Jump to content

Synthesis

Members
  • Posts

    519
  • Joined

  • Last visited

Posts posted by Synthesis

  1. Pretty much exactly as it sounds.

    I very recently managed to update my 1.2.2 save to 1.3.1--which realistically probably took ~10 hours of reinstalling every mod and testing to see what worked and what didn't--and was settling down to play when I realized that ever new contract the game generated for me is missing the contract agent (provider) name. It's just blank. All other data is present. 

    Most of my existing contracts have names. And they all have the flag graphics loaded up. Some tests seem to suggest this is only for modded providers, since things like "Kerbin's First" and "Sean's Cannery" still show up. 

    I have no idea what could be causing this. I went ahead and installed Contract Configurator, which was something I'd overlooked, but the new contracts generated don't seem to be fixed. If I open up the actual save file, my contracts all seem to have agent names listed in the file, the game just...doesn't want to load them up? I've never encountered this issue before. 

  2. 6 hours ago, Gorby1 said:

    Now that's something to consider - I never enter a reverse orbit on any of the moons and planets, I always do a "regular" orbit... as in, if you were floating above the north pole looking down on the planet then my orbit would be counter-clockwise. Also, how do you select your target? I manually input the landing coordinates into the landing guidance window after getting them from a SCANsat map. The way you select targets may be the difference, not to say that you're doing something wrong but it could be a problem with the way the game and/or mod interprets your selection.

    I described that poorly: I use the in-system "select your landing point on the orbital map" tool, then I make small adjustments to the coordinates. Not that i think it matters. 

  3. 7 hours ago, Gorby1 said:

    I guess I'm just lucky? A few days ago I used MJ landing guidance to land at one of Minmus' anomalies starting from a 29km orbit (high space starts at 30km on Minmus) and it worked great - landed within 50m of the anomaly. I'm using KSP 1.3.1 and dev version #747 of MJ, in addition to nearly 50 other mods.

    Well, I'll give it a try at 30 km orbit. Not expecting any changes. 

    EDIT: At 30 km, it deorbited me on literally the other side of the moon from my requested landing. So not an improvement. Though I guess I could try inputing in the wrong coordinates and hope I get the right ones. 

    Huh, I wonder if MechJeb is just no longer capable of landing at a 180 degree inclination instead of a 0 degree inclination. 

  4. 1 hour ago, Gorby1 said:

    It's working wonderfully for me, with two exceptions; the inclination burn does fine, the de-orbit burn does fine, but when using auto-warp after the de-orbit burn on the way to the braking burn the warp speed goes up to 5x and then immediately down to 1x, then back to 5x, over and over again until the the braking burn begins. I workaround this issue by always starting from an orbit in "low space" of the planet/moon, just below the boundary for "high space" (i.e. on the Mun I start from a 58km orbit). When starting from such an orbit the warping almost always works flawlessly during the descent.

    I was in equatorial orbit over Minmus at 12 km--not the highest altitude, but not the lowest I've used MechJeb for either. By all accounts the landing burn and descent manuever fine, it just has no idea how to get to a simple point indicated (or just ignores it), missing it by +100 km. It knows that it's wrong, it just doesn't factor that into the initial de-orbit burn. 

    I'm playing a career, so I haven't had anywhere else to test it yet. The problem seems very widely reported though, so I wouldn't be optimistic, I guess it's manual landings for me now. Considering rendezvous launch has never worked well in MJ (not unless I manually input phase data myself), I'm going to assume that's more or less the same. 

  5. On 10/30/2017 at 4:23 PM, linuxgurugamer said:

     

    Progress is being made:

    I'm adding a number of new parts:  several sizes of greenhouses, some science parts, and some advanced recyclers.

    I've been wrestling with the issue of the greenhouses generating life support out of nothing.  I did not want to add another resource, otherwise there would be no need for this because the USI-LS does a very nice job with two resources.

    So, this is what I've come up with so far:

    As a kerbal uses LS, internally (you never see it), it generates the same amount of waste, byproducts, etc.  So, if a Kerbal is using 1 LS unit a day, then internally it is tracked that there is 1 unit of waste.

    There is no storage of this waste.  The waste is used by the Greenhouses, if no greenhouse is available, the waste is just discarded

    Greenhouses need this waste to generate the Life Support resource, and can, depending on their size, turn between 50% and 90% of the waste back into the Life Support resource.  This solves the problem of the greenhouses just generating infinite Life Support.  The waste that the greenhouse doesn't use is an advanced form of waste and needs special care to recycle it.

    There will be another type of part, I don't have a good name yet, which will be an advanced recycler.  The advanced recycler will only take the advanced waste, and will be able to turn it back into the Life Support resource.

    Comments and questions are welcome

    I've just realized this, rather stupid, but it appears that in new designs (and not saved ones), the mod does not automatically add life support to the stock life support capsules, etc. Saved designs have it, because the earlier versions of the mod did do this. I really should've realized this sooner. 

    First thing first: Is this an existing bug, or did I just install something wrong? 

  6. 6 hours ago, sumghai said:

    Try removing those and see what happens.

    Thank you for responding so quickly. That's a pretty obvious thing I should've thought of--removing all the folders fixes the issue. Next I'm going to try adding them back one by one in order of dependency...none of my other engines/launch escape systems seem to have this issue, it'd be a shame to lose those mods (and they're the most recent version of them). I may have to go through the LES configuration file and try and figure out what's wrong. I'll post back with my findings. 

  7. I've run into a weird issue: has anyone using the Launch Escape System run into a problem where it looks like it's "constantly activated"? In other words, the system works fine, but the plumes burn nonstop rather than just when they're activated.

    I have Real Plume, Real Plume Stock and Smokescreen installed. I haven't seen anything about incompatibilities with any of those things in the thread. 

