Tonka Crash Posted September 19, 2020 Share Posted September 19, 2020 15 minutes ago, Nicky21 said: Tweakscale no longer works on the agroponics modules. I quickly tested it by scaled an nom-o-matic 5000 to 2.5m and it produces teh same amount of supplies as the .625 version. Sounds like a problem to report to the TweakScalr thread Quote Link to comment Share on other sites More sharing options...
Lisias Posted September 19, 2020 Share Posted September 19, 2020 39 minutes ago, Tonka Crash said: Sounds like a problem to report to the TweakScalr thread Nope. Theoretically this is on USI's shoulders. USI MKS and LS has embedded patches for TweakScale, the support is added there, not on TweakScale - so changes on USI that affect the patches, ideally, should be applied to the USI Patches itself, not on TweakScale that doesn't even have them at first place. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted September 19, 2020 Share Posted September 19, 2020 15 minutes ago, Lisias said: Nope. Theoretically this is on USI's shoulders. USI MKS and LS has embedded patches for TweakScale, the support is added there, not on TweakScale - so changes on USI that affect the patches, ideally, should be applied to the USI Patches itself, not on TweakScale that doesn't even have them at first place. Sorry, my mistake. I made the assumption something in TweakScale you need to be aware of the USI Converters to scale their outputs. Quote Link to comment Share on other sites More sharing options...
Lisias Posted September 19, 2020 Share Posted September 19, 2020 (edited) 4 hours ago, Tonka Crash said: Sorry, my mistake. I made the assumption something in TweakScale you need to be aware of the USI Converters to scale their outputs. What is a serious maintenance nightmare. Why TweakScale should need to be aware of USI, when the patches [and the converters] are on USI itself? Edited September 19, 2020 by Lisias Needed clarification. Between brackets. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 20, 2020 Author Share Posted September 20, 2020 11 hours ago, Lisias said: What is a serious maintenance nightmare. Why TweakScale should need to be aware of USI, when the patches [and the converters] are on USI itself? I take pull requests. Any support for Tweakscale is provided as-is based on that, since I don't use it, and offer zero official support for it. About the only support I would ever offer would be to delete the Tweakscale patch if it caused me headaches in this thread. Quote Link to comment Share on other sites More sharing options...
Lisias Posted September 20, 2020 Share Posted September 20, 2020 12 hours ago, RoverDude said: I take pull requests. Any support for Tweakscale is provided as-is based on that, since I don't use it, and offer zero official support for it. About the only support I would ever offer would be to delete the Tweakscale patch if it caused me headaches in this thread. So, what do you think of a TweakScale Companion for USI? Doing this way, both of us would get rid of a headache - you, by not maintaining an artefact you don't want to know about and don't use, and me by removing an unrelated artefact from TweakScale. Any heat is taken by the Companion itself, and it's the Companion's maintainer problem (being this guy that other me, not me). From your side, just tell people to talk to this guy on anything related to TweakScale and you are set. The Companions are designed to cope with legacy. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted September 21, 2020 Author Share Posted September 21, 2020 On 9/20/2020 at 11:14 AM, Lisias said: So, what do you think of a TweakScale Companion for USI? Doing this way, both of us would get rid of a headache - you, by not maintaining an artefact you don't want to know about and don't use, and me by removing an unrelated artefact from TweakScale. Any heat is taken by the Companion itself, and it's the Companion's maintainer problem (being this guy that other me, not me). From your side, just tell people to talk to this guy on anything related to TweakScale and you are set. The Companions are designed to cope with legacy. If someone wants to maintain something separate for TweakScale compatibility that's not bundled (i.e. no longer something I have to worry about) then I am 100% behind that Quote Link to comment Share on other sites More sharing options...
enewmen Posted October 12, 2020 Share Posted October 12, 2020 (edited) With USI Life Support in KSP 1.10, I'm always getting Indefinite habitation like in stock. Both habitat and home. Supplies and fertilizer seems to work OK though. Anything I should check that should be installed? Thanks, I did try to search the forums and web. P.S. No tweekscale issues., I can find the correct size drum. Edited October 12, 2020 by enewmen Quote Link to comment Share on other sites More sharing options...
