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dtoxic

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Posts posted by dtoxic

  1. Hi @Angel-125 here is an idea...how about (if possible that is) you leave the current limit to 1year (active simulation) but add a "passive predefined trigger" if we say add enough snacks so it amounts to say 4 years...then the simulation window could say 4 years of snacks (excluding the recyclers,just raw amount) and it would repeat every say 4 years worth of snacks added or when a predefined line is crossed, in this case 4yrs with an upper limit of say 20-30 years

    don't know if it;s possible code wise,just throwing ideas around,maybe with a configurable option so the user can tailor it to it;s own needs

  2. try editing SimulatorSettings.cfg see what happens....i did not try that but as written it will tax your cpu if you put in some ridiculous number (i would guess so) maybe increase slightly to a bigger number and my guess is it will show you beyond 1 year limit,again i did not try this as i am taking a break from ksp until they fix some bugs

    as for without simulator...hmmm maybe add exactly the amount snacks that corespondent to 1 year,remembering the number and then doing math gymnastics in the head :D

  3. 3 hours ago, RealKerbal3x said:

    I'm having the same problem. No matter how many snacks containers I add, the simulator always seems to max out at that length of time. Here's a screenshot:

    MfnW2KW.png

    I have the soil converters in all three Hitchhikers active, and I tried changing one of the snack containers to Snacks+Soil but the estimated duration didn't change. @Angel-125 do you have any idea what is going on? (I'm in 1.10.1 with the latest version of the mod by the way).

    Edit: I tested it in an install with only Snacks and MM and it appeared the same. Here's the log: https://drive.google.com/file/d/15Dq5KJzjXz3gfV9a9VbcJbDqOjQWCito/view?usp=sharing

    this is by design....there is an explanation why, somewhere on this thread (forgot where exactly)

    Edit here found it

    https://forum.kerbalspaceprogram.com/index.php?/topic/149604-minimum-ksp-181-snacks-friendly-simplified-life-support/&do=findComment&comment=3823518

  4. 1 hour ago, katateochi said:

    The updates to SCANsat look awesome! 
    I'm just trying to get my head around the different parts and what they do...If I have high res scanners in place around a planet, is there any need to have the equivalent low res scanners?

    Edit: 
    Also, do the scanners that require the surface to be lit, continue to draw power while over the night side?

    some scanners do require that the planet be lit otherwise you will get blank lines/stripes and yeap as far as i can tell they do draw power constantly no matter the situation

  5. 46 minutes ago, NateDaBeast said:

    I've been having trouble with a interplanetary commnetwork and so I drew the problem I'm having below:

    weirWFa.png

    Im having this basically but I'm wanting to have the comm-sats to work like so:

    RvuQagG.png

     

    Im kinda new to the whole commnet thing to begin with since I haven't played in a long time, but I have the general stuff down like relay and direct. Perhaps I'm doing the constellation part wrong. Or I'm just overthinking it...

     

    Any help getting my network to work like above is appreciated. Thanks.

    1 and 3 should have different frequencies 2 should have same as 1 and 3 the way of doing this slap some more antennas on probes and configure them accordingly, and be sure to set the probe core to say default 0 frequency that should work

    so 1(Freq. 2) 2 (two antennas 1&3) and 3 (Freq. 2)

  6. @TaxiService the only two candidates i can think of are  "CommNetAntennasConsumptor" (less likely i added this one last and nullref was happening way before that) and CommNetAntennasInfo

    will let you know how it goes,but i as you seen in the latest cnc you posted there was no nullref just an error something about object instance and refresh thing (not much into coding so all of that is black magic to me)

    EDIT

    ok so now i get this witch i presume is what you implemented in the last build

    Spoiler

    [LOG 16:08:22.621] [CommNet Constellation] CommNode of CommNetHome is null, likely due to a third-party CommNet mod
    [LOG 16:08:22.622] [CommNet Constellation] CommNode of CommNetHome is null, likely due to a third-party CommNet mod
    [LOG 16:08:22.622] [CommNet Constellation] CommNode of CommNetHome is null, likely due to a third-party CommNet mod
    [LOG 16:08:22.622] [CommNet Constellation] CommNode of CommNetHome is null, likely due to a third-party CommNet mod
    [LOG 16:08:22.622] [CommNet Constellation] CommNode of CommNetHome is null, likely due to a third-party CommNet mod
    [LOG 16:08:22.622] [CommNet Constellation] CommNode of CommNetHome is null, likely due to a third-party CommNet mod
    [LOG 16:08:22.623] [CommNet Constellation] CommNode of CommNetHome is null, likely due to a third-party CommNet mod
    [LOG 16:08:22.623] [CommNet Constellation] CommNode of CommNetHome is null, likely due to a third-party CommNet mod

    ill do a clean KSP test tonight and add 1 mod at a time see witch one is causing all this

    will let you know tonight or tomorrow

  7. 4 minutes ago, TaxiService said:

    Hi, thanks for your logs.

    I can't find any information that explains why the nullreferenceexception occurs when switching to Tracking Station or Flight scene.

    If you would like to help further, please download this debug-enabled build and re-trigger the nullreferenceexception on your side. This special build will print out in output_log.txt where the exception happened within the suspected code area.

    Thanks.

    i am on it give me a couple of minutes and ill upload the log

  8. 48 minutes ago, Snark said:

    Yes, that particular issue has been there since forever, and will be there forever until and unless some kind soul debugs it and figures out how to fix it and hands me the solution on a silver platter.  I poked around on that for a while, way back when, and couldn't figure out how to fix it-- it gets into Unity UI ledgerdemain, which is an area I'm highly ignorant of.  I'm sure there's a solution, but  figuring it out would require more time and energy than I'm willing to invest.

    So I won't be pursuing that fix, myself.  If someone else figures out the solution and lets me know, then I'm happy to fix it.

    wish i could help,unfortunately my coding skills are on par with my Chinese speaking skills (non existent) hopefully someone more skilled will pick this up  

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