Jump to content

[1.12.x] - Modular Kolonization System (MKS)


RoverDude

Recommended Posts

  On 11/12/2017 at 3:15 PM, Daveroski said:

Would the lander have to have local logistics ability in and of itself or some other specialized module?

Expand  

That sentence doesn't make much sense, but any vessel will participate in LL as long as it has an LL-enabled kontainer (all USI kontainers) and a producer/consumer for the resource. For example, crewed kerbitats count as consumers for Supplies so they will initiate a pull request from a nearby kontainer into the one on the vessel.

  On 11/12/2017 at 3:16 PM, KERBAL WARS said:

I need download instructions.

Expand  

Seriously!? Download it, extract the contents of the zip, and copy over everything in the container GameData folder into your GameData.

Link to comment
Share on other sites

  On 11/12/2017 at 3:16 PM, KERBAL WARS said:

I need download instructions.

you seem to know what you're doing can you tell me how to download the mod correctly?

Expand  

If you had read from my first post you would see that I am ignorant of many things.

Which system are you using? manual or Ckan?

 

  On 11/12/2017 at 3:19 PM, voicey99 said:

That sentence doesn't make much sense, but any vessel will participate in LL as long as it has an LL-enabled kontainer (all USI kontainers) and a producer/consumer for the resource. For example, crewed kerbitats count as consumers for Supplies so they will initiate a pull request from a nearby kontainer into the one on the vessel.

Expand  

Ok for example....

I land within 150m of a base in a tin-can with no on-board L/S or habitation.

Will this craft share the L/S and habitation of the base?

 

Link to comment
Share on other sites

  On 11/12/2017 at 3:21 PM, Daveroski said:

I land within 150m of a base in a tin-can with no on-board L/S or habitation.

Will this craft share the L/S and habitation of the base?

Expand  

If you have a local-logistics enabled kontainer for supplies, it will pull supplies from the main vessel into it, but they will not share recyclers. Habitation will also be shared.

Yes and yes, basically.

Link to comment
Share on other sites

  On 11/12/2017 at 3:28 PM, voicey99 said:

If you have a local-logistics enabled kontainer for supplies, it will pull supplies from the main vessel into it, but they will not share recyclers. Habitation will also be shared.

Yes and yes, basically.

Expand  

So if I drop an unmanned Hitch-Hiker with a power coupler and then turn on the habitat, the 'habitation' it provides will be shared with the base?

 

Link to comment
Share on other sites

  On 11/12/2017 at 3:21 PM, Daveroski said:

If you had read from my first post you would see that I am ignorant of many things.

Which system are you using? manual or Ckan?

 

Ok for example....

I land within 150m of a base in a tin-can with no on-board L/S or habitation.

Will this craft share the L/S and habitation of the base?

 

Expand  

I am using a manual download on a Mac. I have all the files included with this mod in my gamedata folder aside for the tools plugin which is the new plugin 10.1. I can see some of the parts but not all of them, specifically the inflatable and base building ones. 

Link to comment
Share on other sites

  On 11/12/2017 at 3:40 PM, KERBAL WARS said:

I am using a manual download on a Mac. I have all the files included with this mod in my gamedata folder aside for the tools plugin which is the new plugin 10.1. I can see some of the parts but not all of them, specifically the inflatable and base building ones. 

Expand  

So you already have the files downloaded. A picture of your gamedata would probably help to troubleshoot installation issues

Link to comment
Share on other sites

  On 11/12/2017 at 3:40 PM, KERBAL WARS said:

I am using a manual download on a Mac. I have all the files included with this mod in my gamedata folder aside for the tools plugin which is the new plugin 10.1. I can see some of the parts but not all of them, specifically the inflatable and base building ones. 

Expand  

Alas, as I have been fortunate enough not to experience this problem I can be of no help.
I seem to recall it being suggested in previous pages that the 'constellation' download is available on get-hub, that everything in it is current and up-to-date. I don't know if this is true for every incarnation of KSP but if there was a version of this 'constellation' for my version of KSP, I would probably try downloading that.

 

Link to comment
Share on other sites

  On 11/12/2017 at 3:47 PM, goldenpsp said:

So you already have the files downloaded. A picture of your gamedata would probably help to troubleshoot installation issues

Expand  

its fixed now thanks for the help!

  On 11/12/2017 at 3:48 PM, Daveroski said:

Alas, as I have been fortunate enough not to experience this problem I can be of no help.
I seem to recall it being suggested in previous pages that the 'constellation' download is available on get-hub, that everything in it is current and up-to-date. I don't know if this is true for every incarnation of KSP but if there was a version of this 'constellation' for my version of KSP, I would probably try downloading that.

 

Expand  

its fixed now thanks for the help!

Link to comment
Share on other sites

  On 11/12/2017 at 3:40 PM, Daveroski said:

So if I drop an unmanned Hitch-Hiker with a power coupler and then turn on the habitat, the 'habitation' it provides will be shared with the base?

Expand  

Yes, although you will need a command module (manned or not) to turn it on and some form of battery to buffer against the "chunks" the coupler transfers in.

Link to comment
Share on other sites

Hi!

