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Lathari

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Everything posted by Lathari

  1. Hi, I just noticed the ScanSat sensors are not being simulated. I was wondering how hard it would to write a patch or edit the DynamicBatteryStorageSetting.cfg to include them? Or would this need a new PartModuleHandler?
  2. Yeah, just noticed same NRE spam here. ksp.log: https://drive.google.com/file/d/13IDmzpkitfOD2J6JE9f99sWNCUR-sW7C/view?usp=sharing player.log: https://drive.google.com/file/d/1RaA_g5y1tbLVHtAdaiKQbwfeclmYwX9t/view?usp=sharing With Debug.dll ksp.log: https://drive.google.com/file/d/1ml6lN8-SzLkEeFeWtO2PdxAOOhUn74Qk/view?usp=sharing player.log: https://drive.google.com/file/d/1M5GU6DdN3b_ZAvtljCobw0Wmt5A2o2U3/view?usp=sharing Hope this helps.
  3. Hi, Just noticed there seems to be conflict with KIS Gigantor patch and Restock. The ReStock removes the whole mesh key and replaces it with MODEL{}, so when KIS goes looking for meshpath = mount, it finds nothing. As a quick fix, I commented out the patch. Log entry: [Part:largeSolarPanel (id=C4292985762)#Module:1] Cannot find mesh for path: mount
  4. Similar situation here (with mods and patches). I posted on the dynamic battery thread about this:
  5. Hi, Anyone else having problems with solar panel simulation in VAB? I can only get any EC from panels if set the distance from sun to 5 Mm, when the efficiency is ~5000%, but if I increase the distance at all, it goes down to 0%. In-flight everything works correctly. With appreciation.
  6. Yes, it seems so . As a quick fix I added && !s.Experiment().Name().Contains("Comet") into the scientist.cfg but didn't want to start going through the biome or residual experiment configs. But thank you for your good work.
  7. Just noticed that 'help scientist' contracts can generate comet sample missions, which I think is a bit much. Might be helpful to disable comet samples from these types of missions, as landing three comets next to each other would be quite a chore.
  8. Solution to my problem was was very tired brain type. I had a shortcut inside my install folder pointing to the original ksp.exe (for borderless window) and therefore any changes to mods weren't affecting anything... Shouldn't try to computer when tired, leads to embarrassments.
  9. Having a problems trying to get my JNSQ install to start and decided to drop this here before going to bed and resume sorting it tomorrow. B9PartSwitch keeps throwing up this: PartLoader: Compiling Part 'StationPartsExpansionRedux/Parts/Containers/sspx-cargo-container-25-1/sspx-cargo-container-25-1' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. (Filename: C:\buildslave\unity\build\Runtime/SceneManager/SceneManager.cpp Line: 566) Module ModuleB9PartSwitch threw during OnLoad: System.Exception: Fatal exception while loading fields on module ModuleB9PartSwitch on part ---> System.Exception: Exception while loading field subtypes on type B9PartSwitch.ModuleB9PartSwitch ---> System.Exception: Exception while loading fields on subtype PartSubtype Rock ---> System.Exception: Exception while loading field tankType on type B9PartSwitch.PartSubtype ---> System.Collections.Generic.KeyNotFoundException: No tank type named 'RR_Rock' exists and this: PartLoader: Compiling Part 'Squad/Parts/Science/LargeCrewedLab/largeCrewedLab/Large_Crewed_Lab' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. (Filename: C:\buildslave\unity\build\Runtime/SceneManager/SceneManager.cpp Line: 566) Module ModuleB9PartSwitch threw during OnLoad: System.Exception: Fatal exception while loading fields on module ModuleB9PartSwitch on part ---> System.Exception: Exception while loading field subtypes on type B9PartSwitch.ModuleB9PartSwitch ---> System.Exception: Exception while loading fields on subtype PartSubtype Work1 ---> System.Exception: Exception while loading field tankType on type B9PartSwitch.PartSubtype ---> System.Collections.Generic.KeyNotFoundException: No tank type named 'RR_Work' exists I could resolve the first one with just cutting the whole SSPX from the install, but the second one is giving me a headache and I wouldn't want to commit wild MM stabbery without any idea what I'm doing. But now, Good night.
  10. Noticed the same issue earlier and there should be some solutions earlier in the thread, but here's my MM patch for drag issues: @PART[solarpanel-blanket-*]:FINAL { !MODULE[GeometryPartModule]{} } @PART[restock-fueltank-sphere-*]:NEEDS[Restock]:AFTER[FerramAerospaceResearch] { @MODULE[GeometryPartModule] { %forceUseMeshes = true %ignoreIfNoRenderer = true } } Two different solutions to same problem, not sure if the blanket patch is still relevant.
  11. Is there any way to blacklist certain experimentID values? I find it annoying to try stick a cupola from Nertea's SSPX to my lander and have written a MM patch to remove the whole experiment from all parts but I would like to keep the experiment but not having it pop up in contracts. @Aelfhe1m Thank you, nice ninja.
