VelRahnKoon Posted May 30, 2022 Share Posted May 30, 2022 Is the Data Input Terminal supposed to be compatible with ScienceAlert ReAlerted's "Collect All" functionality? I saw Daishi's note about US2 doing it's own thing with regards to science, but I assumed that since LGG is maintaining both ScienceAlert and US2 that they would play nice Quote Link to comment Share on other sites More sharing options...
RB101 Posted June 1, 2022 Share Posted June 1, 2022 Does anyone know why the solar panels in the cone bays disappear when you launch a vessel? Quote Link to comment Share on other sites More sharing options...
RaccoonTOF Posted June 2, 2022 Share Posted June 2, 2022 There are quite a few problems with the latest iteration of payload solar panels - currently I'm just avoiding using any of the parts that have them as an option so as to avoid the issues, but hopefully they will be fixed again soon since that rules out quite a few useful fairings at the moment Quote Link to comment Share on other sites More sharing options...
Squeaky Posted June 5, 2022 Share Posted June 5, 2022 (edited) Hey Folks. Unsure if this is to do with US2 but having a fairly consistent freeze which has to be killed by task manager. I have a fair few mods installed so have yet to try and replicate with just US2 but checking the player.log theres around 35,000 lines of : [Universal_Storage] USCostSwitch.GetModuleMass, CurrentSelection: 1 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Before it then changes to: Spoiler d3d11: failed to create buffer (target 0x1 mode 0 size 960) [0x887A0005] d3d11: failed to create buffer (target 0x2 mode 0 size 120) [0x887A0005] d3d11: failed to create buffer (target 0x1 mode 0 size 576) [0x887A0005] d3d11: failed to create buffer (target 0x2 mode 0 size 72) [0x887A0005] d3d11: failed to create buffer (target 0x1 mode 0 size 960) [0x887A0005] d3d11: failed to create buffer (target 0x2 mode 0 size 120) [0x887A0005] [Universal_Storage] USCostSwitch.GetModuleMass, CurrentSelection: 1 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KSP Verson:1.12.3 US2 Version: 4.0.0.7 Player.log Mod List - Crash happens at random it seems. For the log attached it was just in LKO not doing anything for around 20mins. - Craft had the 1.875m parts (US2 Payload with a restock materials bay inside with a couple of batterys and a few other science parts stuck inside) - I've installed everything via ckan including dependencies - checked for updates (ckan, windows, gpu) - Downloaded from steam and created a fresh copy and reinstalled mods via ckan Appreciate any help at all Edited June 5, 2022 by Squeaky Missed some bits Quote Link to comment Share on other sites More sharing options...
Zelda Posted June 9, 2022 Share Posted June 9, 2022 (edited) After taking the latest KSP_PartVolume update, I saw the following ModuleManager error: [LOG 17:41:05.298] Applying update KSP_PartVolume/AddToAllParts/@PART[*]:HAS[!MODULE[ModuleCargoPart],@MODULE[ModuleInventoryPart],!MODULE[KerbalEVA]]:FINAL to UniversalStorage2/Parts/Science/CargoStorageWedge.cfg/PART[USCargoStorageWedge] [WRN 17:41:05.298] Cannot find key packedVolumeLimit in MODULE [ERR 17:41:05.298] Error - Cannot parse variable search when inserting new key packedVolumeLimit = #$/MODULE[ModuleInventoryPart]/packedVolumeLimit$ And sure enough, the config for the USCargoStorageWedge part does not have packedVolumeLimit defined. It seems like that should be added here, especially if it controls the actual volume limit. What that value should be, though, I don't know. Issue on GitHub. Edited June 9, 2022 by Zelda Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 11, 2022 Share Posted June 11, 2022 On 5/30/2022 at 9:40 AM, VelRahnKoon said: Is the Data Input Terminal supposed to be compatible with ScienceAlert ReAlerted's "Collect All" functionality? I saw Daishi's note about US2 doing it's own thing with regards to science, but I assumed that since LGG is maintaining both ScienceAlert and US2 that they would play nice Ummm, I only have a limited amount of time, can’t do it all. This requires some coding specific to the mod, I’ll see what I can do, but will be a while Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 11, 2022 Share Posted June 11, 2022 On 5/28/2022 at 9:45 AM, RaccoonTOF said: Also the scale on the current 1.875m fairings is drastically off (though I'm guessing this will be moot once the new model is done?). And still not seeing that wonderful lander-frame-part progre Be specific, please. It looked ok to me when I did the config. A pic would be helpful Quote Link to comment Share on other sites More sharing options...
