Idleness Posted November 11, 2019 Share Posted November 11, 2019 @Paul Kingtiger I just wanted to ask whether or not the numbers on your website for the different payloads (tank capacities, fuel cell inputs and outputs, etc) are up date with the current release? I'm plugging the numbers into a spreadsheet so I can accurately figure out duration + outputs for a given FC and appropriate tankage. I've come up with some interesting (to me) findings - though I suppose they were common sense after the fact. I wanted to be certain I'm using the right set of figures. Cheers. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 11, 2019 Share Posted November 11, 2019 (edited) 2 hours ago, Physical Copy said: Posted it in the other thread but I'll drop it here as well: https://ufile.io/dipsh9qx. I'll also add that after clicking the "Deploy all" or "Deploy all but EVA" buttons, the EVA Report option doesn't show up when arriving in the new biome. Here is the problem: ScienceAlert: Failed to invoke "DeployExperiment" using GetType(), falling back to base type after encountering exception System.MissingMethodException: UniversalStorage2.USSimpleScience.DeployExperiment Due to: Attempted to access a missing member. at System.RuntimeType.InvokeMember (System.String name, System.Reflection.BindingFlags bindingFlags, System.Reflection.Binder binder, System.Object target, System.Object[] providedArgs, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParams) [0x0070c] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Type.InvokeMember (System.String name, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ScienceAlert.Experiments.ExperimentObserver.Deploy () [0x00055] in <5b63d426cefd489880dbed062d239ee8>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Cargo Doors moving... (from 0, to 1) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) ScienceAlert: Failed to invoke "DeployExperiment" using GetType(), falling back to base type after encountering exception System.MissingMethodException: UniversalStorage2.USSimpleScience.DeployExperiment Due to: Attempted to access a missing member. at System.RuntimeType.InvokeMember (System.String name, System.Reflection.BindingFlags bindingFlags, System.Reflection.Binder binder, System.Object target, System.Object[] providedArgs, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParams) [0x0070c] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Type.InvokeMember (System.String name, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ScienceAlert.Experiments.ExperimentObserver.Deploy () [0x00055] in <5b63d426cefd489880dbed062d239ee8>:0 Looks like UniversalStorage2 has redefined the module. This would explain why [x]Science is having the same problem Edited November 11, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Jognt Posted November 11, 2019 Share Posted November 11, 2019 (edited) 37 minutes ago, linuxgurugamer said: Here is the problem: ScienceAlert: Failed to invoke "DeployExperiment" using GetType(), falling back to base type after encountering exception System.MissingMethodException: UniversalStorage2.USSimpleScience.DeployExperiment Due to: Attempted to access a missing member. at System.RuntimeType.InvokeMember (System.String name, System.Reflection.BindingFlags bindingFlags, System.Reflection.Binder binder, System.Object target, System.Object[] providedArgs, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParams) [0x0070c] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Type.InvokeMember (System.String name, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ScienceAlert.Experiments.ExperimentObserver.Deploy () [0x00055] in <5b63d426cefd489880dbed062d239ee8>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Cargo Doors moving... (from 0, to 1) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) ScienceAlert: Failed to invoke "DeployExperiment" using GetType(), falling back to base type after encountering exception System.MissingMethodException: UniversalStorage2.USSimpleScience.DeployExperiment Due to: Attempted to access a missing member. at System.RuntimeType.InvokeMember (System.String name, System.Reflection.BindingFlags bindingFlags, System.Reflection.Binder binder, System.Object target, System.Object[] providedArgs, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParams) [0x0070c] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Type.InvokeMember (System.String name, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ScienceAlert.Experiments.ExperimentObserver.Deploy () [0x00055] in <5b63d426cefd489880dbed062d239ee8>:0 Looks like UniversalStorage2 has redefined the module. This would explain whey [x]Science is having the same problem US2 uses its own science modules. Them not working with x Science is a known incompatibility. The same is true for dMagic’s orbital science experiments, though those will work fine if you replace all of his modules with his dmanimatesciencegeneric module (ckan). Don’t ask me why, since both appear pretty similar, it’s just that x science works with one but not the other. Edited November 11, 2019 by Jognt Quote Link to comment Share on other sites More sharing options...
