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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)


Angelo Kerman

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  • 4 weeks later...

I'm getting an issue where my game is stuck on loading WildBlueIndustries/MOLE/Parts/Titan/Titan1800/WBI_Titan1800

Loading screen will just not get passed it. Was fine earlier and I added a few mods (may need to remove to check).

Current mod list:

  Reveal hidden contents

Part of the log:

PartLoader: Part 'WildBlueIndustries/MOLE/Parts/Titan/Titan1800/WBI_Titan1800' has no database record. Creating.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DragCubeSystem: Creating drag cubes for part 'WBI.Titan1800'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

NullReferenceException: Object reference not set to an instance of an object
  at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 
  at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

Log is here. This is happening with both 1.19.0 and 1.19.1.

Edited by madindehead
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  On 7/21/2019 at 11:05 AM, madindehead said:

I'm getting an issue where my game is stuck on loading WildBlueIndustries/MOLE/Parts/Titan/Titan1800/WBI_Titan1800

Loading screen will just not get passed it. Was fine earlier and I added a few mods (may need to remove to check).

Current mod list:

  Reveal hidden contents

Part of the log:

PartLoader: Part 'WildBlueIndustries/MOLE/Parts/Titan/Titan1800/WBI_Titan1800' has no database record. Creating.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

DragCubeSystem: Creating drag cubes for part 'WBI.Titan1800'
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

NullReferenceException: Object reference not set to an instance of an object
  at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 
  at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

Log is here. This is happening with both 1.19.0 and 1.19.1.

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This sounds like an installation issue, I don't see this crop up. Regardless since the Making History expansion has 1.875m tanks you can safely remove the Titan folder if need be.

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  On 7/21/2019 at 4:14 PM, Angel-125 said:

This sounds like an installation issue, I don't see this crop up. Regardless since the Making History expansion has 1.875m tanks you can safely remove the Titan folder if need be.

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Yeah, it's weird because it was fine before with 1.19.0 (a few days ago). I've removed the Titan folder for now and it's fine. I'll re investigate later :) 

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@Angel-125, I've noticed a slight issue with MOLE..  When you use it in a mod solar system (such as Beyond Home) that does not contain a planet named Kerbin, you still get contracts saying "perform MOLE experiment X at Kerbin".  I've been afraid to accept any of these contracts to see if they still worked on the system's homeworld (Rhode) so don't know if this is just a labeling issue or has a deeper, more sinister cause.

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  On 7/23/2019 at 6:07 PM, KerbalKore said:

@Geschosskopf Beyond home has Rhodes internal name as Kerbin, but the display name as Rhode. It could have changed since I last played it, but you should be fine.

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I figured it was something like this (IOW, just a labeling issue).  However, Kopernicus seems to involve a lot of black magic and using the wrong Word of Power might have disastrous effects, so I wasn't going to poke it.

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  • 4 weeks later...
  • 2 weeks later...

I think I found a bug. I saw a lot of exceptions, stating the agent name was empty for CONTRACT_FINISHED and I spotted this in the persist file:

  Quote

CONTRACT_FINISHED
            {
                guid = ea6a4c78-4396-48e9-8b72-274a47278036
                type = PartTest
                prestige = 1
                seed = -202551769
                state = Completed
                viewed = Read
                agent = 
                agentName = Wild Blue Industries
                deadlineType = Floating
                expiryType = Floating
                values = 19285.7141017914,8215714.20736313,9698.27502965927,26670.2569096252,12375.0002682209,4,9.085316,4.807693,4385381.2119573,4378262.3787107,12593976.5860738,4378262.3787107
                part = WBI.Mk1DockingPort

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Its only for Wild Blue Industries test. Agent file looks okay to me though.

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  • 3 weeks later...
  • 1 month later...
  • 1 month later...

I'm new to this mod, so forgive me if I'm re-hashing an old topic (I couldn't find anything in the fora when I searched).  I just started a new game, and after completing my first contract by launching a ship called "Flea 01", I got a contract where the goal is "A group of tourists would like to visit Flea 01 for several days and then return home safely."  I did some playing around with the various folders in Wild Blue Yonder, and I narrowed it down to the presences/absence of the folder called "000WildBlueTools".

Can someone shed a little light on that contract?  I don't "get" it.

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  • 1 month later...

KSPedia pages need to be redone at some point. Honestly I didn't think anybody read them...

Meanwhile, a few months ago someone asked about texture options for things like the Flight Control Package and the Appaloosa to match the new stock Mk1 Command Pod textures. I'm currently working through that, and a whole lot more:

BY2BhMZ.png

Here you can see the new SPF-3 solar arrays, along with new "MOLE White" and "DSEV White" texture options for various parts. DSEV will also have some new adapter pieces.  All this will hopefully be done before KSP 1.9... In case you're wondering, Drakken Palace is inspired by China's Tiangong 3:

tiangong-3-img.jpg

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  On 1/31/2020 at 7:26 PM, RealKerbal3x said:

@Angel-125 Before long I'm going to have your whole catalogue downloaded :P If you're making a new variant for the Appaloosa based on the new MK1 pod, maybe you could also make variants for the Corvette and Hemi Cuda engines so that they look more inline with the revamped Terrier too? Just a suggestion :)

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Right now I'm focused on the station parts and command capsule. Engines may get an update at some point, but after the Appaloosa, I have another project to focus on. There are a large number of engines out there, @Nertea makes some of the best. :)

Meantime, I finished modeling and unwrapping the new Appaloosa pod today. The texture is a placeholder; I'm making sure that the UV map is at the same scale as the stock command pod.

HoQyES5.png

My plan is to support both stock and Restock textures to match the respective Mk1 pods. And yes, the Flight Control Package will get the same treatment.

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