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etmoonshade

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Everything posted by etmoonshade

  1. Okay, found where I "reported" this - my bad, looks like it cleared itself up after a restart. Looks like it was in the middle of testing the randolith positions. With that said, this is absolutely a game-affecting bug. Even having the LAN shift around would be a bad thing, if you're trying to land at a certain place from a polar orbit (for example.)
  2. You and me both. I was testing a bug, and was all "Where's MechJeb? WHERE IS MY EARLY UNGUIDED POD?!" I don't even know what mods add half the parts I use anymore. Edit: Right, stock Kerbal system - I was just talking about stock. Still though :V
  3. Oddly, R-T-B fiddled with something (back around BE6 or 11, maybe?) and it stopped happening - for me, at least. I'll keep an eye out for it once I hit that point in my newest career game.
  4. I know I had a problem with a previous version, with a similar install (OPM + 10.625x) - are you certain your Kopernicus BE is up to date?
  5. @malkuth - a small bug in MC 3.14.50.0 for you: I'm seeing the following spammed (pretty regularly, once per 10 seconds by my count) in my logs: "[ERR 19:22:54.161] range 1 Is = 200Range 2 is = 1500Total Value is = 257" There's zero context around these errors - in fact, I had to do a full-text search of GameData to find out that "range 1 Is" was found only in my KSP.log and MissonControllerEC.dll. I'm not actually seeing any impact from it (that I can see - this is a new game, so that could change,) but it's sort of weird and, of course, cruds up the logs a bit. A bit of code diving shows that Tools.cs, line 14 has the following: Debug.LogError("range 1 Is = " + range1 + "Range 2 is = " + range2 + "Total Value is = " + value); There are a lot of Debug.Log lines in the same file that are commented out - something accidentally left over?
  6. @linuxgurugamer So, I see the correct version of L-Tech on SpaceDock, but it looks like CKAN didn't update - it's still showing the patch by Olympic1 as far as version and links (except for the SpaceDock link - I assume that stayed consistent from the previous version.)
  7. @linuxgurugamer Okay, so based on the brief conversation on tonight's stream... I actually figured out a fix for this. I decided to be brave and code-dive a bit... I was apparently correct in my thought above that more vessel types were added, and that the code just assigns numbers one at a time to vessel types. The following is a replacement for \GameData\Champagne\PluginData\WordLists\ShipTypes.txt: # Note - part types changed (many were added) by a new version of KSP. # Data from https://kerbalspaceprogram.com/api/_vessel_8cs.html#afa39c7ec7cc0926b332fcd2d77425edb #Debris? D #SpaceObject AS #Unknown UK #Probe PR #Relay RL #Rover RV #Lander LV #Ship SV #Plane PL #Space Station SS #Base BA #EVA AN #Flag F #DeployedScienceController #DeployedSciencePart Note that I have made changes to this file. Based on two parts looking-at-the-game and one part I-didn't-like-the-choices. It's basically a direct copy of what I had modified before, along with some added items. I also changed all the comments to reflect the actual names of the types in VesselType. I referenced where I got the data on the VesselType enum in the comments. "SpaceObject" is an asteroid (and presumably a comet) post-discovery, "Unknown" is pre-discovery. The rest are self-explanatory. I didn't assign anything to the last two, since they (theoretically) would just fall through to SS, as specified in the code. I admit, I haven't tested this super extensively, but I managed to make a Plane, a Lander, a Probe, and a plain Ship, and they got their designations as expected. The other problem, where the code doesn't pick up changes to the vessel's type in the command module/probe core PAW (even after a save/load - didn't try exiting VAB and re-entering though,) is most likely more code-based in its solution.
  8. This entire mess was apparently caused by something dirty in my "clean" install. I'm leaving it for posteriority, but sticking it behind spoiler tags because it's invalid.
  9. All experiments from the SkyLab (and only the SkyLab) are returning similarly high values - it definitely feels like they're 10x what they're supposed to be.
  10. Well, this isn't working as expected. I quoted the above from 26 Sep because I see the same thing - running at high timewarp, I get a report that my soil recyclers are no longer working due to lack of soil... but (apparently) unlike the above, the recyclers don't seem to start back up until I switch to the ship again. I'll return to full soil, almost empty snacks. I get a similar issue when my snack storage is full and the recyclers can't convert any more soil - the recyclers seem to stop until I switch back to the craft. Any insight into what I'm doing wrong, or if this is just a bug?
