Kharn Posted July 6, 2021 Share Posted July 6, 2021 Thanks for the replies! At least I didn't lose too much LFO, but without the ability to get the LFO out (or I could run a fuel cell in the polar region forever), I have to add new ore tanks to my mining/ refining ship before I can contribute again without losing any more LFO from the inflatables. Moving PL to be a Wolf function does make sense. At my stage of the game (not-quite-self-sustaining agroponics and LFO generation on Mun and Minmus), being able to magic materials across the Mun with zero effort/cost feels a bit cheap, although very convenient and tempting. Paying transportation credits to move containers back and forth sounds much more balanced, but I haven't unlocked that mechanic to test it myself. Quote Link to comment Share on other sites More sharing options...
Kielm Posted July 8, 2021 Share Posted July 8, 2021 (edited) Spoiler Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at WOLF.WOLF_CrewTransferScenario.OnAwake () [0x00015] in <7eb3c6e6467043e49992a5c417f5d542>:0 at ScenarioModule.Awake () [0x0001f] in <06f13185617646e5bc801baeab53ab75>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) ScenarioRunner:AddModule(String) ScenarioRunner:AddModule(ConfigNode) ProtoScenarioModule:Load(ScenarioRunner) ScenarioRunner:LoadModules(List`1) ScenarioRunner:SetProtoModules(List`1) Constellation 2021.03.12.01 PRE-RELEASE oops and another Spoiler Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at WOLF.WOLF_CrewTransferScenario.OnDestroy () [0x00001] in <7eb3c6e6467043e49992a5c417f5d542>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.Object:DestroyImmediate(Object, Boolean) UnityEngine.Object:DestroyImmediate(Object) ScenarioRunner:OnGameSceneLoadRequested(GameScenes) EventData`1:Fire(GameScenes) HighLogic:SetLoadSceneEventsAndFlags(GameScenes, Boolean) HighLogic:LoadScene(GameScenes) EditorDriver:StartEditor(EditorFacility) VehicleAssemblyBuilding:OnClicked() SpaceCenterBuilding:EnterBuilding() SpaceCenterBuilding:OnLeftClick() <OnMouseTap>d__49:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Disclaimer: I don't know if these are actually causing crashes, but they're adjacent to the crash message in player.log. EDIT: Github Issue Edited July 8, 2021 by Kielm Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 8, 2021 Author Share Posted July 8, 2021 @Kielm - KSP 1.12.1 correct? Quote Link to comment Share on other sites More sharing options...
Kielm Posted July 8, 2021 Share Posted July 8, 2021 15 minutes ago, RoverDude said: @Kielm - KSP 1.12.1 correct? Negative, 1.11.2 Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 8, 2021 Author Share Posted July 8, 2021 Just now, Kielm said: Negative, 1.11.2 hrm... ok that's a new one then. Quote Link to comment Share on other sites More sharing options...
Kielm Posted July 8, 2021 Share Posted July 8, 2021 9 minutes ago, RoverDude said: hrm... ok that's a new one then. I've attached the full player.log to the issue in case it helps. Let me know if you could use anything else. Quote Link to comment Share on other sites More sharing options...
Kosmix1 Posted July 8, 2021 Share Posted July 8, 2021 When I go in the VAB, almost all the parts are missing. I cant seem to install the mod correctly, which folders go where? Quote Link to comment Share on other sites More sharing options...
Julien249 Posted July 9, 2021 Share Posted July 9, 2021 Hi, so I am having problems with the orbital shipyards, they have the eva inventory but that is about it, no other functionality. I can provide a picture of anything necessary but there aren't any crashes or crash reports associated with it. I'd appreciate any help. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 9, 2021 Author Share Posted July 9, 2021 13 hours ago, Kosmix1 said: When I go in the VAB, almost all the parts are missing. I cant seem to install the mod correctly, which folders go where? Pretty easy - put the stuff in GameData in the download inside of your GameData folder in KSP. If you mess with that, it will not work. 7 hours ago, Julien249 said: Hi, so I am having problems with the orbital shipyards, they have the eva inventory but that is about it, no other functionality. I can provide a picture of anything necessary but there aren't any crashes or crash reports associated with it. I'd appreciate any help. KSP version? Quote Link to comment Share on other sites More sharing options...
modus Posted July 9, 2021 Share Posted July 9, 2021 iirc I also had this when I first installed the prerelease, It magically worked after I restarted KSP. Quote Link to comment Share on other sites More sharing options...
Julien249 Posted July 9, 2021 Share Posted July 9, 2021 My KSP version is 1.11.2, I did encounter one problem when downloading constellation, it told me that the WOLF Dll was not compatible with the game version, so I swapped it out for another version of Wolf I had that had worked previously. Quote Link to comment Share on other sites More sharing options...
