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Stumble

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Posts posted by Stumble

  1. I am having an issue where very large containers are never being filled even when within range and plugged into the network. The  small tank (180/220) is attached to a Convertotron-250 pushing out LF and LOX and trying to fill a S4-512 (23040 / 28160). I wonder if there isn't a rounding error somewhere that truncates sending resources to a larger tank even when the smaller one is full.

     

  2. I was coasting to AP at an altitude of about 65,000m when my SSTO just evaporated with no trace. No crash scene played, and as you can see there is no indication of what may have caused the destruction. Note there was also no explosion scene. the plane was there one second and gone the next.

    https://freeimage.host/i/HXpgBYx

    Win 10

    5800x

    3070

    KSP Patch 1 installed

     

  3. Same issue. After loading from a quick save on the Mun the KSC is at  90 degrees to the terrain. If I go to the KSC the terrain glitch follows me, so I now have two copies of the KSC overlayed on each other at 90 degrees.

    Its very much like being enmeshed in a MC Escher painting, but with kerbals.

  4. 25 minutes ago, capi3101 said:

    How exactly did you go about switching it to CRP; did you use CKAN, and if so, did you do a full uninstall/reinstall? If not, you'll need to do that at this point. You might need to do that anyway - Precious Metals doesn't exist in CRP mode; the equivalent resource is Rare Metals (if I recall correctly, it's Rare Metals that gets used for Equipment printing in CRP mode.).  And 'Minerite' becomes 'Minerals'. And you'll need to do a fresh scan with your Geology Lab or Surface scanner to verify they exist in the biome in which you're located.

    I used CRP mode for a long time. Frankly, I like it better than Classic Stock (which I switched over to with 1.9), but that's just me.
     

    I swapped the definition in the .cfg file... As you might expect it seriously borked the mod and had to be reverted. 

    I ended up just going into the module manager config and manually deleting the requirements for Precious Metals and Minerite from the recipe. So while it is working, it does mean every time it gets updated I will have to redo it. 

  5. I am not sure what is going on, but for some reason the separate parts command doesn't seem to be working for me (holding 'H' while left clicking). I am also getting some weird behavior where when removing a part from a Minmus base either the part fails to move if I try and attach it to a node, or the entire base gets moved and clipped into the ground. It seems to randomly effect some parts and not other identical ones. I have been trying to work around it, and bringing replacements from KSP sometimes works, sometimes not. It isn't until they are on site I can determine if its going to work.

     

    Has anyone seen this before?

  6. 5 hours ago, capi3101 said:

    Okay. Assuming you didn't use CKAN to install the mod, let me see if I remember how to check this manually...

    So, you want to go to C:/Kerbal Space Program (or whereever you've got the game installed)/GameData/ and find the file WBIPlayMode.cfg. Open that file up in a plain text editor of your choice (Notepad will do the trick just fine in Windows). It should have something that looks like this:
     

    WBIPLAYMODESETTING
    {
    	name = CRP
    }

    We're interested in what you've got where it says "name = ".  If it matches mine (i.e. if you're playing in CRP mode, or really anything if it says anything other than Classic Stock), that would explain your issue; Precious Metals and Minerite are endemic to Classic Stock mode only.

    (I was just thinking that I had an old version of the game/mod I was looking at, and it is - it's my KSP 1.8 save. Process would still be valid, though.)

    I did use CKAN to install it... but who knows it can get glitchy.

    And FWIW the path is \Kerbal Space Program\GameData so if anyone else has this issue don't go digging thru the subfolders it is in the GameDat folder directly. 

     

    In my case name = Classic Stock .  I changed it to CRP and will see if that resolves the issue.

     

    So I switched to CRP and is still is looking for Precious Metals for some reason. I have a lot more options for omni-Storage now, but none of them is the elusive PM.

  7. 4 hours ago, capi3101 said:

    I'll ask you the 'is it plugged in' questions first - have you verified that Precious Minerals and Minerite are in the biome in which you're located (check via the Geology Lab or with a surface scanner), do you have a dedicated storage area available designated for these two resources at your base, and what kind of drills are you trying to utilize?

    Very fair questions, but that's not the problem. Even in the VAB if i go to manage operations for a Castillo Depo I cannot add Precious Minerals or Minerite for warehousing space.  No where else except in the recipe for equipment do these show up.

