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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience


Angelo Kerman

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  • 4 weeks later...
  • 5 weeks later...

Hi I have this strange problem with pathfinder where if I carry any of the modules I run and jump super fast and also fly super fast to the point of making the mod completely unplayable

 

I have tried uninstalling every mod except pathfinder and kis and doing a fresh install but it still does it

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  • 2 weeks later...
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On 7/4/2022 at 9:35 PM, littlecaptian said:

sir,could you tell me how to edit the habbit time in usi-ls for pathfinder base please?

the default time is too short to me for rss.

Assuming you have the USI config at this path (GitHub) in your GameData, simply edit the value of KerbalMonths or HabMultiplier. By this I assume only two Pathfinder parts provide USI hab effects. You will need to study this config and write your own to cover the other parts that you feel are necessary. If you have a config that provides USI hab effects to several WBI parts already then save this config anywhere in GameData and raise the values here. Note that the *= means to multiply and will scale the values in all applicable parts.

@PART:HAS[#manufacturer[Wild?Blue?Industries],@MODULE[ModuleHabitation]]:AFTER[USILifeSupport]
{
	@MODULE[ModuleHabitation]
	{
		@KerbalMonths *= 1
		@HabMultiplier *= 1
	}
}

 

On 8/13/2022 at 4:44 AM, Space Kadet said:

when you are installing from ckan do you deen both the crp and the base mod or jus the crp.

You need the mod itself and the play mode component (CRP).

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  • 3 weeks later...
  • 4 weeks later...

@Angel-125 Getting back into KSP in version 1.12.3.3173; got Pathfinder 1.39.0/Wild Blue Tools 1.88.1 /MOLE 1.27.0/Buffalo 2.12.0 installed, each in Classic Stock Play Mode. Trying to build a base on Kerbin's surface just to make sure everything still works and I remember what I'm doing. I'm encountering the old bug where the Workshop button under "Manage Operations" for a Clockworks Casa/Pondarosa opens a window that contains no dialogues and can't be closed without getting out of the game entirely. I know it's something that I ran into around 1.8 but I don't recall what the fix was. I can get the Workshop open via the PAD but all of the costs for the parts are negative and nothing actually prints once I've got it something selected in the dialogue.

Here's my log file. Let me know if you need any additional data or need help with the diagnostic process.

Also, I've been having problems with the Grizzly wheels lately - you get them out on the grass and it's like I've got the brakes on or it's stuck in the mud or something. It's just the Grizzlies where I'm seeing this behavior; Mountain Goats are working just fine. Not sure if this is something being addressed in the new Buffalo or not but I figured I'd say something about it anyway.

 


EDIT: Noted that when I could get to the workshop through the PAW menu, the materials costs of the Doc, Casa and Hacienda were all listed as negative numbers along with the build times. Probably has something to do with the behavior I'm seeing.

Edited by capi3101
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All the inflatable parts from pathfinder show this behavior, besides the castillo adapter, for reasons unknown. And even the sandcastle mod from angel-125 (who made pathfinder too) had this behaviour with the negative numbers. Though he somewhat fixed it some time ago. But I think to remember that the doc science lab is still wierd in that regard.

OSE workshop is the same problem.

But I can't remember elp having problems with it's ui in that case...

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  • 4 weeks later...

So I am not fully sure this is the correct place for it, but in my current game I have EL, USI MKS + LS and obviously Pathfinder installed.

I have the usi playmode as well installed.

One thing that is strange is EL introduces Metal, MKS introduces MetalsMKS patches EL so that Metals are produced/required but Pathfinder stays at EL standards. And these 2 Metals aren't interchangeable. 

 

Same goes for the Rocketparts, MKS patches EL to use MaterialKits and Specialised parts instead of Rocketparts, so the production of Metal, ScrapMetal and Rocketparts is basically obsolete and with that the whole iron foundry has only one purpose: to produce equipment. 

I believe one could make a patch to fix these "issues", probably in the wbi playmode, but that is out of my capabilities. 

Maybe one could even add a functionality to be able to produce these Specialised parts in some fashion, so that one could use the Pathfinder parts as substitute for the less visual appealing MKS parts.

Pathfinder overall is a great mod :wub: just like every other wbi mod ^^

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  • 1 month later...
6 hours ago, MoonstreamInSpace said:

I just reconfigured a Ponderosa into a Sandcastle to test that everything is working, and there are no parts whatsoever in the print dialog. How do I fix this? This seems to be true of all inflatable parts, but not the offical Sandcastle parts.

I don't have a sure answer but I can suggest that perhaps the SandCastle modules aren't happy with being dynamically handled.

5 hours ago, Space_Nerd123 said:

Just use Omni storage and search them on a Buckboard. Works for my interstellar ships anywya

The question is "How can I link their ratio when they're both present in a given Buckboard as is the case with LiquidFuel + Oxidizer?" I have the answer but does that player still care to know?

On 10/24/2022 at 7:21 AM, Revilo2601 said:

So I am not fully sure this is the correct place for it, but in my current game I have EL, USI MKS + LS and obviously Pathfinder installed.

