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[24.2] Karbonite Ongoing Dev and Discussion


RoverDude

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I found a bug relating to the CommunityResourcepack/CommonResources.cfg. The resource definitions for the TAC life support resources all have the wrong densities and these definitions for some reason take precedent over the ones set by TAC life support itself, resulting in oxygen being super heavy and others being wrong in general.

Well that explains why one of my craft that should have had plenty of fuel ran out before crash landing on minmus..... It was 8T heavier then it should have been, good thing i used a 1.25m life support can and not a 2.5m.

Edited by Donziboy2
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Well that explains why one of my craft that should have had plenty of fuel ran out before crash landing on minmus..... It was 8T heavier then it should have been, good thing i used a 1.25m life support can and not a 2.5m.

I blame curse :P The TAC-LS download link went to an old version

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any idea what mod might have this "FNPlugin.AtmosphericIntake.OnFixedUpdate()"?

KSPI-Experimentals (basically a KSPI fork).

The rub at the moment is that since core KSPI is broken and Fractal is not around, folks are going here, and looks like it conspired to break something.

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FYI I am preparing a new patch, but would like to get some affirmation from folks who have 0.2.2 working first before I add any more tweaks.

The fixes present in the release thread made the things I tried work nicely.

Sounds a bit like there's something you expected to break but, surprisingly enough, hasn't been reported to you yet :D

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The fixes present in the release thread made the things I tried work nicely.

Sounds a bit like there's something you expected to break but, surprisingly enough, hasn't been reported to you yet :D

I just get nervous when all I hear are bug reports ;)

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Maybe I'm doing something wrong, but I have a Karbonite Detection Array orbiting Minmus at ~250km, and when I click "Start Karbonite Scan", it flashes and returns to "Start Karbonite Scan". Is there something I failed to read?

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Maybe I'm doing something wrong, but I have a Karbonite Detection Array orbiting Minmus at ~250km, and when I click "Start Karbonite Scan", it flashes and returns to "Start Karbonite Scan". Is there something I failed to read?

What version of SCANSat?

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Rover, I'm getting the following error whenever doing something that checks the Karbonite levels on Kerbin.

[ORS] Loading Planetary Resource Data for Kerbin

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

ArgumentException: An element with the same key already exists in the dictionary.
at System.Collections.Generic.Dictionary`2[System.String,OpenResourceSystem.ORSPlanetaryResourceInfo].Add (System.String key, OpenResourceSystem.ORSPlanetaryResourceInfo value) [0x00000] in <filename unknown>:0

at OpenResourceSystem.ORSPlanetaryResourceMapData.loadPlanetaryResourceData (Int32 body) [0x00000] in <filename unknown>:0

at OpenResourceSystem.ORSPlanetaryResourceMapData.getResourceAvailability (Int32 body, System.String resourcename, Double lat, Double lng) [0x00000] in <filename unknown>:0

at OpenResourceSystem.ORSResourceScanner.OnFixedUpdate () [0x00000] in <filename unknown>:0

at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0

at Part.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

That comes whenever I have a detector on my ship, or whenever I activate a drill. It grinds the gamespeed to a near halt and never successfully loads the Karbonite data. (This is in Karbonite 0.2.3) I have the latest Hollow Asteroids also, but installed the newest Karbonite after. It didn't do this with the 0.1.2 Karbonite release.

I'm also still not seeing the smaller drill/converter? What I'm actually thinking of doing is getting rid of Karbonite mining, and making it only come from asteroid harvesting, but I haven't quite sorted out the right parts to keep to do that. (mainly need a 1m converter & generator & then figure out which part to turn the rock to Karbonite) & then combine that with the mod that puts asteroids everywhere.

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You need to remove the ORS folder from the Karbonite directory. This folder was moved in the more recent releases.

No small drill/converter, Nertea is working on those and I expect is busy with his other projects :)

FYI there's an asteroid update coming out, which includes the Karbonite converters and such

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Usual question. Can you mine anywhere else?

Yes, works on Kerbin and the Mun, but when I try it on Laythe the option to extract won't even come up, also my Karbonite detector shows 0.0 and no hotspots, although on the way in I did successful extract from near orbit. This is why I am asking if this is a bug or if Laythe just doesn't have Karbonite, because it acts like it doesn't even exist on the surface.

