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Arivald Ha'gel

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Everything posted by Arivald Ha'gel

  1. I'm currently in the process of migrating my career game to 1.2.2 from 1.1.3, and I seem to come to a halt. As we probably know KCT/ScrapYard doesn't migrate PartTracker nor PartTracker section. But I was wondering if it would be possible to migrate it somehow (at least partially). Anyone would have an idea how to do it? I do see that two identical crew pods, with different content regarding RealFuels - are considered two separate parts... thus I'm certainly having a problem here...
  2. Greenhouse context menu was pretty empty. "Growth", "Light", "Waste", "Soil", "Harvest" was empty. Now even with FINAL removed it works ok... so I don't know what was happening. I have removed FINAL from my config, so I'll see it again I'll post log to fileshare.
  3. In my install it doesn't. The same "tweak" with FINAL is used in "Snacks" profile. I'll look into log file once I'm home and in front of KSP. Most likely I'll be able to find the culprit. Should I then add "AFTER" clause for specific mod to Greenhouse reconfiguration in Realism profile?
  4. Because without it, it doesn't work. At least on my KSP install.
  5. There is a bug in realism profile. The line: Should be changed to:
  6. There was already such a MOD: How does KSPChiller fares against Heat Pumps for RF?
  7. I see many ArgumentOutOfRangeExceptions when I remove Kerbalism completely: [EXC 23:34:02.138] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[WhitecatIndustries.ModuleOrbitalDecay].get_Item (Int32 index) System.Linq.Enumerable.ElementAt[ModuleOrbitalDecay] (IEnumerable`1 source, Int32 index) WhitecatIndustries.VesselData.FetchFuelLost () WhitecatIndustries.DecayManager.FixedUpdate () So I removed OrbitalDecay and reinstated Kerbalism, loded "before" savegame and guess what: Still the same problem with NaN Electricity and Oxygen. 100% reproducibility. So it's not OrbitalDecay. I'll repeat once again. When I remove Kerbalism.dlls, there are no problems with NaN electricity/Oxygen. There seems however to be other repercussions of Kerbalism removal.
  8. ? Once you remove Kerbalism from GameData Vehicles on which the problem occurs will not be loaded. How is that a test? And how have you tested that NaN on EC doesn't occur on "Minmus Orbit" if it haven't even loaded? Please test without Kerbalism.dll and CLSInterfaces.dll only. Vehicles will load. NaN problem on Electricity/Oxygen won't be visible. Perhaps NaN exception you see are related to Crap and CO2 being not defined and yet being stored in Tanks and Pods? I don't know what KSP will behave once Resource definition is missing... probably multiplying 0 * NaN (once whole Kerbalism directory is removed) gives NaN (I probably have 0 CO2 since all is scrubbed, but I have tank for it on vessels). If I remove Kerbalism.dlls I get such errors: [EXC 19:17:59.623] NullReferenceException: Object reference not set to an instance of an object Vessel.GetUnloadedVesselMass () Vessel.GetTotalMass () Vessel.CalculatePhysicsStats () Vessel.FixedUpdate () [EXC 19:17:59.626] NullReferenceException: Object reference not set to an instance of an object Vessel.GetUnloadedVesselMass () Vessel.GetTotalMass () DistantObject.FlareDraw.AddVesselFlare (.Vessel referenceShip) DistantObject.FlareDraw.GenerateVesselFlares () DistantObject.FlareDraw.FixedUpdate () Which I don't get if Kerbalism is installed. Removing Kerbalism from active game causes significant problems it seems. At least inability for reentry (atmo doesn't slow you down since you have no mass, but eats all Ablator immediately). So right now either way I'm unable to continue playing, unless I do heavy save file edit.
  9. No KIS/KAS. No. But I cannot reproduce the issue once I remove Kerbalism.dlls (I have kept part configs and patches). 0% reproduction rate. Already tried several times with the same save game. No problem with NaN electricity, which is supposedly causing Oxygen NaN. With Kerbalism.dll I have 100% reproduction rate. But if you could tell me how you have reproducted this issue with Kerbalism mod removed I'll be glad to experiment and to move the issue to other mod forum thread. I already wasted 6 hours experimenting with this problem, and it still only happens when Kerbalism mod is installed.