Ravlain Posted October 12, 2020 Share Posted October 12, 2020 @enewmen Habitation effects are off by default. To turn them on use the settings screen (press the green cube while in the space centre scene). Quote Link to comment Share on other sites More sharing options...
enewmen Posted October 12, 2020 Share Posted October 12, 2020 7 minutes ago, Ravlain said: @enewmen Habitation effects are off by default. To turn them on use the settings screen (press the green cube while in the space centre scene). Played 3000+ hours and still learning things. Quote Link to comment Share on other sites More sharing options...
kerbarara Posted October 13, 2020 Share Posted October 13, 2020 (edited) On 10/12/2020 at 7:40 AM, enewmen said: With USI Life Support in KSP 1.10, I'm always getting Indefinite habitation like in stock. Both habitat and home. Supplies and fertilizer seems to work OK though. Anything I should check that should be installed? Thanks, I did try to search the forums and web. P.S. No tweekscale issues., I can find the correct size drum. Edit: yes, it does. My Nom-O-Matic 5000 doesn't work. It doesn't consume fertilizer nor generates supplies. KSP 1.10 / LS 1.3 Edited October 14, 2020 by kerbarara Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 13, 2020 Author Share Posted October 13, 2020 8 hours ago, kerbarara said: My Nom-O-Matic 5000 doesn't work. It doesn't consume fertilizer nor generates supplies. KSP 1.10 / LS 1.3 is it turned on? Does it have power? Does it have mulch? Quote Link to comment Share on other sites More sharing options...
kerbarara Posted October 14, 2020 Share Posted October 14, 2020 19 hours ago, RoverDude said: is it turned on? Does it have power? Does it have mulch? I'm so sorry, I totally overestimated the amount it could produce. It's working, your mod rocks! Quote Link to comment Share on other sites More sharing options...
Atlas Gaming Posted October 21, 2020 Share Posted October 21, 2020 I have been patiently waiting for 1.10 support on USI because it touched so may things I didn't want to load it till its out. But now I'm assuming it will not be released anymore for latest Kerbal I and we should just wait for Kerbal 2 to be out? Ya I can see people have gotten some things to work with 1.10, but I wanted to be sure it's 'fully compatible' before adding it in as a mod. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted October 21, 2020 Author Share Posted October 21, 2020 1 hour ago, Atlas Gaming said: I have been patiently waiting for 1.10 support on USI because it touched so may things I didn't want to load it till its out. But now I'm assuming it will not be released anymore for latest Kerbal I and we should just wait for Kerbal 2 to be out? Ya I can see people have gotten some things to work with 1.10, but I wanted to be sure it's 'fully compatible' before adding it in as a mod. USI-LS is fine in 1.10.x Quote Link to comment Share on other sites More sharing options...
Poodmund Posted October 21, 2020 Share Posted October 21, 2020 8 hours ago, RoverDude said: USI-LS is fine in 1.10.x I think people become confused because the thread titles of the various mods do not reflect this. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 22, 2020 Share Posted October 22, 2020 (edited) On 10/21/2020 at 8:20 AM, Poodmund said: I think people become confused because the thread titles of the various mods do not reflect this. Thats why I'm a proponent of just removing that info from thread subjects, especially if the modder is very busy. Then people can just check the release notes linked in the OP. Edited October 22, 2020 by goldenpsp Quote Link to comment Share on other sites More sharing options...