Latest version of KSP, latest Version of Karbonite, only other mods are Scansat, Kethane, and D.E.R.P

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Yes, works on Kerbin and the Mun, but when I try it on Laythe the option to extract won't even come up, also my Karbonite detector shows 0.0 and no hotspots, although on the way in I did successful extract from near orbit. This is why I am asking if this is a bug or if Laythe just doesn't have Karbonite, because it acts like it doesn't even exist on the surface.

Latest version of KSP, latest Version of Karbonite, only other mods are Scansat, Kethane, and D.E.R.P

Bug. Laythe is supposed to have Karbonite. I'll need to go look and see.

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@Roverdude - I'm running MKS and Karbonite, everything seems to be working great so far. Thank you very much for your mod. You are a machine. (Hopefully you're not actually a machine, though I suppose an AI would be able to make some awesome mods so if you are in fact a machine I won't be too judgemental about it.) :) :) :)

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Just like any other mod... you drop it in GameData....

What about the 'Source' folder? And don't you put the plugin files in the plugin folder in the main KSP directory, or have I been doing it wrong all this time? Oh, and every time I retract the drill, the game slows to halt and I don't actually mine any of the Karbonite, is this because I'm stupid and can't install mods correctly?

EDIT: Nevermind, I've gotten it to work now. As a matter of curiosity, do .dll files need to go in the 'Plugins' folder or 'Gamedata' folder in the KSP directory?

EDIT 2: Still not working; I cant use the landing frames or Karbonite distillers. Says I need to purchase them in Research and Development when inside the VAB, but there is no option to purchase them from R and D when I actually look! Any help from anyone would be greatly appreciated...

Edited by Harvoification
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What about the 'Source' folder? And don't you put the plugin files in the plugin folder in the main KSP directory, or have I been doing it wrong all this time? Oh, and every time I retract the drill, the game slows to halt and I don't actually mine any of the Karbonite, is this because I'm stupid and can't install mods correctly?

Source is just what is says, its source files, not part of the end user mod.

The only folder you want is the Gamedata folder, everything in that folder needs to go into your KSP Gamedata folder.

Generally when you download a mod for KSP you have a zip, inside that zip is usually a Gamedata folder and then a folder with that mod and maybe a few files that do not go into a folder. If there is just a named folder then it goes into your game data folder.

Should be something like so.

Gamedata/

-----------------modfolder/

---------------------------------plugin/

---------------------------------parts/

Edited by Donziboy2
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What about the 'Source' folder? And don't you put the plugin files in the plugin folder in the main KSP directory, or have I been doing it wrong all this time? Oh, and every time I retract the drill, the game slows to halt and I don't actually mine any of the Karbonite, is this because I'm stupid and can't install mods correctly?

No mods at any time should actually go anywhere other than in the game data folder :)

Pretty much every mod maker that i know of packages their mods so that all you have to do is drop them into the game data folder.

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Right, thanks guys! Just getting back into KSP and the last I remember there was a 'KSP_Data' folder or something along those lines. Seems things have changed! I'll try to reinstall it tomorrow, this time ignoring the 'Source' folder. Hopefully that will be correct and I won't have any locked parts!

Just to reiterate, even .dll files don't go in the 'Plugin' folder in the main KSP directory? Because currently that's where all my plugins are... and not in Gamedata.

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Right, thanks guys! Just getting back into KSP and the last I remember there was a 'KSP_Data' folder or something along those lines. Seems things have changed! I'll try to reinstall it tomorrow, this time ignoring the 'Source' folder. Hopefully that will be correct and I won't have any locked parts!

Just to reiterate, even .dll files don't go in the 'Plugin' folder in the main KSP directory? Because currently that's where all my plugins are... and not in Gamedata.

The old folders exist because of the plugin install style so old-school it was obsolete even before I started playing KSP. But don't worry, people have been making the mistake for months now. You install things by copying the mod folder wholesale into Gamedata. Your plugins folder should be empty. Some mods will break horribly otherwise.

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The old folders exist because of the plugin install style so old-school it was obsolete even before I started playing KSP. But don't worry, people have been making the mistake for months now. You install things by copying the mod folder wholesale into Gamedata. Your plugins folder should be empty. Some mods will break horribly otherwise.

Right, ok then! Think I'll just totally remove all my mods and re-install them one by one so I know they've been done correctly this time. Thanks for your help!

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