JPLRepo Posted December 19, 2016 Author Share Posted December 19, 2016 5 hours ago, illectro said: I was sure I had this working a few weeks ago, but now it's not detecting anything, and there's nothing in the logs. Anyone know if it's sensitive to versions of other mods which might have been updated in the last couple of weeks. Using the v1.9 Develop DLL with Galileo mod. Nothing in logs... Assume you mean the telescope is not finding any bodies? Targeting them and pointing at them, then firing and nothing is happening? I did find a bug in the last dev version I did, and I did want to get a version out before I went on holidays from day job (Which I am now on). But I'll see if I can get something out in the next day or two as a new dev version for you to try. Quote Link to comment Share on other sites More sharing options...
Comrade Smartass Posted December 21, 2016 Share Posted December 21, 2016 Hey everyone. So I'm having an issue running the 1.9 version of the mod with Galileo's Planetary Pack. I'm unable to track any of the planets or moons and in map view all planets are visible, but don't have path circles. Quote Link to comment Share on other sites More sharing options...
Benji13 Posted December 22, 2016 Share Posted December 22, 2016 What currently still needs to be fixed/done before there is an official release for 1.2? Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted December 22, 2016 Author Share Posted December 22, 2016 On 21/12/2016 at 11:46 AM, Comrade Smartass said: Hey everyone. So I'm having an issue running the 1.9 version of the mod with Galileo's Planetary Pack. I'm unable to track any of the planets or moons and in map view all planets are visible, but don't have path circles. Not familiar with that pack but assuming it's using Kopernicus it should work. You are running the dev version of this mod then. What do you mean by "track"?? Planets visible as a dot, with no orbit lines in mapview/tracking station sounds completely normal (as that is the starting state for undiscovered celestial bodies) until you find them using a telescope. 16 hours ago, Benji13 said: What currently still needs to be fixed/done before there is an official release for 1.2? Make the planets completely invisible as per previous comment. I am about mid-way through adding this to the mod: - An Observatory expansion for better information about undiscovered bodies. - A better system for finding undiscovered bodies. - Contracts for undiscovered bodies So to answer your question all of the above ^, then tested and working. Quote Link to comment Share on other sites More sharing options...
Katchau Posted December 22, 2016 Share Posted December 22, 2016 (edited) Scott has the same problem with the dev version. You can´t track new bodies with the telescope. Any hope for a hotfix ? Edited December 22, 2016 by Katchau Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted December 22, 2016 Author Share Posted December 22, 2016 1 minute ago, Katchau said: Scott has the same problem, with the dev version. You can´t track new bodies with the telescope. Any hope for a hotfix ? You mean @illectro I asked for more info and didn't get a response. He can always PM me. Without logs.. what do you guys want me to do? I'll look into it, but I am on holidays as I said and would rather be at the beach. I'll see if I can reproduce myself, or whether I update the dev version in the meantime until I get back. Unfortunately, as I am halfway through doing the other things mentioned. I could look to fix the tracking but then introduce half a dozen other bugs for the incomplete changes. I could look to cherry pick the changes to only fix this problem, but that takes time, so again, not time I currently have until after the holidays. Quote Link to comment Share on other sites More sharing options...
Errol Posted December 24, 2016 Share Posted December 24, 2016 Gonna take me a while to just land on the mun even anyway, so I'm in no rush. Quote Link to comment Share on other sites More sharing options...