  8. So that didn't seem to work. I added what you put as an additional module, and the below screen shot is what I got. 

    https://imgur.com/a/yLdnu5g

     

    The complete .cfg is below.

    Spoiler

    //THIS_CFG_HAS_BEEN_AUTO_COMPILED_BY_KYEON_BOT_MK2
    //LIFT_AND_MASS_ARE_AUTO_BALANCED
    //THIS_WORK_IS_LICENSED_UNDER_THE_CREATIVE_COMMONS_ATTRIBUTION
    //_NONCOMMERCIAL_SHAREALIKE_4.0_INTERNATIONAL_LICENSE
    //MODNAME: ORBIT PORTAL TECHNOLOGY SPACE PLANE PARTS
    //VERSION: 1.9.9
    //DATE_ED: 2017-07-29
    PART
    {
        name = j_4m_lab
        author = K.Yeon
        module = Part

        //descriptions
        title = #LOC_OPT_j_4m_lab_title
        manufacturer = #LOC_OPT_manufacturerA
        description = #LOC_OPT_j_4m_lab_desc
        bulkheadProfiles = j
        mass = 3.938
        tags = #LOC_OPT_tags_lab

        //category, technology and cost
        category = Science
        subcategory = 0.0
        TechRequired = advExploration
        cost = 9700
        entryCost = 30000

        //temperatures
        skinMaxTemp = 2700
        maxTemp = 1500
        emissiveConstant = 0.88

        //tolerances
        crashTolerance = 12
        breakingForce = 600
        breakingTorque = 550

        //scales
        scale = 1
        rescaleFactor = 1.0

        //others
        attachRules = 1,0,1,1,0
        dragModelType = default
        fuelCrossFeed = True

