kerbowie Posted February 7, 2017 Share Posted February 7, 2017 (edited) I experienced a bug that might be related to this mod, but I'm not sure how I can tell for sure. I went on my first rescue contract and found the stranded kerbal in a pod with no hatch - one of the USI life support pods. I installed this mod at that time but I guess since I had already loaded the pod, it remained where it was and I still had to edit the save file to move the kerbal to my rescue ship. When I returned to the surface and the contract completed, I lost all my other contracts ("completed" and "active" lists were empty and contracts I had previously completed showed up as available, all the way back to "orbit kerbin" etc.) and the kerbal I rescued was nowhere to be found. The only contract I had in "completed" was the rescue mission I just finished. I was able to restore most of the contracts by copying the relevant section from a previous save file, but I did not get the kerbal back. I experienced the exact same thing the next rescue mission I tried. I guess I'll just avoid rescue missions for now. If there's any information I can provide that can help narrow down the cause please let me know, and sorry if this is the wrong place to report this. Edited February 7, 2017 by kerbowie Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 7, 2017 Author Share Posted February 7, 2017 @kerbowie Thats a new one to me; I've only seen that happen when I've installed (or more often, removed) mods that add or alter the contracts (USI, TAC, many others). Did you add/remove any other mods at the same time? RescuePodValidator does not touch existing contracts. It does only a single thing -- change the part-name assigned to rescue contracts on newly generated contracts to one of the part-names from the 'valid parts' list. That is all. It doesn't touch your existing accepted contracts, nor those that are already generated and not-yet-accepted, and certainly doesn't touch the finished contracts. However, if you can happen to find a reliable set of steps for reproduction in an otherwise stock install (and confirm it only happens with this mod installed), please let me know. Including the save and log files will be needed. Quote Link to comment Share on other sites More sharing options...
kerbowie Posted February 7, 2017 Share Posted February 7, 2017 (edited) I did upgrade USI LS via CKAN over the weekend, along with a couple other mods I don't think are related. Other than that, no changes except installing RescuePodValidator. Thanks for the explanation regardless, it doesn't seem like RescuePodValidator can be the root cause of this but I'm still stumped as to what's going on. If it continues I'll try to dig into it and see if I can find a way to reliably reproduce the problem. Edited February 7, 2017 by kerbowie Quote Link to comment Share on other sites More sharing options...
Jebs_SY Posted February 7, 2017 Share Posted February 7, 2017 8 hours ago, kerbowie said: When I returned to the surface and the contract completed, I lost all my other contracts ("completed" and "active" lists were empty and contracts I had previously completed showed up as available, all the way back to "orbit kerbin" etc.) and the kerbal I rescued was nowhere to be found. The only contract I had in "completed" was the rescue mission I just finished. Did you maybe used the Quickstart Mod and load the game directly onto the last vehicle? Someone said he experienced the same "mission losses" when doing so. Quote Link to comment Share on other sites More sharing options...
kerbowie Posted February 8, 2017 Share Posted February 8, 2017 15 hours ago, Jebs_SY said: Did you maybe used the Quickstart Mod and load the game directly onto the last vehicle? Someone said he experienced the same "mission losses" when doing so. Quite possibly! I do use that mod and although I don't recall if I used it during the rescue mission, it definitely matches the description: Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted May 30, 2017 Author Share Posted May 30, 2017 Will be doing a recompile / update of this mod for 1.3 later this week/weekend. If the current 1.2.2. versions are working under 1.3, please let me know (and/or if they are not working). I don't anticipate that there will be many (or any) changes needed for this mod during the update, but won't know until I can start digging into it. Quote Link to comment Share on other sites More sharing options...
FrontLineFodder Posted June 2, 2017 Share Posted June 2, 2017 On 31/05/2017 at 2:37 AM, Shadowmage said: Will be doing a recompile / update of this mod for 1.3 later this week/weekend. If the current 1.2.2. versions are working under 1.3, please let me know (and/or if they are not working). I don't anticipate that there will be many (or any) changes needed for this mod during the update, but won't know until I can start digging into it. I'm still waiting for a few other mods to update before I jump to 1.3. I cant yet say if there are issues. I've just started a new career, and will be accepting as many rescues as I can manage. I need crew <evil grin> Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted June 4, 2017 Author Share Posted June 4, 2017 Recompile for KSP 1.3 is available: https://github.com/shadowmage45/KSPRescuePodFix/releases/tag/1.1.0.7 No functional changes, and the old version probably worked fine, but just in case.... (also updated AVC / CKAN .version files...) Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 5, 2017 Share Posted July 5, 2017 On 11/2/2016 at 10:31 AM, steedcrugeon said: Would I be right in thinking that I could add an MM patch to my mod as such: @RESCUE_POD_TYPES:NEEDS[KSPPodRescueFix] { %name = rektkm1a %name = rektmk1d %name = rektmk1n } and this would implement the pods onto the existing list, where someone has your mod installed Minor issue with this patch, for anyone thinking of using a variant for their own mods: The name of this mod is 'KSPRescuePodFix' - so the above NEEDS statement is incorrect. Corrected first line: @RESCUE_POD_TYPES:NEEDS[KSPRescuePodFix] Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 5, 2017 Share Posted July 5, 2017 ...And it's 'part', not 'name'. So, what should be a working patch: @RESCUE_POD_TYPES:NEEDS[KSPRescuePodFix] { part = rektkm1a part = rektmk1d part = rektmk1n } (Note: I've already submitted a PR to REKT on this issue - I'm putting this here as a 'better community docs' response. You should be able to copy the above into an MM file, replace the part names with whatever you want, and use that as a template for compatibility.) Quote Link to comment Share on other sites More sharing options...