RaccoonTOF Posted June 13, 2022 Share Posted June 13, 2022 (edited) Will try to get pics uploaded tonight, but on a very limited (aka kbps instead of Mbps) connection at the moment, but the basic issue was very obvious on my end at least. Don't recall which was which, but the 1.875 cylindrical fairing (that appears to be just a rescale of the 2.5m cylindrical fairing at the moment - I've not seen the new one Daishi has been teasing included yet if that IS supposed to be there) was either far too large or far too small (especially in vertical height) and the opposite was true of the 1.875m conical fairing. Again, I'll try to get pics tonight, or at least note down which was off which direction. The much bigger problem is the solar panel mass code spamming the logfile though, leading to slowdowns as the log file size grows, until eventually leading to a halt or at least totally unplayable simulation rates (only solution currently appears to be not to use those fairings at all - same issue occurs whether the panels are enabled or disabled when the craft is constructed). Edit: 1.875m Fairing (Payload Variant) which is based apparently on the 1.25m fairing (4 primary bays) has appropriate diameter scaling, but is nearly double the vertical height per bay. 1.875m Fuelable variant (5 doors) also appropriate diameter, but about 1.5x too tall per bay. 1.25 to 1.875 conical bay (5 doors) is too short for either 3 or 4 bays, but too tall for 2 bays (the other conical fairings are all 4 bays tall I believe).https://imgur.com/a/HJpp1lh Edited June 13, 2022 by RaccoonTOF Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted June 15, 2022 Share Posted June 15, 2022 Man, I didn't know @linuxgurugamer had adopted this mod (I still install mods manually, silly me!), it is INCREDIBLE! There are even microsats?! I haven't found them yet (I play career) but I'm looking forward to! THANKS! But... I think I may have found a glitch: since mod's version 1.9.1 (yeah, I was that behind) I had a ship with a Tapered Fairing (0.625m to 1.25m) set to "Wedge bracket" and with internal solar panels. The panels now are gone! They appear fine in the VAB but, when I reload the craft (even a simple one with only that part) the panels are gone and it doesn't matter if I toggle Solar Panels again, they only show up when I delete that part and select a new tapered fairing. Am I doing something wrong? Quote Link to comment Share on other sites More sharing options...
DRA-ARN Posted June 20, 2022 Share Posted June 20, 2022 Found a glitch, basically both of the mini sats have science experiments in them, when i use them it uses the stock science system, instead of kerbalism (which i have installed), hopefully this can get fixed because the mini sats seem cool, untill then i just wont use the mini sats. Quote Link to comment Share on other sites More sharing options...
leonardmh Posted June 24, 2022 Share Posted June 24, 2022 (edited) Bug report, it appears to be impossible to collect data from or reset the science experiments for the Advanced Material Bay and the Advanced Goo Unit. I have seen a few reports of this in the forum but no logs or repro steps so far, it is reliably reproducible for me every time I attempt to use these wedges. I have attempted to collect data from both experiments with a Pilot and with a Scientist and neither one can take data, there is no visible error message and the UI doesn't update to indicate that the data was taken (i.e. the 'Collect Data' button stays on the pop-up). I also tried putting the Data Input Terminal on my vessel and using it's 'Collect All' function to collect the data from these experiments, in this case the Materials Bay and Advanced Goo Unit behave differently, but both remain useless. The Terminal seems to be able to pull the data from the Advanced Goo Unit, I get a UI update on the Terminal indicating that it has a science report that my Kerbal can take out, and I'm able to take the report and store it in my vessel. However, the Advanced Goo Unit seems to be unaware that the data was taken from it, or at least the pop-up UI is not correctly updated. On further testing it looks like I am actually able to collect data from and reset the Advanced Goo Unit, but none of the expected UI changes occur. For examples after 'Collect Data' I would expect this button to disappear but it