
    [LOG 01:21:50.739] [ScrapYard] Copied tracker. Recovered 1 times with id 2774470298
    [LOG 01:21:50.757] [ScrapYard] Found inventory part on vessel that is not in inventory. Resetting. basicFin:1560984724
    [LOG 01:21:50.757] [ScrapYard] Found inventory part on vessel that is not in inventory. Resetting. basicFin:4071951732
    [LOG 01:21:50.758] [ScrapYard] Found inventory part on vessel that is not in inventory. Resetting. basicFin:2565674527
    [ERR 01:21:50.808] [FlowGraph]: Graph already contains item! Part basicFin with id 4292240800

    [ERR 01:21:50.808] [FlowGraph]: Graph already contains item! Part basicFin with id 4292240800

    [ERR 01:21:50.808] [FlowGraph]: Graph already contains item! Part basicFin with id 4292240410

     

    So until you find the time to rework that part of the mod, would it be possible to implement a quick fix so it aborts / stops the loop, @zer0Kerbal? It would be greatly appreciated if we could generate the error message for each ID just once instead of 14.000+ times each.

  8. 16 hours ago, lordcirth said:

    Either in the menu for an instrument (VAB or flight), or in the Kerbalism vessel info tab under Auto, you can see all experiment, deployable solar panels & antennae, etc. If they are "running", they are collecting science, if "waiting" there is no more science to get there. 

    Oh, wow. I totally missed the Auto tab. Thanks for the hint!

    But I still have to watch that manually, right?

    Or is there a way to get a message when a science experiment becomes available in-flight, like ScienceAlert does for the standard science system?

     

     

  9. You can see my settings, craft and mods used for the test above. Playing at 3440x1440 with AVP, Parallax and the likes wrecks the FPS, since so much terrain and so many atmospheric effects need to be calculated all the time. With the 5600x I got 100 FPS on launchpad with the 266 parts Saturn V replica, but only had 40 FPS with all the visual mods installed, while the graphic card was still idling.

  10. 6 hours ago, Nuke said:

     but i cant imagine it being that much of an improvement. 

    Well, it turns out it does!

    3440x1440 with all the graphic mods: AVP + TUFX + Distant Object Enhancements + Planetshine + RealPlume + Engine Lighting Relit + Parallax and the Saturn V replica (~266 parts):

     

    With 5600x, 32 GB RAM and RX 6800 on : 40 FPS at launchpad lpad -> 50 FPS at lift-off -> 40 FPS going straight up // 30 FPS if turning east and staying close to water [RX 6800 running only at 40 - 70%]

     

    WIth 5800X3D: 60 FPS at launchpad-> 70 FPS at lift-off -> 50 FPS going straight up // 40 FPS if turning east and staying close to water

     

     

     

  11.   

    Quote

    Q: How about support for [x]Science! and others?

    A: Most of the features those mods provide are implemented in Kerbalism, like automatic triggering of science instruments and information about what science subjects are available in the game. Supporting those mods can't be done as the Kerbalism science system differ too much from stock.

     

    1) Where exactly do I find the option to automatically trigger science instruments?

    2) Is there an option to have an alert message when a science experiment is available?

    3) If not, can I see which science experiments are available *right now* ?

  12. After further testing: It's not restock.

    Without restock still getting the same error messages:

    Quote

    [LOG 11:30:48.057] [UIMasterController]: ShowUI
    [LOG 11:30:48.788] [ScrapYard] Found part on vessel with same ID as inventory part, but not matching. Resetting. probeCoreSphere.v2:1522553496
    [LOG 11:30:59.953] [ScrapYard] Copied tracker. Recovered 1 times with id 1522553496
    [ERR 11:30:59.999] [FlowGraph]: Graph already contains item! Part probeCoreSphere.v2 with id 4293222440

    [ERR 11:30:59.999] [FlowGraph]: Graph already contains item! Part probeCoreSphere.v2 with id 4293222440

    [ERR 11:31:00.038] [FlowGraph]: Graph already contains item! Part probeCoreSphere.v2 with id 4293222440

    [ERR 11:31:00.038] [FlowGraph]: Graph already contains item! Part probeCoreSphere.v2 with id 4293222440

    [LOG 11:31:00.756] [ScrapYard] Found inventory part on vessel that is not in inventory. Resetting. probeCoreSphere.v2:2503697092
    [LOG 11:31:04.902] [ScrapYard] Copied tracker. Recovered 1 times with id 1522553496
    [ERR 11:31:04.936] [FlowGraph]: Graph already contains item! Part probeCoreSphere.v2 with id 4293222440

    _____________

    After having dug further, I found out that ScrapYard has passed from @magico13 over to @severedsolo and now to you, @zer0Kerbal.

    And this issue is certainly different conflicting mods, see here and here.

