ModZero Posted September 19, 2017 Share Posted September 19, 2017 So, I'm experiencing a similar issue to @terminalmonky, except I don't have Seti configs, or in fact anything that would change the CBK config in a way mentioning the observatory. Spoiler [ERR 23:57:23.121] Exception handling event onNewGameLevelLoadRequestWasSanctionedAndActioned in class CustomBarnKit:System.ArgumentException: The requested value 'Observatory' was not found. at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 at CustomBarnKit.CustomBarnKit.LoadUpgradesPrices (GameScenes data) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 [EXC 23:57:23.123] ArgumentException: The requested value 'Observatory' was not found. System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) System.Enum.Parse (System.Type enumType, System.String value) CustomBarnKit.CustomBarnKit.LoadUpgradesPrices (GameScenes data) EventData`1[GameScenes].Fire (GameScenes data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(GameScenes) <FireLoadedEvent>c__Iterator6C:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) I'm not a C# programmer, but I took a look at both ResearchBodies and CustomBarnKit, and what I see is that there's an enum which amounts to a hardcoded facility list, and a foreach that enumerates all SpaceCenterFacility's, then using System.Enum.Parse to figure out which one in the enum it is. Unfortunately, CBK adds its own here, with the name not in the enum, so the entire thing crashes. I'd try submitting a patch, but I don't really do C# (it's just similar enough), and I don't even know how to set up a dev environment for modding this. Sorry if I get things terribly wrong, I've seen the last commit message and don't want to make things worse ;-) Quote Link to comment Share on other sites More sharing options...
sarbian Posted September 19, 2017 Author Share Posted September 19, 2017 58 minutes ago, ModZero said: I'd try submitting a patch, but I don't really do C# (it's just similar enough), and I don't even know how to set up a dev environment for modding this. Sorry if I get things terribly wrong, I've seen the last commit message and don't want to make things worse ;-) Don't worry, I will have a look. Between work and vacation I forgot about that bug... Quote Link to comment Share on other sites More sharing options...
sarbian Posted September 19, 2017 Author Share Posted September 19, 2017 There you go. That should fix it Quote Link to comment Share on other sites More sharing options...
ModZero Posted September 19, 2017 Share Posted September 19, 2017 Awesome, that helped and looks perfect, thanks. Quote Link to comment Share on other sites More sharing options...
Smarti Posted October 30, 2017 Share Posted October 30, 2017 (edited) Hi, i found out a faulty in this mod. First, in career mode, you get reputation for every ship you build and instantly recover without flying it, in vanilla you don`t get that even when you fly that vessel. Second, when a Kerbal dies, you should get a penalty, but with Custom Barn Kit you get that penalty as addition. In my career save i have 500 reputation without even flying to mun. I just had my first orbits yesterday, and i play only with 50% Reputation gain. Edited October 30, 2017 by Smarti Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted January 22, 2018 Share Posted January 22, 2018 (edited) Hi @sarbian - Just an idle thought for a mod, is it possible to use CBK to use the DSNRange property to adjust the value while in the flight scene? So far, I've only seen a mod or two modify the upgrade levels / costs. I'm going to try this tonight and figured I'd ask the question in case there's some 'gotcha' I don't know about. I'd like to change the DSNRange to a value based on certain conditions that would happen in the flight scene. I figure if I try to do this (in the unlikely event it's possible), it probably won't be a nice change with respect to how KSP expects this to be managed and I'll have to (maybe?) do a scene reload to see the change. Edited January 22, 2018 by wile1411 Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 22, 2018 Author Share Posted January 22, 2018 8 hours ago, wile1411 said: Hi @sarbian - Just an idle thought for a mod, is it possible to use CBK to use the DSNRange property to adjust the value while in the flight scene? So far, I've only seen a mod or two modify the upgrade levels / costs. I'm going to try this tonight and figured I'd ask the question in case there's some 'gotcha' I don't know about. I'd like to change the DSNRange to a value based on certain conditions that would happen in the flight scene. I figure if I try to do this (in the unlikely event it's possible), it probably won't be a nice change with respect to how KSP expects this to be managed and I'll have to (maybe?) do a scene reload to see the change. Hum, CBK is not really made to change things in real time. You could code a mod to do it I guess. If you changes things in the DSN you may have to call some code to rebuilt its tree but I don't really remember the calls. Ask in the plugin dev section, somebody may have more memory 7 hours ago, Oneiros said: Excellent mod, this is really useful. I was looking to enable surface samples on level 1 R&D building, but this option seems to be missing. I set all the EVA settings in the Astronaut centre to 1, but the surface samples are still locked behind level 2 R&D. Is it possible to change this setting? A bug I guess. I ll have to check. However it is strange because I am quite sure a mod already uses this settings to do exactly that... Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted January 22, 2018 Share Posted January 22, 2018 2 minutes ago, sarbian said: Hum, CBK is not really made to change things in real time. You could code a mod to do it I guess. If you changes things in the DSN you may have to call some code to rebuilt its tree but I don't really remember the calls. Ask in the plugin dev section, somebody may have more memory Thanks for the quick reply - I figured as much, but wanted to make sure there wasn't something I didn't understand. cheers. Quote Link to comment Share on other sites More sharing options...
