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Usgiyi

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Posts posted by Usgiyi

  1. On 4/15/2020 at 8:32 PM, Cayn said:

    Hello,

    I'm having a problem with electric charge drain when using KSP Interstellar Extended. Specifically, when I extend a "Gigantor XL Solar Array" using "Activate Receiver", it works as expected, but when I then retract the solar array using "Retract Solar Panel" or "Disable Receiver", then the electric charge is drained a very quick rate.

    I was able to reproduce the problem on a fresh install of KSP 1.9.1.2788, using CKAN v1.27.0 to install KSP Interstellar Extended and only its dependencies. CKAN shows me as having the following mods installed:

    • KSP Interstellar Extended v1.25.13.5
    • Intersellar Fuel Switch Core v3.14.2.5
    • Module Manager 4.1.3
    • TweakScale - Rescale Everything! v2.4.3.11

    I created a new sandbox save file and built a craft consisting of only three parts: MK1 Command Pod (piloted by a Kerbal), Z-1k Rechargeable Battery Bank, and Gigantor XL Solar Array. On the launchpad, before extending the solar array, the craft appears to consume no electric charge and the battery remains full. After extended the solar array and then retracting it, the craft begins consuming 4.67 electric charge until the battery is drained.

    I believe my issue may be related to a post in January by @Siama. However, I wasn't able to find a solution.

    Does anyone know if there is a fix or work-around for this electric charge drain problem?

    Thanks!

    I'm also having this problem, not using CKAN though. It only seems to happen on the stock and KSPIE retractable solar panels and the SP-G Shrouded Solar Array from the Mk2 Expansion mod; all other solar panels work fine. I didn't edit the non-retractable panels to be retractable so I didn't test every solar panel, but I did test every retractable panel from stock, near future solar, KSPIE and the single panel from Mk2 Expansion. I tested with my normal 100+ mod list and with just KSPIE + Near Future Solar.

    It seems that when you close the panels it subtracts the energy that the solar panel would make in stock KSP. So the panel is making 1.61 EC/s (0.00161 MW) when open, but when it's closed you lose the energy it would make with the stock system (1.37 EC/s). If the panel was not making energy due to being blocked by something you don't lose the energy. You can reopen the solar panel, it will stop using energy and produce the correct amount of power. So I'm guessing the problem is it's supposed to stop subtracting the stock power when closed but doesn't.

  2. I guess 1.4.5 broke TCA? Not sure if it's the toolbar or the UI that doesn't work.. or both. Works in the editor, broken in flight. This is in a game with only TCA and its dependencies.

    Spoiler
    
    [EXC 22:11:35.760] MissingMethodException: Method not found: 'UnityEngine.Texture2D.LoadImage'.
    	ThrottleControlledAvionics.ControlTab.SetupTab (ThrottleControlledAvionics.TabInfo info)
    	ThrottleControlledAvionics.TCAGui.create_fields ()
    	ThrottleControlledAvionics.TCAGui.init ()
    	ThrottleControlledAvionics.TCAGui+<init_on_load>d__62.MoveNext ()
    	UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)
    [EXC 22:11:35.767] MissingMethodException: Method not found: 'UnityEngine.Texture2D.LoadImage'.
    	ThrottleControlledAvionics.ControlTab.SetupTab (ThrottleControlledAvionics.TabInfo info)
    	ThrottleControlledAvionics.TCAGui.create_fields ()
    	ThrottleControlledAvionics.TCAGui.init ()
    	ThrottleControlledAvionics.TCAGui+<init_on_load>d__62.MoveNext ()
    	UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)

     

     

  3. The Size 2 Cargo Bay CRG-15 (size2short.cfg) has sorta reversed open/closed detection. The drag model works correctly, increasing drag as the doors open. Cargo inside gets drag when the doors are closed and no drag when the doors are open.
    I had to reverse these settings in the animation module...

        MODULE
        {
            name = ModuleAnimateGeneric
    ...
            revClampDirection = false true
            revClampSpeed = true false
            revClampPercent = true false
        }

    and change the cargo bay module closed position from 1 to 0 to get it to work correctly.

        MODULE
        {
            name = ModuleCargoBay
    ...
            closedPosition = 1      closedPosition = 0
    ...
        }

  4. 1 hour ago, TheSaltyOne said:

    whats ckan?

    You know the forum gives you a tooltip if you mouse over CKAN. Anyway it's a mod manager. You tell it what mods you want; it downloads them, installs them and keeps them up to date. It does the same for any dependencies the mods need. Not all mods are available on it however.

    https://forum.kerbalspaceprogram.com/index.php?/topic/154922-ckan-the-comprehensive-kerbal-archive-network-v1226-guiana/

  5. Is your mod meant to have what seems like a debug function spamming the console?


    elcDrawn16
    GNDrawn-16
    backcharge0
    consumption 16.93462
    tefactor 1
    Time.deltaTime 0.02

    Writes to the console about 20 times a second. Seems to slow the game down a bit. Also makes it impossible to read anything in the console of course.

  6. Hey, got a bug report.

    Using blizzy's toolbar 1.7.13 & TAC LS 0.12.6.

    The toolbar is looking in the wrong place for some of the icons.. looks like a missing " / "

    [ERR 18:44:25.738] [Toolbar] [ERROR] button texture not found: ThunderAerospace/TacLifeSupport/IconsTACyellowIconTB

    Spams the error forever.

    Does it for the yellow & red icons, dunno if any of the others are incorrect.. ran out of time to test. Works correctly if you copy the icons over & rename them to what its looking for.

  7. The FAR / MJ compat is a really complex problem.

    There is the small compat module I made, that gives MJ info about the FAR control surface and help it handle turn better. This one is broken, but I only seems to think about fixing it while at work... I'll try to remember about it before .24. The problem with that module is that I am not perfectly sure that is does not change FAR simulation in any way .

    Then there is the whole landing AP. There it's getting really complex. First let me make something clear : the fact that it's hard to do has nothing to do with ferram4. Don't go ask him for MJ related change since he can't do anything more about it, and he already made change to make it easier.

    MJ landing AP needs to simulate the whole descent. To do that it need to know the drag force at a specific speed and position in space. With the KSP model it's easy, drag is the same with your ship sideway, upside down or however it turn itself while "falling".

    FAR is made to answer that question for the current orientation, speed and density. So I can't just ask it to give me the drag force for a given future situation.

    So right now I'm stuck here. I had a few ideas on how to handle that but most of them ended up being far too slow or just plain bad.

    If anyone has a working idea (a bit more tested than "just do that" please) I am listening. But for now I think my time is better spent on fixing bugs and adding features in other MJ modules.

    Thank you, that answered all my questions. :)

    Wish I had the answer to the problem, alas, I do not.

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