Lunar Sea Posted September 18, 2020 Share Posted September 18, 2020 On 8/12/2020 at 5:26 PM, Crixomix said: I'm having an issue where no parts will show up for KRnD. I open up the menu in the VAB, select a part, and the window remains blank. I uninstalled tweakscale so I can't imagine why every single part isn't working? To add to this, in the VAB when I mouseover a part in the menu, it will show "R & D Upgrades: None", so it's like they have the R&D Module, but won't show the upgrade menu? Thanks, Same thing is happening for me, I figure it might be conflicting with another parts pack, but I can't figure out which one. Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted September 18, 2020 Share Posted September 18, 2020 (edited) On 8/12/2020 at 5:26 PM, Crixomix said: I'm having an issue where no parts will show up for KRnD. I open up the menu in the VAB, select a part, and the window remains blank. I uninstalled tweakscale so I can't imagine why every single part isn't working? To add to this, in the VAB when I mouseover a part in the menu, it will show "R & D Upgrades: None", so it's like they have the R&D Module, but won't show the upgrade menu? Thanks, 8 hours ago, Lunar Sea said: Same thing is happening for me, I figure it might be conflicting with another parts pack, but I can't figure out which one. I'd suggest checking out the one of the Structural Tubes - I know they specifically aren't (and can't be) affected by TweakScale currently, unless you've installed one of the dev releases. See this screenshot: https://www.dropbox.com/s/78b7jhtl2kjhlrd/screenshot0.png?dl=0 If that shows up in KRnD, I presume there's some sort of gunk that TweakScale left behind that is causing it not to detect other parts. If it doesn't, it very well may be a bug in KRnD, or an install issue. In either case, a log would probably help. Also in either case, testing on a clean install may help, even if it's a pain in the rear. Edited September 18, 2020 by etmoonshade Quote Link to comment Share on other sites More sharing options...
Snoopy39 Posted September 30, 2020 Share Posted September 30, 2020 Hey really good idea for a mod. and iam like to use it. so i ask will there be a update to 1.10? Thanks Quote Link to comment Share on other sites More sharing options...
Dal Posted September 30, 2020 Share Posted September 30, 2020 The KRnD ReStock incompatibility is still present and appears to be an issue with duplicate variants confusing KRnD, but it can be corrected with minimal issue. Delete or disable ReStock\PatchesMH\Coupling\restock-mh-engineplates.cfg and ReStock\PatchesMH\Structural\restock-mh-tubes.cfg. It may only be required to delete one of those two, but consider that untested. My copy of KRnD is now working in KSP 1.10. Quote Link to comment Share on other sites More sharing options...
jfjohnny5 Posted October 15, 2020 Share Posted October 15, 2020 (edited) Well I've just spent more hours than I care to admit trying to track down the source of the problem (also reported by others) that causes the KRnD window to be blank even when selecting parts. I feel I can confidently say it's an incompatibility with ReStock. However, I was unable to get it to work by removing the two configs mentioned above; or a whole host of other combinations of config removal. I tried to determine which specific parts were causing the issue, but I had to give up. It *does* consistently work with ReStock version 1.0.3 though. So something was changed between that version and the latest; though I suspect the problem (whether the same or different) started with ReStock version 1.1.0, but I threw in the towel on trying to track it down. If there's a way to address the issue(s) without a lot of work, great. If not, the main page should probably be updated to indicate that ReStock and KRnD are incompatible. Edited October 15, 2020 by jfjohnny5 Quote Link to comment Share on other sites More sharing options...
ValiZockt Posted October 15, 2020 Share Posted October 15, 2020 (edited) @jfjohnny5, as @Dal said it's a issue with duplicate variants names. To be precise its Medium variants on all structural tubes (Restock/PatchesMH/Structural/restock-mh-tubes.cfg). Kerbal R&D populates the part variants dictionary with partVariant.name, but it does not expect a second variant with the same name one the same part. When this happens following Exception is thrown: [KRnD] Awake(): System.ArgumentException: An item with the same key has already been added. Key: Medium This means that the attempt to add the second medium variant will fail because a dictionary entry with the name "Medium" already exists. So until there's a fix just renaming all duplicate Medium variants to something else works. Or use following MM Patch, which just renames those for you: @PART[Tube1,Tube1p5,Tube2,Tube3,Tube4]:AFTER[000_ReStock] { @MODULE[ModulePartVariants] { @VARIANT[Medium],1 { @name = Medium-Orange } } } Edited October 15, 2020 by ValiZockt Quote Link to comment Share on other sites More sharing options...
