Jump to content

Bishop149

Members
  • Posts

    402
  • Joined

  • Last visited

Everything posted by Bishop149

  1. @FreeThinker Cool I will have a play with my save file and report back!
  2. Ok by "index" do you mean this line in the save file on each of the affected tanks: "selectedTankSetup = 7"
  3. Sounds good, so is there a more elegant way to resolve this that the one I suggested? Perhaps this index you mention?
  4. Ok Update on my issue a few posts up which I think has been overlooked. I started to go through my savefile with a fine toothcomb and I think its definitely an issue that occurs upon ship loading. In my new 1.1.3 game I have only loaded one ship that has a lot of the spherical tanks, the interstellar fuel switch module for the tanks on that ship match that of the part config. (below) { name = InterstellarFuelSwitch isEnabled = True selectedTankSetup = 7 inFlightTankSetup = 0 configuredAmounts = configuredFlowStates = selectedTankSetupTxt = Hydrogen configLoaded = True storedVolumeMultiplier = 3.375 storedMassMultiplier = 3.375 traceBoiloff = False stagingEnabled = True selectedTankSetup_UIEditor { controlEnabled = True options = Ammonia, CarbonDioxide, CarbonMonoxide, Deuterium, Helium3, HTP, Hydrazine, Hydrogen, Oxygen, Methane, Nitrogen, Tritium, Water } On a ship that I HAVEN'T loaded in my 1.1.3 save yet it still matches the part config from the 1.1.2 version of the mod (below) { name = InterstellarFuelSwitch isEnabled = True selectedTankSetup = 0 configuredAmounts = selectedTankSetupTxt = Liquid Hydrogen gameLoaded = True configLoaded = True storedVolumeMultiplier = 6.591797 storedMassMultiplier = 6.591797 traceBoiloff = False stagingEnabled = False selectedTankSetup_UIEditor { controlEnabled = True options = Liquid Hydrogen, Liquid Oxygen, Liquid Methane, Liquid Ammonia, Hydrazine, Liquid Nitrogen, Liquid CarbonDioxide, Liquid CarbonMonoxide, Water, Hydrogen Peroxide } So I assume that on ship load it looks at the list of tank setup options, goes "Uh Oh, Liquid Hydrogen isn't an allowed state!!" and then defualts to the first one which is Ammonia. I hope I can fix by changing the part config. so that the old "selectedTankSetupTxt" does actually point to something. I am thinking of essentially adding two entries that both point to the resource "LqdHydrogen", keeping the one named "Hydrogen" and adding one named "Liquid Hydrogen" I think this should work and if it does I'd recommend this change also made to the mod to maintain compatibility across what ever version change altered the name of the tank setup options for this tank . . . . which I suspect may have been an unintentional error. I can't see any good reason why "Liquid Hydrogen" would have become "Hydrogen" especially as the latter is also the name of another, different resource.
  5. @Balto-the-Wolf-Dog I don't wanna be that guy, but. . . . . . any chance of a 1.2 version of this? Even if its just quick and dirty for now?
  6. I have spotted an issue, which I'm afraid might not be terribly relevent to anyone else anymore as I'm in perhaps the only one likely to be in this fix! I only recently upgrade from 1.1.2 to 1.1.3. . . . . I know a little late! And as part of the pocess I changed this mod from a 1.1.2 build (sorry I don't know exact version of the top of my head) to the latest 1.1.3 listed in the OP I've ecountered a problem with the InterstellarSphereTank and I think I've pinned it down to the following lines in the .cfg My 1.1.2 version of the mod reads: MODULE { name = InterstellarFuelSwitch resourceGui = Liquid Hydrogen;Liquid Oxygen;Liquid Methane;Liquid Ammonia;Hydrazine;Liquid Nitrogen;Liquid CarbonDioxide;Liquid CarbonMonoxide;Water;Hydrogen Peroxide resourceNames = LqdHydrogen;LqdOxygen;LqdMethane;LqdAmmonia;Hydrazine;LqdNitrogen;LqdCO2;LqdCO;Water;HTP resourceAmounts = 10000;10000;10000;10000;10000;10000;10000;10000;10000;10000 baseResourceMassDivider = 10 volumeMultiplier = 1 massMultiplier = 1 displayCurrentTankCost = false hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } Where as the same section in the 1.1.3 version of the same .cfg reads MODULE { name = InterstellarFuelSwitch resourceGui = Ammonia;CarbonDioxide;CarbonMonoxide;Deuterium;Helium3;HTP;Hydrazine;Hydrogen;Oxygen;Methane;Nitrogen;Tritium;Water resourceNames = LqdAmmonia;LqdCO2;LqdCO;LqdDeuterium;LqdHe3;HTP;Hydrazine;LqdHydrogen;LqdOxygen;LqdMethane;LqdNitrogen;LqdTritium;Water resourceAmounts = 10000;10000;10000;10000;10000;10000;10000;10000;10000;10000;10000;10000;10000 basePartMass = 0.01 baseResourceMassDivider = 11 displayCurrentTankCost = false hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } I think the relevant point for me is that the first entry as changed from "Liquid Hydrogen" (LqdHydrogen) to "Ammonia" (LqdAmmonia). This has resulted in all the tanks on one of my ship suddenly being filled with LqdAmmonia rather than LqdHydrogen. Its also worth pointing out that in