archnem Posted November 26, 2016 Share Posted November 26, 2016 Are there updates for the alternative parts, especially the drills? Because the stock parts are...well, ugly. And the links for BahamutoD's drills are broken. Quote Link to comment Share on other sites More sharing options...
Psyden Posted November 26, 2016 Share Posted November 26, 2016 You can try Brass Moustache Industrial Supply, as they have a TAC-LS and EPL supplement, and GNE Industries has a 'new' spherical launch pad, but these are both 2-3 years old, so you might need to either edit the config to make it work, or else find someone to do it for you. Quote Link to comment Share on other sites More sharing options...
schlosrat Posted November 26, 2016 Share Posted November 26, 2016 There is a MM cfg script that will let you use the stock games mining drills and ISRU. Alternately you may be able to make alternate copies of the stock drills that use all the stock animations, but that let you mine metal ore, etc. Quote Link to comment Share on other sites More sharing options...
Psyden Posted November 26, 2016 Share Posted November 26, 2016 (edited) Is MM supposed to show up on the AVC add-on list? I don't see it, but I do see Module Manager applying patches on start up. Here is the list of mods, as compiled by AVC: Spoiler KSP: 1.2.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit SXTContinued - 0.3.3 000_AT_Utils - 1.2.2 Filter Extensions - 2.7.4.2 Toolbar - 1.7.13USI Tools - 0.8.6 AtmosphereAutopilot - 1.5.8 B9 Animation Modules - 1.0.4 B9 Part Switch - 1.5.1 B9 Aerospace - 6.2 B9 Aerospace HX Parts - 6.2 B9 Aerospace Legacy Parts - 6.2 Bon Voyage - 0.11 Community Category Kit - 0.1.2 Community Resource Pack - 0.6.3 CommunityTechTree - 3.0.2 ConfigurableContainers - 2.3.1 CryoEngines - 0.4.3 DMagic Orbital Science - 1.3.0.6 Firespitter - 7.4.2 Hangar - 3.1 Interstellar Fuel Switch - 2.2.9 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6KIS - 1.3 KSP-AVC Plugin - 1.1.6.2 KWRocketryRedux - 3.0.24.1 Lithobrake Exploration Technologies - 0.4 MarkIVSystem - 2.3 Mk 1 Cargo Bay - 1.2 Modular Rocket Systems - 1.13.1 ModularFlightIntegrator - 1.2.2 NearFutureConstruction - 0.7.2 NearFutureElectrical - 0.8.2 NearFuturePropulsion - 0.8.2 NearFutureSolar - 0.7.1 NearFutureSpacecraft - 0.5.4 OPT Legacy Spaceplane Parts - 1.0.2 BD Animation Modules - 0.6.4.2 Firespitter - 7.4.1 QuizTechAeroPackContinued - 1.3.6.1RCS Sounds - 5.0 DeepFreeze Continued... - 0.23.1 RetractableLiftingSurface - 0.0.1.2 SCANsat - 1.1.6.11 SpaceY Expanded - 1.3.1 SpaceY Lifters - 1.15 StationPartsExpansion - 0.4.2 SXTContinued - 0.3.3 TarsierSpaceTechnology - 6.6.1 ThrottleControlledAvionics - 3.3 TAC Life Support - 0.12.6 Kerbal Alarm Clock - 3.8.1 TweakScale - 2.3.2USI Core - 0.3.4 Asteroid Recycling Tech - 0.9.2USI Exploration Pack - 0.6.2 Freight Transport Tech - 0.6.2 Karbonite - 0.8.3 Karbonite Plus - 0.7.3 Karibou - 0.3.3 Konstruction - 0.1.7 Malemute Rover - 0.2.2 UKS - 0.50.4 NuclearRockets - 0.3.4 Sounding Rockets - 0.5.4USI Survivability Pack - 0.6.2USI Submarine Pack - 0.2.3USI Alcubierre Drive - 0.5 KSP Interstellar Extended - 1.11.3 WildBlueTools - 1.8.7 Buffalo - 0.9.8 Mark One Laboratory Extensions - 1.3.5 Pathfinder - 1.2.9 Edited November 26, 2016 by Psyden Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted November 26, 2016 Share Posted November 26, 2016 5 hours ago, Psyden said: Is MM supposed to show up on the AVC add-on list? I don't see it, but I do see Module Manager applying patches on start up. Here is the list of mods, as compiled by AVC: Reveal hidden contents KSP: 1.2.