blnk2007 Posted April 26, 2016 Share Posted April 26, 2016 1 minute ago, IronCretin said: Does this mod support remotetech? I can control the inline control module without a connection I was just looking at this and it doesn't appear there is a config for the inline. It's pretty easy to make though. Quote Link to comment Share on other sites More sharing options...
IronCretin Posted April 26, 2016 Share Posted April 26, 2016 How do I do that? Quote Link to comment Share on other sites More sharing options...
blnk2007 Posted April 26, 2016 Share Posted April 26, 2016 18 minutes ago, IronCretin said: How do I do that? Quick question. Are you saying you can't control it? The nosecones have the RemoteTech Antennas courtesy of RemoteTech. Quote Link to comment Share on other sites More sharing options...
IronCretin Posted April 26, 2016 Share Posted April 26, 2016 No, I mean how do I make a config for the inline. It doesn't have the signal processor. Quote Link to comment Share on other sites More sharing options...
blnk2007 Posted April 26, 2016 Share Posted April 26, 2016 2 minutes ago, IronCretin said: No, I mean how do I make a config for the inline. It doesn't have the signal processor. @PART[SR_InlineProbe]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } Gotcha. Create a ModuleManager config with this code and put it in ~/GameData. If anyone doesn't know how to do this. Copy the code into your favorite text editor and save the file as something like "SoundingRocket_IPRT.cfg" into /GameData. Let me know if you have trouble, but it should work. Quote Link to comment Share on other sites More sharing options...
Jyson Posted April 26, 2016 Share Posted April 26, 2016 So I'm having this issue while using Remote Tech. Just with a SR nose Cone, I can't stage, or use any connected objects action groups. However if I add an antenna, I can. Anyone else having this problem, with possible fix? Quote Link to comment Share on other sites More sharing options...
Noobton Posted April 27, 2016 Share Posted April 27, 2016 3 hours ago, Jyson said: So I'm having this issue while using Remote Tech. Just with a SR nose Cone, I can't stage, or use any connected objects action groups. However if I add an antenna, I can. Anyone else having this problem, with possible fix? Are you using the avionic package? Quote Link to comment Share on other sites More sharing options...
Jyson Posted April 27, 2016 Share Posted April 27, 2016 Yes, my parts are Payload Truss 35 Nose Cone 35 Avionics Package mini battery experiment payload SR Rocket 35 3x sticks With these, no action groups or staging. Add an antenna, and all is good. Quote Link to comment Share on other sites More sharing options...
rakol Posted April 27, 2016 Share Posted April 27, 2016 Having a bit of a weird issue that I haven't seen mentioned since 1.1 update. The science modules are not working for me. I can see that they have science when I expand the part info in VAB, can attached and fly.. just not use. Getting a Warning of no science defs... info below. Spoiler Image of the Debug bar in VAB. Spoiler and output log here Fresh install of KSP as I finally got time for 1.1, so a batch of mods installed along with nearly all the USI stuff so could be a conflict somewhere I am just not knowledgeable enough to figure out what. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 27, 2016 Author Share Posted April 27, 2016 Toss me a screenshot of your GameData folder please Quote Link to comment Share on other sites More sharing options...
rakol Posted April 27, 2016 Share Posted April 27, 2016 (edited) 17 minutes ago, RoverDude said: Toss me a screenshot of your GameData folder please Spoiler There you go. Sorry its not sorted too well edit:Did a search on this topic saw it was a issue back in 2015 for one guy with duplicate science defs, so am currently hunting to see if I got anything there from other mods. Further Edit, I checked all sciencedef files and found nothing, But then went on a little trip with google.. some people had problems with crowd sourced science mod (which I haven't got), but it did get me thinking about contracts and stuff.. Contract Configurator has a USI file which has the following: Spoiler // // This file contains experiment definitions for various Umbra Space Industries experiments. // // Author: nightingale // CC_EXPERIMENT_DEFINITIONS { name = USI EXPERIMENT { name = PakRatdataCamera } // Ignore the sounding rocket experiments EXPERIMENT { name = SRExperiment01 ignored = true } EXPERIMENT { name = SRExperiment02 ignored = true } EXPERIMENT { name = SRExperiment03 ignored = true } EXPERIMENT { name = SRExperiment04 ignored = true } } Not sure if that has a impact with them being "ignored" ... only thing I could think of though. Edited April 27, 2016 by rakol Extra info Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 27, 2016 Author Share Posted April 27, 2016 Sounds like.. no idea why @nightingale is doing that tho... Try removing it, see if it fixes the issue. Quote Link to comment Share on other sites More sharing options...
