Jump to content

[1.1.2] Station Science (v2.0: New models by SpeedyB)


ethernet

Recommended Posts

I need a persistance file, and the output_log.txt (from your KSP_Data directory) to be able to look into those problems.

A problem with contracts:

I've just done plant growth twice, once while orbiting kerbin, and another while orbiting mun

I've got two contracts, one for kerbin and another for mun.

The mun one contract was finalized, but the kerbin one doesn't has the mark around 'Complete in orbit around kerbin'

I even tried resetting and redoing it (this time at alt of 260000) but it still doesn't work

Any idea what's the problem ?

The pod for Kerbin was launched after you accepted the contract, right?

Link to comment
Share on other sites

Hi,

I think this mod isn't compatible with KW rocketry mod. With KW rocketry game always crushes while loading into main menu. Without KWR np.

Hi, and welcome to the forums, kl0buk.

According to the Official KW Rocketry Mod Thread, by the time of this post, that mod hasn't been updated to 0.90.0 yet. While Station Science has been updated, I would throw a guess and say the problem isn't on Station Science, but on KW Rocketry.

In any case, logs can answer that better than anyone. I highly encourage you to post them when reporting a bug. ;)

Link to comment
Share on other sites

Hi, and welcome to the forums, kl0buk.

According to the Official KW Rocketry Mod Thread, by the time of this post, that mod hasn't been updated to 0.90.0 yet. While Station Science has been updated, I would throw a guess and say the problem isn't on Station Science, but on KW Rocketry.

In any case, logs can answer that better than anyone. I highly encourage you to post them when reporting a bug. ;)

Yes I'm using [0.25] KW Rocketry v2.6d2 so it's not fully compatible with KSP 0.90 but I can run KW rocketry without any problem if I don't have Station science in my gamedata. I'm just saying if some people have problem running station science mod, KW rocketry can be the reason why. Station science mod work fine for me without [0.25] KW Rocketry v2.6d2 ;)

Link to comment
Share on other sites

Ethernet, I just found myself having the Plant Growth Contract issue as well. The experiment runs fine, but once I right-clicked that part again to finish it, here's what I saw:

SCE7GYr.jpg

Clicking "Deploy" does nothing. I can re-right-click that part again, and the "Deploy" button will be there once again.

As expected, if I can't "Finish" the experiment, I can't complete the contract after recovering the vessel at Kerbin.

Also, the only StationScience-related log I found while quicklooking into the in-game log was this:

[Error]: [R&D]: No Experiment definition found with id plantGrowth

But in any case, here's the output_log file.

Poke me if you need the modlist. I'll write them here manually.

And thank you very much for the support! :)

Edited by Kowgan
Link to comment
Share on other sites

Ethernet, I just found myself having the Plant Growth Contract issue as well. The experiment runs fine, but once I right-clicked that part again to finish it, here's what I saw:

http://i.imgur.com/SCE7GYr.jpg

Clicking "Deploy" does nothing. I can re-right-click that part again, and the "Deploy" button will be there once again.

As expected, if I can't "Finish" the experiment, I can't complete the contract after recovering the vessel at Kerbin.

Also, the only StationScience-related log I found while quicklooking into the in-game log was this:

[Error]: [R&D]: No Experiment definition found with id plantGrowth

But in any case, here's the output_log file.

Poke me if you need the modlist. I'll write them here manually.

And thank you very much for the support! :)

One thing I noticed is it seems to have trouble loading the retrogradeKuarqs.tga texture. You could try redownloading and reextracting the archive in case it got corrupted somehow. If that doesn't fix it, try deleting the StnSciExperiment6 folder from the Parts folder, and see if that fixes the issue.

Link to comment
Share on other sites

Clicking "Deploy" does nothing. I can re-right-click that part again, and the "Deploy" button will be there once again.

As expected, if I can't "Finish" the experiment, I can't complete the contract after recovering the vessel at Kerbin.

Also, the only StationScience-related log I found while quicklooking into the in-game log was this:

[Error]: [R&D]: No Experiment definition found with id plantGrowth

But in any case, here's the output_log file.