  13. On 1/17/2022 at 11:10 PM, baldamundo said:

    I'm having an issue with the whole-vessel "Quick Apply" and "Automatically Quick Apply" buttons not working as expected - quite often i have spares of the part in inventory, but my craft will still use new parts.

    I'm wondering if I'm not understanding how modules and part options. I'm using RealAntennas, Kerbalism, and KiwiTechTree, as well as Procedural Parts, so most parts I'm using have a lot of options and tweakable settings. If I e.g. change the skin texture option on a part or upgrade its RealAntenna antenna or change the Kerbalism life support configuration, so that it's slightly different from the one saved in the inventory, will it no longer automatically draw that part from the inventory?  And what happens if I use the Scrapyard menu to automatically apply the part and then change the settings?

     

    Now trying to start a new career playthrough, after having abandoned the previous one.

    I still get the same issue with quick apply not working correctly and having the same issue as before with:

    Quote

    [ERR 01:57:08.641] [FlowGraph]: Graph already contains item! Part probeCoreSphere.v2 with id 4290455646

     

    Any idea what causes this @zer0Kerbal?

    So far I've mostly downloaded all the graphic mods (AVP, TUFX, etc.), Restock(+) and Nertea's part packs and KCT. I feel this list isn't too outlandish.

    Quote

    Astronomer's Visual Pack (AstronomersVisualPack 3:v4.12)
    Astronomer's Visual Pack-8k Textures (AVP-8kTextures v1.12)
    B9 Part Switch (B9PartSwitch v2.20.0)
    Breaking Ground (BreakingGround-DLC 1.7.1)
    Bureaucracy (Bureaucracy 1.5.1)
    CapCom - Mission Control On The Go (CapCom 2.11)
    Celestial Body Science Editor (CelestialBodyScienceEditor 12.0)
    Chatterer (Chatterer 0.9.99)
    ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.17)
    Community Resource Pack (CommunityResourcePack 1.4.2)
    Community Tech Tree (CommunityTechTree 1:3.4.4)
    Connected Living Space (ConnectedLivingSpace v2.0.2.0)
    Contract Configurator (ContractConfigurator 1.30.5)
    Contract Parser (ContractParser 9.0)
    Contracts Window + (ContractsWindowPlus 9.4)
    Crew R&R (CrewQueueTwo 1.1.11.3)
    Cryo Tanks (CryoTanks 1.6.4)
    Cryo Tanks Core (CryoTanks-Core 1.6.4)
    Cryogenic Engines (CryoEngines 1:2.0.6)
    Custom Barn Kit (CustomBarnKit 1.1.22.0)
    Deadly Reentry Continued (DeadlyReentry 1:v.7.9.0)
    Deployable Engines Plugin (DeployableEngines 1.3.1)
    Distant Object Enhancement /L (DistantObject v2.1.1.7)
    Distant Object Enhancement /L default config (DistantObject-default v2.1.1.7)
    DMagic Orbital Science (DMagicOrbitalScience 1.4.3)
    Docking Port Sound FX (DockingPortSoundFX v2.1.12)
    Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0)
    Engine Lighting Relit (EngineLightRelit 1.6.3.2)
    Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.6.1)
    Filter Extensions - Plugin (FilterExtensions 3.2.7)
    Flight Tracker (FlightTracker 3.0.0.3)
    Harmony 2 (Harmony2 2.0.4.0)
    Heat Control (HeatControl 0.6.1)
    Kerbal Actuators (KerbalActuators v1.8.4)
    Kerbal Atomics (KerbalAtomics 1:1.3.3)
    Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.3.3)
    Kerbal Changelog (KerbalChangelog v1.4.2)
    Kerbal Construction Time (KerbalConstructionTime 1:1.4.11.2)
    Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0)
    Kerbalism (Kerbalism 3.14)
    Kerbalism - Default Config (Kerbalism-Config-Default 3.14)
    Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-90)
    KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) (KRASH 0.5.33.5)
    KSP AVC (KSP-AVC 1.4.1.9)
    MagiCore (MagiCore 1.3.2.5)
    Making History (MakingHistory-DLC 1.12.1)
    MOAR Station Science (MOARStationScience v2.6.1.2)
    ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0)
    Module Manager (ModuleManager 4.2.1)
    Near Future Aeronautics (NearFutureAeronautics 2.1.1)
    Near Future Construction (NearFutureConstruction 1.3.1)
    Near Future Electrical (NearFutureElectrical 1.2.3)
    Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.2.3)
    Near Future Electrical Core (NearFutureElectrical-Core 1.2.3)
    Near Future Exploration (NearFutureExploration 1.1.2)
    Near Future IVA Props (NearFutureProps 1:0.7.1)
    Near Future Propulsion (NearFuturePropulsion 1.3.5)
    Near Future Solar (NearFutureSolar 1.3.2)
    Near Future Solar Core (NearFutureSolar-Core 1.3.2)
    Near Future Spacecraft (NearFutureSpacecraft 1.4.3)
    Near Future Spacecraft - LFO Engines (NearFutureSpacecraft-OrbitalLFOEngines 1.4.3)
    Parallax (Parallax 1.3.1)
    Parallax - Stock Planet Textures (Parallax-StockTextures 1.3.1)
    PlanetShine (PlanetShine 0.2.6.6)
    PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6)
    Probes Before Crew [PBC] (ProbesBeforeCrew 2.93)
    Progress Parser (ProgressParser 11.0)
    QuickStart (QuickStart 1:2.2.1.1)
    Real Plume (RealPlume 2:v13.3.2)
    Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8)
    ReStock (ReStock 1.4.3)
    ReStock+ (ReStockPlus 1.4.3)
    SCANsat (SCANsat v20.4)
    Scatterer (Scatterer 3:v0.0835)
    Scatterer Default Config (Scatterer-config 3:v0.0835)
    Scatterer Sunflare (Scatterer-sunflare 3:v0.0835)
    ScienceAlert ReAlerted (ScienceAlert 1.9.10)
    ScrapYard (SYD) (ScrapYard 2.2.1.0)
    SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0)
    SpaceTux Library (SpaceTuxLibrary 0.0.8.4)
    StageRecovery (StageRecovery 1.9.5.4)
    Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.6)
    Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.6)
    The Janitor's Closet (JanitorsCloset 0.3.7.8)
    Toolbar Controller (ToolbarController 1:0.1.9.6)
    TUFX (TUFX 1.0.2.3)
    Universal Storage II Finalized (UniversalStorage2 4.0.0.7)
    Waterfall - Restock (WaterfallRestock 0.2.3)
    Waterfall Core (Waterfall 0.8.1)
    Zero MiniAVC (ZeroMiniAVC 1:1.1.2.4)

