DMagic Posted July 12, 2016 Author Share Posted July 12, 2016 @BadOaks That's very strange. It looks like the transition from one SOI to another is triggering a progress node event, which then triggers the contract system to refresh and it crashes on a recon contract, which goes all the way back up the chain to screw up the vessel's orbit... I'm not sure why the error occurs on the contract, it happens more than once during a regular contract refresh, so it doesn't seem to have anything to do with the SOI transition, that's just the failure point. I'll have to install RSS and see what's happening. It's possible to trap errors in the contract generation method, so that it at least doesn't effect everything else, but that's not the ideal way to go about it. It would be best to figure out where it's going wrong and fix the problem there. Quote Link to comment Share on other sites More sharing options...
Andrewmacor Posted July 12, 2016 Share Posted July 12, 2016 Hey buddy (DMagic) I cant figure out what is causing this to my game I posted this but so far it seems that when I uninstall your mod the problem solves temporarily... Let me explain, So I made a copy of the Carrier file and got DMAGIC out, now obviously most of my crafts got deleted but after deleting all the copies of each science experiments and installed DMagic orbital again, the copies appear again, in groups of 7 every time I access the save file. This also affects the stock science experiment and pretty much everything science related. Can you please help? Tell me if you need anything else. Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted July 14, 2016 Share Posted July 14, 2016 Did anyone ever get around to writing RemoteTech Patches for the SIGINT dishes? A brief search turns up antenna range stuff, but nada for RT. Quote Link to comment Share on other sites More sharing options...
kerboman25 Posted July 15, 2016 Share Posted July 15, 2016 hello peeps i'm having an issue when i want to transmit my science back to earth i can collect the science but when i pres transmit it says "no com devices on the craft unable to transmit" while i've got a 1Gm antenna on the probe im playing on rss, RO with al dependant mods and realism mods enabled. Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 16, 2016 Author Share Posted July 16, 2016 @Deimos Rast Nope. @kerboman25 Sounds like a Remote Tech problem. I would need to see log files to say anything more. Quote Link to comment Share on other sites More sharing options...
Pratherdude Posted July 17, 2016 Share Posted July 17, 2016 So I'm having a bit of an issue, I am unable to get science for any of the experiments with your mod. Everything was working fine up to yesterday then I was unable to get anymore science. I have checked for duplicates of anything but was unable to find any. Thanks in advance for your help. Log File (Hope it's the right one, if not please tell me which one you need and where it's at.): https://www.dropbox.com/s/wm4e43xkeo5gtbm/output_log.txt?dl=0 Here is my list of current mods (I know its alot, love my mods): Toolbar - 1.7.12USI Tools - 0.7.4 Achievements - 1.9.3 AutoAsparagus - 2.2.2 B9 Part Switch - 1.4.3 B9 Aerospace - 6.1.2 B9 Aerospace - 6.1.2 B9 Aerospace HX Parts - 6.1.2 Better Science Labs Continued - 0.1.7.1 CactEye 2 - 1.1.3.4 Camera Focus Changer - 0.9 Chatterer - 0.9.90.1289 Color Coded Canisters - 1.5.1 Colorful Fuel Lines - 0.3.2 Community Resource Pack - 0.5.4 Connected Living Space - 1.2.2 Contract Configurator - 1.14 Contract Pack: Anomaly Surveyor - 1.6 CC-CP-SCANSat - 0.6.0.1 Contract Pack: Clever Sats - 1.1.0.1 Contract Pack: Field Research - 1.1.7 Contract Pack: Giving Aircraft a Purpose - 1.2.6 Contract Pack: Kerbal Academy - 1.1.3 Contract Pack: Bases and Stations - 3.2.2.1 Contract Pack: The K Files - 1.1.1.3 Contract Pack: RemoteTech - 2.0.2 Contract Pack: Sounding Rockets - 1.0.3 Contract Pack: Grand Tour Contracts - 0.1.10 Rover Missions - 0.1.4 Contract Pack: Unmanned Contracts - 0.3.20 