Lambuck Posted November 12, 2019 Share Posted November 12, 2019 I've tested the candidate release. I have TAC Life support installed but the TAC recycler versions are not showing up. Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted November 12, 2019 Author Share Posted November 12, 2019 17 hours ago, Idleness said: @Paul Kingtiger I just wanted to ask whether or not the numbers on your website for the different payloads (tank capacities, fuel cell inputs and outputs, etc) are up date with the current release? I'm plugging the numbers into a spreadsheet so I can accurately figure out duration + outputs for a given FC and appropriate tankage. I've come up with some interesting (to me) findings - though I suppose they were common sense after the fact. I wanted to be certain I'm using the right set of figures. Cheers. No I need to update the website with the new numbers, also add the cargo wedge. I'll do that tonight. 5 hours ago, Lambuck said: I've tested the candidate release. I have TAC Life support installed but the TAC recycler versions are not showing up. Odd, nothing has changed here and I'm using the right version of ModuleManager. I'll take a look tonight. Quote Link to comment Share on other sites More sharing options...
_Zee Posted November 12, 2019 Share Posted November 12, 2019 (edited) Sorry if it's already been brought up - working on updating my mod right now and during testing noticed the new Cargo Wedge part is using #autoLOC_US_USCargoWedge_Title in the title key but that key doesn't seem to have been assigned text yet. Shows the autoLOC text in-game. Same thing for the description as well. Thanks for all you do @Paul Kingtiger! Edited November 12, 2019 by _Zee Quote Link to comment Share on other sites More sharing options...
Idleness Posted November 12, 2019 Share Posted November 12, 2019 4 hours ago, Paul Kingtiger said: No I need to update the website with the new numbers, also add the cargo wedge. I'll do that tonight. Appreciated; I'll look for the update over the next couple of days. Once I digest them I may have some questions about how things work out based on the updated numbers. Quote Link to comment Share on other sites More sharing options...
Lathari Posted November 13, 2019 Share Posted November 13, 2019 (edited) Anyone else having thermometer being stowed even though doors open and thermometer extended? Edited November 13, 2019 by Lathari edit: Using RC5 Quote Link to comment Share on other sites More sharing options...
zoaz123 Posted November 14, 2019 Share Posted November 14, 2019 dont know if this has been asked already but is there any way to fix the combatibility issues between this mod and universal storage 2? right now if i run one of the science modules on U.S.2 through xscience i cant retrive the science because it says the science module is full, but if i do it by just clicking it works just fine. i posted this in the xscience thread but just wanted to reach out here as well Quote Link to comment Share on other sites More sharing options...
scottadges Posted November 14, 2019 Share Posted November 14, 2019 (edited) On 11/10/2019 at 6:09 AM, Physical Copy said: Possible bug: ScienceAlert Realerted has problems with wedge AMS and Mystery Goo; the experiments show up in the window, but when activated via ScienceAlert they can't be reset and data can't be collected from them. Additionally, OrbitalScience wedge parts can't be activated at all using ScienceAlert. I'm aware that this might be a ScienceAlert bug, but both mods worked well with each other in 1.7.3. Using 1.9.8.4 for ScienceAlert and RC5 beta version posted just above for UnivStorage, but the bug also occurs in the latest stable release. It seems to be a similar bug to what was reported here with [x]Science: Thanks for pulling up my thread - I started playing again on 1.7.3 (pulling in the old save game from 1.7.1) and noticed the same behaviour in my science modules. Figured it's just something we have to live with as far as incompatibility between the two mods. For what it's worth, I just have to remember to run the AMB and GooPods by hand when using [X] Science. It seems to work OK, although it's not as sleek as hitting the [X] Science button for everything. Would be awesome if the incompatibility could be resolved, though! Edited November 14, 2019 by scottadges Quote Link to comment Share on other sites More sharing options...
