MacLuky Posted March 29, 2019 Share Posted March 29, 2019 (edited) hmm, i'm struggling to extract ore from the moon. There is supposed to be 10% ore, harvesters should pull out 0.2/s but none ends up in the tanks, even with engineer 2 present. Am I missing a game mechanic? Edit: weird, reloading has fixed it? Still looks wierd: [ERR 23:10:21.767] [RESOURCES] - Error in - BaseConverter_GetDeltaTime - System.NullReferenceException: Object reference not set to an instance of an object at BaseConverter.GetBestDeltaTime (Double deltaTime) [0x00000] in <filename unknown>:0 at BaseConverter.GetDeltaTime () [0x00000] in <filename unknown>:0 I'll do a bit more debugging to pinpoint it Edited March 29, 2019 by MacLuky Quote Link to comment Share on other sites More sharing options...
capi3101 Posted March 30, 2019 Share Posted March 30, 2019 3 hours ago, MacLuky said: hmm, i'm struggling to extract ore from the moon. There is supposed to be 10% ore, harvesters should pull out 0.2/s but none ends up in the tanks, even with engineer 2 present. Am I missing a game mechanic? Edit: weird, reloading has fixed it? Still looks wierd: [ERR 23:10:21.767] [RESOURCES] - Error in - BaseConverter_GetDeltaTime - System.NullReferenceException: Object reference not set to an instance of an object at BaseConverter.GetBestDeltaTime (Double deltaTime) [0x00000] in <filename unknown>:0 at BaseConverter.GetDeltaTime () [0x00000] in <filename unknown>:0 I'll do a bit more debugging to pinpoint it What part are you using for your drilling? If you've got an Engineer inside a Claim Jumper, what's their stupidity rating? What is the overall productivity level of the base, and what is the productivity level of the part? (Look for productivity on the Part Action Window). Productivity is what you're probably experiencing at this point. It's affected by what kerbals you've got job-wise versus what part they're located in, their experience rating, and their Stupidity attribute. More highly experienced kerbals with lower stupidity attributes lend themselves to higher productivity levels. Engineers you want to keep in Haciendas, Scientists in Docs, Pilots I haven't figured out yet. Not sure what's causing that bug you're seeing though. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted March 30, 2019 Share Posted March 30, 2019 The KIS thing is weirder than expected. The Ponderosa can fit into a buckboard but the casa can’t. Gonna make sure to roll back to 1.16 Quote Link to comment Share on other sites More sharing options...
MacLuky Posted March 30, 2019 Share Posted March 30, 2019 (edited) 12 hours ago, capi3101 said: What part are you using for your drilling? If you've got an Engineer inside a Claim Jumper, what's their stupidity rating? What is the overall productivity level of the base, and what is the productivity level of the part? (Look for productivity on the Part Action Window). Productivity is what you're probably experiencing at this point. It's affected by what kerbals you've got job-wise versus what part they're located in, their experience rating, and their Stupidity attribute. More highly experienced kerbals with lower stupidity attributes lend themselves to higher productivity levels. Engineers you want to keep in Haciendas, Scientists in Docs, Pilots I haven't figured out yet. Not sure what's causing that bug you're seeing though. Bug seems USI related, forget about it. Claim jumper? productivity? hmm, Bill is not that stupid but apparently there is more than meets the eye. I like Pathfinder, it opens up a whole new world of gameplay. Update: landed a rig in sandbox that drilled without problems, probably gameplay and not a bug Edited March 30, 2019 by MacLuky Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted March 30, 2019 Share Posted March 30, 2019 I have completed what should be a functional version of the medical mod: Quote Link to comment Share on other sites More sharing options...
overkill13 Posted March 31, 2019 Share Posted March 31, 2019 The Chuckwagon appears to be non-deployable within the SPH/VAB. Operates normally out in the field. Quote Link to comment Share on other sites More sharing options...
