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DR_RDR

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Everything posted by DR_RDR

  1. Hey @Pkmniako just finished the story and wanted to complement you on a fantastic mod! Planet design was top notch, and the mystery kept me coming back even when I'd get stuck for a bit. Great job!
  2. @Moodmonger If you visit the github page for the mod, there's a pull request by lucbk that updates the TAC-LS MM patch. When I used that patch, the hydroponics module grows food, the habitation module includes the various TAC scrubbers, etc.
  3. @Kerbocracy I can't speak to the interaction with rescaling, but lack of hitboxes/colliders for the interesting scatters was fixed for me by using the version of Kopernicus linked in the OP.
  4. @JcoolTheShipbuilder@linuxgurugamer I just started playing with CivPop after several disappointments over the years -- glad you've taken it under your care. I only just tried a sandbox test. I was originally getting the NullRef from the Time button, but using the 3.0.1 beta you provided fixed it. So far all I've done is put a Dock and Apt in orbit and warped until a civvy arrived, but that all worked great. I've got a USI-LS career game going, but I'm not quite to the point where CivPop matters yet. I'll keep you posted as that save progresses if I notice anything odd. I'm also happy to beta test anything you need a quick read on. Thanks for all you do for us @linuxgurugamer -- KSP wouldn't be KSP without you
  5. @BobTheKerbalI had this problem, too, but rolling back to Kopernicus 1.9.1-10 solved it (so it seems like yesterday's Kopernicus update was the cause for me). A bit more detail that may hopefully save others some headache. I believe I found the source of the "can't collect science from the scatters" @Mardin had before. I think it all comes from CKAN. If you install the Kopernicus version in the OP, scatters look great, the scatter colliders work, and you can collect science just fine. If you use 1.9.1-10 Kopernicus from CKAN, scatters look great but no colliders and can't sample. If you use the most recent Kopernicus on CKAN (1.9.1 -11 or -12), that's where I got the missing textures. In some sense, just RTFM . But if you use CKAN to install BH and it's dependencies, and update when CKAN says to, Kopernicus stuff will get borked. @Gameslinx hope this saves you some support trouble.
  6. Just wanted to drop by and say that BH brought me back to KSP for the first time in years, and exploring this system has restored a lot of the wonder -- I feel like I'm landing on the Mun for the first time again. BH is a real work of art. Thanks so much for all of your hard work on this and all your other contributions to the modding community!
  7. Thanks for your work on this awesome mod @SilverState! Glad to hear I was on the right track - tweaking Kerbalism has been my first voyage into learning MM
  8. One other patch item for Station Science I've been meaning to mention. When I look at my Quark(?) experiments in the planner from KSC, they always say Missing Quarks, even when I have more than enough power for the Cyclotron (ie no battery drain). But it runs fine when the ship is in focus. I suspect that this is because the planner isn't picking up the production of StnScience specific resources like Quarks, Eurekas, etc. I had wanted to try adding basic EC -> Quark production to Kerbalism (based on the drill's module, I did this successfully with some other resources), but I didn't get the chance to try before my playthru bricked. I think it's a straightforward fix, but.I can't try it out myself anymore... Has anyone else noticed this behavior? If it's not just me, hopefully my line of thought makes sense to the brains behind Kerbalism.
  9. On the Kerbalism disabling NF reactor control, my impression from the patches is that this is a feature, not a bug. Kerbalism needs to use its own fission module so that the planner can include that electricity generation in its calcs. Beyond that, in my game I saw it also disables heat generation from the reactors. While Kerbalism does add radiation to reactors, taking out heat mgmt made reactors way OP for me.