Lambuck Posted November 14, 2019 Share Posted November 14, 2019 On 11/12/2019 at 2:52 AM, Paul Kingtiger said: No I need to update the website with the new numbers, also add the cargo wedge. I'll do that tonight. Odd, nothing has changed here and I'm using the right version of ModuleManager. I'll take a look tonight. Looking at the database I see the part but not the model. I checked my KSP.log and found: [LOG 09:46:22.238] Load(Model): UniversalStorage2/Parts/Processors/Elektron [ERR 09:46:22.246] File error: Unable to read beyond the end of the stream. at System.IO.BinaryReader.FillBuffer (System.Int32 numBytes) [0x0007a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.IO.BinaryReader.ReadInt32 () [0x00026] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at PartReader.ReadMesh (System.IO.BinaryReader br) [0x00006] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x0031b] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <394a98b9c7624adc895c04290da62640>:0 [WRN 09:46:22.246] Model load error in '/Applications/KSP_osx/GameData/UniversalStorage2/Parts/Processors/Elektron.mu' [LOG 09:46:22.250] Load(Model): UniversalStorage2/Parts/Processors/Sabatier [ERR 09:46:22.258] File error: Unable to read beyond the end of the stream. at System.IO.BinaryReader.FillBuffer (System.Int32 numBytes) [0x0007a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.IO.BinaryReader.ReadInt32 () [0x00026] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at PartReader.ReadMesh (System.IO.BinaryReader br) [0x00006] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x0031b] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <394a98b9c7624adc895c04290da62640>:0 [WRN 09:46:22.258] Model load error in '/Applications/KSP_osx/GameData/UniversalStorage2/Parts/Processors/Sabatier.mu' [LOG 09:46:22.261] Load(Model): UniversalStorage2/Parts/Processors/WaterPurifier [ERR 09:46:22.266] File error: Unable to read beyond the end of the stream. at System.IO.BinaryReader.FillBuffer (System.Int32 numBytes) [0x0007a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.IO.BinaryReader.ReadInt32 () [0x00026] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at PartReader.ReadMesh (System.IO.BinaryReader br) [0x00006] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x0031b] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <394a98b9c7624adc895c04290da62640>:0 [WRN 09:46:22.266] Model load error in '/Applications/KSP_osx/GameData/UniversalStorage2/Parts/Processors/WaterPurifier.mu' [LOG 09:46:22.270] Load(Model): UniversalStorage2/Parts/Radials/RadialTanks I did a clean install of jus KSP, TAC Life Support and US2 and the same thing happens. Quote Link to comment Share on other sites More sharing options...
Jognt Posted November 14, 2019 Share Posted November 14, 2019 19 hours ago, zoaz123 said: dont know if this has been asked already but is there any way to fix the combatibility issues between this mod and universal storage 2? right now if i run one of the science modules on U.S.2 through xscience i cant retrive the science because it says the science module is full, but if i do it by just clicking it works just fine. i posted this in the xscience thread but just wanted to reach out here as well The stock science MODULE has its limitations so US2 uses its own science MODULE behind the scenes to give us all the pretties. X science would have to add compatibility for this which has been requested before but apparently takes a fair bit of time that the author may or may not have. US2 may be able to make use of DMagic’s DMAnimateScienceGeneric MODULE since that one works with X Science as far as I know, but that again would take time the author may or may not have and would add a dependency that needs to be tracked/supported by both parties. Either way it’s not caused by a bug, it’s just a side effect from the way things work. The experiments should run fine if you activate them manually or via action groups so you can make use of that. Its also possible that another science gathering mod works with US2, but you’d need to ask/check with those mods. TL:DR: Anything can be coded in theory. In practice people are time limited. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 15, 2019 Share Posted November 15, 2019 Just an FYI, I'm planning on adding compatibility with Universal Storage II to ScienceAlert! once a 1.8 version is available Quote Link to comment Share on other sites More sharing options...
Idleness Posted November 15, 2019 Share Posted November 15, 2019 1 hour ago, linuxgurugamer said: Just an FYI, I'm planning on adding compatibility with Universal Storage II to ScienceAlert! once a 1.8 version is available Fantastic news, thank you! Quote Link to comment Share on other sites More sharing options...
Physical Copy Posted November 15, 2019 Share Posted November 15, 2019 9 hours ago, linuxgurugamer said: Just an FYI, I'm planning on adding compatibility with Universal Storage II to ScienceAlert! once a 1.8 version is available Awesome, thank you for your hard work! Quote Link to comment Share on other sites More sharing options...
pquade Posted November 21, 2019 Share Posted November 21, 2019 On 11/14/2019 at 6:13 PM, linuxgurugamer said: Just an FYI, I'm planning on adding compatibility with Universal Storage II to ScienceAlert! once a 1.8 version is available I am so looking forward to all of this. Thank you all. Quote Link to comment Share on other sites More sharing options...
Idleness Posted November 21, 2019 Share Posted November 21, 2019 RC5 has been working really well for me in 1.8.1; I haven't run into any US2 specific problems. Quote Link to comment Share on other sites More sharing options...