OldSedan Posted July 10, 2021 Share Posted July 10, 2021 I’m trying to build out some beginning WOLF infrastructure on the prerelease. I’m feeling bottlenecked by transport credits so just wanted to check - the fuel production ratio I’m seeing is 5 ore/water : 2 fuel per refinery module, meaning 5 refineries and 2.5 bulk extractors for 1 set of 10 transport credits. Yeah? Reason I’m asking is that now that I’m trying to set up transport credit production in orbit to expand out from there I’m finding that I need really quite a bunch of stuff shipped up - materials for the transport credits themselves plus 7 cargo slots of food, o2 and water. It ends up creating a pretty hefty TC cost on the ground just to push that all up to LKO. Not complaining, this is end game stuff and I figure once I’ve got the basics in orbit I can start building out infrastructure on Minmus so it’ll feel easier; I just have the vague sense I’m doing something more onerous than intended. Quote Link to comment Share on other sites More sharing options...
notthebobo Posted July 14, 2021 Share Posted July 14, 2021 On 7/10/2021 at 1:19 AM, OldSedan said: I’m trying to build out some beginning WOLF infrastructure on the prerelease. I’m feeling bottlenecked by transport credits so just wanted to check - the fuel production ratio I’m seeing is 5 ore/water : 2 fuel per refinery module, meaning 5 refineries and 2.5 bulk extractors for 1 set of 10 transport credits. Yeah? Reason I’m asking is that now that I’m trying to set up transport credit production in orbit to expand out from there I’m finding that I need really quite a bunch of stuff shipped up - materials for the transport credits themselves plus 7 cargo slots of food, o2 and water. It ends up creating a pretty hefty TC cost on the ground just to push that all up to LKO. Not complaining, this is end game stuff and I figure once I’ve got the basics in orbit I can start building out infrastructure on Minmus so it’ll feel easier; I just have the vague sense I’m doing something more onerous than intended. This doesn't really solve your problem, but for reference, there are four methods for producing fuel, three using the Refinery and one using the Biomass module. Check out the table in the Modules section of the Parts (WOLF) page in the Wiki. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 14, 2021 Author Share Posted July 14, 2021 On 7/10/2021 at 2:19 AM, OldSedan said: I’m trying to build out some beginning WOLF infrastructure on the prerelease. I’m feeling bottlenecked by transport credits so just wanted to check - the fuel production ratio I’m seeing is 5 ore/water : 2 fuel per refinery module, meaning 5 refineries and 2.5 bulk extractors for 1 set of 10 transport credits. Yeah? Reason I’m asking is that now that I’m trying to set up transport credit production in orbit to expand out from there I’m finding that I need really quite a bunch of stuff shipped up - materials for the transport credits themselves plus 7 cargo slots of food, o2 and water. It ends up creating a pretty hefty TC cost on the ground just to push that all up to LKO. Not complaining, this is end game stuff and I figure once I’ve got the basics in orbit I can start building out infrastructure on Minmus so it’ll feel easier; I just have the vague sense I’m doing something more onerous than intended. Transport credit bottlenecks are not too surprising - consider that you're building the infrastructure for in-orbit refueling and effectively infinite fuel. It's worth it though. Quote Link to comment Share on other sites More sharing options...
modus Posted July 14, 2021 Share Posted July 14, 2021 It totally is imo Quote Link to comment Share on other sites More sharing options...
M4ck Posted July 15, 2021 Share Posted July 15, 2021 I have two questions - and apologies if they were asked and answered somewhere in this thread, but I cannot find it with up-to-date info. First, are Kontainers (I guess they are from this mod, they are put in Logistics tab, after all) supposed to tank your Credits upon recovery? After recovering a vessel on the runway, instead of reverting to SPH, I've noticed literally a couple hundred thousands missing... The seem to have some ridiculously high negative value when recovered. It looks like it's better to crash them into the ground than to recover them, if something like this happens. I ended just cheating these funds back in in the end. And second, I kind of remember being able to build stuff in my kolonies, a few years back, using Workshops or something similar, but I just cannot get it to work. The mod's wiki also only mentions EL (with the last update somewhere mid-2017), but on the first page here GC is said to be bundled. What's more, Julien249 mentions EL's Orbital Shipyard a few posts above. Is there any more or less up-to-date guide about it anywhere? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 15, 2021 Author Share Posted July 15, 2021 24 minutes ago, M4ck said: I have two questions - and apologies if they were asked and answered somewhere in this thread, but I cannot find it with up-to-date info. First, are Kontainers (I guess they are from this mod, they are put in Logistics tab, after all) supposed to tank your Credits upon recovery? After recovering a vessel on the runway, instead of reverting to SPH, I've noticed literally a couple hundred thousands missing... The seem to have some ridiculously high negative value when recovered. It looks like it's better to crash them into the ground than to recover them, if something like this happens. I ended just cheating these funds back in in the end. And second, I kind of remember being able to build stuff in my kolonies, a few years back, using Workshops or something similar, but I just cannot get it to work. The mod's wiki also only mentions EL (with the last update somewhere mid-2017), but on the first page here GC is said to be bundled. What's more, Julien249 mentions EL's Orbital Shipyard a few posts above. Is there any more or less up-to-date guide about it anywhere? Item 1 - Stock bug. KSP Recall fixes this. Item 2 - use the pre-release, it has our own orbital shipyard and construction code Quote Link to comment Share on other sites More sharing options...