NHunter Posted March 31, 2019 Share Posted March 31, 2019 Hello, I've decided to give Pathfinder a try, but I'm having some issues I'm not sure how to resolve on my own. Long story short, I have problems when trying to set up OmniStorage configuration via Manage Operations. Based on the log, I'm having a NRE when trying to draw resource list. This happens both in CRP and Simplified mode. Spoiler Any advises on what should I do in order to fix this? Thank you. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 1, 2019 Share Posted April 1, 2019 Oh no, terrible things are happening again: -Castillo, Castillo factory, and Castillo observatory are not there. The castillo depot shows up. I'm worried that this particular effect might be a result of my mod, so until I test it this is a low priority. -The blacksmith and clockworks do not show up. All the other templates, including the ones from my medical expansion, show up in every part normally capable of using them (including the parts added by other WBI mods), but no part has either the blacksmith or the clockworks. Other than that, everything is fine. Quote Link to comment Share on other sites More sharing options...
123nick Posted April 1, 2019 Share Posted April 1, 2019 i have a bit of a bug, or atleast, i dont know if its intentional or not. i had wBI Set to classic stock even though i had CRP (sorta a mistake) and i tried setting up an omnistorage on one of the 2.5m resource tanks of WBI brand (delta-64) and it starts spamming NRES, the right click menu expands rapidly with entries of lqdWater, and then after i click off i eventually cant right click anything too bring up the menue and must exit the SPH and re-enter it. but now, i enable CRP with WBI and i see no option for omnistorage at all with the delta 64 tank. is it a classic stock only thing? im using interstellar extended, IFS, modular fuel tanks, and almost ALL of the USI mods, including kolonization, and i did apply the IFS patches with patch manager after i restarted too apply the CRP preset with the WBI menue. is it possible too have functional omnistorage with cRP mode? and, as a bit of a tanget, would it be possible to have an almighty universal patch that replaces EVERY Fuel tank in existence with a omnistorage of equivalent volume? Quote Link to comment Share on other sites More sharing options...
capi3101 Posted April 1, 2019 Share Posted April 1, 2019 On 3/30/2019 at 11:08 PM, NHunter said: Hello, I've decided to give Pathfinder a try, but I'm having some issues I'm not sure how to resolve on my own. Long story short, I have problems when trying to set up OmniStorage configuration via Manage Operations. Based on the log, I'm having a NRE when trying to draw resource list. This happens both in CRP and Simplified mode.Any advises on what should I do in order to fix this? Thank you. First, if you want to use CRP mode with Pathfinder, make sure you follow the procedure in the original post of this thread to set it up properly. Namely: Quote 1. Install Pathfinder and other desired Wild Blue mods. 2. Start KSP. 3. At the Space Center, press the WBI button. 4. Press the Pristine play mode button. Press OK button. 5. Restart KSP. 6. At the Space Center, press the WBI button. 7. Press the CRP play mode button. Press OK button. 8. Restart KSP. It's crucial that this procedure is followed exactly, otherwise weird things occur. If you did happen to follow this procedure, you might want to try a completely fresh install of the mod. If you do, delete the old files completely - don't just overwrite them (all modmakers tell you to do this but it is particularly important with all WBI mods, given how the configuration files change with different play modes). I've seen the same sort of thing that you're showing in your SPH screenie above, and when I traced the issue back to its roots, it was happening because I'd just overwritten the directory. The other thing is that Omni-anything is not supported in CRP or Prisitine mode, with the exception of the Omni-templates available in the Castillo parts. @123nick, this post may apply to the issues you're seeing as well. Quote Link to comment Share on other sites More sharing options...