  11. I just put two and two together, realized I was probably reporting the same bug as @Drupegod02 and... I wonder - is HyperEdit having a problem when the "home" planet is replaced? That seems to be the common thread here - RSS and Beyond Home are both system replacers, and while RSS uses a .dll for resizing, Beyond Home does not (it has an install checker .dll, but nothing else.) I sort of wonder if a player of GPP or something else that replaces the stock system would have a similar issue. I'd also be interested to see if someone with something like OPM has trouble using the ship lander on a non-stock planet/moon. I'll see if I can test some of these scenarios at some point this weekend, but it'll require me to build out a test install again. >_<
  12. @Ezriilc - okay, here's an interesting bug for you: It seems that the ship lander will not work correctly with RSS. I don't recall having issues like this with resized stock, so I'm assuming RSS is the issue. In orbit, I don't have any ships in the pick list for the ship lander, other than the single one I have already landed (it's a rover, specifically, and it's technically in pre-launch state since I used Bon Voyage to move it - I'll give it a nudge and see if that causes it to disappear from the list, but I digress...) Even after landing on Earth (on the ocean, which seems solid? Methinks there's another issue at play here... (oh, maybe I touched down too gently, and I got a perfect float going or something? Hitting at 2m/s blows everything up...)) the ship doesn't show up on the ship list as valid for landing. If this isn't enough info, I'll see if I can get a minimal install reproduction for you - with that said, RSS is more than a few KSP versions behind, so if this isn't a known bug this probably isn't a valid report in the first place.
  13. eh, to be fair, I didn't "NEEDS" those engines anyway. I just deleted the two non-contract folders. I've got way too many engines as it is. Of course, I haven't had a chance/reason to dive into these contracts yet either, so I don't know if the contracts require the engines for some reason.
  14. I just tracked down an issue in my game to a file in this mod. In GenericEngines\HoS_Engines.cfg, a number of parts are patched as "FOR[RealismOverhaul]". This is really bad on a heavily-modded game, because it makes MM think that RealismOverhaul is installed - which means that it'll apply any patches for RealismOverhaul (including the one that caused me game breakage :V) These should all be "NEEDS[RealismOverhaul]" instead.
  15. @linuxgurugamer - a couple of bugs for you: I have three level 2 scientists in my SkyLab, but it claims that I'm short on crew - 2/3, to be specific. It doesn't appear to be tied to the scientists themselves, since I can swap any of them out to my Hitchhiker and it'll still show 2/3. It correctly reflects 1/3 scientists if I remove two of them from the module. Even with that, I apparently am able to study science. In fact, I can still study science with only two scientists in the module. Which leads me to another... bug? Balance issue? Holy crap I just got 2000 science (1400 transmitted) from studying microgravity, and I'm at 50% science on the game settings. That seems like... just a little bit too much? Taking a look at it, I see this in Skylab_ScienceDefs.cfg: id = microGrav title = #autoLOC_LTech_MicroGrav_Title baseValue = 100 scienceCap = 400 dataScale = 0.2 Misplaced a decimal point somewhere, maybe? 2000 is definitely 50% of 4000, and 4000 is 10x 400 (i.e. "scienceCap".) I am using RSS right now, but all the rest of the science values are what I expect them to be, i.e. painfully and depressingly low. I don't think that's affecting things, unless there's some hardcoding somewhere. Yet another edit: I also noticed that the "Plant Seeds" resource is about 10x as dense as the other ones - intentional, or no? More edit: I'm going to keep editing this post until you either like it or reply to it. :V Next edit: I almost like my idea better, but I'm dumb. The experiments are biome-sensitive, which I didn't realize until I was reading the science report after recovery. *facepalm* More edit: Okay, I feel better about myself - got a second lab up in the air, and after reading carefully - the science window doesn't imply that the experiments are biome-dependent. No wonder I went off the rails thinking it was time-dependent. Interesting point about this - the L-Tech experiments don't show up in [x]Science!, which makes it difficult to keep track of where I've done science so far. Even more edit!: I finally found a bug in the cameras! Maybe. If you have the PAW up and switch to camera view, and then close the PAW, you have no way to return to normal flight view - at least I can tell. This one might just be a lack of education than a bug - none of the camera switch controls I tried worked to return me from the camera view. A quicksave/quickload works to pull you out of being stuck in this view, but it's still a pain.
  16. FWIW, I'm probably a day from getting a station started, and I'll toss on the L-Tech experimental parts of course. The camera appeared to work fine, though we'll see if I still get the old anomaly bug that used to happen (take a picture of a planet from high up, and if there's an anomaly on that side of the planet you get 100 science instead of like, 4 - if I remember the bug correctly.) I'm not terribly worried about the science parts - I don't think they've changed significantly enough to break in many years.
  17. @linuxgurugamer New minor bug: When adding the L-Tech icon to Blizzy's Toolbar, it looks fine... but clicking it to open the settings window causes it to go magenta (as in, broken texture magenta.) Clicking it again to close the settings window does not make it revert, but saving settings does cause the icon to go back to normal.
  18. Done and done and sent. I just noticed this got missed with all my problems - with that said, a picture of the problem may help.