rakol Posted April 27, 2016 Share Posted April 27, 2016 10 minutes ago, RoverDude said: Sounds like.. no idea why @nightingale is doing that tho... Try removing it, see if it fixes the issue. Nope no worky still. I didn't think to get a full log by going into flight scene, so here is a second output log which might have info. Debug bar was spamming nullrefs soon as it loaded up. New Output Log If you don't see anything I will start removing mods tomorrow to figure out some conflicts. Quote Link to comment Share on other sites More sharing options...
nightingale Posted April 27, 2016 Share Posted April 27, 2016 @rakol - Yeah, that file just tells the Contract Configurator science subsystem to ignore those experiments so they don't get offered as part of contracts (like the ones in Field Research). It has no effect on anything outside of Contract Configurator. Quote Link to comment Share on other sites More sharing options...
rakol Posted April 27, 2016 Share Posted April 27, 2016 Just now, nightingale said: @rakol - Yeah, that file just tells the Contract Configurator science subsystem to ignore those experiments so they don't get offered as part of contracts (like the ones in Field Research). It has no effect on anything outside of Contract Configurator. Figured at much but tiredness and noobness dictates that I explore my own idiocy But ty for confirming but now puts me back to square one hehe Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 27, 2016 Author Share Posted April 27, 2016 Thanks @nightingale for the clarification! @rakol- start on a clean install with just USI mods, work your way out. Quote Link to comment Share on other sites More sharing options...
Synthesis Posted April 28, 2016 Share Posted April 28, 2016 Has anyone else lost the ability to right click on experiments? I tried uninstalling crowd-funded science reports, that didn't fix it--and I can still right click everything else. Quote Link to comment Share on other sites More sharing options...
rakol Posted April 28, 2016 Share Posted April 28, 2016 3 hours ago, Synthesis said: Has anyone else lost the ability to right click on experiments? I tried uninstalling crowd-funded science reports, that didn't fix it--and I can still right click everything else. This sounds like what I am getting. Check the debug to see if your getting warning lines for "No Experiment Definition found". Will be poking my mod load today to see if I can come up with something. Quote Link to comment Share on other sites More sharing options...
rakol Posted April 28, 2016 Share Posted April 28, 2016 @Synthesis may also be batteries. I just forgot to add some in one my tests. @RoverDude Found the problem with my duplicate science Def's. Came from surface experiment pack so maybe @CobaltWolf can take a looksie. USI mods installed nothing else (other than squad folder) science modules work just fine from sounding rockets. Add in DMagic orbital.. works fine, Add in SEP mods and DmagicAnimate. Debug warning from dmagic about duplicates. Add Sounding rocket experiment to confirm and same warnings as in previous post. So cleared out SEP but not DmagicAnimate and problem has gone again. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 28, 2016 Author Share Posted April 28, 2016 Good deal. Hopefully this helps out other folks who come looking for this issue, tho ideally @CobaltWolf can fix his mod so it does not break mine Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted April 28, 2016 Share Posted April 28, 2016 1 hour ago, RoverDude said: Good deal. Hopefully this helps out other folks who come looking for this issue, tho ideally @CobaltWolf can fix his mod so it does not break mine Did 1.1 make it so you can't have multiple files named 'ScienceDefs.cfg'? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 28, 2016 Author Share Posted April 28, 2016 @CobaltWolf - Given that it's what Squad uses and also what a couple of my own mods use, that does not seem to be the issue. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted April 28, 2016 Share Posted April 28, 2016 20 minutes ago, RoverDude said: @CobaltWolf - Given that it's what Squad uses and also what a couple of my own mods use, that does not seem to be the issue. Then I really have no idea what it could be. Would you be able to take a glance at the sciencedefs file if I upload it somewhere? I also cannot figure out what is causing this issue but I feel as if they're related. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 28, 2016 Author Share Posted April 28, 2016 Dunno, given that DMagic also uses ScienceDefs.cfg I'd take a peek there and see what's different. Quote Link to comment Share on other sites More sharing options...
blnk2007 Posted April 28, 2016 Share Posted April 28, 2016 (edited) This config adds support for kOS on the Avionics Package and Inline Probe. @PART[SR_ProbeCore]:NEEDS[kOS]:FOR[UmbraSpaceIndustries] { MODULE { name = kOSProcessor diskSpace = 1500 ECPerBytePerSecond = 0 ECPerInstruction = 0.000004 } } @PART[SR_InlineProbe]:NEEDS[kOS]:FOR[UmbraSpaceIndustries] { MODULE { name = kOSProcessor diskSpace = 1500 ECPerBytePerSecond = 0 ECPerInstruction = 0.000004 } } Added Pull Request Edited April 28, 2016 by blnk2007 Fixed Typo Quote Link to comment Share on other sites More sharing options...
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