DigitalProeliator Posted October 15, 2016 Share Posted October 15, 2016 6 hours ago, Li0n said: @DigitalProeliator Do you have the last version of Pathfinder ? It should fix this, it does for me. Oh well you where right, a newer version was uploaded after I had downloaded. Still find it damn odd. I don't see how the MM file was causing the issue it was. Weird. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 15, 2016 Author Share Posted October 15, 2016 2 hours ago, DDE said: @Angel-125, OK, so I've pasted all the assets from the latest version. And now the section above the upmost seams of the Doc is see-through; not just the textures, seems like a part of the model is missing. Oh that's right, I converted over to Unity 5, which might not work in KSP 1.1.3. Fortunately I was able to dig up my older Unity 4 files and rebuild the Doc Science Lab. Give Pathfinder 1.1.1 a try and see if that fixes your issue. I don't normally support the previous versions of my mods because it's a pain, but hopefully 1.1.1 will do the trick. You still won't be able to put the Doc in a KIS container though. Just now, DigitalProeliator said: Oh well you where right, a newer version was uploaded after I had downloaded. Still find it damn odd. I don't see how the MM file was causing the issue it was. Weird. It isn't causing the issue. There was a bug in WildBlueTools. Quote Link to comment Share on other sites More sharing options...
DDE Posted October 15, 2016 Share Posted October 15, 2016 7 minutes ago, Angel-125 said: You still won't be able to put the Doc in a KIS container though. My Doc hasn't gotten the memo, I've taken it to the Mun in a KIS container already. The trick is to affix a Doc to your ship first, and then drag THAT into the container. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 15, 2016 Author Share Posted October 15, 2016 20 minutes ago, DDE said: My Doc hasn't gotten the memo, I've taken it to the Mun in a KIS container already. The trick is to affix a Doc to your ship first, and then drag THAT into the container. Glad you have a workaround. Does 1.1.1 work for you? Quote Link to comment Share on other sites More sharing options...
DDE Posted October 15, 2016 Share Posted October 15, 2016 (edited) 42 minutes ago, Angel-125 said: Does 1.1.1 work for you? Nope, issue persists. It's just got an added blue ridge around it, which is also transparent from the other side. Edited October 15, 2016 by DDE Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 15, 2016 Author Share Posted October 15, 2016 (edited) 20 minutes ago, DDE said: Nope, issue persists. It's just got an added blue ridge around it, which is also transparent from the other side. Can you post screenshots? I tested it this morning and saw no issues. All collides worked, IVA worked, IVA overlay worked, and ladders and airlock worked. Do you havery logs? Edited October 15, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
DDE Posted October 15, 2016 Share Posted October 15, 2016 @Angel-125, note circled area: Spoiler Log: https://1drv.ms/t/s!AmlSZuL0ax7C1BsnfWFWYr6r7o3N Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 15, 2016 Author Share Posted October 15, 2016 56 minutes ago, DDE said: @Angel-125, note circled area: Hide contents Log: https://1drv.ms/t/s!AmlSZuL0ax7C1BsnfWFWYr6r7o3N I'm on my phone so it's hard to tell, but it looks like you'very turned off the decals. If so thats an artwork problem. I'd have to do some rework to fix that. At least the lab is functioning. I'll take a look when I get home. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 16, 2016 Author Share Posted October 16, 2016 3 hours ago, DDE said: @Angel-125, note circled area: Definitely an art problem, fixed it. Hopefully there are no more art issues. But if there are, they'll have to get fixed in KSP 1.2. Download Pathfinder for KSP 1.1.3 here. I'll fix that in the 1.2 KSP version as well. Quote Link to comment Share on other sites More sharing options...
DDE Posted October 16, 2016 Share Posted October 16, 2016 @Angel-125 Can confirm. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 16, 2016 Author Share Posted October 16, 2016 (edited) Pathfinder 1.2.6 is available. This is for KSP 1.2. I don't plan on supporting KSP 1.1.3 moving forward. - WBT update - Fixed graphics issue with the Doc. Edited October 16, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Li0n Posted October 16, 2016 Share Posted October 16, 2016 (edited) I'm tired, nothing to see here... Edited October 16, 2016 by Li0n Quote Link to comment Share on other sites More sharing options...