  19. A debug build for 1.10.1-20 may be more useful in this case - I wasn't able to replicate the issue on 1.10.0-20.
  20. Fun fact - I work in Pacific time, but I'm actually in Central time. Moved from Seattle back at the end of Feb, and I'm still working for the same company. So it's sort of 6am for me too. :V
  21. Hm. It's not on GitHub - you may be mixing up my "usual link" with someone else's.
  22. ehhhh I mean, I started spaceflight stuff on Orbiter. No MechJeb, no Ascent autopilot, no maneuver nodes, just an MFD that'll supposedly let you do transfers but has minimal documentation. And definitely full Earth scale there. I'm amazed by two things I managed while playing Orbiter - first, how easy it is to miss something the size of Jupiter, and how hard it is to miss something the (relative) size of the moon when escaping. 10.625x arguably comes more naturally to me than stock KSP, and I kinda went directly to that when doing rescale mods. I also enjoy the opportunity to use bigger craft (since I tend to play a rather overpowered game in the first place.) The only problem is that it's a massive pain in the ass to do any sort of rover stuff on a full-size solar system - the ground simply isn't interesting enough to make it worth doing. I think I've gotten the rover stuff out of my system for now though.
  23. I don't know what would make me want to use that mod... Really though. I kind of had my heart set on a 10.625x rescale this time around. JNSQ would give me something, but not what I've got a hankering for. It's like getting a Philly cheesesteak when you wanted an actual nice thick ribeye - still pretty good, but not what you actually wanted and not the same. ... I want a cheesesteak sub now. >_> Edit: I kinda hope it's a quick fix for @Sigma88 now that the internet is done being broken AF. I'm going back to sleep since I got woke up nice and early this morning by that mess. Second edit: I'm tired and overcaffeinated. That was a language joke, not me trying to knock on JNSQ - it seems like it'd be pretty cool if I wasn't such a diehard fan of the stock planets.
  24. So, a kind of pseudo bug report for you, @R-T-B. Trying to use Sigma Dimensions + RESCALE on 1.10.1BE20, and it simply will NOT work - I'm getting "ghost surfaces" like I was back when I reported the bug a while back, but in reverse - the expected "real" surface disappears when I get close to the planet, and I blow up once I pass through what the real surface should be. I did a bit of testing with that de-nyancatted version (1.9.1-3,) and it turns out that the problem showed up between 1.10.0 and 1.10.1 - the rescale mod works fine with the former, but not with the latter, using the same 1.9.1-3 version of Kopernicus. I've submitted a bug report to @Sigma88 on the SD project, but figured I should at least mention it to you in case it's something you may have some insight on.
  25. @linuxgurugamer - well, that didn't take long I'm getting the following spammed in the log when I create a new game and click on the "settings" button: [ERR 12:25:15.450] Error calling custom Interactible method in type LtScience.Utilities.LTech_2: [EXC 12:25:15.454] NullReferenceException: Object reference not set to an instance of an object LtScience.Utilities.LTech_2.Interactible (System.Reflection.MemberInfo member, GameParameters parameters) (at <cca63ed0490447bca56b64dde7f219cd>:0) DifficultyOptionsMenu+<>c__DisplayClass14_2.<CreateDifficultWindow>b__78 () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) <>c__DisplayClass14_2:<CreateDifficultWindow>b__78() DialogGUIBase:Update() DialogGUILabel:Update() DialogGUIBase:Update() DialogGUIVerticalLayout:Update() DialogGUIBase:Update() DialogGUIVerticalLayout:Update() DialogGUIBase:Update() DialogGUIBase:Update() DialogGUIVerticalLayout:Update() DialogGUIBase:Update() MultiOptionDialog:Update() PopupDialog:SpawnPopupDialog(MultiOptionDialog, Boolean, UISkinDef, Boolean, String) PopupDialog:SpawnPopupDialog(Vector2, Vector2, MultiOptionDialog, Boolean, UISkinDef, Boolean, String) DifficultyOptionsMenu:CreateDifficultWindow() DifficultyOptionsMenu:Create(Modes, GameParameters, Boolean, Callback`2, GameObject) DifficultyOptionsMenu:Create(Modes, GameParameters, Boolean, Callback`2) MainMenu:OpenDifficultyOptions() MainMenu:<CreateNewGameDialog>b__67_8() DialogGUIButton:OptionSelected() DialogGUIButton:<Create>b__23_1() UnityEngine.EventSystems.EventSystem:Update() Everything runs fine until then, but it slows the game to 3-4 FPS as soon as I enter the custom options window (even without having LTech selected.) Browsing through the log, there aren't any other errors regarding L-Tech, and the few warnings are about stuff like "part costs less than its resources" more than any sort of loading errors. Here's the log if you want to view it yourself: https://www.dropbox.com/s/mkroywq85zgos9d/KSP.log.20200829.7z?dl=0 I trimmed out the majority of the spam from the end of the log - trust me when I say it continued for about 23k lines. :V
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