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit SXTContinued - 0.3.3 000_AT_Utils - 1.2.2 Filter Extensions - 2.7.4.2 Toolbar - 1.7.13USI Tools - 0.8.6 AtmosphereAutopilot - 1.5.8 B9 Animation Modules - 1.0.4 B9 Part Switch - 1.5.1 B9 Aerospace - 6.2 B9 Aerospace HX Parts - 6.2 B9 Aerospace Legacy Parts - 6.2 Bon Voyage - 0.11 Community Category Kit - 0.1.2 Community Resource Pack - 0.6.3 CommunityTechTree - 3.0.2 ConfigurableContainers - 2.3.1 CryoEngines - 0.4.3 DMagic Orbital Science - 1.3.0.6 Firespitter - 7.4.2 Hangar - 3.1 Interstellar Fuel Switch - 2.2.9 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6KIS - 1.3 KSP-AVC Plugin - 1.1.6.2 KWRocketryRedux - 3.0.24.1 Lithobrake Exploration Technologies - 0.4 MarkIVSystem - 2.3 Mk 1 Cargo Bay - 1.2 Modular Rocket Systems - 1.13.1 ModularFlightIntegrator - 1.2.2 NearFutureConstruction - 0.7.2 NearFutureElectrical - 0.8.2 NearFuturePropulsion - 0.8.2 NearFutureSolar - 0.7.1 NearFutureSpacecraft - 0.5.4 OPT Legacy Spaceplane Parts - 1.0.2 BD Animation Modules - 0.6.4.2 Firespitter - 7.4.1 QuizTechAeroPackContinued - 1.3.6.1RCS Sounds - 5.0 DeepFreeze Continued... - 0.23.1 RetractableLiftingSurface - 0.0.1.2 SCANsat - 1.1.6.11 SpaceY Expanded - 1.3.1 SpaceY Lifters - 1.15 StationPartsExpansion - 0.4.2 SXTContinued - 0.3.3 TarsierSpaceTechnology - 6.6.1 ThrottleControlledAvionics - 3.3 TAC Life Support - 0.12.6 Kerbal Alarm Clock - 3.8.1 TweakScale - 2.3.2USI Core - 0.3.4 Asteroid Recycling Tech - 0.9.2USI Exploration Pack - 0.6.2 Freight Transport Tech - 0.6.2 Karbonite - 0.8.3 Karbonite Plus - 0.7.3 Karibou - 0.3.3 Konstruction - 0.1.7 Malemute Rover - 0.2.2 UKS - 0.50.4 NuclearRockets - 0.3.4 Sounding Rockets - 0.5.4USI Survivability Pack - 0.6.2USI Submarine Pack - 0.2.3USI Alcubierre Drive - 0.5 KSP Interstellar Extended - 1.11.3 WildBlueTools - 1.8.7 Buffalo - 0.9.8 Mark One Laboratory Extensions - 1.3.5 Pathfinder - 1.2.9 Nah MM won't show up on AVC. Why do you ask? Quote Link to comment Share on other sites More sharing options...
Psyden Posted November 26, 2016 Share Posted November 26, 2016 Just trying to make sure I've got all my bases covered, one by one. Eventually, I am sure I will get this working, even if I have to start checking the code, line-by-line. Not that I really want to do that, mind. Quote Link to comment Share on other sites More sharing options...
taniwha Posted November 27, 2016 Author Share Posted November 27, 2016 One thing I was thinking of for scientists would be prospecting, though this would be more for Kethane (not going to mess with stock for that, I think). Anyway, @PsydenI think browsing your logs might help. Do a run attempting to build something and zip up KSP.log (please, NOT output_log.txt or Player.log, those are horrible to read though can be useful when KSP actually crashes) and put it somewhere (dropbox, pastebin, etc). Quote Link to comment Share on other sites More sharing options...