Vaga Posted October 17, 2016 Share Posted October 17, 2016 Should MCM be in the extra folder in 1.2.6? Because it isn't. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 18, 2016 Author Share Posted October 18, 2016 17 hours ago, Vaga said: Should MCM be in the extra folder in 1.2.6? Because it isn't. Fixed in 1.2.7 - Fixed versioning conflicts - Fixed an issue where deflated modules had resources when pulled from a KIS inventory. Quote Link to comment Share on other sites More sharing options...
ThatHomelessGuy Posted October 18, 2016 Share Posted October 18, 2016 (edited) 13 hours ago, Angel-125 said: Fixed in 1.2.7 - Fixed versioning conflicts - Fixed an issue where deflated modules had resources when pulled from a KIS inventory. Just wondering how I install the extras Do I just dump the contents of Extras into The Gamedata\wildblueindustrie\pathfinder folder or just dump the contents into Gamedata? The latter of which seems like the wrong thing to do to me but I also don't want to break my mods by putting the extras in the wrong folder. I ask because the readme in Extras says dump the contents of Gamedata into gamedata but there is no gamedata in the extras folder if that makes sense. Edited October 18, 2016 by ThatHomelessGuy Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 18, 2016 Author Share Posted October 18, 2016 59 minutes ago, ThatHomelessGuy said: Just wondering how I install the extras Do I just dump the contents of Extras into The Gamedata\wildblueindustrie\pathfinder folder or just dump the contents into Gamedata? The latter of which seems like the wrong thing to do to me but I also don't want to break my mods by putting the extras in the wrong folder. I ask because the readme in Extras says dump the contents of Gamedata into gamedata but there is no gamedata in the extras folder if that makes sense. For the MCM folder, copy that to WildBlueIndustries. The rest are just textures. Quote Link to comment Share on other sites More sharing options...
ThatHomelessGuy Posted October 18, 2016 Share Posted October 18, 2016 21 minutes ago, Angel-125 said: For the MCM folder, copy that to WildBlueIndustries. The rest are just textures. Thanks. Quote Link to comment Share on other sites More sharing options...
Coreador Posted October 20, 2016 Share Posted October 20, 2016 Question: Is Alt-P still supposed to work to allow changing the behavior (e.g. whether configuring needs equipment, etc)? It does nothing for me. I can't find any other way to remove resource requirements, short of switching to simplified mode. I even tried creating my own custom template that only changed the default values and didn't modify any behavior, but that didn't work either. Thanks for any advice. Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted October 20, 2016 Share Posted October 20, 2016 11 hours ago, Coreador said: Question: Is Alt-P still supposed to work to allow changing the behavior (e.g. whether configuring needs equipment, etc)? It does nothing for me. I can't find any other way to remove resource requirements, short of switching to simplified mode. I even tried creating my own custom template that only changed the default values and didn't modify any behavior, but that didn't work either. Thanks for any advice. For 1.2, those Pathfinder/MOLE options are now in Settings Quote Link to comment Share on other sites More sharing options...
Coreador Posted October 20, 2016 Share Posted October 20, 2016 I've searched through the dialogs and I can't find them. This is what I can see: Click Pathfinder toolbar icon from KSC: Only option in the Pathfinder settings dialog is "Play Mode". Click Pathfinder toolbar icon from ship with Pathfinder parts on launchpad: I see at the top of the Dialog buttons for "Manage Operations, Resources, and Cheats". Then there's a text entry for distribution time, followed by 4 distribution options. None of those seems to be applicable. Under cheats, there's only "Top off resources". "Resources" just shows the distribution options. "Manage Operations" goes to a complex dialog that allows central control of all the components, but nothing in there appears to be related to global config settings. Am I looking in the wrong place? Is there another settings dialog somewhere? Quote Link to comment Share on other sites More sharing options...
Crabman Posted October 20, 2016 Share Posted October 20, 2016 Yes, difficulty options. ESC -> Settings -> Difficulty Options. On the left side there will be WildBlue Industries or something like this under Basic and Advanced tabs. Quote Link to comment Share on other sites More sharing options...