jfjohnny5 Posted October 16, 2020 Share Posted October 16, 2020 (edited) @ValiZockt I had such high hopes that would work. Sadly, it didn't... I tried adding the patch exactly as you wrote it. I also tried using an individual entry for each part (instead of a comma-separated list). The same System.ArgumentException error you pointed out was still present in the log, and KRnD still didn't work. I then tried adding all 5 of those tube parts to the Restock PatchDisabler.cfg file and KRnD still didn't work. The error is still in the log file, but I know that Restock skipped the parts as I no longer have the Orange variants in the VAB; only the stock variants. There's something else that is incompatible, and I'm having a really hard time trying to run it down. Here's the full error entry from my log: [ERR 08:44:37.515] [KRnD] Awake(): System.ArgumentException: An item with the same key has already been added. Key: Medium at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at KRnD.KRnD.getVariants (Part part) [0x00070] in <c3c5f99852404d74b80f1fed7bbae96f>:0 at KRnD.PartStats..ctor (Part part) [0x00022] in <c3c5f99852404d74b80f1fed7bbae96f>:0 at KRnD.KRnD.Awake () [0x003c0] in <c3c5f99852404d74b80f1fed7bbae96f>:0 (Unrelated to my KRnD issue - your Kerbalism Kompanion Kalkulator is awesome!) Edited October 16, 2020 by jfjohnny5 Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted October 16, 2020 Share Posted October 16, 2020 On 7/2/2020 at 3:56 PM, Unixsystem said: If I could request one thing it would be upgrades related to radiators, both max cooling and core heat transfer. With Nertea's atomic engines mod, it becomes borderline impossible to cool the high end nuclear engines after short burns with a couple fuel flow upgrades, even with dozens of the highest end Heat Control radiators. Being able to beef them up a bit would both make them scale with upgraded engines while also making it so that even non-nuclear craft could use one or two small rads to cool other equipment and save on space/part count. I added code for this back in April, and @linuxgurugamer merged the PR. I'm surprised there hasn't been a new release at some point since then that would include my changes. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 16, 2020 Author Share Posted October 16, 2020 4 hours ago, leatherneck6017 said: I added code for this back in April, and @linuxgurugamer merged the PR. I'm surprised there hasn't been a new release at some point since then that would include my changes. I thought I had released it. I’ll look at it later this evening. Quote Link to comment Share on other sites More sharing options...
The Minmus Derp Posted October 16, 2020 Share Posted October 16, 2020 This seems like an interesting mod! Cant wait for next release Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 17, 2020 Author Share Posted October 17, 2020 (edited) New release, 1.16.0.8 Thanks to forum user @leatherneck6017 for this: Add upgrades for ISRU Drills and Radiators. WIP for antenna range. Edited October 17, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
ValiZockt Posted October 17, 2020 Share Posted October 17, 2020 22 hours ago, jfjohnny5 said: @ValiZockt I had such high hopes that would work. Sadly, it didn't... I tried adding the patch exactly as you wrote it. I also tried using an individual entry for each part (instead of a comma-separated list). The same System.ArgumentException error you pointed out was still present in the log, and KRnD still didn't work. I then tried adding all 5 of those tube parts to the Restock PatchDisabler.cfg file and KRnD still didn't work. The error is still in the log file, but I know that Restock skipped the parts as I no longer have the Orange variants in the VAB; only the stock variants. There's something else that is incompatible, and I'm having a really hard time trying to run it down. @jfjohnny5, I can't guarantee anything, but I think its worth a try. I did some small changes and while the following is not a proper fix, can you be so kind and test it if it works for you? https://github.com/ValiZockt/KRnD/releases/tag/v1.16.0.9. Instead of populating the variant dictionary just with the variant name, I instead add a additional index to the dictionary key value. Quote Link to comment Share on other sites More sharing options...
jfjohnny5 Posted October 18, 2020 Share Posted October 18, 2020 @ValiZockt Huzzah! I think you've solved it!! I'm going to keep your version installed and keep testing to see if any parts don't respond properly, but after my initial testing your fix seems to have done the trick. Thanks so much for your help! Quote Link to comment Share on other sites More sharing options...
Turf Posted October 21, 2020 Share Posted October 21, 2020 On 10/17/2020 at 7:15 AM, linuxgurugamer said: New release, 1.16.0.8 Thanks to forum user @leatherneck6017 for this: Add upgrades for ISRU Drills and Radiators. WIP for antenna range. Nice, an update... that is not for 1.10.1? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 21, 2020 Author Share Posted October 21, 2020 26 minutes ago, Turf said: Nice, an update... that is not for 1.10.1? Works on 1.8 - 1.10, I just updated the title Quote Link to comment Share on other sites More sharing options...
Turf Posted October 21, 2020 Share Posted October 21, 2020 53 minutes ago, linuxgurugamer said: Works on 1.8 - 1.10, I just updated the title Okay, cool. Now then.... Time to crank up the ISP of nuclear rockets and add more fuel on tanks!! Please do update the CKAN version too. Quote Link to comment Share on other sites More sharing options...