doesn't, after 'Restore' I would expect the button to disappear but it doesn't, etc. The Terminal is unable to pull data from the Advanced Material Bay and my Scientist can't collect data either, attempting to run another experiment after the first time shows the message "Cannot run experiment; Science module is full", but there is also no UI option (on the pop-up menu) to collect data or to restore the experiment. I see the following relevant log messages indicating a NullReferenceException related to the Universal Storage 2 Science Containers, I can share the full log if it would be useful (though I don't see any way to upload files here): Spoiler [EXC 23:45:49.640] NullReferenceException: Object reference not set to an instance of an object UniversalStorage2.USScienceContainer.EndEventGUIName () (at <307f1a61c0bc4f34bb904d8c8bdf5325>:0) BaseEvent.Invoke () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) RemoteTech.Modules.ModuleSPU.InvokeEvent (BaseEvent baseEvent, System.Boolean ignoreDelay) (at <6f7be493718c45418c78ea1e94787a47>:0) RemoteTech.FlightComputer.UIPartActionMenuPatcher+EventWrapper.Invoke () (at <6f7be493718c45418c78ea1e94787a47>:0) BaseEvent.Invoke () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UIPartActionButton.OnClick () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.Events.InvokableCall.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.Events.UnityEvent.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.UI.Button.Press () (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() [EXC 23:45:52.272] NullReferenceException: Object reference not set to an instance of an object UniversalStorage2.USScienceContainer.StartEventGUIName () (at <307f1a61c0bc4f34bb904d8c8bdf5325>:0) BaseEvent.Invoke () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) RemoteTech.Modules.ModuleSPU.InvokeEvent (BaseEvent baseEvent, System.Boolean ignoreDelay) (at <6f7be493718c45418c78ea1e94787a47>:0) RemoteTech.FlightComputer.UIPartActionMenuPatcher+EventWrapper.Invoke () (at <6f7be493718c45418c78ea1e94787a47>:0) BaseEvent.Invoke () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UIPartActionButton.OnClick () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.Events.InvokableCall.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.Events.UnityEvent.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.UI.Button.Press () (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() [LOG 23:45:59.911] [FlightGlobals]: There are Kerbals on a ladder. Cannot save [EXC 23:46:10.153] NullReferenceException: Object reference not set to an instance of an object UniversalStorage2.USScienceContainer.EndEventGUIName () (at <307f1a61c0bc4f34bb904d8c8bdf5325>:0) BaseEvent.Invoke () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) RemoteTech.Modules.ModuleSPU.InvokeEvent (BaseEvent baseEvent, System.Boolean ignoreDelay) (at <6f7be493718c45418c78ea1e94787a47>:0) RemoteTech.FlightComputer.UIPartActionMenuPatcher+EventWrapper.Invoke () (at <6f7be493718c45418c78ea1e94787a47>:0) BaseEvent.Invoke () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UIPartActionButton.OnClick () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.Events.InvokableCall.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.Events.UnityEvent.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.UI.Button.Press () (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() My modlist is below: Spoiler [x] Science! Continued (xScienceContinued 6.0.0.9) Advanced Fly-By-Wire (Windows) (AdvancedFlyByWire 1.8.3.6) Advanced Jet Engine (AdvancedJetEngine v2.20.0) AJE Extended (AJEExtendedConfigs 2:v2.0.5) AmpYear (AmpYearPowerManager 1:V1.5.9.0) Animated Decouplers (AnimatedDecouplers v1.5.0) ASET Agency (ASETAgency 1.0) ASET Avionics (ASETAvionics 2.1) ASET PRC (Portable Rover Components) (ASET-PRC 0.1.0.5) ASET Props (ASETProps 1.5) Astrogator (Astrogator v0.10.3) Astronomer's Visual Pack (AstronomersVisualPack 3:v4.12) Astronomer's Visual Pack-4k Textures (AVP-4kTextures v1.12) AT Utils (AT-Utils v1.10.1) AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.5.19) Avionics Systems (AvionicsSystems v1.3.3) B9 Aerospace Parts Pack (B9 1:v6.6.0) B9 Aerospace Procedural Wings - Fork (B9-PWings-Fork 3:0.43.0.11) B9 Aerospace Props (B9-props 1:v6.6.0) B9 Animation Modules (B9AnimationModules v1.7.0) B9 Part Switch (B9PartSwitch v2.20.0) BetterBurnTime (BetterBurnTime 1.10) BetterCrewAssignment (BetterCrewAssignment 1.4.1) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13) Breaking Ground (BreakingGround-DLC 1.7.1) CapCom - Mission Control On The Go (CapCom 2.11) CCTV (CCTV 1.1.6.6) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.17) Community Category Kit (CommunityCategoryKit v112.0.1) Community Resource Pack (CommunityResourcePack v112.0.1) Community Tech Tree (CommunityTechTree 1:3.4.4) Configurable Containers (ConfigurableContainers 2.6.2.1) Contract Configurator (ContractConfigurator 1.30.5) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3) Contract Pack: Exploration Plus (ContractConfigurator-ExplorationPlus 2.0.1) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2) Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.10) Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.1.4) Contract Pack: Research Advancement Division (ResearchAdvancementDivision 1.2.0) Contract Parser (ContractParser 9.0) Contracts Window + (ContractsWindowPlus 9.4) Crowd Sourced Science (CrowdSourcedScience v6.0) Cryo Tanks (CryoTanks 1.6.4) Cryo Tanks Core (CryoTanks-Core 1.6.4) Cryogenic Engines (CryoEngines 1:2.0.6) Custom Barn Kit (CustomBarnKit 1.1.22.0) Deadly Reentry Continued (DeadlyReentry 1:v.7.9.0) Deployable Engines Plugin (DeployableEngines 1.3.1) Distant Object Enhancement /L (DistantObject v2.1.1.7) Distant Object Enhancement /L default config (DistantObject-default v2.1.1.7) DMagic Orbital Science (DMagicOrbitalScience 1.4.3) Docking Cam (DockingCamKURS 1.3.8.3) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.10.0.0) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.6.1) EVA Enhancements Continued (EVAEnhancementsContinued 0.1.15.3) Exploration Rover System by A.S.E.T. (ExplorationRoverSystembyASET 0.4.0.4) Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.0.5) Filter Extensions - Plugin (FilterExtensions 3.2.7) Firespitter Core (FirespitterCore v7.17) Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued 1.2.9.2) Heat Control (HeatControl 0.6.1) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.2) Hot Spot (HotSpot 0.9.0) HullcamVDS Continued (HullcamVDSContinued 0.2.2) IndicatorLights (IndicatorLights 1.8.2) Infernal Robotics - Next (InfernalRoboticsNext v3.0.7) JSI Advanced Transparent Pods (JSIAdvancedTransparentPods V0.1.24.0) JSIPartUtilities (JSIPartUtilities 0.5.0.5) Kerbal Actuators (KerbalActuators v1.8.4) Kerbal Alarm Clock (KerbalAlarmClock v3.14.0.0) Kerbal Atomics (KerbalAtomics 1:1.3.3) Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.3.3) Kerbal Attachment System (KAS 1.11) Kerbal Changelog (KerbalChangelog v1.4.2) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0) Kerbal Improved Save System (KerbalImprovedSaveSystem v2.4.2) Kerbal Inventory System (KIS 1.29) Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.1.19) Kerbal NRAP - Procedural Test Weights (KerbalNRAP 1.6.0.1) Kerbal Reusability Expansion (SpaceXLegs 2.9.2) Konstruction (Konstruction v112.0.1) kOS: Scriptable Autopilot System (kOS 1:1.3.2.0) KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) (KRASH 0.5.33.5) KSA IVA Upgrade (KSAIVAUpgrade v1.5.0) KSP AVC (KSP-AVC 1.4.1.9) KSP Recall (KSP-Recall v0.2.2.3) LaserDist (LaserDist v1.4.0) Lithobrake Exploration Technologies (LET) (formerly LETech) (LithobrakeExplorationTechnologies 0.5.0.0-adoption) Making History (MakingHistory-DLC 1.12.1) MechJeb 2 (MechJeb2 2.14.1.0) MechJeb and Engineer for all! (MechJebForAll 1.3.0.7) MissingHistory (MissingHistory 1.9.3) Mk2 Stockalike Expansion (Mk2Expansion 2:1.9.1.2) Mk3 Stockalike Expansion (Mk3Expansion 1.6.1.3) MOAR Station Science (MOARStationScience v2.6.1.3) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.2) Near Future Aeronautics (NearFutureAeronautics 2.1.1) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.3) Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.2.3) Near Future Electrical Core (NearFutureElectrical-Core 1.2.3) Near Future Exploration (NearFutureExploration 1.1.2) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0) Near Future Propulsion (NearFuturePropulsion 1.3.5) Near Future Solar (NearFutureSolar 1.3.2) Near Future Solar Core (NearFutureSolar-Core 1.3.2) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) Parking Brake (ParkingBrake 0.4.4) Part Commander