Psyden Posted November 27, 2016 Share Posted November 27, 2016 Here is the log file I am unable to get the build GUI to show, but I made sure to fiddle with the parts as best I could. Not sure how much is logged, though. Quote Link to comment Share on other sites More sharing options...
taniwha Posted November 27, 2016 Author Share Posted November 27, 2016 4 hours ago, Psyden said: I am unable to get the build GUI to show, but I made sure to fiddle with the parts as best I could. Not sure how much is logged, though. I am not particularly surprised. From the looks of it, very few of your mods are working: that log depicts a right train wreck of incompatible mods. Looks like you have many mods for 1.1.x, going by all the errors related to KSPUtil. Clean up your installation and install only mods stated to be compatible with 1.2.x. Quote Link to comment Share on other sites More sharing options...
Psyden Posted November 28, 2016 Share Posted November 28, 2016 I've made a clean install and went through with mods that were explicitly for 1.2 and 1.2.1, and not ones people said would work with 1.2.1, which I had done previously. Didn't work, so I made a new install with just EPL and MM, still couldn't get it to work. Then I used CKAN, it now it does, which means that some how, some way I am screwing up the install. So, what I'll probably end up doing is using CKAN to install EPL, as well as all the others that I can that it has, then manually installing the rest. @taniwha Thanks for taking the time to help. Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted November 28, 2016 Share Posted November 28, 2016 Hi Taniwha, got a problem with EL not recognizing that I have a pilot in the survey station. I put Valentina in there (she's a 3-star in this career game) and the range only goes up to 50m. From my log: $ grep "EL Workshop" KSP.log [LOG 21:51:46.829] [EL Workshop] ExWorkshop (Part) cap: 10 seats: 0 [LOG 21:51:47.293] [EL Workshop] ExSurveyStation (Part) cap: 4 seats: 0 [LOG 21:51:47.353] [EL Workshop] WBI.MCM (Part) cap: 2 seats: 0 [LOG 21:51:48.894] [EL Workshop] KER.RoverCab (Part) cap: 3 seats: 0 [LOG 21:51:49.167] [EL Workshop] WBI.Hacienda (Part) cap: 4 seats: 0 [LOG 21:52:09.896] [EL Workshop] Kerbal: Wehrlan Kerman 0.2305197 0.1411646 False 0() 1.011937 False 2 False True [LOG 21:52:09.896] [EL Workshop] Kerbal: Carty Kerman 0.003135749 0.7325507 False 0() 0.9951815 False 1 False True [LOG 21:52:09.896] [EL Workshop] Kerbal: Marline Kerman 0.22985 0.2064503 False 0() 0.7603534 False 0 False True [LOG 21:52:09.896] [EL Workshop] Kerbal: Gilwin Kerman 0.4905586 0.7687336 False 0() 0.6216807 False 3 False True [LOG 21:52:09.907] [EL Workshop] Kerbal: Valentina Kerman 0.4 0.55 True 0() 0.8512022 False 3 False False I don't know what each field is. Everybody except Valentina is an engineer. The savegame shows Valentina really is a pilot: Spoiler KERBAL { name = Valentina Kerman gender = Female type = Crew trait = Pilot brave = 0.550000012 dumb = 0.400000006 badS = True veteran = True tour = False state = Assigned inactive = False inactiveTimeEnd = 0 gExperienced = 0 outDueToG = False ToD = 0 idx = 0 extraXP = 0 CAREER_LOG { flight = 13 0 = Flight,Kerbin 0 = Suborbit,Kerbin 0 = Orbit,Kerbin 0 = ExitVessel,Kerbin 0 = BoardVessel,Kerbin 0 = Land,Kerbin 0 = Recover 1 = Land,Kerbin 1 = Flight,Kerbin 1 = ExitVessel,Kerbin 1 = BoardVessel,Kerbin 1 = Recover 2 = Flight,Kerbin 2 = Suborbit,Kerbin 2 = Orbit,Kerbin 2 = Flyby,Mun 2 = Escape,Mun 2 = Orbit,Mun 2 = ExitVessel,Mun 2 = BoardVessel,Mun 2 = Suborbit,Mun 2 = Land,Mun 2 = PlantFlag,Mun 2 = Flyby,Kerbin 2 = Land,Kerbin 2 = Recover 3 = Flight,Kerbin 3 = Suborbit,Kerbin 3 = Orbit,Kerbin 3 = Flyby,Minmus 3 = Escape,Minmus 3 = Orbit,Minmus 3 = Suborbit,Minmus 3 = Land,Minmus 3 = ExitVessel,Minmus 3 = PlantFlag,Minmus 3 = BoardVessel,Minmus 3 = Land,Kerbin 3 = Recover 4 = Flight,Kerbin 4 = Suborbit,Kerbin 4 = Land,Kerbin 4 = Recover 5 = Flight,Kerbin 5 = Suborbit,Kerbin 5 = Orbit,Kerbin 5 = Flyby,Mun 5 = Escape,Mun 5 = Flyby,Kerbin 5 = Escape,Kerbin 5 = ExitVessel,Kerbin 5 = BoardVessel,Kerbin 5 = Land,Kerbin 5 = Recover 6 = Flight,Kerbin 6 = Suborbit,Kerbin 6 = Orbit,Kerbin 6 = Flyby,Mun 6 = Escape,Mun 6 = Flyby,Kerbin 6 = Escape,Kerbin 6 = Flyby,Sun 6 = Orbit,Sun 6 = ExitVessel,Sun 6 = BoardVessel,Sun 6 = Land,Kerbin 6 = Recover 7 = Flight,Kerbin 7 = Suborbit,Kerbin 7 = Orbit,Kerbin 7 = Land,Kerbin 7 = Recover 8 = Flight,Kerbin 8 = Suborbit,Kerbin 8 = Orbit,Kerbin 8 = Land,Kerbin 8 = Recover 9 = Land,Kerbin 9 = ExitVessel,Kerbin 9 = Flight,Kerbin 9 = Recover 10 = Recover 11 = Flight,Kerbin 11 = Land,Kerbin 11 = Recover 12 = Recover } FLIGHT_LOG { flight = 13 13 = Orbit,Minmus 13 = Suborbit,Minmus 13 = Land,Minmus 13 = ExitVessel,Minmus 13 = BoardVessel,Minmus } } I have tried running both with and without KerbalStats (the 1.1.x version). The only other mod that touches the kerbal data is USI-LS, I think. A new sandbox game shows the same problem too, with an EL survey station on the KSP launchpad, the Jeb himself inside at 5 stars, still limited to 50m. There is, however, something called "ExperienceSystem", which finds zero traits: Spoiler $ grep -i trait KSP.log |grep -v -i portrait [LOG 22:38:36.970] Config(@EXPERIENCE_TRAIT[Pilot]) ExtraplanetaryLaunchpads/EL_MM/@EXPERIENCE_TRAIT[Pilot] [LOG 22:38:36.970] Config(@EXPERIENCE_TRAIT[Engineer]) ExtraplanetaryLaunchpads/EL_MM/@EXPERIENCE_TRAIT[Engineer] [LOG 22:38:37.032] Config(@EXPERIENCE_TRAIT[Scientist]) SETIrebalance/SETI-ProgressionSettings/@EXPERIENCE_TRAIT[Scientist] [LOG 22:38:37.044] Config(EXPERIENCE_TRAIT) Squad/Experience/Traits/Pilot [LOG 22:38:37.045] Config(EXPERIENCE_TRAIT) Squad/Experience/Traits/Engineer [LOG 22:38:37.045] Config(EXPERIENCE_TRAIT) Squad/Experience/Traits/Scientist [LOG 22:38:37.045] Config(EXPERIENCE_TRAIT) Squad/Experience/Traits/Tourist [LOG 22:39:00.309] [ModuleManager] Applying node ExtraplanetaryLaunchpads/EL_MM/@EXPERIENCE_TRAIT[Pilot] to Squad/Experience/Traits/Pilot [LOG 22:39:00.312] [ModuleManager] Applying node ExtraplanetaryLaunchpads/EL_MM/@EXPERIENCE_TRAIT[Engineer] to Squad/Experience/Traits/Engineer [LOG 22:39:11.736] [ModuleManager] Applying node SETIrebalance/SETI-ProgressionSettings/@EXPERIENCE_TRAIT[Scientist] to Squad/Experience/Traits/Scientist [LOG 22:44:48.183] [ExperienceSystem]: Found 0 trait types KSP v1.2.1 on Linux x64, EL 5.5.3. I also have KeridianDynamics if that makes any difference, among many, many (so many) others. Quote Link to comment Share on other sites More sharing options...