NHunter Posted April 1, 2019 Share Posted April 1, 2019 (edited) 20 minutes ago, capi3101 said: First, if you want to use CRP mode with Pathfinder, make sure you follow the procedure in the original post of this thread to set it up properly. Namely: It's crucial that this procedure is followed exactly, otherwise weird things occur. If you did happen to follow this procedure, you might want to try a completely fresh install of the mod. If you do, delete the old files completely - don't just overwrite them (all modmakers tell you to do this but it is particularly important with all WBI mods, given how the configuration files change with different play modes). I've seen the same sort of thing that you're showing in your SPH screenie above, and when I traced the issue back to its roots, it was happening because I'd just overwritten the directory. The other thing is that Omni-anything is not supported in CRP or Prisitine mode, with the exception of the Omni-templates available in the Castillo parts. My Pathfinder defaulted to CRP, so I tried that first. It didn't work then and didn't work after two mode resets (to simplified and then back to CRP). Then I tried simplified mode, and at some point I actually got it to kinda-work (stock + EL + WBI + KAS + KIS + actually-unused CRP). Then I tried to add a couple of other mods, and I got that NRE-empty screen again. I couldn't get Omnistorage to work (still in simplified mode) again, even after reseting mode (away and then back to simplified). I guess I should try to completely delete WBI and reinstall it fresh, but I'm just too spent from trying to fix the current install to try it right now. Edited April 1, 2019 by NHunter Quote Link to comment Share on other sites More sharing options...
capi3101 Posted April 1, 2019 Share Posted April 1, 2019 45 minutes ago, NHunter said: My Pathfinder defaulted to CRP, so I tried that first. </snip> Pathfinder should default to Classic Stock on install. Which versions of KSP and Pathfinder are you using, out of curiosity? Quote Link to comment Share on other sites More sharing options...
NHunter Posted April 1, 2019 Share Posted April 1, 2019 15 minutes ago, capi3101 said: Pathfinder should default to Classic Stock on install. Which versions of KSP and Pathfinder are you using, out of curiosity? KSP 1.6.1.2401 and Pathfinder master from git (1.72 on Tools, 1.32.3 on Pathfinder itself). Quote Link to comment Share on other sites More sharing options...
capi3101 Posted April 1, 2019 Share Posted April 1, 2019 56 minutes ago, NHunter said: KSP 1.6.1.2401 and Pathfinder master from git (1.72 on Tools, 1.32.3 on Pathfinder itself). Latest version of Pathfinder is 1.32.4; latest of WildBlueTools is 1.72.1. Both of those are packaged together and available at the link in the original post. You'll get the latest Buffalo to boot. Quote Link to comment Share on other sites More sharing options...
123nick Posted April 1, 2019 Share Posted April 1, 2019 Why isnt omnistorage supported in CRP mode? Seems like it would be most useful there, no? Is it planned? Quote Link to comment Share on other sites More sharing options...
capi3101 Posted April 1, 2019 Share Posted April 1, 2019 36 minutes ago, 123nick said: Why isnt omnistorage supported in CRP mode? Seems like it would be most useful there, no? Is it planned? Nope. CRP is pretty much legacy at this point. IIRC, changes to the Community Resource Pack were happening frequently enough that Angel wasn't able to keep up, and so the decision was made to stop supporting the development of CRP mode. Don't recall if that was 'for the time being' or 'indefinitely'; leaning towards the latter. You can use Community Resource Pack with Pathfinder in Classic Stock mode; they won't get in each other's way. There just will be a bunch of extra resources in-game. Quote Link to comment Share on other sites More sharing options...
123nick Posted April 1, 2019 Share Posted April 1, 2019 (edited) 21 minutes ago, capi3101 said: Nope. CRP is pretty much legacy at this point. IIRC, changes to the Community Resource Pack were happening frequently enough that Angel wasn't able to keep up, and so the decision was made to stop supporting the development of CRP mode. Don't recall if that was 'for the time being' or 'indefinitely'; leaning towards the latter. You can use Community Resource Pack with Pathfinder in Classic Stock mode; they won't get in each other's way. There just will be a bunch of extra resources in-game. oh, then what exactly does CRP do? just change up some of the conversion recipes? also, i was running classic stock when i got the issues similar too nhunter, massive errors when using omnistock, the ones where you suggested switching too CRP mode might fix my issues. if CRP just disabled omnistock all together, what option would i have left? just did a fresh re-install of all WBI mods, and im doing the process where i swap too pristine first, then too CRP, but without omnistorage.... D: Edited April 1, 2019 by 123nick Quote Link to comment Share on other sites More sharing options...