Continued (PartCommanderCont 1.1.6.3) Patch Manager (PatchManager 0.0.17.4) Planes With Purposes (ContractConfigurator-PlanesWithPurposes 1.5) PlanetShine (PlanetShine 0.2.6.6) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6) Precise Node (PreciseNode 1.2.12) Probe Control Room Recontrolled (ProbeControlRoomRecontrolled 1.2.4.2) Procedural Fairings (ProceduralFairings 1:v6.2) Procedural Fairings - For Everything! (ProceduralFairings-ForEverything v0.3.0) Procedural Parts (ProceduralParts v2.3.0) Progress Parser (ProgressParser 11.0) QuickGoTo (QuickGoTo 1:1.4.0.9) QuickIVA (QuickIVA 1:1.3.0.8) RasterPropMonitor (RasterPropMonitor 1:v0.31.7) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.7) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) RealChute Parachute Systems (RealChute v1.4.8.3) RealHeat (RealHeat v5.1) RecoveryController (RecoveryController 0.0.4.1) RemoteTech (RemoteTech v1.9.12) REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.9.0) ReStock (ReStock 1.4.3) ReStock+ (ReStockPlus 1.4.3) Reviva (Reviva 0.7.5) SCANsat (SCANsat v20.4) Scatterer (Scatterer 3:v0.0835) Scatterer Default Config (Scatterer-config 3:v0.0835) Scatterer Sunflare (Scatterer-sunflare 3:v0.0835) ScienceAlert ReAlerted (ScienceAlert 1.9.10) Smart Parts (SmartParts 1.9.16.2) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) Solver Engines plugin (SolverEngines v3.14.0) SpaceTux Library (SpaceTuxLibrary 0.0.8.4) StageRecovery (StageRecovery 1.9.5.4) Stock Waterfall Effects (StockWaterfallEffects 0.6.3) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.9) Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.9) StockRT (StockRT v1.33) Strategia (Strategia 1.8.0) TAC Fuel Balancer (TacFuelBalancer v2.21.5.2) TextureReplacer (TextureReplacer v4.5.3) Textures Unlimited (TexturesUnlimited 1.5.10.25) The Janitor's Closet (JanitorsCloset 0.3.7.8) Throttle Controlled Avionics (ThrottleControlledAvionics v3.8.0.1) ToadicusToolsContinued (ToadicusToolsContinued 1.22.4.4) Toolbar (Toolbar 1:1.8.0.8) Toolbar Controller (ToolbarController 1:0.1.9.6) Trajectories (Trajectories v2.4.3) TriggerAu Flags (TriggerAu-Flags v2.11.0.0) Trim Indicator (TrimIndicator 1.12.0.0) TUFX (TUFX 1.0.3.0) TweakableEverythingContinued (TweakableEverythingCont 0.2.1) TweakScale - Rescale Everything! (TweakScale v2.4.6.15b) TweakScale Companion for ReStockPlus (TweakScaleCompanion-ReStockPlus v1.1.0.0) TweakScale Redistributable (TweakScale-Redist v2.4.6.15b) Universal Storage II Finalized (UniversalStorage2 4.0.0.7)USI Core (USI-Core v112.0.1)USI Exploration Pack (USI-EXP v112.0.1)USI Freight Transport Technologies (USI-FTT v112.0.1)USI Tools (USITools v112.0.1) VABReorienter (VABReorienter 1.2) Vessel Viewer Continued (VesselView 2:0.8.8.5) VesselView-UI-RasterPropMonitor (VesselView-UI-RasterPropMonitor 1:0.8.8.5) VexarpIVA (VexarpIVA 0.6.1) Waterfall - Restock (WaterfallRestock 0.2.3) Waterfall Core (Waterfall 0.8.1) Waypoint Manager (WaypointManager 2.8.3.3) Zero MiniAVC (ZeroMiniAVC 1:1.1.2.4) I'm willing to share a craft file or anything else that would be useful if this is difficult to reproduce or is the result of a mod conflict, in my experience this has reproduced every time I have attempted to use these science modules (3 missions, multiple attempts to use them on each mission). These wedges significantly clean up the vessel design so I'd really like to use them. Edited June 26, 2022 by leonardmh Adding spoiler tag instead of code blocks. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted June 25, 2022 Share Posted June 25, 2022 (edited) Welcome to the forums. On 6/23/2022 at 11:03 PM, leonardmh said: though I don't see any way to upload files here Have a look at this thread. Generally, you upload your logs to a file sharing service, such OneDrive, Dropbox or Google Drive, then post a link to the file(s) here. Full logs are often requested (LinuxGuruGamer, who is maintaining this mod, usually asks for full logs) because problems with one mod are sometimes caused by other mods exhibiting problems earlier. Not always though. Try to avoid posting long lists as it makes it difficult for people on small screens to navigate your post. Hide them in spoilers if you really need to. Spoiler This is a spoiler Edited June 25, 2022 by Brigadier Spelling Quote Link to comment Share on other sites More sharing options...