M4ck Posted July 15, 2021 Share Posted July 15, 2021 55 minutes ago, RoverDude said: Item 1 - Stock bug. KSP Recall fixes this. Item 2 - use the pre-release, it has our own orbital shipyard and construction code Thanks, for both replies I'll give them a try. Quote Link to comment Share on other sites More sharing options...
Tokamak Posted July 15, 2021 Share Posted July 15, 2021 Coming back to KSP after a long time. I'm running an old version of KSP and MKS (1.8.1 and 1.3 respectively) so I'm not asking for technical support, just a reminder about the mechanics of the mod. MKS is one of the core mods that I love to use (thank you RD!) but I can't quite remember some of the details. Specifically it has to do with part efficiency. I have a test base with a scientist on board, an inflatable agricultural module set to agroponics, machinery, a bunch of mulch, and fertilizer. The agricultural modifier's load is 45%. When I add a second agricultural module configured as a geenhouse, and activate it, my ageoponics module's load is still 45%. From the documentation (and my memory) I thought that a greenhouse was an efficiency part that increased the rate at which related parts work. Am I forgetting something key ? (Yes, I did try to google an answer, but everything I find says the geenhouse should make the agroponic work faster, unless I'm misunderstanding something) Quote Link to comment Share on other sites More sharing options...
Kerbals_of_Steel Posted July 16, 2021 Share Posted July 16, 2021 12 hours ago, Tokamak said: Coming back to KSP after a long time. I'm running an old version of KSP and MKS (1.8.1 and 1.3 respectively) so I'm not asking for technical support, just a reminder about the mechanics of the mod. MKS is one of the core mods that I love to use (thank you RD!) but I can't quite remember some of the details. Specifically it has to do with part efficiency. I have a test base with a scientist on board, an inflatable agricultural module set to agroponics, machinery, a bunch of mulch, and fertilizer. The agricultural modifier's load is 45%. When I add a second agricultural module configured as a geenhouse, and activate it, my ageoponics module's load is still 45%. From the documentation (and my memory) I thought that a greenhouse was an efficiency part that increased the rate at which related parts work. Am I forgetting something key ? (Yes, I did try to google an answer, but everything I find says the geenhouse should make the agroponic work faster, unless I'm misunderstanding something) Sounds like that is all the production your mulch supply will allow. Check the available mulch storage, I bet it is 0.0. KoS Quote Link to comment Share on other sites More sharing options...
Tokamak Posted July 16, 2021 Share Posted July 16, 2021 11 hours ago, Kerbals_of_Steel said: Sounds like that is all the production your mulch supply will allow. Check the available mulch storage, I bet it is 0.0. KoS Nope. I made sure to bring a full container with hundreds of units of both mulch and fertilizer, and room for supplies to go. Quote Link to comment Share on other sites More sharing options...
Kerbals_of_Steel Posted July 16, 2021 Share Posted July 16, 2021 2 hours ago, Tokamak said: Nope. I made sure to bring a full container with hundreds of units of both mulch and fertilizer, and room for supplies to go. How many stars does the scientist have? KoS Quote Link to comment Share on other sites More sharing options...
notthebobo Posted July 16, 2021 Share Posted July 16, 2021 4 hours ago, Tokamak said: Nope. I made sure to bring a full container with hundreds of units of both mulch and fertilizer, and room for supplies to go. Eww, you brought Mulch? Quote Link to comment Share on other sites More sharing options...
Tokamak Posted July 16, 2021 Share Posted July 16, 2021 2 hours ago, Kerbals_of_Steel said: How many stars does the scientist have? KoS One, I believe, but I could be misremembering. (I don't have it open right now.) Does the level of the scientist affect whether greenhouses work or not? Quote Link to comment Share on other sites More sharing options...
Kerbals_of_Steel Posted July 17, 2021 Share Posted July 17, 2021 1 hour ago, Tokamak said: One, I believe, but I could be misremembering. (I don't have it open right now.) Does the level of the scientist affect whether greenhouses work or not? It affects overall efficiency, yes. Quote Link to comment Share on other sites More sharing options...
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