Racescort666 Posted December 29, 2016 Share Posted December 29, 2016 I'm having the same problem where the telescope is saying that it doesn't see anything when you're trying to track a body; exactly the same as Scott's video. Here is the Research Bodies output log: https://drive.google.com/open?id=0B2WvukZy_YqaanVBaHpkX3JreG8 For some reason my game isn't generating the game output log. It isn't in the prescribed directory: KSP_win64\KSP_x64_Data. I searched the KSP folder by date and didn't see an output log. I also searched my parent folder and the last log I have is from my 1.1.3 build. I don't know if this is another problem but I'm going to poke around the Add-on tech support forum about this problem. Info: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Toolbar - 1.7.13USI Tools - 0.8.7 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.5.3 B9 Aerospace HX Parts - 6.2.1 Community Category Kit - 1.2.1 Community Resource Pack - 0.6.4 CommunityTechTree - 3.0.2 Contract Configurator - 1.22.2 DistantObjectEnhancement - 1.8.1 Firespitter - 7.5 GalileosPlanetPack - 1.0.2 Kerbal Engineer Redux - 1.1.2.8 KSP-AVC Plugin - 1.1.6.2 ModularFlightIntegrator - 1.2.3 Docking Port Alignment Indicator - 6.5.1 PlanetShine - 0.2.5.2RCS Build Aid - 0.9.1 ReentryParticleEffect - 1.2.0.1 ResearchBodies - 1.8.1 *The launcher says I'm running 1.8.1 but the log says 1.9.0 SCANsat - 1.1.6.11 SETI-ProbeParts - 1.2.2 SpaceY Expanded - 1.3.1 SpaceY Lifters - 1.15 Kerbal Alarm Clock - 3.8.3 Transfer Window Planner - 1.6USI Core - 0.3.5 Asteroid Recycling Tech - 0.9.5USI Exploration Pack - 0.7 Freight Transport Tech - 0.6.4 Konstruction - 0.1.8USI-LS - 0.5.14 UKS - 0.50.8 Unmanned before Manned - 1.2.2 EVAParachutesAndEjectionSeats - 0.1.10.1 Most of these were installed via CKAN except: Docking Port Alignment Indicator, ResearchBodies, GalileosPlanetPack, StockVisualEnhancement, CommunityTechTree Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted December 29, 2016 Author Share Posted December 29, 2016 3 hours ago, Racescort666 said: I'm having the same problem where the telescope is saying that it doesn't see anything when you're trying to track a body; exactly the same as Scott's video. Here is the Research Bodies output log: https://drive.google.com/open?id=0B2WvukZy_YqaanVBaHpkX3JreG8 For some reason my game isn't generating the game output log. It isn't in the prescribed directory: KSP_win64\KSP_x64_Data. I searched the KSP folder by date and didn't see an output log. I also searched my parent folder and the last log I have is from my 1.1.3 build. I don't know if this is another problem but I'm going to poke around the Add-on tech support forum about this problem. Info: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Toolbar - 1.7.13USI Tools - 0.8.7 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.5.3 B9 Aerospace HX Parts - 6.2.1 Community Category Kit - 1.2.1 Community Resource Pack - 0.6.4 CommunityTechTree - 3.0.2 Contract Configurator - 1.22.2 DistantObjectEnhancement - 1.8.1 Firespitter - 7.5 GalileosPlanetPack - 1.0.2 Kerbal Engineer Redux - 1.1.2.8 KSP-AVC Plugin - 1.1.6.2 ModularFlightIntegrator - 1.2.3 Docking Port Alignment Indicator - 6.5.1 PlanetShine - 0.2.5.2RCS Build Aid - 0.9.1 ReentryParticleEffect - 1.2.0.1 ResearchBodies - 1.8.1 *The launcher says I'm running 1.8.1 but the log says 1.9.0 SCANsat - 1.1.6.11 SETI-ProbeParts - 1.2.2 SpaceY Expanded - 1.3.1 SpaceY Lifters - 1.15 Kerbal Alarm Clock - 3.8.3 Transfer Window Planner - 1.6USI Core - 0.3.5 Asteroid Recycling Tech - 0.9.5USI Exploration Pack - 0.7 Freight Transport Tech - 0.6.4 Konstruction - 0.1.8USI-LS - 0.5.14 UKS - 0.50.8 Unmanned before Manned - 1.2.2 EVAParachutesAndEjectionSeats - 0.1.10.1 Most of these were installed via CKAN except: Docking Port Alignment Indicator, ResearchBodies, GalileosPlanetPack, StockVisualEnhancement, CommunityTechTree Your log file ^ is not shared public. Quote Link to comment Share on other sites More sharing options...
Racescort666 Posted December 29, 2016 Share Posted December 29, 2016 3 hours ago, JPLRepo said: Your log file ^ is not shared public. my bad. Try it again. Otherwise, I've had better luck with OneDrive: https://1drv.ms/u/s!AlzBuA7rB-R0n0X_o_UjYSINqzmk Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted December 30, 2016 Author Share Posted December 30, 2016 11 hours ago, Racescort666 said: my bad. Try it again. Otherwise, I've had better luck with OneDrive: https://1drv.ms/u/s!AlzBuA7rB-R0n0X_o_UjYSINqzmk Thanks, but very little to go on there. Good news is I am back from holidays. So I will start looking into the problem and look to finish the full release in the next week. Quote Link to comment Share on other sites More sharing options...
