JeffreyCor Posted May 14, 2016 Share Posted May 14, 2016 I may be missing something obvious, but where is the vessel config that is mentioned for turning on the signal link lines? Link to comment Share on other sites More sharing options...
_Krieger_ Posted May 14, 2016 Share Posted May 14, 2016 On 13 May 2016 at 9:11 AM, ShotgunNinja said: @johnna Absolutely: edit your Default.cfg and look at the start of the file, you'll see how to disable Malfunction, Signal, Scrubbers and Shielding. You only need to comment out a couple lines in there. Hi, I deleted the Malfunction lines at the start, and while the parts no longer malfunction I still get notified about non existing malfunctions, did I do something wrong? Loving the mod by the way, It's awesome to have life support, signal and everything in one well designed UI, thank you! Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 @_Krieger_ Thanks The malfunctions will be disabled, but existing vessels will still have the module unfortunately, and will malfunction. @JeffreyCor Left click on a vessel in the monitor ui (the one you see in flight or at the space center, or in the tracking view). You will see a set of options, click on the 'show link' one to toggle the signal lines on/off. There is also a lot of other stuff there. Link to comment Share on other sites More sharing options...
Spaceman510 Posted May 14, 2016 Share Posted May 14, 2016 9 hours ago, ShotgunNinja said: @Spaceman510 Send me list of mods, copy of the log and even the savegame if you can. Don't know how to get the log, so here's the save and mod list: Better Burn Time Chatterer CRP Corvus Distant Object Enhancement Docking Port Sound Effects Raster Prop Monitor Kerbal Engineer Redux MechJeb Docking Port Alignment Indicator RCS BuildAid (However, I believe it's an old version that doesn't do 1.1.2 and needs to be updated) RCS Sounds RealPlume SCANsat https://www.dropbox.com/sh/bv7rq31rkflv15h/AABMbsYJNl4SR12P11yg9sefa?dl=0 Also, I haven't played in either 0.9.9.7 or .8, but the save has been opened in .7 Link to comment Share on other sites More sharing options...
_Krieger_ Posted May 14, 2016 Share Posted May 14, 2016 2 minutes ago, ShotgunNinja said: @_Krieger_ Thanks The malfunctions will be disabled, but existing vessels will still have the module unfortunately, and will malfunction. @JeffreyCor Left click on a vessel in the monitor ui (the one you see in flight or at the space center, or in the tracking view). You will see a set of options, click on the 'show link' one to toggle the signal lines on/off. There is also a lot of other stuff there. Thanks for the feedback, time to launch my comsat network again. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 (edited) @Spaceman510 I'll check that savegame. EDIT: Could you please tell me the name of one of the probes in question? @_Krieger_ You can avoid that, with some savegame editing: open persistent.sfs and search for 'Malfunction' (whole-word, case-sensitive): every entry you will find will look like this: MODULE { name = Malfunction isEnabled = True min_lifetime = 432000 max_lifetime = 43200000 malfunctions = 0 age = 0.611999986320734 lifetime = 18422259.142819 quality = 1 // ... more stuff ... } Delete all of it, for every entry you find. Make a backup of the savegame first, just in case. If you do this, the malfunctions will stop happening on existing vessels too. Edited May 14, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
geb Posted May 14, 2016 Share Posted May 14, 2016 Is there a way to adjust which warning messages will halt timewarp? I looked in the config files, but there seemed to be nothing there. It gets very annoying to fly an interplanetary course when your timewarp keeps getting halted by some old Mun probe complaining about its batteries being low, or a Minmus orbiter periodically losing line of sight to home. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 14, 2016 Author Share Posted May 14, 2016 @geb Yes. Click on a vessel in the monitor ui, you will see categories of messages that can be disabled or enabled per-vessel. Also, hitting CTRL+N will mute/unmute messages for all vessels. Link to comment Share on other sites More sharing options...