schlosrat Posted November 28, 2016 Share Posted November 28, 2016 I'll second what @Bluebottle said. My mod lineup is different from his, but I can't get a range over 50m on any survey station even with a level 5 pilot aboard. Quote Link to comment Share on other sites More sharing options...
Justin38 Posted November 28, 2016 Share Posted November 28, 2016 (edited) Are the survey steaks not working for anyone else? i have attached them to the surface properly but my UI doesn't recognize them as a place to spawn a built craft. *Edit* Just realized i didnt have a survey station attached to the base -___- Nevermind! *Edit* when releasing a rover on duna does anyone else have the problem where when you click release the rover shoots up and the wheels become broken? Edited November 28, 2016 by Justin38 Quote Link to comment Share on other sites More sharing options...
taniwha Posted November 28, 2016 Author Share Posted November 28, 2016 1 hour ago, Justin38 said: when releasing a rover on duna does anyone else have the problem where when you click release the rover shoots up and the wheels become broken? It's actually a fairly common problem caused by the new wheel colliders: they don't state their size properly and so EL misidentifies the bottom of the rover. The solution is to plant a -Y Bounds stake a little uphill from the origin stake(s). 5 hours ago, Bluebottle said: Hi Taniwha, got a problem with EL not recognizing that I have a pilot in the survey station. I put Valentina in there (she's a 3-star in this career game) and the range only goes up to 50m. From my log: Grep for "[EL SurveyStation]" instead. However, it's not as informative , though it will let you know if it's finding kerbals. As to the fields... Debug.Log (String.Format ("[EL Workshop] Kerbal: " + "{0} {1} {2} {3} {4}({5}) {6} {7} {8} {9} {10}", crew.name, stupidity, courage, isBadass, experience, expstr, contribution, crew.GetEffect<ExConstructionSkill> () != null, crew.experienceLevel, enableSkilled, SupportInexperienced)); hmm, either you're getting 0 productivity (how? contribution is non-zero) or that null check isn't working. Quote Link to comment Share on other sites More sharing options...
sardia Posted November 29, 2016 Share Posted November 29, 2016 (edited) The stock drills seem to be able to mine metal ore out of asteroids. Is that intended? If so, why do we still have the old drills? Note the drills and the metal ore is going up. Spoiler Edited November 29, 2016 by sardia Quote Link to comment Share on other sites More sharing options...
Merkov Posted November 29, 2016 Share Posted November 29, 2016 1 hour ago, sardia said: The stock drills seem to be able to mine metal ore out of asteroids. Is that intended? If so, why do we still have the old drills? Note the drills and the metal ore is going up. Reveal hidden contents That sounds a stock mechanic. If I remember right, the stock drill is capable of mining resource from an asteroid, even if the drill would not be able to mine it on a celestial body. Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted November 29, 2016 Share Posted November 29, 2016 (edited) 18 hours ago, taniwha said: Grep for "[EL SurveyStation]" instead. However, it's not as informative , though it will let you know if it's finding kerbals. Thanks Taniwha. Grepping for "EL SurveyStation" actually returns nothing at all, but a case-insensitive search for "surveystation" shows mostly MM patches: Spoiler $ grep -i surveystation KSP.log [LOG 18:44:03.585] Config(@PART[ExSurveyStation]:AFTER[Launchpad]:NEEDS[!KIS]) ExtraplanetaryLaunchpads/EL_MM/@PART[ExSurveyStation]:AFTER[Launchpad]:NEEDS[!KIS] [LOG 