Contract Pack: Tourism Plus - 1.4.2 Crowd Sourced Science - 3.0.2 CryoEngines - 0.3.5 CustomBarnKit - 1.1.9 DMagic Orbital Science - 1.3.0.2 CapCom Mission Control On The Go - 1.0.2.3 Contract Parser - 1.0.4 Contracts Window Plus - 1.0.6.4 Progress Parser - 1.0.5 Easy Vessel Switch - 1.0.2 Endurance Continued - 1.2 Engine Lighting - 1.4.5 EVA Struts - 1.0.2 Firespitter - 7.3 FTLDriveContinued - 0.1.1 Haystack Continued - 0.5.1 Impact - 1.4.2 Interstellar Fuel Switch - 2.1 Joolian Discovery - 0.8 RasterPropMonitor - 0.27KAS - 0.5.9 Kerbin Environmental Institute - 1.1.1 KerbalAtomics - 0.2.5 Kerbal Engineer Redux - 1.1.1 Kerbal Joint Reinforcement - 3.2 KerbalKonstructs - 0.9.7.2 HyperEdit - 1.5.2.1 KerboKatzUtilities - 1.2.9 CraftHistory - 1.4.3 ForScienceContinued! - 1.0.4KIS - 1.2.12 KSP-AVC Plugin - 1.1.6.1 MagiCore - 1.1.2 MissionController 2 - 1.3.8 ModularFlightIntegrator - 1.1.6 Docking Port Alignment Indicator - 6.4 NearFutureConstruction - 0.6.4 NearFutureElectrical - 0.7.6 NearFuturePropulsion - 0.7.4 NearFutureSolar - 0.6.2 NearFutureSpacecraft - 0.5.1 EVAHandrailsPackContinued - 0.2.1.1 Final Frontier - 1.0.10.2467 S.A.V.E - 1.3.1.1999 Pilot Assistant - 1.12.5 Kerbal Planetary Base Systems - 1.1.3 QuickBrake - 1.1.3 QuizTechAeroPackContinued - 1.3.0.1 Radio Free Kerbin - 1.1RCS Build Aid - 0.8RCS Sounds - 5.0 ReentryParticleEffect - 1.1 RemoteTech - 1.7.1 AmpYear - 1.3.4 SafeChute - 2.0 SCANsat - 1.1.6.3 ScienceContainers - 1.1 Science Funding - 1.3 SETI-Contracts - 0.9.7.1 SETI-Greenhouse - 0.9.5.1 SETI-ProbeControlEnabler - 1.0.8.2 SETI-Rebalance - 0.9.7.2 SETI-RemoteTechConfig - 1.0.9 Spacetux - 0.3.10.1 SpaceY Lifters - 1.13 Strategia - 1.2.4 TAC Fuel Balancer - 2.8 TakeCommand - 1.4.1 TarsierSpaceTechnology - 6.4 TextureReplacer - 2.4.13 Thermal Monitor - 1.3.1 TimeControl - 2.0.2 TotalTime - 0.6.1 Kerbal Alarm Clock - 3.7.1 Alternate Resource Panel - 2.8.1 Transfer Window Planner - 1.5.1 TweakScale - 2.2.13 UbioWeldingLtd-Continued - 2.3.3USI Core - 0.2.4 Asteroid Recycling Tech - 0.8.4USI Exploration Pack - 0.5.4 Karibou - 0.2.4 Konstruction - 0.1 Malemute Rover - 0.1.4 Sounding Rockets - 0.4.4USI Submarine Pack - 0.1.4USI Alcubierre Drive - 0.4.4 Unmanned before Manned - 1.0.9.5 VenStockRevamp - 1.9.2 KSP Interstellar Extended - 1.9.7 Waypoint Manager - 2.5.3 WernherChecker - 0.4.1 WildBlueTools - 1.3.5 [x] Science! - 4.20 Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 18, 2016 Author Share Posted July 18, 2016 (edited) @Pratherdude It's hard to say with all of those mods. This kind of error is pretty much always a duplicate experiment definition hiding somewhere in the GameData folder. If it was working find until a certain point I would try to figure out what has changed since then. Orbital Science hasn't been changed for several weeks. Contract Configurator seems to be having lots of science related issues with CactEye, so maybe that would be a good place to start. Edited July 18, 2016 by DMagic Quote Link to comment Share on other sites More sharing options...
kerboman25 Posted July 18, 2016 Share Posted July 18, 2016 @DMagic here is the output log i hope you can find the problem otherwise i wil be losing a lot of science https://drive.google.com/file/d/0Bw904_cO3bhvZFh1ZGRkNEhlOGM/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 18, 2016 Author Share Posted July 18, 2016 (edited) @kerboman25 You are using For Science? It doesn't work at all for non-stock (or stock-alike) science experiments. You'll have to find something else or run things manually if you want to use my experiments. I don't see anything wrong with Remote Tech, so it shouldn't be the problem. For Science is the only thing that I can see causing problems. I should probably go ahead and list For Science as a conflict for CKAN, since there is no simple way to notify CKAN users (who may not read deep into the forum threads) that they don't work well together. Edited July 18, 2016 by DMagic Quote Link to comment Share on other sites More sharing options...