Idleness Posted November 22, 2019 Share Posted November 22, 2019 (edited) 10 hours ago, Idleness said: RC5 has been working really well for me in 1.8.1; I haven't run into any US2 specific problems. Maybe spoke too soon? Anyone else running into issues cleaning (with a capable scientist) the Advanced Goo and Materials Bays parts? I can run them while they are in a fairing but even though I have a science storage unit that Collects the data from other things it doesn't appear to be able to get the data from these 2 experiments. I believe the problem with "can't clean" is because I can't get the data out of them either with the storage unit or by hand on EVA. They are wedges in a 1.25 fairing and other experiments like the combo pressure/temp work fine. I only just ran into this and I may be remembering incorrectly but I thought I didn't have these problems with either a larger fairing (the 1.5 > 1.85 one maybe) or I didn't have a fairing at all. Anyone seeing similar weird behaviour? Edited November 22, 2019 by Idleness Quote Link to comment Share on other sites More sharing options...
Logicsol Posted November 22, 2019 Share Posted November 22, 2019 I've been having some issues with the Advanced Goo wedge always sticking out. Both graphically annoying and it causes extra drag in FAR. It might be a conflict though, I'm pretty heavily modded. Quote Link to comment Share on other sites More sharing options...
nefrem Posted November 23, 2019 Share Posted November 23, 2019 There is a localisation bug with the Cargo Storage Wedge in the RC6 version : The CargoStorageWedge.cfg look after "#autoLOC_US_USCargoWedge" tag, but in the localisations files it"'s labelled "#autoLOC_US_US_CargoWedge" Quote Link to comment Share on other sites More sharing options...
nefrem Posted November 23, 2019 Share Posted November 23, 2019 (edited) Sorry for the double post but i want to report another bug (i never saw that bug before KSP 1.8.1) Sometimes, the service bays (every size) have a dark glitch. with both US2 version 1.7 and the beta 1.8.1 RC6 It's only on the miniatures, the "real" parts haven't that glitch Retart the game resolve the bug Edited November 23, 2019 by nefrem Quote Link to comment Share on other sites More sharing options...
Jognt Posted November 23, 2019 Share Posted November 23, 2019 1 hour ago, nefrem said: Sorry for the double post but i want to report another bug (i never saw that bug before KSP 1.8.1) Sometimes, the service bays (every size) have a dark glitch. with both US2 version 1.7 and the beta 1.8.1 RC6 It's only on the miniatures, the "real" parts haven't that glitch Retart the game resolve the bug I’ve Seen this happen with other mods too on 1.7.3. I don’t know what the cause was but I saw it while troubleshooting something else by removing mods. My guess is that another mod conflicts with KSP. What mods do you have installed besides US2? Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted November 24, 2019 Author Share Posted November 24, 2019 17 hours ago, nefrem said: Sorry for the double post but i want to report another bug (i never saw that bug before KSP 1.8.1) Sometimes, the service bays (every size) have a dark glitch. with both US2 version 1.7 and the beta 1.8.1 RC6 It's only on the miniatures, the "real" parts haven't that glitch Retart the game resolve the bug We had that bug before, in maybe 1.6 and fixed it. We'll take another look. Quote Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted November 25, 2019 Author Share Posted November 25, 2019 On 11/23/2019 at 1:28 PM, nefrem said: There is a localisation bug with the Cargo Storage Wedge in the RC6 version : The CargoStorageWedge.cfg look after "#autoLOC_US_USCargoWedge" tag, but in the localisations files it"'s labelled "#autoLOC_US_US_CargoWedge" Thanks for the report, that is now fixed. Quote Link to comment Share on other sites More sharing options...
Daishi Posted November 25, 2019 Share Posted November 25, 2019 On 11/24/2019 at 5:09 AM, nefrem said: Sorry for the double post but i want to report another bug (i never saw that bug before KSP 1.8.1) Sometimes, the service bays (every size) have a dark glitch. with both US2 version 1.7 and the beta 1.8.1 RC6 It's only on the miniatures, the "real" parts haven't that glitch Retart the game resolve the bug Are you sure the mod updated fully? Overwrite and replaced the files when it asked? Those parts should have a little teardrop in the thumbnail - i have a funny feeling the UniversalStorage2.dll is outdated. On 11/23/2019 at 12:24 PM, Logicsol said: I've been having some issues with the Advanced Goo wedge always sticking out. Both graphically annoying and it causes extra drag in FAR. It might be a conflict though, I'm pretty heavily modded. Hard to say what's going on without a log, but if you are running mods that interact with science collection it's probably it. Quote Link to comment Share on other sites More sharing options...
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