18:44:05.359] [ModuleManager] Deleting Node in file ExtraplanetaryLaunchpads/EL_MM subnode: @PART[ExSurveyStation]:AFTER[Launchpad]:NEEDS[!KIS] as it can't satisfy its NEEDS [LOG 18:45:31.788] [ModuleManager] Applying node SCANsat/MM_Parts/RPMMapTraq/@PART[*]:HAS[@INTERNAL[*]]:FOR[SCANsat] to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:45:36.718] [ModuleManager] Applying node SETIrebalance/SETI-GeneralSettings/@PART[*]:HAS[#CrewCapacity[*],~CrewCapacity[0],~author[*RoverDude*]]:AFTER[SETIrebalance] to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:45:39.132] [ModuleManager] Applying node SETIrebalance/SETI-GeneralSettings/@PART[*]:HAS[@MODULE[TweakScale],#CrewCapacity[*],~CrewCapacity[0]]:AFTER[TweakScale] to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:45:40.797] [ModuleManager] Applying node Workshop/MM_Workshop/@PART[*]:HAS[@MODULE[ModuleScienceExperiment]]:FOR[Workshop] to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:45:44.187] [ModuleManager] Applying node SETIrebalance/SETI-GeneralSettings/@PART[*]:FOR[zzzSETIrebalance] to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:45:45.998] [ModuleManager] Applying node VenStockRevamp/PathPatches/Aero-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:45:48.792] [ModuleManager] Applying node VenStockRevamp/PathPatches/Command-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:45:51.550] [ModuleManager] Applying node VenStockRevamp/PathPatches/Electrical-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:45:55.574] [ModuleManager] Applying node VenStockRevamp/PathPatches/Engines-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:46:00.483] [ModuleManager] Applying node VenStockRevamp/PathPatches/FuelTanks-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:46:04.634] [ModuleManager] Applying node VenStockRevamp/PathPatches/Structural-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:46:09.798] [ModuleManager] Applying node VenStockRevamp/PathPatches/Utility-PathPatches/@PART[*]:FOR[zzzVSRPathPatch] to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:46:15.047] [ModuleManager] Applying node CommandInventory/Inventory/@PART[*]:HAS[#CrewCapacity[>0],!MODULE[KASModuleContainer],!MODULE[ModuleKISInventory]]:FINAL to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:46:15.796] [ModuleManager] Applying node Diazo/ModActions/part/@PART[*]:HAS[@RESOURCE[*]&!MODULE[ModuleResourceActions2]]:Final to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:46:16.238] [ModuleManager] Applying node Diazo/ModActions/part/@PART[*]:Final to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:46:16.412] [ModuleManager] Applying node Diazo/ModActions/part/@PART[*]:HAS[#CrewCapacity[>0]]:Final to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:46:16.805] [ModuleManager] Applying node InterstellarFuelSwitch/Patches/IntegrateInterstellarFuelSwitch/@PART[*]:FINAL to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:46:18.528] [ModuleManager] Applying node Workshop/MM_Workshop/@PART[*]:HAS[@MODULE[ModuleKISInventory]]:FINAL to Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation [LOG 18:46:24.040] [OSE] - Loading PartRecipe for ExSurveyStation [LOG 18:48:14.733] PartLoader: Compiling Part 'Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation' [LOG 18:48:14.759] PartLoader: Part 'Squad/Parts/Command/hitchhikerStorageContainer/hitchikerStorageContainer/ExSurveyStation' has no database record. Creating. [LOG 18:48:14.769] DragCubeSystem: Creating drag cubes for part 'ExSurveyStation' [LOG 18:52:26.954] Found part with CrewCapacity: ExSurveyStation [LOG 18:53:19.358] [EL Workshop] ExSurveyStation (Part) cap: 4 seats: 0 [LOG 18:55:20.982] [EL PF] checking: ExSurveyStation True A grep for "[EL" tells me: Spoiler $ grep "\[EL" KSP.log [LOG 18:45:19.991] [ModuleManager] :BEFORE[ELEPHANTENGINE] pass [LOG 18:45:20.005] [ModuleManager] :FOR[ELEPHANTENGINE] pass [LOG 18:45:20.018] [ModuleManager] :AFTER[ELEPHANTENGINE] pass [LOG 18:46:20.510] [EL Recipes] skipping unnamed MODULE [LOG 18:53:18.808] [EL ST] stake on rails Virvy Kerman Base [LOG 18:53:18.808] [EL ST] AddStake Virvy Kerman Base Mun [LOG 18:53:18.813] [EL ST] stake on rails Virvy Kerman Base [LOG 18:53:18.813] [EL ST] AddStake Virvy Kerman Base Mun [LOG 18:53:18.814] [EL ST] isClose 200 [LOG 18:53:18.814] [EL ST] isClose [0, 0, 0] [0, 0, 0] 0 40000 [LOG 18:53:18.814] [EL ST] merge 1 1 [LOG 18:53:18.892] [EL ST] stake on rails Base Bravo [LOG 18:53:18.892] [EL ST] AddStake Base Bravo Minmus [LOG 18:53:18.896] [EL ST] stake on rails Base Bravo [LOG 18:53:18.896] [EL ST] AddStake Base Bravo Minmus [LOG 18:53:18.896] [EL ST] isClose 200 [LOG 18:53:18.896] [EL ST] isClose [0, 0, 0] [0, 0, 0] 0 40000 [LOG 18:53:18.896] [EL ST] merge 1 1 [LOG 18:53:18.935] [EL Workshop] ExWorkshop (Part) cap: 10 seats: 0 [LOG 18:53:19.358] [EL Workshop] ExSurveyStation (Part) cap: 4 seats: 0 [LOG 18:53:20.197] [EL Workshop] WBI.MCM (Part) cap: 2 seats: 0 [LOG 18:53:20.765] [EL Workshop] KER.RoverCab (Part) cap: 3 seats: 0 [LOG 18:53:21.021] [EL Workshop] WBI.Hacienda (Part) cap: 4 seats: 0 [LOG 18:53:37.251] [EL Workshop] Kerbal: Wehrlan Kerman 0.2305197 0.1411646 False 0() 1.011937 False 2 False True [LOG 18:53:37.251] [EL Workshop] Kerbal: Carty Kerman 0.003135749 0.7325507 False 0() 0.9951815 False 1 False True [LOG 18:53:37.251] [EL Workshop] Kerbal: Marline Kerman 0.22985 0.2064503 False 0() 0.7603534 False 0 False True [LOG 18:53:37.252] [EL Workshop] Kerbal: Gilwin Kerman 0.4905586 0.7687336 False 0() 0.6216807 False 3 False True [LOG 18:53:37.261] [EL Workshop] Kerbal: Valentina Kerman 0.4 0.55 True 0() 0.8512022 False 3 False False [LOG 18:53:38.931] [EL ST] isClose 50 [LOG 18:53:38.931] [EL ST] isClose [-1.98439081372913, -2.40379704648757, -3.07717056775573] [15.3674039840698, 176.188323974609, -14.7216091156006] 32331.8234226136 2500 [LOG 18:53:38.931] [EL ST] isClose [-1.98439081372913, -2.40379704648757, -3.07717056775573] [57.0355110168457, 266.229339599609, -42.0462036132813] 77165.6964529145 2500 [LOG 18:53:38.931] [EL SS] site: '' [LOG 18:54:29.886] [EL ST] stake on rails Virvy Kerman Base [LOG 18:54:29.887] [EL ST] RemoveStake Virvy Kerman Base Mun [LOG 18:54:29.887] [EL ST] isClose 50 [LOG 18:54:29.887] [EL ST] isClose [-1.88741777484057, -2.38716801944015, -3.19222163057897] [15.333176612854, 176.188919067383, -14.7760934829712] 32320.1538373987 2500 [LOG 18:54:29.887] [EL ST] isClose [-1.88741777484057, -2.38716801944015, -3.19222163057897] [57.0355110168457, 266.229339599609, -42.0462036132813] 77136.3716187572 2500 [LOG 18:54:29.887] [EL SS] site: '' [LOG 18:54:29.893] [EL ST] RemoveStake Base Bravo Minmus [LOG 18:54:29.893] [EL ST] isClose 50 [LOG 18:54:29.893] [EL ST] isClose [-1.88741777484057, -2.38716801944015, -3.19222163057897] [15.333176612854, 176.188919067383, -14.7760934829712] 32320.1538373987 2500 [LOG 18:54:29.893] [EL SS] site: '' [LOG 18:55:20.951] [EL PF] checking: flag False - very, very long parts list snipped - 18 hours ago, taniwha said: hmm, either you're getting 0 productivity (how? contribution is non-zero) or that null check isn't working. Vessel productivity is ~17.3, as in this screenshot: Spoiler Edited November 29, 2016 by Bluebottle Quote Link to comment Share on other sites More sharing options...