Racescort666 Posted December 30, 2016 Share Posted December 30, 2016 (edited) 5 hours ago, JPLRepo said: Thanks, but very little to go on there. Good news is I am back from holidays. So I will start looking into the problem and look to finish the full release in the next week. I got my output_log situation figured out. Ninja edit: Output_log: https://drive.google.com/file/d/0B2WvukZy_YqaenYwelRkeEVja00/view?usp=sharing Research Bodies Log: https://drive.google.com/file/d/0B2WvukZy_YqaSlJZTHV4bWd5ekk/view?usp=sharing Edited December 30, 2016 by Racescort666 Ninja Edit for new log Quote Link to comment Share on other sites More sharing options...
MisterFister Posted January 1, 2017 Share Posted January 1, 2017 I keep going on KSP blackout due to school and whatnot, coming up for air seemingly right on time for major KSP version pushes, which knocks the entire mod ecosystem out of whack. As a result, I've known about this mod for a very long time but have never managed to succeed at trying it out in a long-grind hardcore-difficult career. I might be in the process of gearing up for that, however, and to see this and discover that this mod, as one of the last two I'm waiting on for updates to chase a KSP version upgrade, might come out in the "soon" timeframe... Makes me very happy. Quote Link to comment Share on other sites More sharing options...
Senzipo Posted January 2, 2017 Share Posted January 2, 2017 I've got mod setup as close as I can get to Scott's Galileo career, but running 1.2.2, and Research Bodies is working just fine for me; just 'unlocked' the whole solar system. You really have to be pointing quite directly at the more distant bodies and moons in particular it seems; until I had probe with target tracking nodes I couldn't get a few of them. Before I had target maneuver node tracking, I had to wiggle around the node mashing the button wildly. Because no dialog box pops up when you successfully unlock the planet for research at the KSC, this method overwrites the successful discovery text with the stock failure text, making it seem like nothing happened. I often 'discovered' planets without realizing it, making it seem like more of the planets were undiscoverable at first. This impression is increased by the fact you gain no new information for simply discovering the body, so if you're in Map View it still looks undiscovered. I'd wager some of these complaints are from people who are successfully discovering planets, but this apparent lack of feedback makes them not realize they must go to the observatory to progress. If successfully unlocking a planet for research prompted a dialog box, and perhaps displayed the name of the unlocked body in map view instead of continuing to call it undiscovered, there'd be no chance of confusion. Quote Link to comment Share on other sites More sharing options...
seanth Posted January 3, 2017 Share Posted January 3, 2017 Is there a way to use module manager to add things to the ignore node in the database.cfg? Something like: Quote @RESEARCHBODIES[*]{ @IGNORE{ +body = Duna } } Anyone tried something like this? Quote Link to comment Share on other sites More sharing options...
Tiptonian Posted January 3, 2017 Share Posted January 3, 2017 On 1/1/2017 at 10:09 PM, Senzipo said: I've got mod setup as close as I can get to Scott's Galileo career, but running 1.2.2, and Research Bodies is working just fine for me; just 'unlocked' the whole solar system. You really have to be pointing quite directly at the more distant bodies and moons in particular it seems; until I had probe with target tracking nodes I couldn't get a few of them. Before I had target maneuver node tracking, I had to wiggle around the node mashing the button wildly. Because no dialog box pops up when you successfully unlock the planet for research at the KSC, this method overwrites the successful discovery text with the stock failure text, making it seem like nothing happened. I often 'discovered' planets without realizing it, making it seem like more of the planets were undiscoverable at first. This impression is increased by the fact you gain no new information for simply discovering the body, so if you're in Map View it still looks undiscovered. I'd wager some of these complaints are from people who are successfully discovering planets, but this apparent lack of feedback makes them not realize they must go to the observatory to progress. If successfully unlocking a planet for research prompted a dialog box, and perhaps displayed the name of the unlocked body in map view instead of continuing to call it undiscovered, there'd be no chance of confusion. I can confirm this works. Probe core with target tracking makes the discoveries happen. I get messages for them as well. Strange issue. Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted January 3, 2017 Author Share Posted January 3, 2017 On 1/2/2017 at 3:09 PM, Senzipo said: I've got mod setup as close as I can get to Scott's Galileo career, but running 1.2.2, and Research Bodies is working just fine for me; just 'unlocked' the whole solar system. You really have to be pointing quite directly at the more distant bodies and moons in particular it seems; until I had probe with target tracking nodes I couldn't get a few of them. Before I had target maneuver node tracking, I had to wiggle around the node mashing the button wildly. Because no dialog box pops up when you successfully unlock the planet for research at the KSC, this method overwrites the successful discovery text with the stock failure text, making it seem like nothing happened. I often 'discovered' planets without realizing it, making it seem like more of the planets were undiscoverable at first. This impression is increased by the fact you gain no new information for simply discovering the body, so if you're in Map View it still looks undiscovered. I'd wager some of these complaints are from people who are successfully discovering planets, but this apparent lack of feedback makes them not realize they must go to the observatory to progress. If successfully unlocking a planet for research prompted a dialog box, and perhaps displayed the name of the unlocked body in map view instead of continuing to call it undiscovered, there'd be no chance of confusion. 