Morphisor Posted June 30, 2022 Share Posted June 30, 2022 I'd to request an adjustment to the current application of the 'simple experiments' included, being the Simple temperature scan and simple barometer scan. The mod provides distinct definitions for these, making them entirely separate from the 'original' versions of these experiments. They are however only used on one part, the MicroSatWedge. Problem is, ingame there is absolutely no way to distinguish the experiments on this part from the regular versions, since the visible text (such as action name) is all 100% identical to the regular version. This mainly becomes a problem when contracts request a certain experiment to be done, because there's no way a regular player will be able to find this experiment. When I looked into it myself the only thing I could find in fact was a reddit thread about this exact problem, with no definitive solution. So given the very limited usage I'd request this experiment definition to be discontinued; or otherwise be made much more obviously distinct. Quote Link to comment Share on other sites More sharing options...
ndiver Posted July 17, 2022 Share Posted July 17, 2022 On 4/11/2022 at 12:50 AM, Jcklemme said: After doing a search of the topic and reading a a few pages I haven't seen anyone explain how the Laser Altimeter works/is supposed to be manned. Did I miss an earlier explanation or is it non-functional in its current state? I am also looking for the explanations concerning the laser "to be manned". I tried to use it with a scientist next to it, but not working, and the vessel used is manned. Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted July 26, 2022 Share Posted July 26, 2022 (edited) Hello, guys! Recently, due to an update to KSP Part Volume, I got an error message from ModuleManager: [ERR 18:52:27.887] Error - Cannot parse variable search when inserting new key packedVolumeLimit = #$/MODULE[ModuleInventoryPart]/packedVolumeLimit$ [ERR 18:52:27.887] Error - Cannot parse variable search when inserting new key packedVolumeLimit = #$/MODULE[ModuleInventoryPart]/packedVolumeLimit$ Then, linuxgurugamer (thank you, mister!), analysed the logs and gave me a workaround: 15 hours ago, linuxgurugamer said: I got it, thx And the problem is immediately obvious, it's a bug in theCargoStorageWedge in UniversalStorage2 For now, just edit the file: CargoStorageWedge.cfg and add line below: MODULE { name = ModuleInventoryPart InventorySlots = 3 packedVolumeLimit = 0 // This is the line to add ******************* } It's at lines 49-53 of the file MAYBE linuxgurugamer will implement some code that deals with this since there are so many mod parts out there. Anyway, I thought I should tell you here... Anyway, thank you all for your great work! Edited July 26, 2022 by jlcarneiro Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted July 30, 2022 Share Posted July 30, 2022 (edited) Hello, folks! I have a little doubt: I've noticed the Micro Dawn's (IX-631) mass is the same as the stock one (IX-6315) even if its mass is one quarter smaller. Is that intended? If so, why? Edited July 30, 2022 by jlcarneiro Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted July 30, 2022 Share Posted July 30, 2022 (edited) On 7/26/2022 at 5:44 AM, jlcarneiro said: MAYBE linuxgurugamer will implement some code that deals with this since there are so many mod parts out there. Back on Tuesday, Linux asked for help on my module manager help thread to fix what looks to be the above issue. Later that day, they released a fix update, so you should be good now. Surprised Linux acted so quickly. Edited July 30, 2022 by SkyFall2489 Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted July 31, 2022 Share Posted July 31, 2022 (edited) On 7/30/2022 at 8:50 PM, SkyFall2489 said: Back on Tuesday, Linux asked for help on my module manager help thread to fix what looks to be the above issue. Later that day, they released a fix update, so you should be good now. Surprised Linux acted so quickly. Oh, yeah! Sorry I didn't update it here! BTW, his quick reaction surprised me as well! Edited August 2, 2022 by jlcarneiro Grammar, mixed quick and quickly Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted August 1, 2022 Share Posted August 1, 2022 On 6/12/2022 at 6:04 PM, RaccoonTOF said: Edit: 1.875m Fairing (Payload Variant) which is based apparently on the 1.25m fairing (4 primary bays) has appropriate diameter scaling, but is nearly double the vertical height per bay. 1.875m Fuelable variant (5 doors) also appropriate diameter, but about 1.5x too tall per bay. 1.25 to 1.875 conical bay (5 doors) is too short for either 3 or 4 bays, but too tall for 2 bays (the other conical fairings are all 4 bays tall I believe). https://imgur.com/a/HJpp1lh Yeah, the 1.875m fairing is wonk, but can be fixed with a ModuleManager patch (rescales the height) courtesy of @Vandest in this post: Quote Link to comment Share on other sites More sharing options...