the 1.1.3 version the tank does still hold LqdHydrogen it's just the order has changed and the resourceGUI that points to LqdHydrogen now just reads "Hydrogen" I think this happened upon loading the vessel, and for that vessel at least I managed to edit it back in the save file by changing what the tank held to "LqdHydrogen" and the tank setup to "Hydrogen". I've scanned the rest of the save file and I can't find any more tanks filled with LqdAmmonia although I can find many tanks that are set up to hold "Liquid Hydrogen" for which that is no longer an option on the tank! I assume these will all also switch over to LqdAmmonia when I load those vessels. Could I fix this by simply editing the 1.1.3 tank config so that "Hydrogen" becomes "Liquid Hydrogen" or do I need to go through the whole save file line by line and fix every tank as I did for that one ship? Edit: Just noticed that the same file in the 1.2 version looks like the 1.1.3 version, so I guess I should bear that in mind for a fix. No point in fixing this only to have it break again when I finally make it to 1.2
  7. Little confused but I'm guessing from the date of release that 1.2 of this mod is not for 1.2 of KSP?
  8. So, I've been using the version on the front page for a long time and I not it hasn't had an update for quite some time (last 2 or 3 KSP versions) Im now going through everything again with the advent of 1.2 and the above has be a little confused. Am I to understand that @RangeMachine has taken over development of the mod and the OP is no longer updated?
  9. Cool, many thanks. Probably better than my trying to make a hack job of it!
  10. Well that sounds promising but I confess that due to my quite limited knowledge that's not really enough information for me to have a go! Could someone perhaps be kind enough to provide a little more info? I assume its the below module that needs a tweak? //Animation MODULE { name = ModuleAnimator animationName = Take 001 guiEnableName = Open Bay Doors guiDisableName = Close Bay Doors actionEnableName = Open Bay Doors actionDisableName = Close Bay Doors actionToggleName = Toggle Bay Doors animationSpeed = 0.5 oneShot = false activeEditor = true activeFlight = true activeUnfocused = true unfocusedRange = 2 }
  11. Thanks, so am I to understand that removing all incidents of "part test" contracts from my save file should be sufficient to resolve?
  12. To clarify, the issue I encountered was being unable to leave the RnD or Mission control buildings, the only two I tried but it might well be all of them. The red leave button in the top right corner did nothing when pressed. Additionally "Exit to main menu" in the pause menu didn't work either. The only way to stop KSP at this point is Alt-F4. I read that this is a common problem often associated with contracts, specifically if there is any mismatch between your contract list and the installed agencies / contract packs. So I deleted the entire contract scenario from the save and the issue with leaving buildings was resolved, so it's definitely a contracts issue although as you say its far from ideal as a solution and will no doubt cause further problems. I'd prefer something less destructive / more elegant. I think if I could just get a copy of what the default / no other mods section of this portion of the save file (that seems to outline general contract settings) looks like then it could go a long way to helping me repair the save, I think I could then selectively delete any contracts without to many issues SCENARIO { name = ContractSystem scene = 7, 8, 5, 6 update = 16068818.9322865 version = 1.1.2 WEIGHTS { ConfiguredContract6 = 30 ConfiguredContract5 = 30 ConfiguredContract4 = 30 ConfiguredContract3 = 30 ConfiguredContract2 = 30 ConfiguredContract1 = 30 DMAsteroidSurveyContract = 10 DMSurveyContract = 10 DMMagneticSurveyContract = 10 DMReconContract = 10 DMAnomalyContract = 30 ConfiguredContract = 30 WorldFirstContract = 30 TourismContract = 10 SurveyContract = 10 StationContract = 10 SatelliteContract = 10 ISRUContract = 10 BaseContract = 10 ARMContract = 10 RecoverAsset = 18 PlantFlag = 90 PartTest = 18 GrandTour = 30 ExploreBody = 30 } I'm curious, if I understand correctly then simply removing a contract pack is highly likely to cause this issue, how is it recommended they be removed? Here is a KSP log during which the leaving building issue occurred as requested: https://drive.google.com/file/d/0B1L7Lkh_iYmWLTlWU1lieDZ6dUk/view
  13. well I did delete the entire scenario section in the save file that contained all the contract information, and it did fix the problem. But threw the error below, but the question is that just an expected one off and contracts are no essentially a blank slate? Which log are you referring to, the standard "output_log"? I will recreate the problem and post it.
  14. Pretty sure it was that, I now have a new issue to fix. I can't exit from the RnD or mission control buildings (only two I've tried!). Never a smooth process this, but I think this mod is in the clear!