  12. Nertea's station parts give this experiment to some parts (e.g. "Porthole" Observation Window). I was actually trying to find out how to disable those experiments...
  13. Anyone else having thermometer being stowed even though doors open and thermometer extended?
  14. // Command pods have lights on not bound to ActionGroup // Author: slubman @PART[*]:HAS[@MODULE[ModuleColorChanger]]:FINAL { @MODULE[ModuleColorChanger] { %defaultActionGroup = None } } // Cockpits and cabins not bound to ActionGroup // Author: slubman @PART[*Cabin*|*Cockpit*]:HAS[@MODULE[ModuleAnimateGeneric]]:FINAL { @MODULE[ModuleAnimateGeneric] { %defaultActionGroup = None } } This MM patch is in my career, haven't gotten to Pandora yet, but this should do the trick.
  15. Anyone using RealPlume having issues with engine exhaust being too large and bright. Having only gotten to Swivel in career mode, cannot confirm for later engines. Might also have something to do with Missing History surgery and some dangling configs for removed parts. (Like duplicate "Pug" e.g.) Need to dive deeper into configs and actually try to use Windows search to look for duplicate or conflicting entries...
  16. I just had vision of a huge colony fleet making +20 min departure burn for Jool or nearby star. Even with max. 4 people it would be quite interesting to create optimal burns for simultaneous departure of different types of vessels if you would have to keep at certain distance (2-5 km) from each other for the duration of the whole flight. Add couple of small tugs trying to defend your colony fleet and you have nice sci-fi drama of civilians versus evil A.I. space combat. Addendum: kOS controlled guided missiles against the Griefers doing suicide burns.
  17. It seems that 1.25m dome tank is borked when using FAR. I was wondering why my simple relay had such problems flying straight and turned aero overlay on. Huge drag coming from the dome. Revert to VAB and have look at the debug voxels. Flat plane of voxels under the dome. I've had these problem earlier with NFS folding fan panels and I should have the MM patch to disable FAR for these problematic parts. @PART[solarpanel-blanket-*]:FINAL { !MODULE[GeometryPartModule]{} } Replace solarpanel-blanket-* with correct name and that should work until we get an update.
  18. I have come to the conclusion that MM stands for Mysterious Magic.
  19. It seems the quick and dirty fix is to cut the FOR clauses from the NearFutureConstruction/Patches/NFConstructionFuelTankTypes.cfg
  20. Anyone else having this kind of NRE spam on using the offset mode in 1.8 + BG: [ERR 18:29:36.094] Exception handling event onEditorPartEvent in class ModuleRoboticRotationServo:System.NullReferenceException at (wrapper managed-to-native) UnityEngine.GameObject.get_transform(UnityEngine.GameObject) at Expansions.Serenity.ModuleRoboticRotationServo.OnVisualizeServo (System.Boolean rotateBase) [0x000aa] in <5b6ca6486e0b47a1bce39cde5a91b986>:0 at Expansions.Serenity.ModuleRoboticRotationServo.OnEditorPartEvent (ConstructionEventType evt, Part p) [0x0008b] in <5b6ca6486e0b47a1bce39cde5a91b986>:0 at EventData`2[T,U].Fire (T data0, U data1) [0x000b0] in <5b6ca6486e0b47a1bce39cde5a91b986>:0 [EXC 18:29:36.095] NullReferenceException Expansions.Serenity.ModuleRoboticRotationServo.OnVisualizeServo (System.Boolean rotateBase) (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) Expansions.Serenity.ModuleRoboticRotationServo.OnEditorPartEvent (ConstructionEventType evt, Part p) (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) EventData`2[T,U].Fire (T data0, U data1) (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(ConstructionEventType, Part) EditorLogic:onOffsetGizmoUpdate(Vector3) EditorGizmos.GizmoOffset:OnHandleMove(GizmoOffsetHandle, Vector3, Single) EditorGizmos.GizmoOffsetHandle:On_MouseDrag() EditorGizmos.GizmoHandle:OnMouseDrag() MouseEventsHandlerBase:OnMouseDrag() UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32) First time I saw this was after installing Champagne Bottle Redux, after removal issue went away. It came back after installing EVE, Scatterer, KS3P, Scansat and updating US2 to 1.8 RC. I know I could go through the mods one by one, but that would be annoying so asking here if someone knows something about something... Not a big problem, everything works, just annoying and makes it harder to spot other problems.
  21. [EXC 13:07:07.828] ArgumentNullException: Value cannot be null. Parameter name: shader UnityEngine.Material..ctor (UnityEngine.Shader shader) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UniversalStorage2.USSolarSwitch.DrawDebugLines (UnityEngine.Transform[] sources, System.Single length, UnityEngine.Color c) (at <f5fec1a787044d47aafb267e180fa4ec>:0) UniversalStorage2.USSolarSwitch.Update () (at <f5fec1a787044d47aafb267e180fa4ec>:0) This seems to be happening. Logs can be made available if needed, at the moment building Duna mission.
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