Feellikeapple Posted September 2, 2022 Share Posted September 2, 2022 guys uh, ksp broke when i installed this mod, module manager detected a fatal error, any ideas why? Log:https://drive.google.com/file/d/19hU2Tp9GjjxRW2GHYtRH99RBEra1aDLi/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted September 8, 2022 Share Posted September 8, 2022 On 9/2/2022 at 9:25 AM, Feellikeapple said: guys uh, ksp broke when i installed this mod, module manager detected a fatal error, any ideas why? Log:https://drive.google.com/file/d/19hU2Tp9GjjxRW2GHYtRH99RBEra1aDLi/view?usp=sharing Yeah, I got the same error, it can't find GameData\KIS\Plugins\MiniAVC-V2.dll. But are you sure it's coming from Universal Storage? Uninstalling KIS fixed it for me. On something completely different: I got a mission to perform a "Visual Camera Observation" experiment. It seems to come from UniversalStorage2/ScienceDefs.cfg, but how do I execute it? Quote Link to comment Share on other sites More sharing options...
jkadarn Posted September 11, 2022 Share Posted September 11, 2022 (edited) On 9/8/2022 at 2:30 AM, infinite_monkey said: On something completely different: I got a mission to perform a "Visual Camera Observation" experiment. It seems to come from UniversalStorage2/ScienceDefs.cfg, but how do I execute it? Hello ! You need to use the "Take a Picture" experiment on the "Advanced Sub-Satellite" part. On 7/17/2022 at 4:02 PM, ndiver said: I am also looking for the explanations concerning the laser "to be manned". I tried to use it with a scientist next to it, but not working, and the vessel used is manned. I think that's because of a typo on the MapCamWedge.cfg config file for this part. At the line 169 we have: usageReqMaskInternal = 5 This means that the part must be crewed in order for the experiment to be runnable. If you change this value to 2, you'll be able to use the experiment if the vessel is crewed. (See: https://wiki.kerbalspaceprogram.com/wiki/Module#ModuleScienceExperiment ) Edited September 11, 2022 by jkadarn ndiver was right, correcting wrong info Quote Link to comment Share on other sites More sharing options...
ndiver Posted September 11, 2022 Share Posted September 11, 2022 (edited) 1 hour ago, jkadarn said: I think that's because of a typo on the MapCamWedge.cfg config file for this part. At the line 169 we have: usageReqMaskInternal = 5 This means that the part must be crewed in order for the experiment to be runnable. If you change this value to 3, you'll be able to use the experiment if the vessel is crewed. (See: https://wiki.kerbalspaceprogram.com/wiki/Module#ModuleScienceExperiment ) Thanks for this explanation ! Changed to 3 or 2? Edited September 11, 2022 by ndiver Quote Link to comment Share on other sites More sharing options...
jkadarn Posted September 11, 2022 Share Posted September 11, 2022 (edited) 8 hours ago, ndiver said: Thanks for this explanation ! Changed to 3 or 2? I changed it to 3, and it works for me No it did not... See below. Edited September 11, 2022 by jkadarn ndiver was right, correcting wrong info Quote Link to comment Share on other sites More sharing options...
jkadarn Posted September 11, 2022 Share Posted September 11, 2022 8 hours ago, ndiver said: Thanks for this explanation ! Changed to 3 or 2? 7 hours ago, jkadarn said: I changed it to 3, and it works for me Well... It seems I got confused. I just sent a craft with the part to the mun, and it didn't work. Setting the value of usageReqMaskInternal to 2 as you said got it to work. Spoiler Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.