1 hour ago, Tiptonian said: I can confirm this works. Probe core with target tracking makes the discoveries happen. I get messages for them as well. Strange issue. Thanks for the info guys. Hmm, it could be as you are using planet packs that the more distant planets do need more accurate pointing. The telescope works by looking within a viewing range (degrees) from where it is pointing. Obviously the further away it is, the more accurate you have to be. It might be the part config needs this parameter tweaked when Kopernicus and planet packs are installed. There are no pop-up dialogs, but a screen message should appear and a text message should appear in the ResearchBodies UI window when you discover a planet. But yes, visually in map mode nothing changes when they are discovered. I'm looking into actually not having the planet appear at all, but that makes it difficult to target (impossible) or know where to look. So currently thinking about how to tackle this problem. Having the name appear - that's some thing I can look at but I think is an issue because you only have a few status's for the planets in stock to play with. Quote Link to comment Share on other sites More sharing options...
techgamer17 Posted January 4, 2017 Share Posted January 4, 2017 Wouldnt it be difficult planning and seeing an encounter with these unknown objects, or would it say if you get an encounter? Quote Link to comment Share on other sites More sharing options...
Senzipo Posted January 5, 2017 Share Posted January 5, 2017 (edited) On 1/3/2017 at 2:12 PM, JPLRepo said: Thanks for the info guys. Hmm, it could be as you are using planet packs that the more distant planets do need more accurate pointing. The telescope works by looking within a viewing range (degrees) from where it is pointing. Obviously the further away it is, the more accurate you have to be. It might be the part config needs this parameter tweaked when Kopernicus and planet packs are installed. There are no pop-up dialogs, but a screen message should appear and a text message should appear in the ResearchBodies UI window when you discover a planet. But yes, visually in map mode nothing changes when they are discovered. I'm looking into actually not having the planet appear at all, but that makes it difficult to target (impossible) or know where to look. So currently thinking about how to tackle this problem. Having the name appear - that's some thing I can look at but I think is an issue because you only have a few status's for the planets in stock to play with. Considering GPP has tiny bodies up to 6 times further out than Eeloo, this works surprisingly well. A simple 'body discovered' popup would fix people overlooking the nice flavortext you've provided in the UI window, cause most people using this mod are going to be mashing the button at first. I personally like how distant bodies were harder to find- I was considering launching a telescope into deep space for a while there, which seems like a realistic and natural gradation of difficulty. As far as keeping the bodies completely invisible until discovered, I like the idea a lot. Maybe bodies within a certain distance of your home planet should appear in the tracking station, but for further out bodies, you should have to put a telescope in a low solar orbit and run a different type of scan to make them appear? Getting close to the sun, and looking for moving reflections further out, since being in a low solar orbit guarantees distant bodies are illuminated, is the idea. Another change I'd recommend, if you're so inclined- researching bodies at the space station seems too easy, just throwing funds at each stage of the research program. Depending on your mod set and where you are in career, you could have orders of magnitude more money than required. Perhaps make each phase of research take a week or a month or something, so if feels more rewarding, and like some research program is actually going on behind the covers. Anyways, I absolutely love this mod. It made being in a strange solar system much more exciting, learning about the bodies in degrees feels much more thrilling than being able to immediately see them all and plan out your mission parameters decades before you have the tech to get there. If you got it up to full working order, I'd say Research Bodies is essential to playing in any Kopernicus modded system. Amazing how simple gameplay mods like this can change the experience so much. Edited January 5, 2017 by Senzipo Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted January 6, 2017 Author Share Posted January 6, 2017 56 minutes ago, Senzipo said: Considering GPP has tiny bodies up to 6 times further out than Eeloo, this works surprisingly well. A simple 'body discovered' popup would fix people overlooking the nice flavortext you've provided in the UI window, cause