BadOaks Posted July 19, 2016 Share Posted July 19, 2016 4 hours ago, DMagic said: I should probably go ahead and list For Science as a conflict for CKAN, since there is no simple way to notify CKAN users (who may not read deep into the forum threads) that they don't work well together. It sounds like while For Science doesn't support DMOS it also doesn't interfere with it, so it's still useful to have both installed. Listing it as conflicting in CKAN would make that impossible. I think putting an advisory in the OP would be a better solution. Quote Link to comment Share on other sites More sharing options...
kerboman25 Posted July 19, 2016 Share Posted July 19, 2016 @DMagic wel you where right i didn't knew there was a problem with for sience thx Quote Link to comment Share on other sites More sharing options...
KoolBreeze420 Posted July 20, 2016 Share Posted July 20, 2016 I have been given a contract that I believe originates from Dmagic the contract is asking me to do a recon scan but I am unsure what part does this. Can anyone help me, please? I have been doing google searches and have even tried to use the find word to try and scan through this thread but I can't find anything this is why I am asking. Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 20, 2016 Author Share Posted July 20, 2016 @KoolBreeze420 What does the contract say? There are two recon telescopes included, so it presumably wants either of those, but I would need to see the exact contract text to say for sure. Quote Link to comment Share on other sites More sharing options...
cyberpunkdreams Posted July 21, 2016 Share Posted July 21, 2016 I'm getting a "Cannot collect any more experiments" messages on a magnetometer that hasn't collected any experiments at all yet. Was working yesterday, but not today. I must have messed around with my mods between now and then, as I'm putting together a new install, but I can't think what. I was trying to diagnose the problem myself, but I couldn't find anything in the log file. Any tips on for what I should be looking? Thanks! Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 21, 2016 Author Share Posted July 21, 2016 @cyberpunkdreams I would need to see the files to say anything for sure. If the experiment hasn't ever been run then it may be some other mod interfering. Does the same thing happen with other experiments, or with a newly launched vessel (you can run the magnetometer on the launch pad to check)? Quote Link to comment Share on other sites More sharing options...
cyberpunkdreams Posted July 21, 2016 Share Posted July 21, 2016 Just now, DMagic said: @cyberpunkdreams I would need to see the files to say anything for sure. If the experiment hasn't ever been run then it may be some other mod interfering. Does the same thing happen with other experiments, or with a newly launched vessel (you can run the magnetometer on the launch pad to check)? I ran it fine on the launchpad yesterday, but couldn't run it today -- although I didn't try running it on the launchpad. Other stock experiments are fine, but I've not tried any more of yours yet. I'll load up again and give it another go. I did just notice that DMagicScienceAnimate was missing, but I don't even know if that's required as a separate mod any more, or if it comes packaged? But if that is the problem, it would be weird that it was working before and not now. Thanks for the response! Quote Link to comment Share on other sites More sharing options...
M4ssler Posted July 24, 2016 Share Posted July 24, 2016 Hello, i need a little help please, i have dmagic and play career. some contracts want to take seismic data. what data it need? how can i check this? seismic hammer, seismic pod, seismic accelerator,... thanks M4ssler Quote Link to comment Share on other sites More sharing options...
KoolBreeze420 Posted July 24, 2016 Share Posted July 24, 2016 On 20/07/2016 at 2:24 PM, DMagic said: @KoolBreeze420 What does the contract say? There are two recon telescopes included, so it presumably wants either of those, but I would need to see the exact contract text to say for sure. It says exactly what I mentioned it say's to do a long term reconnaissance scan in the south and north, regardless I canceld that mission and just now I went to have a look for the mission details and there was another one but this time it listed the part that is needed for a recon scan and they are the little brother surveillance camera or the large one. Quote Link to comment Share on other sites More sharing options...
