MEP-825 Makes No Progress #53
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ksp/NehemiahEngineeringOrbitalScience#53
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The experiment MEE1 shows as "Running', but there is never any progress.
If research is stopped, then animation shows the materials being placed on the exposure platform. When research is resumed, the materials are retracted into the MEP-825. This seems like a logic inversion error.
I did use the Ship Manifest mod to swap the kerbal in the MEP-825 with a kerbal in the MPL-600, while the MEE1 was running. I did that to complete the SAVE experiment.
KSP.log
https://www.dropbox.com/scl/fi/yeqh034vbw57hys99umlk/KSP-mep-825-fail.log?rlkey=y7hnx6kiini6650zyickwnls8&st=luqd37l1&dl=0
edu.log
https://www.dropbox.com/scl/fi/e60h0o8aqauktf8twb3a4/edu-mep-825-fail.log?rlkey=cogsggenh7rabbswfdqh7k13d&st=thlcfbl1&dl=0
Player.log
https://www.dropbox.com/scl/fi/0b9bxglbx8mpfckttwsoq/Player-mep-825-fail.log?rlkey=tk7nd2sysie5ppnh357cz1tco&st=5eqvvs8n&dl=0
You've got WildBlueIndustries installed. They also define an "ExposureTime" resource, which is incompatible with the one defined by NEOS.
Ref:
github.com/Angel-125/WildBlueTools@20258e1143/GameData/WildBlueIndustries/000WildBlueTools/Templates/Common/WBIResources.cfg (L57)It probably depends on luck which one becomes the active one, and hence which set of experiments works and which one is broken. Since NEOS was first, I'm not sure which mod should be the one to fix it. More to the point, I have no idea how to fix it without breaking peoples' existing saves.
They define a lot of other resources which have the potential to clash. In fact, it is probably just luck that the original author of NEOS defined lab-time as being specific to a particular lab (ie,
MSL_LabTime) instead of genericallyLabTimeas otherwise that would also clash.The long and the short of it is that unless I can figure out a way to upgrade peoples' savegames to use
NE_MPL_ExposureTimeor similar, I'm afraid that saves which use both NEOS and WildBlue are simply not supported and will have problems.FWIW, there's already an open issue #49 ..
Adding a conflict with WildBlueTools to CKAN. Unfortunately this means you will need to choose one or the other mod to keep playing with, or do some manual install trickery to get around it. In the latter case it won't actually fix the issue though.
One other way to work around this is to delete or edit the ExposureDefinition resource in either mod to match the other mod but again, you may run into all sorts of weird issues if you do this.
Separately, I'll take a look as to why the animations appear to be back-to-front when pausing/resuming the experiment.
Exposure experiments don't need the MEP-825 to be kerballed in order to run, they only need a Kerbal to push the buttons.
So I started a new save, and stopping/starting MEP-825 research (exposure) plays the correct animations using NEOS 0.10.0.
To troubleshoot your inverse animations further I'd need either a save-game (with minimal mods), or a step-by-step way to recreate your situation.
I’ve been thinking of a possible work around to get a new exposure
resource, without breaking saves. I’m a retired software engineer, but I’ve
never developed a mod. You will have to decide if this a good idea.
When a vessel with an MEO-825 loads, you could check if it contains zero of
the new exposure resource. If that’s the case, and there’s a non zero
amount of the of the old resource, you could set the amount of the new
resource to match the amount of the old resource. Game play could then
proceed seamlessly using the new resource.
I hope that this is helpful.
On Thu, Jun 11, 2026 at 19:41 Michael Werle @.***>
wrote:
Sorry, but not really unless you know the exact APIs to hook into/use (and I've spent 2 days trying various things already..).
The core idea is trivial, the problem is how to concretely implement it.