most people using this mod are going to be mashing the button at first. I personally like how distant bodies were harder to find- I was considering launching a telescope into deep space for a while there, which seems like a realistic and natural gradation of difficulty. As far as keeping the bodies completely invisible until discovered, I like the idea a lot. Maybe bodies within a certain distance of your home planet should appear in the tracking station, but for further out bodies, you should have to put a telescope in a low solar orbit and run a different type of scan to make them appear? Getting close to the sun, and looking for moving reflections further out, since being in a low solar orbit guarantees distant bodies are illuminated, is the idea. Another change I'd recommend, if you're so inclined- researching bodies at the space station seems too easy, just throwing funds at each stage of the research program. Depending on your mod set and where you are in career, you could have orders of magnitude more money than required. Perhaps make each phase of research take a week or a month or something, so if feels more rewarding, and like some research program is actually going on behind the covers. Anyways, I absolutely love this mod. It made being in a strange solar system much more exciting, learning about the bodies in degrees feels much more thrilling than being able to immediately see them all and plan out your mission parameters decades before you have the tech to get there. If you got it up to full working order, I'd say Research Bodies is essential to playing in any Kopernicus modded system. Amazing how simple gameplay mods like this can change the experience so much. Thanks for the feedback. I'll look at a pop-up then. Yes, I've been thinking maybe them completely invisible will work once I have the contracts in place (about 70% there). There will be a contract that is available at the new Observatory facility at the KSC that will scan the skies to find new bodies. There will also be a contract for doing the same thing with a telescope in orbit. So I think the totally invisible won't be an issue. Of course you could just point the telescope and keep clicking and hope you find one as well. The new version will not be just throwing funds at each stage any more. You will not be able to do that at all. You will have to complete research contracts or scan over a period of time with a telescope. Of course - all this only works in career games. For sandbox - well the mod isn't really designed to be played in sandbox anyway. Quote Link to comment Share on other sites More sharing options...
Racescort666 Posted January 6, 2017 Share Posted January 6, 2017 Ok, I was still having problems with discovering bodies so I created a new install, installed Kopernicus, GPP, Stock Visual Enhancement, and Research Bodies. All the planets for GPP showed up fine, I screwed up the planet textures so I installed SVE and that fixed the planet textures. Procedure for problem: I used the cheat menu to edit a telescope into orbit, set Niven (the closest planet) as the target, set SAS to track target, opened the research bodies UI, clicked away, and no bodies were researched and only negative flavor text was displayed. output log: https://drive.google.com/file/d/0B2WvukZy_YqaLUlJOTVxWFRGTTQ/view?usp=sharing Research bodies log: https://drive.google.com/file/d/0B2WvukZy_YqaLXA4VFBGek9iWEU/view?usp=sharing I had forgot about this until setting a new game up again but GPP has it's own database.cfg file. It looks like it just populates the flavor texts, planet names, and which planets are already discovered at what difficulty levels. This is going to be standard for all planet pack mods right? It shouldn't affect whether the telescope discovers something at all right? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted January 6, 2017 Share Posted January 6, 2017 KSP 1.2.2, Tarsier Space Technology v6.6.1, Research Bodies v1.8.1, CTT 3.0.3, Career game, tracking station fully upgraded. I have researched the first scope in the tech tree and I've been waiting for a contract to put the scope into orbit. Should I be? Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted January 6, 2017 Author Share Posted January 6, 2017 1 hour ago, Brigadier said: KSP 1.2.2, Tarsier Space Technology v6.6.1, Research Bodies v1.8.1, CTT 3.0.3, Career game, tracking station fully upgraded. I have researched the first scope in the tech tree and I've been waiting for a contract to put the scope into orbit. Should I be? Errr. nope. I wouldn't be. There are no contracts in any of the currently available versions of Research Bodies... it's coming(tm) Quote Link to comment Share on other sites More sharing options...
Brandog Posted January 6, 2017 Share Posted January 6, 2017 Hi! Love the mod, been using it for awhile now. Just stopping by to ask, and this might be something silly to add, how hard would it be to ass naming planets when you discover them? Just thought it would be a neat feature. Perhaps when you discover a planet a little dialog pops up and you can type a name. Just a thought I had. Looking forward to the next update! Quote Link to comment Share on other sites More sharing options...
Brigadier Posted January 6, 2017 Share Posted January 6, 2017 9 hours ago, JPLRepo said: Errr. nope. I wouldn't be. There are no contracts in any of the currently available versions of Research Bodies... it's coming(tm) Cheers, I thought that might be the case. My mistake. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.