        MODEL
        {
            model = OPT/Parts/main/j_4m_scienceLab
        }
        node_stack_top = 0.0, 2., 0, 0.0, 1.0, 0.0, 4
        node_stack_bottom = 0.0, -2, 0, 0.0, -1.0, 0.0, 4
        CrewCapacity = 5
        stackSymmetry = 1
        thermalMassModifier = 4.0
        vesselType = Ship
        INTERNAL
        {
            name = JSCIIVA
        }
        MODULE
        {
            name = ModuleScienceContainer
            reviewActionName = Review Data
            storeActionName = Store Experiments
            collectActionName = Take Data
            evaOnlyStorage = True
            storageRange = 2
            allowRepeatedSubjects = True
        }
        MODULE
        {
            name = ModuleScienceLab
            containerModuleIndex = 0
            dataStorage = 1050
            crewsRequired = 1
            canResetConnectedModules = True
            canResetNearbyModules = True
            interactionRange = 5
            SurfaceBonus = 0.1
            ContextBonus = 0.25
            homeworldMultiplier = 0.1
            RESOURCE_PROCESS
            {
                name = ElectricCharge
                amount = 10
            }
        }
        MODULE
        {
            name = ModuleScienceConverter
            dataProcessingMultiplier = 0.5
            scientistBonus = 0.25
            researchTime = 5
            scienceMultiplier = 6
            scienceCap = 800
            powerRequirement = 5
            ConverterName = Research
            StartActionName = Start Research
            StopActionName = Stop Research
        }
        MODULE
        {
            name = ModuleLiftingSurface
            deflectionLiftCoeff = 1.713
            dragAtMaxAoA = 0.884
            dragAtMinAoA = 0.096
            useInternalDragModel = False
        }
        MODULE
        {
            name = ModuleExperienceManagement
        }
        MODULE
        {
            name = ModuleKerbNetAccess
            MinimumFoV = 17
            MaximumFoV = 63
            AnomalyDetection = 0
            DISPLAY_MODES
            {
                Mode = Terrain
                Mode = Biome
            }
            REQUIRED_EFFECTS
            {
                Effect = ScienceSkill
            }
        }
        MODULE
        {
            name = WBIModuleScienceExperiment
            experimentID = WBIEmptyExperiment
            defaultExperiment = WBIEmptyExperiment
            isGUIVisible = True
            isRunning = False
            checkPartResources = True
            resultsSafetyCheck = False
            experimentActionName = Do Nothing
            resetActionName = Reset Nothing
            useStaging = False
            useActionGroups = True
            hideUIwhenUnavailable = True
            xmitDataScalar = 0.0001
            dataIsCollectable = False
            interactionRange = 1.2
            rerunnable = False
            resettable = False
            usageReqMaskInternal = 1
            usageReqMaskExternal = 8
        }
        +MODULE[WBIModuleScienceExperiment],0 {}
        +MODULE[WBIModuleScienceExperiment],0 {}
        +MODULE[WBIModuleScienceExperiment],0 {}
        +MODULE[WBIModuleScienceExperiment],0 {}
        +MODULE[WBIModuleScienceExperiment],0 {}
        MODULE
        {
            name = WBIExperimentManifest
            defaultExperiment = WBIEmptyExperiment
        }
        MODULE
        {
            name = WBIScienceConverter
            scientistBonus = 0.25
            researchTime = 7
            scienceMultiplier = 5
            fundsPerData = 100.0
            reputationPerData = 1.0
            scienceCap = 750
            powerRequirement = 5
            ConverterName = Research
            StartActionName = Start Research
            StopActionName = Stop Research
        }
        MODULE:NEEDS[Pathfinder]
        {
            name = WBIMultipurposeHab
            enableLogging = True
            showGUI = True
            isInflatable = False
            capacityFactor = 1.0
            inflatedCrewCapacity = 5
            fieldReconfigurable = True
            canConfigureWhenDeflated = True
            templateNodes = PATH_SCIENCE
            defaultTemplate = OmniLab
            //If the part has a KIS container, this is the base and max amount
            baseStorage = 0
            maxStorage = 0.1
            // partToolTipTitle = Your First Habitat
            // partToolTip = Want to use the Ponderosa for more than one purpose? With a feat of engineering, you can change it in the field. For a price... The cornerstone of your habitation needs, resources created in one of the module's many configurations will benefit from soil analysis.
            opsViewTitle = Mobile Analyzer Operations
            resourcesToKeep:NEEDS[SnacksUtils] = ElectricCharge;Snacks;HydrazineVodka;FreshAir
            resourcesToKeep:NEEDS[Kerbalism] = ElectricCharge;Shielding;Food;Oxygen
            resourcesToKeep:NEEDS[TacLifeSupport] = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater
            resourcesToKeep:NEEDS[USILifeSupport] = ElectricCharge;Supplies;Mulch;Machinery;ColonySupplies
        }
        MODULE
        {
            name = ModuleColorChanger
            shaderProperty = _EmissiveColor
            animRate = 0.8
            animState = false
            useRate = true
            toggleInEditor = true
            toggleInFlight = true
            toggleInFlight = true
            unfocusedRange = 5
            toggleName = Toggle Lights
            eventOnName = Lights On
            eventOffName = Lights Off
            toggleAction = True
            defaultActionGroup = Light
            redCurve
            {
                key = 0 0 0 3
                key = 1 1 1 0
            }
            greenCurve
            {
                key = 0 0 0 3
                key = 1 1 1 0
            }
            blueCurve
            {
                key = 0 0 0 3
                key = 1 1 1 0
            }
            alphaCurve
            {
                key = 0 1
            }
        }
    }
     

     

  9. On 9/30/2021 at 7:32 PM, JadeOfMaar said:

    oooooooooooh. I clean forgot that during a major rewrite of WBI integration. Sorry.

    Save this and let me know:

      Reveal hidden contents
    @PART[j_4m_lab|k_3m_lab]:NEEDS[WildBlueTools]
    {
    	MODULE
    	{
    		name = WBIModuleScienceExperiment
    		experimentID = WBIEmptyExperiment
    		defaultExperiment = WBIEmptyExperiment
    		isGUIVisible = True
    		isRunning = False
    		checkPartResources = True
    		resultsSafetyCheck = False
    		experimentActionName = Do Nothing
    		resetActionName = Reset Nothing
    		useStaging = False
    		useActionGroups = True
    		hideUIwhenUnavailable = True
    		xmitDataScalar = 0.0001
    		dataIsCollectable = False
    		interactionRange = 1.2
    		rerunnable = False
    		resettable = False
    		usageReqMaskInternal = 1
    		usageReqMaskExternal = 8
    	}
    	+MODULE[WBIModuleScienceExperiment],0 {}
    	+MODULE[WBIModuleScienceExperiment],0 {}
    	+MODULE[WBIModuleScienceExperiment],0 {}
    	+MODULE[WBIModuleScienceExperiment],0 {}
    	+MODULE[WBIModuleScienceExperiment],0 {}
    	MODULE
    	{
    		name = WBIExperimentManifest
    		defaultExperiment = WBIEmptyExperiment
    	}
    	MODULE
    	{
    		name = WBIScienceConverter
    		scientistBonus = 0.25
    		researchTime = 7
    		scienceMultiplier = 5
    		fundsPerData = 100.0
    		reputationPerData = 1.0
    		scienceCap = 750
    		powerRequirement = 5
    		ConverterName = Research
    		StartActionName = Start Research
    		StopActionName = Stop Research
    	}
    	MODULE:NEEDS[Pathfinder]
    	{
    		name = WBIMultipurposeHab
    		enableLogging = True
    		showGUI = True
    		isInflatable = False
    		capacityFactor = 1.0
    		inflatedCrewCapacity = 3
    		fieldReconfigurable = True
    		canConfigureWhenDeflated = True
    		templateNodes = PATH_SCIENCE
    		defaultTemplate = OmniLab
    		//If the part has a KIS container, this is the base and max amount
    		baseStorage = 0
    		maxStorage = 0.1
    		// partToolTipTitle = Your First Habitat
    		// partToolTip = Want to use the Ponderosa for more than one purpose? With a feat of engineering, you can change it in the field. For a price... The cornerstone of your habitation needs, resources created in one of the module's many configurations will benefit from soil analysis.
    		opsViewTitle = Mobile Analyzer Operations
    		resourcesToKeep:NEEDS[SnacksUtils] = ElectricCharge;Snacks;HydrazineVodka;FreshAir
    		resourcesToKeep:NEEDS[Kerbalism] = ElectricCharge;Shielding;Food;Oxygen
    		resourcesToKeep:NEEDS[TacLifeSupport] = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater
    		resourcesToKeep:NEEDS[USILifeSupport] = ElectricCharge;Supplies;Mulch;Machinery;ColonySupplies
    	}
    }

     

     

    Does this get saved to the .cfg for the OPT-J Mobil lab? 
     

    If so can I ask why the change includes stuff about inflation?

  10. I am not positive this is a bug, but I think so. I play with both OPT and Pathfinder installed but on a ship with the OPT-J Mobile Lab there is no ability to start an experiment with the Pathfinder interface. I looked at MM and didn't see any module installed for it, but I am very shaky trying to read config files like this. Would it be possible to have this added to the lab? I hate having to carry around a 2.5m mobile lab just to handle this.

  11. I found a bug in the MK2ISRUDrill. For whatever reason it was causing a huge amount of drag on the order of 10 times the drag from a short MK2 cargo bay. Adding the following to the .cfg file seemed to sort it out and drop the drag to where it should be.

     

    MODULE
        {
            name = ModuleLiftingSurface
            useInternalDragModel = False
            deflectionLiftCoeff = 0.35
            dragAtMaxAoA = 0.15
            dragAtMinAoA = 0.1
        }

  12. I have this installed, but I don't seem to be able to do anything with it.  Civilian Kerbals do show up to be hired, but if I send them to a base with a University/flight school/Theater they don't seem to interact with them at all. 

    Also I don't see any parts with food or water, and the farm doesn't seem to have any onboard storage for them either.

    After reloading, I am also missing the toolbar icon... 

    Could this be an install problem?

  13. Is there any way to get a NON-modded version of the Cargo bays? I absolutely love the mod but I run a very SSTO heavy program and the hanger only version of the cargo bays is crippling. 

     

    To document the issue. After installing Hanger, my entire crop of Mk3 SSTO's seem to have gained an immense amount of weight. Even empty a plane that used to launch 2 orange tanks to orbit easily, now can't break 350m/s. I don't see any additional drag trails, so I am assuming it is a weight issue, but I guess there could be a hidden drag component as well, I am not sure. 

     

    Edit: FWIW I edited the hangar/MM/Squad.cfg file and removed everything below line 80, and the parts seem to have returned to normal. Obviously without the hangar capability. Just to confirm the issue is with the Hanger mod and not some weird conflict elsewhere.

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