Olympic1 Posted July 15, 2014 Share Posted July 15, 2014 Nope. In sandbox all is good, but in career the parts for which I have the required tech are visible in the parts menu, but the buttons are disabled and I can't place them. If I edit my persistent.sfs and add the name of each part in the required technology (or any discovered technology for that matter) and load they become available. Same goes for any mod that adds parts in the teches.It is kind of strange that the save file lists not only the technologies discovered so far, but also the available parts for each technology. A better approach for the core game would be to get the list of tech from the save and then pull the available parts for each tech.Try to re-install everything. You usually shoudn't have this problem. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 15, 2014 Share Posted July 15, 2014 Nope. In sandbox all is good, but in career the parts for which I have the required tech are visible in the parts menu, but the buttons are disabled and I can't place them.You should be able to just go to the R&D building and 're-research' that node. It'll have a little number in the top left corner of the node icon and you can click it and research the part as normal. That's how it is for every mod that adds parts, SCANsat should be no different. Quote Link to comment Share on other sites More sharing options...
MarvinCZ Posted July 15, 2014 Share Posted July 15, 2014 You don't have to manually edit the save file.If you open the tech tree inside the game, you will see that the nodes have a number beside them, and if you open them, the missing parts will be highlighted. There you can "buy" them, one by one. Quote Link to comment Share on other sites More sharing options...
zengei Posted July 15, 2014 Share Posted July 15, 2014 You don't have to manually edit the save file.If you open the tech tree inside the game, you will see that the nodes have a number beside them, and if you open them, the missing parts will be highlighted. There you can "buy" them, one by one.Alternatively use Research Them All to automatically unlock them. The mechanics of this might change in 0.24 with funds now though. Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 15, 2014 Author Share Posted July 15, 2014 Currently there are two separate things going on with tech nodes in the R&D center. When you spend science points to unlock a tech node this opens up all of the parts within that node for research. Then separately, every part that is currently available in that tech node is purchased/researched. Each part has a specific research cost associated with it (separate from the VAB cost; both are defined in the part.cfg file). Because this research cost system hasn't been implemented (and it's not clear how it will eventually work), all of this happens in one step and you never have to spend anything to research/purchase available parts in the R&D center.This is where the problems come in. When you add mod parts to a tech node that you've already unlocked it doesn't automatically research those parts for you. You have to go into the R&D center, click on the tech node in question, then look at the list on the right. It should show all of the parts available within that tech node. You can click on the non-researched parts and select purchase/research. After that you should be able to use the parts in the VAB. There are some mods that automate this process if you are frequently adding more mod parts. But in no case should it be necessary to directly edit the persistent file to gain access to these parts.The short version is: The R&D tech node system is build with unimplemented systems in mind. If or when those systems are actually used it will probably make a lot more sense. Quote Link to comment Share on other sites More sharing options...
moridinbg Posted July 15, 2014 Share Posted July 15, 2014 Oh, this makes sense now. I wasn't aware of the re-research thing and actually wondered what this numbers are for. Quote Link to comment Share on other sites More sharing options...
krenshala Posted July 17, 2014 Share Posted July 17, 2014 Not sure if this has been mentioned before, but the background color for both the big and small maps tends to blend in with the black and white initial scan, which can make identifying spots that haven't been uncovered difficult some times (more so on the small map than the large). Would it be possible to select a background color with a greater contrast to the possible filled in map colors or, if not too difficult, two or three options to pick from in the settings config? This also has the benefit of providing options for those with different color perception than the norm. Quote Link to comment Share on other sites More sharing options...
RayneCloud Posted July 17, 2014 Share Posted July 17, 2014 I'd very much like to speak with the team leader or lead programmer of this project, please contact me via PM. -DR Quote Link to comment Share on other sites More sharing options...
thorfinn Posted July 17, 2014 Share Posted July 17, 2014 ....you are back, Damion? Quote Link to comment Share on other sites More sharing options...
RayneCloud Posted July 17, 2014 Share Posted July 17, 2014 Yes, I am. Quote Link to comment Share on other sites More sharing options...