graham.reeds Posted February 21, 2018 Share Posted February 21, 2018 There seems to be an issue with the ckan installing this mod: Quote About to install... * Custom Barn Kit 1.1.16.0 Downloading "https://ksp.sarbian.com/jenkins/job/CustomBarnKit/34/artifact/CustomBarnKit-1.1.16.0.zip" Then after a few seconds it gives: Quote Failed to download "https://ksp.sarbian.com/jenkins/job/CustomBarnKit/34/artifact/CustomBarnKit-1.1.16.0.zip" - error: Unable to connect to the remote server This mod is needed by the Realism Progression mod. Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 10, 2018 Author Share Posted March 10, 2018 v1.1.17 Add EVAChuteOnBuilding and unlockedEVAChute config in the ASTRONAUTS section to configure the level needed to unlock the Parachutes and if they are linked the the AstronautComplex Downloads : CustomBarnKit-1.1.17.0.zip Quote Link to comment Share on other sites More sharing options...
theonegalen Posted March 10, 2018 Share Posted March 10, 2018 2 hours ago, sarbian said: v1.1.17 Add EVAChuteOnBuilding and unlockedEVAChute config in the ASTRONAUTS section to configure the level needed to unlock the Parachutes and if they are linked the the AstronautComplex Downloads : CustomBarnKit-1.1.17.0.zip Oh HECK yes. Quote Link to comment Share on other sites More sharing options...
Sebra Posted March 18, 2018 Share Posted March 18, 2018 Hi! Can you enable deploying parachute in command seat? To easy this... Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 18, 2018 Share Posted March 18, 2018 1 hour ago, Sebra said: Hi! Can you enable deploying parachute in command seat? To easy this... Just my opinion but I don't think that's something that's in the scope of Custom Barn Kit.... it's not an option to be enabled or disabled, it's just the way the Kerbal EVA chute is coded. You need a mod that extends the EVA chute and (if my thinking is correct about why it won't deploy) overrides the PassedAdditionalDeploymentChecks method on the chute. The EVA chute does additional. checks to make sure the Kerbal isn't landed or splashed. If extended chute class were to just return true (or perhaps do an actual check of its own to make sure the Kerbal is up to a certain speed) then it should deploy. Alternatively, jumping the vehicle off the ground long enough to qualify as flying should do it. Quote Link to comment Share on other sites More sharing options...
sarbian Posted March 18, 2018 Author Share Posted March 18, 2018 5 hours ago, Sebra said: Hi! Can you enable deploying parachute in command seat? No. As @Starwaster said it is not the purpose of this mod. The module does a lot of check and it also seems to expect the parachute model to be in the part model. AFAIK it s not the case with the seat. I m sure someone will make a clever hack or write something specific to do it but that s way beyond the purpose of a mod that sets a few difficulty settings. Quote Link to comment Share on other sites More sharing options...
Sebra Posted March 18, 2018 Share Posted March 18, 2018 Thanks for answers. As I see Kerbal can only "prepare to use" his parachute while in command seat. Even if in flight with some speed. Thanks for this mod btw. Quote Link to comment Share on other sites More sharing options...