vardicd Posted July 26, 2016 Share Posted July 26, 2016 @DMagic Am I misunderstanding something about how the SIGNIT works? Science Archive says there's still science to be had: But: No science? Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 26, 2016 Author Share Posted July 26, 2016 @vardicd Quote Link to comment Share on other sites More sharing options...
vardicd Posted July 26, 2016 Share Posted July 26, 2016 Just now, DMagic said: @vardicd That would be the info I missed. Thanks for the response, sorry to bother you. Quote Link to comment Share on other sites More sharing options...
eaglepilot7ac Posted July 27, 2016 Share Posted July 27, 2016 (edited) I'm trying to find a way to edit the cost of a few of the parts to make them more reasonable in my opinion. I changed the "cost" value in a few of the CFGs with no luck. It worked for other parts so what am I missing? I'm in a career mode with the parts unlocked, the Universal Storage Goo and Materials Bay are the two I was trying to change first. I just compared the Goo bay with the Squad Goo. I changed the cost and mass of both. Squad's changed, but only the mass of the DMagic changed. I attempted to change the ASERT and USASERT costs as well with no change. The 8000 and 8500 costs for those parts are not even in the CFG file so I must have missed something. Edited July 27, 2016 by eaglepilot7ac Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 27, 2016 Author Share Posted July 27, 2016 @eaglepilot7ac Something else is probably changing the costs with Module Manager. If you have the Community Tech Tree then there is a file in the Resource folder of Orbital Science that adjusts the cost of many parts. Other mods might have their own MM patches to change those values. Your best bet is to make MM patches for yourself and put the :FINAL tag at the end of each patch: @PART[dmUSGoo]:FINAL { @entryCost = 10000 @cost = 8000 } Quote Link to comment Share on other sites More sharing options...
eaglepilot7ac Posted July 27, 2016 Share Posted July 27, 2016 2 hours ago, DMagic said: @eaglepilot7ac Something else is probably changing the costs with Module Manager. If you have the Community Tech Tree then there is a file in the Resource folder of Orbital Science that adjusts the cost of many parts. Other mods might have their own MM patches to change those values. Your best bet is to make MM patches for yourself and put the :FINAL tag at the end of each patch: @PART[dmUSGoo]:FINAL { @entryCost = 10000 @cost = 8000 } It looks like that will probably be my fix. I'll give that a try tonight. Appreciate your help and work! Quote Link to comment Share on other sites More sharing options...
baldamundo Posted July 28, 2016 Share Posted July 28, 2016 I'm having a weird bug that seems to be spamming me with contracts from this mod. It's worst when in-flight (pictured below), but even at the space centre I normally have at least 4 or 5 duplicate Orbital Science contracts. They normally seem to be for a body I've not visited yet, and for some reason I can neither accept them nor decline them. I'm running way too many mods and getting a lot of lag (no idea if it's related to the contract issue or not. It's very slow troubleshooting a game that takes 20min to launch), so presumably this is some weird conflict? Modlist is here: Spoiler ABookCase Orbital Reference System - 0.3 Achievements - 1.9.3 Advanced Jet Engine - 2.7.2 Alternate Resource Panel - 2.8.1 AmpYear - 1.3.4 Analog Control - 1.6.2 Asteroid Mining Technologies - 0.1.1 B9 Aerospace - 6.1.2 B9 Aerospace - 6.1.2 B9 Aerospace HX Parts - 6.1.2 B9 Aerospace