  10. I've encountered a game breaking bug I'm pretty sure is related to science transmission in Kerbalism, and I wanted to see if anyone has a suggestion about how to squash it. Normally, I'm getting that Strategia blue "+0.0 Science..." on screen message constantly. It's annoying, but it let's me know the background transmission of science is working. The bug shows up returning to KSC, when those message stop. My log spams the following message: ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.UInt32,KERBALISM.Drive].Add (UInt32 key, KERBALISM.Drive value) [0x00000] in <filename unknown>:0 at KERBALISM.Drive.GetDriveParts (.Vessel vessel) [0x00000] in <filename unknown>:0 at KERBALISM.Drive.GetDrives (.Vessel vessel, Boolean include_private) [0x00000] in <filename unknown>:0 at KERBALISM.Science.Transmitting (.Vessel v, Boolean linked) [0x00000] in <filename unknown>:0 at KERBALISM.ConnectionInfo.GetAntennaInfo (.Vessel v, Boolean powered, Boolean storm) [0x00000] in <filename unknown>:0 at KERBALISM.ConnectionInfo..ctor (.Vessel v, Boolean powered, Boolean storm) [0x00000] in <filename unknown>:0 at KERBALISM.ConnectionInfo.Update (.Vessel v, Boolean powered, Boolean storm) [0x00000] in <filename unknown>:0 at KERBALISM.Vessel_info..ctor (.Vessel v, Guid vessel_id, UInt64 inc) [0x00000] in <filename unknown>:0 at KERBALISM.Cache.VesselInfo (.Vessel v) [0x00000] in <filename unknown>:0 at KERBALISM.Kerbalism.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) No more science transmits after that. Switching to an active vessel will generate science for that vessel, but the background science collection doesn't work after that. I'd appreciate any guidance on interpreting that error. Sounds to me like Kerbalism is expecting to collect science from a vessel that isn't there anymore? Or 2 vessels with the same unique ID? Duplicate HDDs? Thanks for any insight you can offer based on what I've provided.
  11. I haven't been able to verify in game, but sun.cfg from jnsq bodies folder shows the altitude thresholds as low orbit <3e9m (did verify) and flying low as 500000, which I read as 500km but haven't verified in game with KER. My test had even ridiculous radiator heat shield designs melting inside about 400Mm. Still no joy on optional probe returns....
  12. I found this WIP mod for methalox engines. Once my career gets out to isru on duna I'll give a review. It looks like a pretty lightweight implementation.... Superior Propellants
  13. On both my previous points: I like the 540,000,000m requirement upon further review... Just low sun orbit was too easy. The optional return made me sound smarter than I am- I'm a CC newbie too. My contracts do currently just complete on landing like you describe, but I'm still experimenting w/ conditions in the vpg param. I'll share if I have any breakthroughs.
  14. Thanks for all the work on this: JNSQ + RR has been a lot of fun for me so far. I'm just at the build my first Mun or Min base stage of my career, so I'll pass along any playtesting feedback I can on ISRU, etc. I just downloaded the 0.90 release, and wanted to pass along that MM is giving the following errors related to patching Ore tanks: Nothing game breaking (Configurable Containers has worked OK with CRP/RR overlap elements so far), but thought you'd like to know. I think this is straightforward, but if you need any of my logs etc. let me know.
  15. On the Rational Resources and Scansat not working together topic, I found my issue came from using RR that came with JNSQ. On the RR thread, there's a new release that fixed all my scansat problems.
  16. Thanks for your work on this! I've started a career with exactly this setup and had been thinking about making some similar tweaks. Based on my playthrough, here are a couple other tweaks I've made that you might consider: 1) On the Kerbol probe mission, the 180,000,000 is way too low with the new Sun - boom! Low Kerbol Orbit is 3x10^9m in JNSQ (that's what I altered it to), which is 3x stock Low Sun Orbit. I also considered 540,000,000 as 3x the original parameter, but that's still awfully hard to keep a probe alive. 2) I've made the "return home" piece of the probe missions optional, for an extra challenge bonus.
  17. Long time player came back to start a new career based on the new science model in Kerbalism. I'm getting a few little glitches that have already been mentioned, but overall it's awesome -- congrats! I have a bug that I haven't seen discussed (recently), as well as a "fix" I found that may help ID the problem. The bug: the gravity ring part from Kerbalism and all the SSPXr inflatable centrifuges are unavailable in VAB, either in Sandbox or career. No errors in KSP.log, MM.log, and the parts are listed in the database when I use the debug menu. Since the thing these all have in common is the GravityRing module, I edited the SSPX.cfg patch to remove the following from each of the SSPX centrifuges: MODULE { name = GravityRing ec_rate = 2.5 animBackwards = True deploy = Expand rotate = SpinCenter deployed = False rotateIsTransform = True } !MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat With that taken out of the patch, the SSPX centrifuges are in VAB and have all the life support, etc. from Kerbalism (but no gravity ring part). I love the spin gravity as comfort feature -- hope this might help in squashing the bug. If you want any logs, saves, etc. to help chase this down, I'm happy to provide them. Thanks again for all your work on this epic mod! Update: I installed Filter Extensions and now Gravity Ring and all SSPX centrifuges are in VAB with unedited SSPX patcg, with all intended Kerbalism functions (comfort). Some oddity with the stock part filter I guess...
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