Spaceman510 Posted May 14, 2016 Share Posted May 14, 2016 17 minutes ago, ShotgunNinja said: @Spaceman510 I'll check that savegame. EDIT: Could you please tell me the name of one of the probes in question? @_Krieger_ You can avoid that, with some savegame editing: open persistent.sfs and search for 'Malfunction' (whole-word, case-sensitive): every entry you will find will look like this: MODULE { name = Malfunction isEnabled = True min_lifetime = 432000 max_lifetime = 43200000 malfunctions = 0 age = 0.611999986320734 lifetime = 18422259.142819 quality = 1 // ... more stuff ... } Delete all of it, for every entry you find. Make a backup of the savegame first, just in case. If you do this, the malfunctions will stop happening on existing vessels too. Just thought of that. The probes in question are the Iapetus/Hyperion ComSats, as well as the probe in polar orbit of Minmus. Thanks! Link to comment Share on other sites More sharing options...
geb Posted May 14, 2016 Share Posted May 14, 2016 Aha! Very neat. You can even set notes too. Thanks ShotgunNinja! Link to comment Share on other sites More sharing options...
Spaceman510 Posted May 14, 2016 Share Posted May 14, 2016 Also, I have some questions about solar storms. How long do they last, how common are they, and will LKO protect me? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 15, 2016 Author Share Posted May 15, 2016 @Spaceman510 I found the problem. Apparently, somehow, one of your vessel has a ModuleGenerator (ISRU, fuel cell) that isn't in the part prefab... Now the why this is happening baffle me, but I'm going to fix it anyway. The problem happening on the other satellites is just due to them being after the vessel in question in the list of vessels. You can find some info about storms and more on the wiki. A storm last 1 kerbin day, their frequency depend on the distance from the sun. You can customize these values in the Settings.cfg file (here is some documentation about that). Magnetospheres protect from storm radiation, but storms trigger signal blackouts inside them. Link to comment Share on other sites More sharing options...
Spaceman510 Posted May 15, 2016 Share Posted May 15, 2016 6 minutes ago, ShotgunNinja said: @Spaceman510 I found the problem. Apparently, somehow, one of your vessel has a ModuleGenerator (ISRU, fuel cell) that isn't in the part prefab... Now the why this is happening baffle me, but I'm going to fix it anyway. The problem happening on the other satellites is just due to them being after the vessel in question in the list of vessels. You can find some info about storms and more on the wiki. A storm last 1 kerbin day, their frequency depend on the distance from the sun. You can customize these values in the Settings.cfg file (here is some documentation about that). Magnetospheres protect from storm radiation, but storms trigger signal blackouts inside them. Thanks! Such an issue, if it affects crewed vessels, too, would be disastrous (as I'm still taking my baby steps here). Also, upon thinking about it, what's the vessel in question? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 15, 2016 Author Share Posted May 15, 2016 @Spaceman510 Setareh-1 Probe on minmus. BTW your space program is a pleasure to look at . Link to comment Share on other sites More sharing options...
Spaceman510 Posted May 15, 2016 Share Posted May 15, 2016 3 minutes ago, ShotgunNinja said: @Spaceman510 Setareh-1 Probe on minmus. BTW your space program is a pleasure to look at . Thanks! Can't wait until I get everything running. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 15, 2016 Author Share Posted May 15, 2016 @Spaceman510 Fixed, replace Kerbalism.dll with this one. Link to comment Share on other sites More sharing options...
SkyblueX Posted May 15, 2016 Share Posted May 15, 2016 Hey there, I've been experiencing a bug that's becoming very annoying- Whenever I try to EVA a kerbal, it gets cloned, and I somehow have two of the same kerbals, and the game doesn't seem to even notice it. I've done numerous tests, and it seems that their is something in this mod that is causing. I've loaded up the game with just this mod and it's dependencies, and the problem occurs no matter what. But when I take out this mod the problem magically disappears. I made sure that I downloaded and installed the community resource pack, and module manager. This also seems to happen to me in all versions of this mod, as well as in the newest ones. Any help is greatly appreciated Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 15, 2016 Author Share Posted May 15, 2016 @SkyblueX I had similar report in the past, that turned out to be related to Kerbal Krash System. See here. If this doesn't apply, then by all means send me the log and the savegame so I'll see what may be causing this. Link to comment Share on other sites More sharing options...