Poke me if you need the modlist. I'll write them here manually.

And thank you very much for the support! :)

Just adding that I have the exact same problem, just with Creature Comforts.


[R&D]: No Experiment definition found with id zoologyBay

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

[R&D]: No Experiment definition found with id bioproducts

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

I am guessing it's some kind of mod compatibility? But with what?

I have plenty of mods that might conflict..

DMagic

Community Science Devs

Scansat (DEV)

Science Funding

Science Alert

SXT: Stock Extension

Universal Storage

Kerbonite / Regolith

Kerbal Engineer

MechJeb

Editor Extensions

CRP

Collision FX

Min Ambience

Either way, since this problem is the usual "science-def" problem I am a bit stumped, since I am pretty sure I don't have duplicated or wrong entries. It simply doesn't load this mods cfg's for some reason.

Link to comment
Share on other sites

Just adding that I have the exact same problem, just with Creature Comforts.


[R&D]: No Experiment definition found with id zoologyBay

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

[R&D]: No Experiment definition found with id bioproducts

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

I am guessing it's some kind of mod compatibility? But with what?

I have plenty of mods that might conflict..

[...]

Community Science Devs

[...]

Either way, since this problem is the usual "science-def" problem I am a bit stumped, since I am pretty sure I don't have duplicated or wrong entries. It simply doesn't load this mods cfg's for some reason.

If you mean Crowd Sourced Science (don't see a "Community Science Devs" on Google), it's almost certainly that. It breaks other science mods, because it redefines the stock experiments instead of modifying them with ModuleManager. You could delete the ScienceDefs from Squad/Resources, and that will probably fix the problem.

Link to comment
Share on other sites

If you mean Crowd Sourced Science (don't see a "Community Science Devs" on Google), it's almost certainly that. It breaks other science mods, because it redefines the stock experiments instead of modifying them with ModuleManager. You could delete the ScienceDefs from Squad/Resources, and that will probably fix the problem.

Yep that's what I mean, but deleting that does not fix the problem. As far as I know that would be very obvious in the output log though ;(

Here is my output log (from the fresh start without CSS)

https://www./?3dm6t2p0xzd3tw6

I can't make head or tails with these messages, there is module manager voodoo going on from DMAGIC, but Station-science's experiments.cfg does not appear to be loaded. That .. I am not even sure how that's possible.

I am sure there is some incompatibility I am overlooking :(

Oh.. huh? Where is that -snip- part coming from? I try deleting sciencedefs from Squad/Resources too :)

Of course, that fixed it. well. for the mod, now the other experiments are gone ;P

Ah.. redownloaded the missing file from steam, now all works..

Huh??? Steam incorrectly patched this file or what?

Either way, all works now.

Edited by eRe4s3r
Link to comment
Share on other sites

Yep that's what I mean, but deleting that does not fix the problem. As far as I know that would be very obvious in the output log though ;(

Here is my output log (from the fresh start without CSS)

https://www./?3dm6t2p0xzd3tw6

I can't make head or tails with these messages, there is module manager voodoo going on from DMAGIC, but Station-science's experiments.cfg does not appear to be loaded. That .. I am not even sure how that's possible.

I am sure there is some incompatibility I am overlooking :(

Oh.. huh? Where is that -snip- part coming from? I try deleting sciencedefs from Squad/Resources too :)

Of course, that fixed it.

Ehm.. but now all science logs from all other (not mod) experiments are gone! Yikes

The log you posted shows experiments being loaded from a ScienceDefs and ScienceDefs1 file. Where did that latter file come from?

Link to comment
Share on other sites

The log you posted shows experiments being loaded from a ScienceDefs and ScienceDefs1 file. Where did that latter file come from?

That's a superb question, I deleted that and deleted the original sciencedefs and.. let steam redownload. (actually I just flat out deleted the whole folder and re-verified.. I was lazy) And now all works. I have literally no idea (anymore) where that 2nd file came from but thank you for suffering through my stupidity. Everything works now.. and aside that fixed another problem I was having.. heh

I guess this is my punishment for not wiping the KSP install before installing the new KSP version. Very sorry

Ps.: Just adding, I love the mod ;)

Edited by eRe4s3r
Link to comment
Share on other sites

Well, I guess I don't need to test it right now here, then?