Holyvision Posted July 18, 2014 Share Posted July 18, 2014 Anyone found any issues with .24 use? Quote Link to comment Share on other sites More sharing options...
daver4470 Posted July 18, 2014 Share Posted July 18, 2014 It did not blow up when loading on x64. I haven't actually flown any of the sensors yet, though.... but at least it's not grossly borked up! Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 19, 2014 Author Share Posted July 19, 2014 SCANsat v6.1 has been released on GitHub.- Update for KSP v 0.24- Folder structure significantly changed; you must delete any old SCANsat installations- SCANsatRPM integrated into standard SCANsat- You must delete any SCANsatRPM folders; do not install SCANsatRPM from any source- ModStatistics Added- Some minor bug fixes- SCANsat flag added- Initial part cost balancingThe only significant changes here are the folder structure and the inclusion of the SCANsatRPM code into the SCANsat code.Delete any old SCANsat installations to ensure proper installation of this update. Delete any SCANsatRPM folders and files; don't install this file from any source.ModStatistics has been added as well; see here for more information: http://forum.kerbalspaceprogram.com/threads/81764 Quote Link to comment Share on other sites More sharing options...
technogeeky Posted July 19, 2014 Share Posted July 19, 2014 First post updated before you asked me. Huzzah! Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 19, 2014 Share Posted July 19, 2014 Doesnt seem to want to play nice with KSPx64 crashes on startup remove it and its happy what logs do you need Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 19, 2014 Author Share Posted July 19, 2014 the KSP.log file in the main folder, and/or the output.log file in the KSP_Data folder.I haven't done any testing on x64. But Technogeeky has been running it on the Linux x64 build forever, so theoretically there shouldn't be any problems, but you never know. Quote Link to comment Share on other sites More sharing options...
ecat Posted July 19, 2014 Share Posted July 19, 2014 the KSP.log file in the main folder, and/or the output.log file in the KSP_Data folder.I haven't done any testing on x64. But Technogeeky has been running it on the Linux x64 build forever, so theoretically there shouldn't be any problems, but you never know.I'm cross posting to two threads atm, may as well get you in on the action too...http://forum.kerbalspaceprogram.com/threads/60863-0-24-0-Toolbar-1-7-4-Common-API-for-draggable-resizable-buttons-toolbar?p=1281466&viewfull=1#post1281466other information appears in following posts. Something is up and it's not just ScanSat. We did kind of know this from the Win x64 hack but now it's official it may be worth a quick look. Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 19, 2014 Author Share Posted July 19, 2014 A quick check on a clean installation of the x64 version shows everything working OK. There could be some problems with other mods, and/or some compatibility issues. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 19, 2014 Share Posted July 19, 2014 Here are the logs, windows version is vastly different to Linux version wouldn't be surprised if something is differenthttp://www./?wdazw9dg9acg0 Quote Link to comment Share on other sites More sharing options...
Mihara Posted July 19, 2014 Share Posted July 19, 2014 Here are the logs, windows version is vastly different to Linux version wouldn't be surprised if something is differenthttp://www./?wdazw9dg9acg0NullReferenceException: Object reference not set to an instance of an object at Romfarer.Util.LightTexture (UnityEngine.Texture2D texture, Single v) [0x00000] in <filename unknown>:0 at Romfarer.Util.get_LazorSkin () [0x00000] in <filename unknown>:0 at Romfarer.RuntimeLogic.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1)ArgumentException: Getting control 0's position in a group with only 0 controls when doing RepaintAborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.DoToggle (Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.Toggle (Boolean value, System.String text, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at Romfarer.RuntimeLogic.GUIwindow_SpaceCenter (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1)I'm pretty sure Romfarer, which actually kills your KSP, has nothing to do with SCANsat. Quote Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 19, 2014 Share Posted July 19, 2014 (edited) Well that answers that question then, thanks Mihara it seems i may have inadvertanly dragged and dropped it in, sorry to cause a ruckus what log was that in so I can debug stuff on my own without annoying you guys Edited July 19, 2014 by Virtualgenius Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 19, 2014 Share Posted July 19, 2014 what log was that in so I can debug stuff on my ownThe output_log.txt. Just search for 'exception' and see what mod is named in the lines after. Quote Link to comment Share on other sites More sharing options...
SergeantBlueforce Posted July 19, 2014 Share Posted July 19, 2014 Sorry to potentially sound like a complete moron, but why has this mod apparently switched authors with no warning? Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 19, 2014 Share Posted July 19, 2014 (edited) Sorry to potentially sound like a complete moron, but why has this mod apparently switched authors with no warning?You could ask damny, the original author. If you could get hold of him, that is. Read the last 50 odd pages or so of the original thread for more info. Edited July 19, 2014 by ObsessedWithKSP Quote Link to comment Share on other sites More sharing options...
Iforgotthis Posted July 19, 2014 Share Posted July 19, 2014 Hi, this is a great mod, really helpful with EVE and Better Atmospheres (can't even see Eve's surface ) but I was wondering, are you planning on changing the models for the Maptraq and the been there done that? They're... a little bit clunky, if you don't mind me saying. It'd be great to know if you are planning to, although I suppose I can live with it.Thanks for the great mod Quote Link to comment Share on other sites More sharing options...
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