Coreador Posted October 20, 2016 Share Posted October 20, 2016 Thanks. I was able to find the settings now. That said, I don't think I ever would have found that. As a suggestion, maybe you can add a note in the Play Modes dialog that indicates these can be modified from the default and where to look? So, I've had partial success. I found the settings, but actually, my custom config was working correctly. It was actually configured to not charge for reconfiguration by default when running my custom play mode. I can see that by observing that the options are disabled when looking at the settings dialog. But, despite the configuration setting, it was still not working in the game. If I try to inflate a hacienda, I have to pay equipment. Likewise, if I reconfigure the hacienda to another mode, I have to pay equipment again. Am I misunderstanding what the setting is supposed to do? As I read it, if I uncheck the requirement to pay resources for reconfiguration, then changing my hacienda to a new template or inflating the module should not cost equipment. But this is not what is happening. I have to pay equipment the same in normal mode and in my custom mode. The only time I don't have to pay equipment is when trying to inflate or reconfigure the hacienda in Simplified mode, but in that case the hacienda is using totally different templates. In my game I want to remove inflate and reconfig costs, while retaining all the templates and options normally available. Am I misunderstanding what the settings are supposed to to? Or is it not working for some reason? Quote Link to comment Share on other sites More sharing options...
Crabman Posted October 21, 2016 Share Posted October 21, 2016 (edited) Is it right to produce Snacks even without Fertilizer, Soil and Water? I don't have production of any of those and I'm still able to produce a lot of Snacks after the time (90 days) at Cropworks finish. By the way, what means: Quote minimumSuccess = 45 criticalSuccess = 90 criticalFail = 20 It's just a chance or is it tied to how much time in those 90 days I could mantain the minimum production? Edit: The only Soil container is the one provided by Snacks mod or does Pathfinder gives some storage? There are lots of modules storing Snacks but I didn't found any for Soil. Edited October 21, 2016 by Crabman Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 21, 2016 Author Share Posted October 21, 2016 On 10/20/2016 at 1:34 PM, Coreador said: Thanks. I was able to find the settings now. That said, I don't think I ever would have found that. As a suggestion, maybe you can add a note in the Play Modes dialog that indicates these can be modified from the default and where to look? So, I've had partial success. I found the settings, but actually, my custom config was working correctly. It was actually configured to not charge for reconfiguration by default when running my custom play mode. I can see that by observing that the options are disabled when looking at the settings dialog. But, despite the configuration setting, it was still not working in the game. If I try to inflate a hacienda, I have to pay equipment. Likewise, if I reconfigure the hacienda to another mode, I have to pay equipment again. Am I misunderstanding what the setting is supposed to do? As I read it, if I uncheck the requirement to pay resources for reconfiguration, then changing my hacienda to a new template or inflating the module should not cost equipment. But this is not what is happening. I have to pay equipment the same in normal mode and in my custom mode. The only time I don't have to pay equipment is when trying to inflate or reconfigure the hacienda in Simplified mode, but in that case the hacienda is using totally different templates. In my game I want to remove inflate and reconfig costs, while retaining all the templates and options normally available. Am I misunderstanding what the settings are supposed to to? Or is it not working for some reason? Last I checked, it was working. I disable equipment and skill checks all the time during debugging. 18 hours ago, Crabman said: Is it right to produce Snacks even without Fertilizer, Soil and Water? I don't have production of any of those and I'm still able to produce a lot of Snacks after the time (90 days) at Cropworks finish. By the way, what means: It's just a chance or is it tied to how much time in those 90 days I could mantain the minimum production? Edit: The only Soil container is the one provided by Snacks mod or does Pathfinder gives some storage? There are lots of modules storing Snacks but I didn't found any for Soil. Probably should stop all production if you run out of resources. I'll have to check on that. Quote Link to comment Share on other sites More sharing options...
amadsen87 Posted October 21, 2016 Share Posted October 21, 2016 I really love your mods! I am having an issue I haven't been able to figure out. How do you generate LabTime? I cannot find the answer on the Wiki - maybe I'm a total idiot, but I just can't figure it out. Thanks. Quote Link to comment Share on other sites More sharing options...
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