  8. Just now, SpannerMonkey(smce) said:

    Hi  no worries,    Do not use any of the DLL's included in the BahaSP mod, only use the recently  updated animation modules. and do not try to load the critter crawler as it has it's own plugin that is not in any way compatible with current or recent previous KSP versions.   

    I know about the Critter Crawler--I've been talking to a few others about it, and yeah, it needs to be done completely from scratch, or something like it sadly. 

  9. 1 hour ago, SpannerMonkey(smce) said:

    Hi i've just test run all the parts, deployable engines/RCS ,  with the exception of critter crawler, and using the last available version of animation modules from https://github.com/raidernick/BDAnimationModules/releases

    And all parts  work as advertised ,  all functions are as far as i can tell in order.

    You know, I bet that's exactly the part that's broken on my end too. Thank you very much!

  10. So, this might not be the right place to ask, but I couldn't find anywhere else: has anyone considered updating the non-weaponized B.Dynamics parts for 1.3? 

     

     

    The long missed Critter Crawler hasn't worked since 1.2, but to my surprise the more "basic" parts--retractable RCS, engines, etc., are all broken in 1.3 as well. 

    It's a long shot but would anyone consider getting them working? They were great parts. 

  11. On 10/8/2017 at 9:43 PM, Pappystein said:

    Or WAIT to upgrade the game until your mods are up to date (Like I am)  You can do that one of two ways.   Go into Steam, Right Click on Kerbal Space Program and select properties.  Click on the BETA tab and select PREVIOUS 1.3.0.   Viola you are running 1.3.0 again and can play BDB in it's glorious detail!

    Alternatively COPY your Kerbal Space Program folder out of Steam....  See my post further up the column for what I did.

    If you submit a Pull Request on the Github, I am certain JSO and Cobalt Wolf will look into adding your patch data into the game.   

    That's a relief. I've spent two afternoons updating my KSP 1.2.2 to try and make my career compatible with 1.3.1--and trying to figure out what was left crashing, and this seems to be it.

    Honestly, I can completely understand that the mod creator has their priories. I'm just relieved that I figured out what else was causing the crashing. I haven't played KSP since June waiting for mods to be updated--I can wait longer. 

  12. I was testing in a scenario--I made up a new career and it did seem to work! Excellent! Toolbar icon was there too.

    Once again, thanks for your efforts--I'm going to do some more testing, though there's not much to test (one of my preferences for this mod IS the lack of parts and elegant simplicity--you just have various sized containers), so I'm not expected further complications. 

  13. Current findings: the associated lines (resource quantity, estimated days of life support left, etc.) are now working in command modules. However, there's no consumption of the resource (the toolbar icon is also missing, but that could be a separate issue)--so your command module never uses life support in orbit. That means the mod works in the most basic sense, it just doesn't actually...matter? Still, progress made. 

    Likewise, as before, kerbonauts on EVA don't consume their carried life support. 

     

  14. Just now, linuxgurugamer said:

    Ok, I see.

    I compiled it in DEBUG mode, he changes things depending on whether it's debug or not.

    Also, he said he removed the need for ModuleManager, and apparently disabled the MM patch, which was needed to install the LS into the command podsl

    Here is another build, non-debug and with the MM patch.  You will need ModuleManager 2.8.1 

    https://www.dropbox.com/s/eqe4cixmdxgtvsa/IFI_LS.zip?dl=0

     

    Testing now. Will report my results. The shift from MM was surprising, as obviously to function it has to apply the life support system to command modules, etc., but that's WAYYY out of my sphere of knowledge. 

  15. 26 minutes ago, linuxgurugamer said:

    Question, I see from the mod thread that when right-clicking on a command pod, there should be several lines from the mod in the PAW menu.  Is that old, because I dont see it in my testing on 1.3.1

    No, that was present in 1.2.2--at the very least, there was information on the resource quantity (which seems only present in EVA, and as a frozen value). 

  16. 45 minutes ago, linuxgurugamer said:

    I need feedback to know whether this is working or not. Since I do not use this mud, or I should say, have not use this mod before, I don't know what's working and what's not working. I am relying on feedback from the users to bring me up to speed on the usage of this mod.

    Thank you for your attempt--I wasn't able to previously but I am trying it now and will report back with my findings. 

    EDIT: At the very least it it doesn't crash on start, so that's an improvement. However, life support doesn't seem to show up as a quantity/resource in ships themselves--it does show up in EVA, but isn't actually consumed with time. I guess there are some fundamental changes with how those aspects work in 1.3.1....

    Nonetheless, thank you very much for your work so far. 

  17. 11 hours ago, swjr-swis said:

    Why force a choice? Why not both?

    Since it's completely possible and permitted to make a copy of your game folder, and the game doesn't care from what folder it starts, you can have a 1.2.2 *and* a 1.3 folder and play them side by side (literally even, if your hardware permits).

    This allows you to continue your current career without fear of breakage until such time you are confident enough of the new version to move entirely.

    I understand the concept--and that's how I back up my games since I didn't purchase them via Steam (and still download it off the website), but than I might as well just stay in 1.2.2 until I have a reason to go to 1.3. I mean...I have a consistent vision of where I want go in my space program, I don't really want to do it twice. 

    13 hours ago, linuxgurugamer said:

    Not breaking any rules, the mod is GPL licensed.

    I might take a look at it when I finish all my mod updates

    Please do, you'd be my (and I have to imagine many others) hero for it. I spent pretty much my entire Sunday meticulously combing through every mod I had installed, manually, to try and get it working in 1.3.1, but gave up when I hit IFILS (and something under the Umbra mod umbrella which probably can be updated). 

×
×
  • Create New...