I have the usi playmode as well installed.

One thing that is strange is EL introduces Metal, MKS introduces MetalsMKS patches EL so that Metals are produced/required but Pathfinder stays at EL standards. And these 2 Metals aren't interchangeable. 

 

Same goes for the Rocketparts, MKS patches EL to use MaterialKits and Specialised parts instead of Rocketparts, so the production of Metal, ScrapMetal and Rocketparts is basically obsolete and with that the whole iron foundry has only one purpose: to produce equipment. 

I believe one could make a patch to fix these "issues", probably in the wbi playmode, but that is out of my capabilities. 

Maybe one could even add a functionality to be able to produce these Specialised parts in some fashion, so that one could use the Pathfinder parts as substitute for the less visual appealing MKS parts.

Pathfinder overall is a great mod :wub: just like every other wbi mod ^^

EL having its own non-CRP resources is not the strange bit. EL and MKS have different perspectives of the particular resources,  and came to exist at different times, and saw no need to be super friendly to each other due to having very different gameplay goals (or paths to those goals). The actual strange bit is that the "USI" play mode, which Angel-125 did not create, doesn't take care of EL for you. Ask the author of the USI play mode to handle it, or, you could easily write OmniConverter options.

Angel stopped supporting CRP a long time ago. Notice that he only does his own Classic Stock Resources now. That is why Pathfinder hasn't changed from using EL's non-CRP resources.

Pathfinder definitely is a great mod. :)

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19 hours ago, MoonstreamInSpace said:

I just reconfigured a Ponderosa into a Sandcastle to test that everything is working, and there are no parts whatsoever in the print dialog. How do I fix this? This seems to be true of all inflatable parts, but not the offical Sandcastle parts.

Has anyone else had this problem? Did I forget some sort of dependency?

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14 hours ago, JadeOfMaar said:

I don't have a sure answer but I can suggest that perhaps the SandCastle modules aren't happy with being dynamically handled.

The question is "How can I link their ratio when they're both present in a given Buckboard as is the case with LiquidFuel + Oxidizer?" I have the answer but does that player still care to know?

EL having its own non-CRP resources is not the strange bit. EL and MKS have different perspectives of the particular resources,  and came to exist at different times, and saw no need to be super friendly to each other due to having very different gameplay goals (or paths to those goals). The actual strange bit is that the "USI" play mode, which Angel-125 did not create, doesn't take care of EL for you. Ask the author of the USI play mode to handle it, or, you could easily write OmniConverter options.

Angel stopped supporting CRP a long time ago. Notice that he only does his own Classic Stock Resources now. That is why Pathfinder hasn't changed from using EL's non-CRP resources.

Pathfinder definitely is a great mod. :)

Thx for the inside Jade :wink: well I don't mind to modify the templates, my problem is I was unable to find those ;.; and the "lab" and "hab" in one of the last omniconverter I get that those dictate if a casa or a hacienda can have that option, but what other options are available? And we're those to be found?

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6 minutes ago, Revilo2601 said:

Thx for the inside Jade :wink: well I don't mind to modify the templates, my problem is I was unable to find those ;.; and the "lab" and "hab" in one of the last omniconverter I get that those dictate if a casa or a hacienda can have that option, but what other options are available? And we're those to be found?

Templates are found in GameData/WildBlueIndustries/<ModName>/Templates/<PlayModeName>/ Also, there are omniconverters that are not in Pathfinder and may not have a tag filter on them. Wild Blue Tools has the "Micro ISRU" and it isn't tag locked. It'll accept anything and is as capable as the stock 2.5m refinery.

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54 minutes ago, MoonstreamInSpace said:

Has anyone been able to print components using the Pathfinder inflatable parts?

Not in the most recent version. As a workaround, I carry around a Rangeland inflatable launch pad and use it to print up care packages I put together in the VAB. It does mean I need to carry around a Claimp Jumper and an Ironworks with my starter base, but that's not a bad idea anyway. Set your first Chuckwagon for equipment and the second to Rocket Parts. Once that done, the first care package can include everything you want to finish building the final base.

It works, but it's a bit clunky. I for one would like to see the functionality return to the Blacksmith and Clockworks, frankly.

Come to think of it, I think I was able to print up a screwdriver. But don't quote me on that...

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2 hours ago, capi3101 said:

Not in the most recent version. As a workaround, I carry around a Rangeland inflatable launch pad and use it to print up care packages I put together in the VAB. It does mean I need to carry around a Claimp Jumper and an Ironworks with my starter base, but that's not a bad idea anyway. Set your first Chuckwagon for equipment and the second to Rocket Parts. Once that done, the first care package can include everything you want to finish building the final base.

It works, but it's a bit clunky. I for one would like to see the functionality return to the Blacksmith and Clockworks, frankly.

Come to think of it, I think I was able to print up a screwdriver. But don't quote me on that...

I actually use the Buffalo2 Workshop for printing out things.

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