taniwha Posted November 29, 2016 Author Share Posted November 29, 2016 (edited) @Bluebottle, I've found the problem: ModuleManager is unable to apply the required patches because the experience system is initialized before MM gets to run. However, forcing the experience system to reinitialize after MM runs is trivial for a mod to do. I'll talk to @sarbian about it. I might release a version of EL with a workaround in it (just calling the relevant function), depending on how long it takes for him to get back to me. [edit] This may be the cause of builds not working, too, for anybody having such issues (if builds still work, then things are a little odd). Edited November 29, 2016 by taniwha Quote Link to comment Share on other sites More sharing options...
Agnemon Posted November 29, 2016 Share Posted November 29, 2016 I have had the survey range issue for quite some time but have no issues building stuff other than an issue that seems to be caused by IFS in that LF and O will not xfer on release from the station dock or from Ashpalt tiles landing pads conf'd (scimans MM patch) to act as construction pads. Mono, metal and RP all xfer as expected. Quote Link to comment Share on other sites More sharing options...
taniwha Posted November 29, 2016 Author Share Posted November 29, 2016 Career or sandbox? Going by my testing for survey stations, productivity should be 0 in KSP 1.2 as ExConstructionSkill wasn't being added to engineers, either. Quote Link to comment Share on other sites More sharing options...
Agnemon Posted November 29, 2016 Share Posted November 29, 2016 Career Latest build of KSP 1.2.1 win 64 (as of yesterday) 1604 I think from memory. Productivity factor appears to be working, scales with number / experience of Kerbals, haven't tried to get absolute values tho. can do if would help Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted November 29, 2016 Share Posted November 29, 2016 (edited) 1 hour ago, taniwha said: @Bluebottle, I've found the problem: ModuleManager is unable to apply the required patches because the experience system is initialized before MM gets to run. However, forcing the experience system to reinitialize after MM runs is trivial for a mod to do. I'll talk to @sarbian about it. I might release a version of EL with a workaround in it (just calling the relevant function), depending on how long it takes for him to get back to me. Wow, that sounds pretty fundamental, I wonder how long that's been there. Is it possible that another mod (e.g. your KerbalStats) could have been masking the problem in the past by doing that reinitialization? edit: or is that experience system new/redesigned? Edited November 29, 2016 by Bluebottle Quote Link to comment Share on other sites More sharing options...
sardia Posted November 29, 2016 Share Posted November 29, 2016 12 hours ago, Merkov said: That sounds a stock mechanic. If I remember right, the stock drill is capable of mining resource from an asteroid, even if the drill would not be able to mine it on a celestial body. So the drills weren't changed, and I still need to bring the modded drills in addition to the regular ones. At least for planets. Thanks for the information. Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 29, 2016 Share Posted November 29, 2016 7 hours ago, taniwha said: @Bluebottle, I've found the problem: ModuleManager is unable to apply the required patches because the experience system is initialized before MM gets to run. However, forcing the experience system to reinitialize after MM runs is trivial for a mod to do. I'll talk to @sarbian about it. I might release a version of EL with a workaround in it (just calling the relevant function), depending on how long it takes for him to get back to me. [edit] This may be the cause of builds not working, too, for anybody having such issues (if builds still work, then things are a little odd). Done Quote Link to comment Share on other sites More sharing options...
taniwha Posted November 30, 2016 Author Share Posted November 30, 2016 @sarbian, thank you. Haha, I just figured out why construction was working anyway: I introduced a bug (reversed the logic) when updating for 1.2. An update will be out soon. Quote Link to comment Share on other sites More sharing options...
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