Procedural Parts - 0.40.7 B9 Animation Modules - 1.0.3 B9 Part Switch - 1.4.3 Buffalo - 0.2.16 CactEye 2 - 1.1.3.4 CapCom Mission Control On The Go - 1.0.2.4 CC-CP-SCANSat - 0.6.0.1 Chatterer - 0.9.90.1289 Community Resource Pack - 0.5.4 Connected Living Space - 1.2.2.1 Contract Configurator - 1.15.5 Contract Pack: Anomaly Surveyor - 1.7 Contract Pack: Bases and Stations - 3.3.1 Contract Pack: Clever Sats - 1.2 Contract Pack: Field Research - 1.2 Contract Pack: Giving Aircraft a Purpose - 1.2.6 Contract Pack: Historical Progression - 1.2 Contract Pack: Kerbal Academy - 1.1.4 Contract Pack: RemoteTech - 2.1.2 Contract Pack: Sounding Rockets - 1.0.3 Contract Pack: The K Files - 1.1.1.3 Contract Pack: Tourism Plus - 1.5 Contract Parser - 1.0.4 Contract Reward Modifier - 1.0.2.3 ContractFilterContinued - 0.1.1.1 Contracts Window Plus - 1.0.6.4 Crowd Sourced Science - 3.0.2 CustomBarnKit - 1.1.9 Deadly Reentry - 7.4.7 DMagic Orbital Science - 1.3.0.2 Docking Port Alignment Indicator - 6.4 Docking Sounds - 2.1.1 Dynamic Deflection - 1.2.1 Easy Vessel Switch - 1.0.2 EditorExtensionsRedux - 3.2.14 EvaFuel - 1.2.1.3 Ferram Aerospace Research - 0.15.7.2 Filter Extensions - 2.6 Final Frontier - 1.0.10.2467 Firespitter - 7.3 Haystack Continued - 0.5.1 HeatControl - 0.3.2 HGR Community Fixes - 1.4 HyperEdit - 1.5.2.1 Impact - 1.4.2 In Flight Flag Switcher - 1.0.2 Infernal Robots - 2.0.5 Interstellar Fuel Switch - 2.1.2 JSIAdvTransparentPods - 0.1.7 Karibou - 0.2.4 keepfit - 0.10.7.5 Kerbal Alarm Clock - 3.7.1 Kerbal Attachment System - 0.5.9 Kerbal Construction Time - 1.3.4 Kerbal Engineer Redux - 1.1.1 Kerbal Inventory System - 1.2.12 Kerbal Joint Reinforcement - 3.2 KerbQuake Extended - 1.2.2.2 Kolonization Core - 0.2.4 kOS - 0.20.1 KRASH - 0.5.18.1 KSP Interstellar Extended - 1.9.8 KSP-AVC Plugin - 1.1.6.1 KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 7 (6.1.7600) 64bit MagiCore - 1.1.2 Malemute Rover - 0.1.4 MarkIVSystem - 0.2.2 MFS - 0.3.2 ModularFlightIntegrator - 1.1.6 NearFutureElectrical - 0.7.7 NearFuturePropulsion - 0.7.4 NearFutureSolar - 0.6.2 NearFutureSpacecraft - 0.5.1 Olympic1's Icon Packs - 0.10 PartCommander - 1.1.1 PersistentDynamicPodNames - 0.1.2 Pilot Assistant - 1.12.5 PlanetShine - 0.2.5 Precise Node - 1.2.3 Procedural Parts - 1.2.5 Progress Parser - 1.0.5 QuickBrake - 1.1.3 QuickExit - 2.0 QuickGoTo - 1.2.2 QuickSearch - 3.0.2 QuickStart - 2.0.1 RasterPropMonitor - 0.27RCS Build Aid - 0.8.1RCS Sounds - 5.0 RealChute - 1.4.1.1 RealPlume - Stock - 0.10.9 Regolith - 0.1.2 RemoteTech - 1.7.1 ResearchBodies - 1.8 Rover Missions - 0.1.4 S.A.V.E - 1.3.1.1999 SafeChute - 2.0 SCANsat - 1.1.6.3 SETI-CommunityTechTree - 0.9.6.8 SETI-Contracts - 0.9.7.1 SETI-Rebalance - 0.9.7.2 SETI-RemoteTechConfig - 1.0.9 ShipManifest - 5.1.2.1 SmartStage - 2.9.4 SolverEngines - 2.3 Sounding Rockets - 0.4.4 Spacetux - 0.3.10.1 StageRecovery - 1.6.4 Stork - 0.2.4 TAC Fuel Balancer - 2.8 TAC Life Support - 0.12.2 TakeCommand - 1.4.1 TarsierSpaceTechnology - 6.4 TextureReplacer - 2.4.13 Thermal Monitor - 1.3.1 ThrottleControlledAvionics - 3.2.1.1 Toolbar - 1.7.12 Trajectories - 1.6.2 Transfer Window Planner - 1.5.1 TweakScale - 2.2.13 UKS - 0.40.4USI Core - 0.2.4USI Exploration Pack - 0.5.4USI Submarine Pack - 0.1.4USI Survivability Pack - 0.5.4USI Tools - 0.7.4 VenStockRevamp - 1.9.5 Waypoint Manager - 2.5.3 WildBlueTools - 1.2.8 [x] Science! - 4.20 I can give you the log as soon as it's uploaded as well if you'd like to take a look at it. Quote Link to comment Share on other sites More sharing options...
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