capi3101 Posted April 1, 2019 Share Posted April 1, 2019 24 minutes ago, 123nick said: oh, then what exactly does CRP do? just change up some of the conversion recipes? also, i was running classic stock when i got the issues similar too nhunter, massive errors when using omnistock, the ones where you suggested switching too CRP mode might fix my issues. if CRP just disabled omnistock all together, what option would i have left? just did a fresh re-install of all WBI mods, and im doing the process where i swap too pristine first, then too CRP, but without omnistorage.... D: It does change up the conversion recipes, yes; it lets you play with the same set of resources that CRP utilizes. The Castillo modules are still capable of running the Omni-whatever in CRP mode, so you'll either need to pack enough Konkrete and Equipment to deploy them when you arrive at your final base sites, or be prepared to use the inflatable modules and manufacture those resources after you arrive; you'll have to stick with the inflatables until you can get the Castillos up and running. Myself, I use OSE Workbench with Pathfinder (if you choose to do this, roll back KIS to v.1.16 or it's not going to work), which lets me build new modules on site. I use narrow-band scanners and Kerbnet Access to determine what resources are present in particular biomes on the target body - since I use CRP mode myself, the ones I look for are ExoticMinerals, RareMetals, Minerals, Uraninite and (of course) Ore. Ideally I find a spot along the body's equator with all five, though I'll skip Uraninite if everything else looks good. I'll then send a base-seeding craft there with a Pondarosa set up as a Blacksmith, a Hacienda set up as a Claim Jumper and then a second Hacienda set up as an Iron Works. A KIS winch and connector port also come along for the ride as well as some Sombreros (6, usually) and/or a SAFER reactor (SAFER provides steadier power but takes two kerbals to move/install). The two aforementioned structures take just under 8000 units of Equipment to inflate, so that comes along too. I will sometimes also pack a Chuckwagon or two since those cost no Equipment to inflate (with the exception of using one as a Battery; that costs 250). When I get to the site, I'll use the winch/port just long enough to get the main structures inflated and then put them away; leaving them out invites the Kraken. First priority after that is to start MaterialsKits manufacturing for additional structures, and then my priority is to get the base off of solar power dependency if that's all I've got installed (the idea of bringing along a SAFER is actually a fairly recent one for me). From there you can go wherever you want to. In your case, you'd probably want a BrewWorks for Konkrete manufacturing next, while simultaneously using the Blacksmith to begin printing the Castillo structures; OmniStorage is available at the Depot. It does take a lot of Konkrete (about 15,000) to put one up and some Equipment (2000, which your IronWorks can handle on its own) as well; you'll want to prep with 3-4 dedicated Konkrete Chuckwagons ahead of time in order to be able to cover the cost. I should also mention Slag - right now it takes a scientist at a Geology Lab Pondarosa to make it, and it requires your base to have a positive productivity level (which you can get by having smart and/or experienced kerbals present at the base). You'll also need a dedicated Chuckwagon for Slag storage; you won't be able to manufacture any Slag without that Chuckwagon. Water is the last ingredient you'd need for Konkrete manufacturing; you can get that straight from mining if water is present at your site (again, you need a Chuckwagon or a module like the OPAL to start collecting it) or you can manufacture it from monopropellant at a Watney-configured lab. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 2, 2019 Share Posted April 2, 2019 Okay, yeah, the blacksmith and clockworks are still just gone. Castillo has also vanished, but I still haven’t ruled out the medical expansion for that. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 2, 2019 Share Posted April 2, 2019 Medical expansion is definitely responsible for the lack of Castillo. The blacksmith and clockworks problems are from OSE itself not working, probably because I had to roll back my KIS. There seems to be a volume override feature in KIS, meant for animated parts. Will that work for WBI parts, and what volume are they meant to have? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 3, 2019 Author Share Posted April 3, 2019 1 hour ago, RocketSquid said: Medical expansion is definitely responsible for the lack of Castillo. The blacksmith and clockworks problems are from OSE itself not working, probably because I had to roll back my KIS. There seems to be a volume override feature in KIS, meant for animated parts. Will that work for WBI parts, and what volume are they meant to have? Honestly it's been a long time since I figured out the KIS volumes. Compacted they should be around 400 to 600L. Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted April 3, 2019 Share Posted April 3, 2019 (edited) 12 minutes ago, Angel-125 said: Honestly it's been a long time since I figured out the KIS volumes. Compacted they should be around 400 to 600L. Okay, looks like I made a lucky guess when I put 500. It's a really quick and dirty patch, but it gets the casa, hacienda, doc, and chuckwagon to actually fit in the buckboard 1000. I'll upload it later tonight. EDIT: It's later now! @PART[WBI_Ponderosa2] { @MODULE[ModuleKISItemEvaTweaker]:NEEDS[KIS] { %volumeOverride = 500 } } @PART[WBI_DocSciLab] { @MODULE[ModuleKISItemEvaTweaker]:NEEDS[KIS] { %volumeOverride = 500 } } @PART[WBI_Hacienda] { @MODULE[ModuleKISItemEvaTweaker]:NEEDS[KIS] { %volumeOverride = 500 } } @PART[WBI_Chuckwagon] { @MODULE[ModuleKISItemEvaTweaker]:NEEDS[KIS] { %volumeOverride = 500 } } Edited April 3, 2019 by RocketSquid Quote Link to comment Share on other sites More sharing options...
Cruzo Posted April 3, 2019 Share Posted April 3, 2019 (edited) Forgive the noob questions but I'm trying to make some patches to get some basic USI-LS functionality into some Pathfinder parts and I can't figure out how to modify an existing template correctly. For example, I want to make the ponderosa habitat function exactly like a hitchhiker can does in USI-LS using this chunk of code copied directly from Roverdude's patch for the hitchhiker (other than the top line obviously): Spoiler @PATH_HABITATION[PonderosaHab]:NEEDS[USILifeSupport] { MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } MODULE { name = USILS_HabitationSwapOption ConverterName = Habitat StartActionName = Start Habitat StopActionName = Stop Habitat BaseKerbalMonths = 21 CrewCapacity = 4 BaseHabMultiplier = 0 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.525 } } } in the VAB, this seems to work properly. The USI-LS panel shows the extra habitation time like it should when the ponderosa is in habitat mode. But if I try actually deploying the thing in the world, there is a toggle in the "manage operations" window but it doesn't do anything, and the start/stop habitation controls are missing from the PAW. If I use this same code at the part level instead of just one template, it works properly. What am I doing wrong? Edited April 3, 2019 by Cruzo Quote Link to comment Share on other sites More sharing options...
Raptor22 Posted April 3, 2019 Share Posted April 3, 2019 (edited) *snip* Posted before reading the other posts like an idiot. Sorry about that. Edited April 3, 2019 by Raptor22 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 7, 2019 Share Posted April 7, 2019 (edited) So close. The new decals are nearly all done so here's another preview: Ponderosa Habitat, *Ore-burning Fuel Cell, *CommNet (dish in a box), Watney Rainmaker MOLE Lab *Item may only be available in the Buckboards and Coach Logistics Modules-- may require MOLE be installed. Note that Claim Jumper is using an old decal. The Omni series templates currently get no new symbol but that can still change. The POTATO [small] greenhouse and CropWorks [large] greenhouse get distinct decals to help distinguish them. (CropWorks not shown.) Along with the new decals, new and/or detailed descriptions will be provided for most if not all of the Classic Stock resource storage templates to make clearer the natures and purposes of these resources. Edited April 7, 2019 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
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