Supernovy Posted October 25, 2020 Share Posted October 25, 2020 (edited) Is it possible to add upgrading SAS modes on probe cores to this? Such as putting attitude hold on the Stayputnik or prograde / retrograde to the OKTO? I think that would fit pretty well in with the mod, if it cost enough science to balance it, especially in early game. But since it's discrete instead of continuous I understand it might not work. I apologise if this has been addressed before but I couldn't find anything with the search. EDIT: Just thought about service ceilings for jet engines. I know the engine module has a bunch of isp/thrust curves that can be modified fairly easily but I'm not sure this mod could do it, considering how it works. Edited November 11, 2020 by Supernovy Quote Link to comment Share on other sites More sharing options...
MoffKalast Posted November 28, 2020 Share Posted November 28, 2020 (edited) Ok, I gotta say I don't know how you managed to pull this off but this is actually so much worse than the original version. And that one still works completely fine with 1.10.1 somehow. Here it somehow completely breaks the UI if installed by itself and only starts to work if 3 horrid dependencies are installed that add annoying extra icons to the UI that nobody cares about. I mean i'm not saying it's not good programming practice to encapsulate and split up useful code but only if it's an invisible backend thing. I do not give a rat's ass about which window click is on top or what toolbar is which because all other mods seem to work fine without any of that crap. I'm so glad the old version still works. Also you might want to include your dependencies in the download because it kind of doesn't work without them. They're YOUR dependencies, it's not like you have to ask permission. Edited November 28, 2020 by MoffKalast Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted November 28, 2020 Share Posted November 28, 2020 Please keep in mind that mod makers are unpaid volunteers and offer their work solely out of a wish to help others enjoy KSP more. If people are too unpleasant to them, they'll simply quit. Wouldn't you? Quote Link to comment Share on other sites More sharing options...
eberkain Posted November 29, 2020 Share Posted November 29, 2020 (edited) 7 hours ago, MoffKalast said: Ok, I gotta say I don't know how you managed to pull this off but this is actually so much worse than the original version. And that one still works completely fine with 1.10.1 somehow. Here it somehow completely breaks the UI if installed by itself and only starts to work if 3 horrid dependencies are installed that add annoying extra icons to the UI that nobody cares about. I mean i'm not saying it's not good programming practice to encapsulate and split up useful code but only if it's an invisible backend thing. I do not give a rat's ass about which window click is on top or what toolbar is which because all other mods seem to work fine without any of that crap. I'm so glad the old version still works. Also you might want to include your dependencies in the download because it kind of doesn't work without them. They're YOUR dependencies, it's not like you have to ask permission. [snip] LGG is a godsend for this modding community. Use CKAN and you won't have all these instillation problems. Years ago CKAN was not that great and I always had trouble, but these days it seems to work perfectly. Edited November 29, 2020 by Vanamonde Quote Link to comment Share on other sites More sharing options...
Miguelsgamingch Posted November 29, 2020 Share Posted November 29, 2020 (edited) On 11/28/2020 at 5:32 PM, eberkain said: [snip] LGG is a godsend for this modding community. Use CKAN and you won't have all these instillation problems. Years ago CKAN was not that great and I always had trouble, but these days it seems to work perfectly. True. Edited November 30, 2020 by Starhawk Quote redacted by moderator Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted November 29, 2020 Share Posted November 29, 2020 Don't call each other names, please. Some comments have been removed. Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted January 4, 2021 Share Posted January 4, 2021 @linuxgurugamer FYI there seems to be a conflict between KRnD and BDB Bluedog Design Bureau. You already cover it in your top post where you mention compatibility issues with B9PS. If it's something you focus on in the future you can find more info about a specific conflict in this post post within the BDB thread: Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 4, 2021 Author Share Posted January 4, 2021 3 hours ago, DeadJohn said: @linuxgurugamer FYI there seems to be a conflict between KRnD and BDB Bluedog Design Bureau. You already cover it in your top post where you mention compatibility issues with B9PS. If it's something you focus on in the future you can find more info about a specific conflict in this post post within the BDB thread: Sorry, not going to happen. Quote Link to comment Share on other sites More sharing options...
Kielm Posted January 5, 2021 Share Posted January 5, 2021 (edited) @linuxgurugamer I'm not saying it would be easy to update krnd to work with fuel-switched parts, but I got as far as proving the concept a few years back. If you're interested you can find information here Post from 2016 Source code Not saying you should, or that it would be a good idea, but thought I'd share the information all the same. I'm quite happy with how krnd works and think supporting multiple fuel switching mods would be nightmarishly difficult, and probably cause lots of issues - but it's there to look at if you or anyone else is curious. Edited January 5, 2021 by Kielm Quote Link to comment Share on other sites More sharing options...
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