     

     

    I'll have to cut down on the mods tomorrow and see if I can figure out when this issue stops.

    No KSP.log, no support, I know! Could it possibly be that Restock(+) is messing up the part names? Or is it KCT somehow messing with the ids?

     

    I've found an old backup of KSP from two years ago playing with nearly the same suite of mods, including ScrapYard. I checked the log from two years ago and the [ERR 01:57:08.641] [FlowGraph]: Graph already contains item!  didn't appear then yet, @zer0Kerbal, if that's of any help.

     

  14. Wow, thank you for the near instantaneous reply! Executing the .bat got rid of those error messages.

    Instead I get this error message instead:

    KSP.log

    Quote

    [LOG 15:26:13.901] PartLoader: Compiling Part 'BetterScienceLabsContinued/Parts/Squad/Parts/BSLsnackprobe/BSLsnackprobe/BSLsnackprobe'
    [ERR 15:26:13.902] PartCompiler: Cannot clone model 'Squad/Parts/Command/probeStackSphere/model' as model does not exist

    [ERR 15:26:13.902] PartCompiler: Model was not compiled correctly

    [ERR 15:26:13.902] PartCompiler: Cannot compile model

    [ERR 15:26:13.902] PartCompiler: Cannot compile part

     

    Can this one be ignored then, @linuxgurugamer?

  15. @linuxgurugamer, does BetterScienceLabsContinued work for 1.12? The title here says 1.9.x, but you've updated the version file for 1.12?

    And when running

     

    KSP: unmodded, 1.12.3

    Better Science Labs Continued: 0.2.1, installed through CKAN

    Error in KSP.log :

    Quote

    Line 4279: [ERR 14:49:42.287] PartCompiler: Cannot clone model 'BetterScienceLabsContinued/Squad/Command/Mk1-2Pod/model' as model does not exist
        Line 4281: [ERR 14:49:42.287] PartCompiler: Model was not compiled correctly
        Line 4283: [ERR 14:49:42.287] PartCompiler: Cannot compile model
        Line 4285: [ERR 14:49:42.287] PartCompiler: Cannot compile part
        Line 4300: [ERR 14:49:42.425] PartCompiler: Cannot clone model 'Squad/Parts/Command/probeStackSphere/model' as model does not exist
        Line 4302: [ERR 14:49:42.425] PartCompiler: Model was not compiled correctly
        Line 4304: [ERR 14:49:42.425] PartCompiler: Cannot compile model
        Line 4306: [ERR 14:49:42.425] PartCompiler: Cannot compile part

     

     

  16. 4 hours ago, OldMold said:

    @RyGuy_McFly

    If you mean "no terrain deformation" to mean things like rovers sinking into the ground like in the above screenshot - that's due to terrain collision having been disabled in the latest version due to bugs. For now its just nice textures.

    Oh, have I misunderstood it? I thought no collision meant not colliding with rocks on the surface.

    I presume the floating / sinking into the parallax ground was a bug?

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