I'll test it. Not right now, but I will. Then, I'll post my results here. For now, I'll just consider eRe5s3r's as working results.

The "-snip-" is something people here add in quotes when they want to cut some part of it. :)

Link to comment
Share on other sites

I installed the mod after I already had a career going and it had unlocked all the parts already. I'm not getting any orbital science contracts though. Any way to force the game to realize I have those parts?

Edit: Nevermind, I timed warped a week and got my first contract.

Link to comment
Share on other sites

Has anyone had an issue with the zoology module (or other modules) not showing their textures? When I view it it's all white. I'll screenshot when I get home. I've tried reinstalling the mod a couple of times and I don't think I'm running any other mods that add parts, just basic stuff like mechjeb.

Just curious if others have seen this.

Killer mod BTW, it's nice to finally have a purpose for my station rather than just making a really expensive, hard to reach Kerbal hotel.

Link to comment
Share on other sites

Has anyone had an issue with the zoology module (or other modules) not showing their textures? When I view it it's all white. I'll screenshot when I get home. I've tried reinstalling the mod a couple of times and I don't think I'm running any other mods that add parts, just basic stuff like mechjeb.

Just curious if others have seen this.

Killer mod BTW, it's nice to finally have a purpose for my station rather than just making a really expensive, hard to reach Kerbal hotel.

Hmm... Just loaded it up to take the screenshot and all of a sudden I have a texture on the zoology lab. My bad, not sure what happened but it seems to be all good now.

Thanks again for the great mod!

Link to comment
Share on other sites

This mod is pretty nice, but it seems to have some contract completion bugs that I have been hitting:

I launched a space station that had... all the science modules including the three big ones in orbit around Kerbin and it did not trigger as mission complete, said i was missing a science lab.

I also had problems getting the mission complete for prograde kuarks from the mun. I get it to give the checkmarks for launching and completing the experiment, but when I transfer the results and get the science from the experiment when it returns, it unchecks all the boxes.

Link to comment
Share on other sites

This mod is pretty nice, but it seems to have some contract completion bugs that I have been hitting:

I launched a space station that had... all the science modules including the three big ones in orbit around Kerbin and it did not trigger as mission complete, said i was missing a science lab.

You mean the stock station contracts, added in 0.90? The research lab they ask for is the stock Mobile Processing Lab. I'm not sure if it's possible to make my Science Lab count, but I'll look into it.

I also had problems getting the mission complete for prograde kuarks from the mun. I get it to give the checkmarks for launching and completing the experiment, but when I transfer the results and get the science from the experiment when it returns, it unchecks all the boxes.

You must leave the results inside the pod, and return the pod to Kerbin to complete the contract. This is specified in the contract's text.

Question: Could you make different "Zones" (from the survey contracts) count as biomes for the station to work in?

Not sure I understand what you mean. A station would pass through many biomes and over many survey zones over the course of an experiment.

Link to comment
Share on other sites

You mean the stock station contracts, added in 0.90? The research lab they ask for is the stock Mobile Processing Lab. I'm not sure if it's possible to make my Science Lab count, but I'll look into it.

.

That was it, I thought it was part of your mod. I launched a station with one of them and it accepted the station.

You must leave the results inside the pod, and return the pod to Kerbin to complete the contract. This is specified in the contract's text.

Indeed it is, I did not realize you had to bring the pod back from orbit, not just the results.

Link to comment
Share on other sites

I misunderstand, must i recover plant growth experiment pod on kerbal surface(doont attach to station, add parachutes,command pod etc), or i can attach it to station and take experiment result and recover with landed command mk1 pod?

Link to comment
Share on other sites

I misunderstand, must i recover plant growth experiment pod on kerbal surface(doont attach to station, add parachutes,command pod etc), or i can attach it to station and take experiment result and recover with landed command mk1 pod?

The first one. At least, if you want to complete a contract. Both will work if you just want the Science value.

I'm thinking I'm going to disable removing results on EVA next update, though. It seems to just cause confusion.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...