Yomin Posted October 28, 2020 Share Posted October 28, 2020 Thank you for the treasured world that is MKS and USI-LS. Thank you for making me happy. I installed USI-LS later on after I started the game. After playing for a while, I was often plagued by a few problems. I've found what I believe to be the cause of the problem and I'll report it here. Events that occur The LS Status window is blank. All CommNet is disconnected; all green lines disappear in the TrackingCenter screen as well. Scenes that occur In a Vessel, supply or hab becomes expire and trait becomes "Tourist". At this point, the problem does not arise. The problem occurs when the supply or hab is treated afterwards and the expire is restored. Findings After isolating and examining it, it turns out that the problem is not with the other mods, nor with Vessel, but with Kerbal. I removed the problematic Kerbal from the save file and the problem went away. In the save file, I found the following description. Quote KERBAL { name = ジェバダイア・カーマン trait = パイロット } Perhaps the correct spelling is "trait = Pilot". I'm using the Japanese version of KSP. Indeed, "Pilot" in English is written as "パイロット" in Japanese. But in the save file, all the other normal kerbal are written as "Pilot" in English. By the way, "ジェバダイア・カーマン" is "jebediah Kerman". This doesn't matter if it's written in Japanese. So I checked the save file at the time of the expire. Quote LIFE_SUPPORT_SETTINGS { STATUS_DATA { name = ジェバダイア・カーマン OldTrait = パイロット } } All of the relevant Kerbal had OldTrait described in Japanese in this way. Normal kerbals are described in English as "OldTrait = Pilot". I'm guessing that when expire reverted back to the original, OldTrait, written in Japanese, was transcribed to Trait and caused the problem. I hope this helps with future development. Thanks again! Quote Link to comment Share on other sites More sharing options...
Yomin Posted October 28, 2020 Share Posted October 28, 2020 I forgot to mention the important thing. Quote "trait = パイロット" I rewrote it in the save file as follows, and the problem is gone. Quote "trait = Pilot" Quote Link to comment Share on other sites More sharing options...
Wyzard Posted October 29, 2020 Share Posted October 29, 2020 15 hours ago, Yomin said: Perhaps the correct spelling is "trait = Pilot". I'm using the Japanese version of KSP. IIRC, it's a known problem that non-English versions of the game can cause problems with USI stuff. The mod isn't localized, so it looks for English strings specifically. Quote Link to comment Share on other sites More sharing options...
Yomin Posted October 29, 2020 Share Posted October 29, 2020 Thanks for telling me. I didn't know that. So I understand that the solution is to play in KSP English version. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted October 29, 2020 Share Posted October 29, 2020 31 minutes ago, Yomin said: Thanks for telling me. I didn't know that. So I understand that the solution is to play in KSP English version. Or you could help with the japanese localization... @RoverDude loves pull requests. Quote Link to comment Share on other sites More sharing options...
Atlas Gaming Posted November 3, 2020 Share Posted November 3, 2020 Kerbal 1.10 load freezing on USI portion. Log: https://www.dropbox.com/s/8oosmlwei55la07/KSP.log?dl=0 [LOG 15:43:50.819] PartLoader: Compiling Part 'UmbraSpaceIndustries/MKS/Parts/LightGlobe/MKS_LightGlobe' [LOG 15:43:50.936] PartLoader: Part 'UmbraSpaceIndustries/MKS/Parts/LightGlobe/MKS_LightGlobe' has no database record. Creating. [LOG 15:43:50.936] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [LOG 15:43:50.940] DragCubeSystem: Creating drag cubes for part 'MKS.LightGlobe' [EXC 15:43:50.978] NullReferenceException: Object reference not set to an instance of an object ModuleDeployablePart.AssumeDragCubePosition (System.String name) (at <c1858a3f77504bd1aaa946fdccf84670>:0) DragCubeSystem+<RenderDragCubes>d__34.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted November 3, 2020 Share Posted November 3, 2020 I renamed Gamedata/UmbraSpaceIndustries/mks/assets/LightGlobe.mu to Gamedata/UmbraSpaceIndustries/mks/assets/LightGlobe.mu.remove and it resolved the load issue. You do lose the use of the part though Quote Link to comment Share on other sites More sharing options...
Brigadier Posted November 4, 2020 Share Posted November 4, 2020 (edited) @Atlas Gamingcheck back a few pages or search this topic. This has been addressed a couple of times. And what Caerfinon said. Edited November 4, 2020 by Brigadier Quote Link to comment Share on other sites More sharing options...
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