So, MKS is changing the Kerbal Hireing/Generation System right?
Well, i just started back into my Old KSP Modpack together with an friend.

But we are unable to generate an DarkMultiplayer Universe, because generating new Kerbals is throwing errors.
We are also unable to Hire Kerbals normaly in a Carreer/Science/Sandbox game.

 

So any ideas how to fix this? (And am i right that MKS is doing that?)

 

PS: The Error Refers to .GetRandomName(Gender g ....)

My Current Mods (Setup CKAN) (Exported with CKAN)

  Reveal hidden contents

 

Edited by HurricanKai
Link to comment
Share on other sites

  On 11/12/2017 at 4:13 PM, HurricanKai said:

Hi!

So, MKS is changing the Kerbal Hireing/Generation System right?
Well, i just started back into my Old KSP Modpack together with an friend.

But we are unable to generate an DarkMultiplayer Universe, because generating new Kerbals is throwing errors.
We are also unable to Hire Kerbals normaly in a Carreer/Science/Sandbox game.

So any ideas how to fix this? (And am i right that MKS is doing that?)

PS: The Error Refers to .GetRandomName(Gender g ....)

Expand  

You can try opening Difficulty Options -> Kolonisation and disabling Customised Kerbonauts, although this will make hiring kolonists harder.

Link to comment
Share on other sites

  On 11/12/2017 at 4:16 PM, voicey99 said:

You can try opening Difficulty Options -> Kolonisation and disabling Customised Kerbonauts, although this will make hiring kolonists harder.

Expand  

Nope, Still Throws NullReferenceException

Also, Theres only once kerbal thats generating when creating a new world, Jebediah Kerman. No idea why.

Link to comment
Share on other sites

  On 11/12/2017 at 4:22 PM, HurricanKai said:

Nope, Still Throws NullReferenceException

Also, Theres only once kerbal thats generating when creating a new world, Jebediah Kerman. No idea why.

Expand  

Well, you can't remove the AC part of the mod unless you downdate to KSP 1.2.2 and MKS before 0.50.17.

Link to comment
Share on other sites

OK Enabled instant Flush, So here is the Log since i Opened The AstronautComplex:
 

  Reveal hidden contents


So, as fas as i see, it throws errors every time:
a) The AstronautComplex is opened

or b) kHire() is called, and with that CrewGenerator.GetRandomName(Gender g, System.Random generator)

The error is "NullReferenceException: Object reference not set to an instance of an object" which object that is i coud not yet see.

 

@voicey99 ? What "AC Part"

Edited by HurricanKai
Link to comment
Share on other sites

@voicey99 I know, i can not remove code from the Mod (at least no easy enought to be worth here).

EDIT 1&2: Ill have a look into Configs - Well, thats not a lot there. Stuck again.

 

EDIT 3: Ok, so Funny that i didnt recognize that before. But, No mod loaded at all. The Tabs and stuff are there, but not a single Part.

 

EDIT 4: Ok... Parts are loading now, but after i first Caused the Error, and THEN opened my console, the game seems to be in an unshure state, and isnt loading the console, science trees or anything else anymore. The Parts havent loaded because of the same problem.

 

EDIT 5: Errors Has to Come from KolonyTools.AC.CustomAstronautComplexUI.SpawnKerbal() (obvious) which is ~ line 200 and looks something like this:
 

var kerb = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(0);

and i think, the error is caused because said line (see above) has an value (kerb.Gender) which is tested against. but if that gender is null ....
Ill edit the DLL maybe, but the Function is not provided by the Mod Right? Thats a Game Value right? Why is that returning null? maybe because of the "0" ? 

EDIT 6: The 0 Refers to ProtoCrewMember.KerbalType.Crew, So Actualy the Code is:
ProtoCrewMember kerb = HighLogic.CurrentGame.CrewRoster.GetNewKerbal(ProtoCrewMember.KerbalType.Crew);
 

Edited by HurricanKai
Link to comment
Share on other sites

  On 11/12/2017 at 2:01 PM, ErevanGaming said:

Oh wow =D sorry my mistake ="> been seeing alot of "x"s on worksheets at the office which meant disabled =D =">

Thanks for pointing that out =D

Expand  

The default state of the kontainers for planetary logistics was changed fairly recently from 'enabled' to 'disabled' - this prevents problems where you launch a full container, and the moment it hits the launchpad it empties itself into PL.  Just get the container in place and click the button in the action menu to enable it.

Link to comment
Share on other sites

Hi, Again, after Some More Research, i woud say that the ACTUAL error is not an nullreference, but instead an Access Violation, Using The VS17 Debugger, i was able to get this:
 

  Quote

Ausnahme ausgelöst bei 0x236B593E in KSP.exe: 0xC0000005: Zugriffsverletzung beim Lesen an Position 0x0000000C.

Expand  

Which in English means something like:

  Quote

Execption Thrown at 0x236B593E in KSP.exe: 0xC0000005: Access Violation while Reading from 0x0000000C.

Expand  

 

Ill just Open An Issue On Github from here, because the Problem doesnt seems to have an fast soloution.

Edited by HurricanKai
Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...