Topside08 Posted March 28, 2018 Share Posted March 28, 2018 On 5/13/2015 at 7:57 AM, sarbian said: v1.1.17 Add EVAChuteOnBuilding and unlockedEVAChute config in the ASTRONAUTS section to configure the level needed to unlock the Parachutes and if they are linked the the AstronautComplex Is this version backwards compatible with 1.3.1 CKAN has it marked that way but the version file says otherwise. Quote Link to comment Share on other sites More sharing options...
Padrone Posted March 30, 2018 Share Posted March 30, 2018 PSA, if you use Firefox to attempt to download this, you'll get a certificate error that will stop you from downloading it. (The cert apparently expired tonight) Quote ksp.sarbian.com uses an invalid security certificate. The certificate expired on Thursday, March 29, 2018, 4:20 PM. The current time is Thursday, March 29, 2018, 9:57 PM. IE will still let you get thru that, if you're still on Win7. Quote Link to comment Share on other sites More sharing options...
strudo76 Posted May 29, 2018 Share Posted May 29, 2018 Hey there Was looking in the default file and saw an entry for unlockedEVAClamber under the ASTRONAUTS section. Can you tell me what this does please? As an aside, is there a reference somewhere for each of the options in the default file? Most are pretty self explanatory, but a reference might be useful for some (or non English speakers). Also in the OP you state that you might not continue supplying the default file. I would like to see this file remain, as it's handy to look into and see what options are available to change (unless there is a reference somewhere, in which case it's probably superfluous) Thanks Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 29, 2018 Share Posted May 29, 2018 1 hour ago, strudo76 said: unlockedEVAClamber lets your kerbals climb atop parts when they stand near them Quote Link to comment Share on other sites More sharing options...
mr. engino Posted June 19, 2018 Share Posted June 19, 2018 (edited) I'm not sure who else is having this kind of issue, but in my career save, the tracking station is said to be at tier 4, when it should actually be at tier 2. Because of this, I am unable to properly upgrade the facility, leaving me frustrated. Is there a fix besides uninstalling and reinstalling the mod? Also, are there any mod conflicts that might cause this? Edited June 19, 2018 by mr. engino Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 19, 2018 Author Share Posted June 19, 2018 Hum, the mod should not change the displayed level so if you have that I guess it's most likely related to an other mod Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted June 19, 2018 Share Posted June 19, 2018 (edited) 4 hours ago, mr. engino said: I'm not sure who else is having this kind of issue, but in my career save, the tracking station is said to be at tier 4, when it should actually be at tier 2. Because of this, I am unable to properly upgrade the facility, leaving me frustrated. Is there a fix besides uninstalling and reinstalling the mod? Also, are there any mod conflicts that might cause this? Might be worth checking all of the planet pack mods you have installed (is any). They might have conflicting edits and are the main mod I can think of that modify the DSNRange values. There are also a few antenna mod that do that also. If you have Notepadd++ or some other text editor, you could do a search within the contents of all .cfg files in the GameData directory for "DSNRange" and "upgradesVisual" and that should show up all the MM patches that are asking CBK to make a change. Edited June 19, 2018 by wile1411 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 4, 2018 Share Posted November 4, 2018 The .version file still points to a dead link for download. btw I'm talking about the new rls 1.1.18.0 for KSP 1.5.1 which can be downloaded here: https://ksp.sarbian.com/jenkins/job/CustomBarnKit Quote Link to comment Share on other sites More sharing options...
BRAAAP_STUTUTU Posted November 13, 2018 Share Posted November 13, 2018 How do i enable EVA parachutes for every level of kerbal? Quote Link to comment Share on other sites More sharing options...
BlackHat Posted November 13, 2018 Share Posted November 13, 2018 looking at the default.cfg file for Custom Barn Kit there is a section for the Astronauts Complex: ASTRONAUTS { EVAChuteOnBuilding = false unlockedEVAChute = 3 There are these 2 entries. The Second clearly gives the Level of building where Kerbals are equipped with EVA Chutes. So if you upgrade the building to Level 3 (MAX) they will have EVA Chutes. But, IF you set it to "1" instead of "3" I believe the Kerbals will start the game with EVA Chutes. I am not exactly sure what "EVAChuteOnBuilding" means. (Maybe it shows the EVA chute status on the building in the space center as you upgrade or hover over it? ie. "Kerbals can't/can wear EVA chutes") [I tried it, it looks like thats not it] Quote Link to comment Share on other sites More sharing options...
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