SkyblueX Posted May 15, 2016 Share Posted May 15, 2016 Yep, that fixed it =D All I did was remove Kerbal Krash System, and the problem went away Honestly, I have no clue as to why the problem was still occurring when the only mod I had was Kerbalism ( kerbal krash system was not in the GameData folder). Anyways, it at least worked Many thanks! Link to comment Share on other sites More sharing options...
BashGordon33 Posted May 15, 2016 Share Posted May 15, 2016 Can you please add magnetosphere to other planet mods such as New Horizons and Outer Planets Mod Link to comment Share on other sites More sharing options...
Dexter_D Posted May 15, 2016 Share Posted May 15, 2016 @ShotgunNinja Well I had to tweak my save file, but that solved the issue. Tech { id = engineering101 state = Available cost = 5 part = GeigerCounter part = shortAntenna part = sensorBarometer part = stackDecoupler part = longAntenna <- I just had to remove this. } I believe this happened because I startet a career with an older version of kerbalism since I couldn't see the issue with a new career. Link to comment Share on other sites More sharing options...
DarkonZ Posted May 15, 2016 Share Posted May 15, 2016 (edited) Seems something died inside Kerbalism 0.9.9.8... Win7 64bit KSP 112 64bit Kerbalism 0998 CRP 0511 MM 2624 Started with a clean install of KSP and just the mods stated above. On first run with default config, it seemed to work. Nothing crazy unusual. Then cleaned out KSP and enabled the realism config, started new game, and seemingly it all looked ok. Not until I went to the details window. It was blank, with most of the title clipped off the far left side. And that's when the exceptions started flying. Lots of them like this: [EXC 08:24:06.299] InvalidCastException: Cannot cast from source type to destination type. UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, Boolean alwaysShowHorizontal, Boolean alwaysShowVertical, UnityEngine.GUIStyle horizontalScrollbar, UnityEngine.GUIStyle verticalScrollbar, UnityEngine.GUIStyle background, UnityEngine.GUILayoutOption[] options) UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, UnityEngine.GUIStyle horizontalScrollbar, UnityEngine.GUIStyle verticalScrollbar, UnityEngine.GUILayoutOption[] options) KERBALISM.Info.render (Int32 id) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 08:24:06.337] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[System.String,KERBALISM.vmon_cache].get_Item (System.String key) KERBALISM.Info.render_info () KERBALISM.Info.render (Int32 id) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [ERR 08:24:06.341] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) Just to be sure I cleaned KSP out again and enabled the TAC config. None of this happened. Same clean up routine again, re-enabled the realism config and got the same problems mentioned above. Opps, forgot the other log. Lots of these too. (Filename: Line: 405) InvalidCastException: Cannot cast from source type to destination type. at UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, Boolean alwaysShowHorizontal, Boolean alwaysShowVertical, UnityEngine.GUIStyle horizontalScrollbar, UnityEngine.GUIStyle verticalScrollbar, UnityEngine.GUIStyle background, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, UnityEngine.GUIStyle horizontalScrollbar, UnityEngine.GUIStyle verticalScrollbar, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KERBALISM.Info.render (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,KERBALISM.vmon_cache].get_Item (System.String key) [0x00000] in <filename unknown>:0 at KERBALISM.Info.render_info () [0x00000] in <filename unknown>:0 at KERBALISM.Info.render (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) Edited May 15, 2016 by DarkonZ Forgot other log... Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 15, 2016 Author Share Posted May 15, 2016 @BashGordon33 The magnetosphere parameters are generated using dark magic, so any body added by any mod pack should just work. @DarkonZ Thanks, will check what is going on Link to comment Share on other sites More sharing options...
crapstar Posted May 15, 2016 Share Posted May 15, 2016 I am having the same issue as DarkonZ. My log file looks the same. Btw, thanks for working on this amazing mod! Link to comment Share on other sites More sharing options...
ShotgunNinja Posted May 15, 2016 Author Share Posted May 15, 2016 @DarkonZ, @crapstar Dang, it was a bug from a couple versions ago that went un-noticed until now, it only happen when some rule names are different than the resource name. I'll release a new version in a few days, for now replace the dll with this one. Link to comment Share on other sites More sharing options...
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