  15. I just transferred my game to 1.1.3, now the vast majority of my mods have FINALLY been updated. I'm now having an issue where I am unable to leave the R&D facility or Mission Control building (only two I've tried). Same saves still works perfectly in the 1.1.2 install. Why am I posting this here? Well I hear tell that this can be caused by something to do with contracts, possibly removing an agency that you previous accepted a contract for? Although I don't think I've done this. Is this likely to be the cause? I guess the contract experts would be here! I have the following contract related things installed: This (obviously)! Remote tech contract pack Anomaly surveyor Field Science The below which seems to have changed ownership, on my 1.1.2 game I think I had the version prior to the take over. How can I resolve? I've seen suggested that deleting the whole CONTRACTS section of the save might resolve it? Is that a good idea?
  16. Doh, well that was it then. I just grabbed the latest version without thinking, wasn't expecting it to be for a version of KSP not even released yet!
  17. Actually it might be my bad, I might have had a 1.2 version of module manager installed I simply grabbed the latest version without thinking! Still investigating
  18. I just upgraded to 1.1.3 and I'm getting vessels failing to load due to their missing these dishes. Which is weird, this hugely outdated version worked fine in 1.1.2 but no longer Prehaps it is no longer syncing well with the latest version of remote tech? Or community tech tree? Please fix this really is vital for the OPM IMO
  19. I just upgraded to 1.1.3 (I know, I know, it took an age for all my mods to get there!) and deepfreeze is now giving me a warning at start that I need module manager installed. I have ModuleManager.2.7.1.dll in my GameData folder, a higher version than the one this mod is bundled with. Do I need anything else? Can I safely ignore the warning?
  20. If for sake of argument I wanted to use my current 1.1.3 save with 1.2 + MKS 0.5 would deleting all ships containing an MKS part be sufficient to maintain compatibility? This might be a feasible option for me without being too game breaking. What I don't think I could do however is delete every ship containing a USL-LS part, seeing as thats a separate mod I'm hoping that wouldn't be necessary!
  21. Thanks for the clarfication Just to be crystal clear, If I delete every ship containing an MKS part, will that maintain compatibility? Is USI-LS unaffected?
  22. That's more or less what I do. I usually have one copy that works / plays one back up of this and the steam one which I update and is broken most of the time. My current game is actually still on 1.1.2 due to a couple of ongoing mod compatibility issues STILL dragging on. I've slowly culled out most of the mods responsible and I think I'm about ready to start trying to move over to 1.1.3, there remains one major conflict which may or may not make the switch successfully, reports vary. This is why I said 1.2 is unlikely to be playable for a while, its been getting on for 4 months since 1.1.3 and that's only just there. As I said with the exception of that one part, it wouldn't be too trying to similarly cull MKS from my current save to hopefully allow conversion. I would not however be able to cull USI-LS, those parts are (obviously) on almost literally every ship! So as I said I'd appreciate someone pointing towards a description of exactly what is likely to break and how. . . . if such a thing has been posted. As an aside it is not usually the case that a mod being updated is the cause of forcing me to abandon a save (this might be the first time!),no the usual reason is the opposite. The above process just stalling because some game critical mod is abandoned / updated so slowly that compatibility issues snowball.
  23. Uggg really? Oh well I won't be updating then. I've still never gotten even close to end of the tech tree or achieving my long term goals before having to restart for a reason such as this. Getting more than a little sick of it to be honest, I'd quite like to be able to actually STICK at a game for once. Edit: having said that, the only part that would PROPERLY screw my current save if changed substantially is the OKS Habitation Ring. I would probably be prepared to delete any ship containing any other MKS parts if required to maintain compatibility. Any more details on exactly what will break and if there's anyway we could plan to mitigate the impact?
  24. Weldable ports eh? Wow, instant download as soon as 1.2 becomes a realistic option . . . . which might be quite some time. I don't suppose there's any chance of a 1.1.3 version? In regard to swapping out existing docking ports for their weldable versions, might this be achievable with KAS/KIS?
×
×
  • Create New...