Morashtak Posted July 16, 2017 Share Posted July 16, 2017 (edited) For those using Roverdude's Exploration Pack that includes the DERP (Deployable Emergency Reentry Pod) one can comment out the parts in the config file (don't delete it) in this mod and add the following config file in the USI SrvPack folder; @RESCUE_POD_TYPES:NEEDS[KSPRescuePodFix] { part = DERP_POD } Now you'll only be chasing big orange beach balls around in orbit - Looks better than finding "broken up craft parts" just drifting about. Edited July 16, 2017 by Morashtak link Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 16, 2017 Share Posted July 16, 2017 58 minutes ago, Morashtak said: For those using Roverdude's Exploration Pack that includes the DERP (Deployable Emergency Reentry Pod) one can comment out the parts in the config file (don't delete it) in this mod and add the following config file in the USI SrvPack folder; @RESCUE_POD_TYPES:NEEDS[KSPRescuePodFix] { part = DERP_POD } Now you'll only be chasing big orange beach balls around in orbit - Looks better than finding "broken up craft parts" just drifting about. Huh, I thought the DERP pod spawned in its uninflated state so I always made sure to exclude it. I generally configure it to use the REKT pods since they're another dedicated escape pod. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted October 6, 2017 Author Share Posted October 6, 2017 1.3.1 Info: Official 1.3.1 update will (hopefully) be done this weekend (10-07-17 <-> 10-09-17). Will be a simple recompile to get things working under the new KSP version, should not have any other changes in it. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted October 8, 2017 Author Share Posted October 8, 2017 Updated release is available: https://github.com/shadowmage45/KSPRescuePodFix/releases/tag/1.2.0.8 Simple recompile for KSP 1.3.1 (was probably still working with the old version, but simple enough to update). WARNING -- Likely is not backwards compatible with KSP-1.3.0. Quote Link to comment Share on other sites More sharing options...
JohnnyPanzer Posted January 19, 2018 Share Posted January 19, 2018 (edited) Every time I start a new install of KSP, this is the mod I forget to include, but it's also the one mod that I have used in all installs since it came out. It's an absolute life saver. Thank you a million times for your work! Also, I now have a post-it glued to my monitor, that says "KSPRescuePodFix! Come on!" Edited January 19, 2018 by JohnnyPanzer Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted January 19, 2018 Author Share Posted January 19, 2018 1 hour ago, JohnnyPanzer said: Every time I start a new install of KSP, this is the mod I forget to include, Hehe, at least I'm not the only one (I always forget about this as well; its so small and unobtrusive it just slips the mind) I honestly forget this mod even exists most of the time, it is so low maintenance it never pops up in my support queue. Glad it is still serving its purpose though Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted January 19, 2018 Share Posted January 19, 2018 Not strictly related to this mod, but is anyone aware of a mod or configuration edit to set a higher minimum altitude for pods to spawn? Having a craft appear at 75 km in an upscale system with a thicker atmosphere makes these rescues a bit difficult. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted March 10, 2018 Author Share Posted March 10, 2018 Updated release is available: https://github.com/shadowmage45/KSPRescuePodFix/releases/tag/1.3.1.9 Updates the mod for KSP 1.4. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted March 11, 2018 Share Posted March 11, 2018 10 hours ago, Shadowmage said: Updated release is available: https://github.com/shadowmage45/KSPRescuePodFix/releases/tag/1.3.1.9 Updates the mod for KSP 1.4. Is it backward compatible with KSP 1.3.1? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted March 11, 2018 Author Share Posted March 11, 2018 14 hours ago, Brigadier said: Is it backward compatible with KSP 1.3.1? No, but you should be able to download the last 1.3.1 version here: https://github.com/shadowmage45/KSPRescuePodFix/releases/tag/1.2.0.8 Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted March 21, 2018 Author Share Posted March 21, 2018 Updated release is available: https://github.com/shadowmage45/KSPRescuePodFix/releases/tag/1.3.2.11 Just a recompile for KSP 141 Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 22, 2018 Share Posted March 22, 2018 1 hour ago, Shadowmage said: Updated release is available: https://github.com/shadowmage45/KSPRescuePodFix/releases/tag/1.3.2.11 Just a recompile for KSP 141 Um, there's no release attached to that release. Just source code. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted March 22, 2018 Author Share Posted March 22, 2018 1 hour ago, DStaal said: Um, there's no release attached to that release. Just source code. Thanks for letting me know, and fixed Quote Link to comment Share on other sites More sharing options...
AmpCat Posted May 22, 2018 Share Posted May 22, 2018 Honestly, I started using Kerbals stuck in pods on rescue missions as a new challenge for the rescue. I'd use KIS/KAS to attach parts and whatnot to pull them out. But, I'm installing this. It didn't fix a pod I had in orbit already, but at least I shouldn't get this problem in the future. Thanks! Quote Link to comment Share on other sites More sharing options...
JoE Smash Posted July 26, 2018 Share Posted July 26, 2018 (edited) Is this still necessary, or has Squad had the common sense to make this mod obsolete yet? It's truly sad if it's still necessary.... Edited July 26, 2018 by JoE Smash Quote Link to comment Share on other sites More sharing options...
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