  10. 1. I'm chilled, since you missed my question. I asked for a purpose in NOT simulating something. I haven't really said that I want it NOW. You have provided some explanation. My previous conversation partner didn't - even when I asked several time for it. 2. Overpowered Solar Panels. Cool... but I believe that EC requirements for RT should be lowered to. I'm pretty sure that I shouldn't need several panels each several meters long to power a single antenna... since RT eats EC constantly (not just during Science transmission/relaying). First directional antenna (that reached up to Minmus), eats 48EC/min. That's 0.8/s. That's quite a lot considering. Also keep in mind that EC requirements for: lights, active radiators, wheels, science lab are decreased by 75% (one can clearly see it in https://github.com/ShotgunNinja/Kerbalism/blob/master/GameData/Kerbalism/Patches/tweaks/EnergyTweaks.cfg ). Alternator output is decreased by 75%. And since I see configs to include !RemoteTech, why shouldn't we decrease amount of EC used by RT antennas? (or not to decrease EC requirements etc, for everything else.). Currently everything (except RT requirements) is just scaled down, everything is 66%-75% lower in EC output/input. So it really doesn't change anything, since it never said what 1 EC is... is it 1KW, or 1MW or 1W or 5.6546456W? Probably it's just rescale for scrubber/climate control EC requirements to be more inline... so why shouldn't we multiply then by 4? Less config rules, less maintenance.
  11. Emphasis mine. So something else may set NaN amounts of EC. I believe that OrbitalDecay can consume EC in background for station keeping. At least consider that a possibility. Ok Then. Once again, since you don't answer my question, and you're constantly repeating info that I know: 1. I know that it doesn't. But is there a purpose in NOT simulating RemoteTech other than being stubborn to just not simulate it? 2. (repeated question) Then shouldn't you also use CarbonDioxide/Waste in Default profile? CarbonDioxide/Waste are in CommunityResourcePack, CO2/Crap is not. Also User doesn't choose the profile, you create default profile, it should not be "hidden". 3,4. No other mod have background sim. And as I already explained without Kerbalism, and with parts/patches I can use this save without any problems. Have you did the same? Orbital Decay only uses selected fuel. EC usage is not simulated. 5. (not really new question, repeated) Remember that I said that EC generation was not simulated on one of my Vessels (particularily Long Term Orbital), but use of EC was simulated. You also haven't answered to that question. 6. (not really new question, repeated) I asked about why EC generation potential is decreased by 66%-75% but RemoteTech antenna EC usage is not. Should you really decrease EC generation potential if it's already well defined by RealFuel EC definition and RemoteTech? It's not easy to reproduce this issue, I needed more than 1 month worth of game time to step on it (twice) already. But first time was resolved with few hours old save file: I did things differently and it passed. You should understand that it's not easy to continue playing with one mod deleted. Especially so since I really like Radiation Belts simulation, Cosmic Radiation, Space Weather, Quality of Life, Science Tweaks, this particular idea of Malfunctions (I hope they're even more prominent in radiation belts), and I adore your gravity ring. But if it won't allow me to move on, I'll remove it from my install.
  12. I have sent you link to save file before, after and log file. I currently see 3 problems: 1. Electricity/Oxygen goes to NaN. 2. Some of my Satellites don't update electricity correctly. Long Term Orbital sometimes informs me that electricity is running out (while being on sunny side of Kerbin) 3. Possibly it conflicts with Orbital Decay since the same file that I gave you can "warp" Minmus Orbit Vessel to >2Gm away from Kerbin
  13. There's nothing in the logs, or should I enable them somehow to be more verbose? Savegame is quite big, 30MiB. Where should I post it? Or perhaps should I only send you specific vessel for which I do have this problem?
  14. I'm getting NaN's on Oxygen/Energy when using Kerbalism. Currently I do have a save that ALWAYS generate this problem, and even when it's corrected by hand in the save file, it goes once again in just a few seconds. I'm using Kerbalism 1.0.8 and quite a bunch of other mods, Interstellar and RealFuels included. This problem is currently making me unable to continue my game so...
  15. I see that there’s a problem with RemoteTech config file in KScale2. Ranges are multiplied by 4 instead of 2: @PART[*]:HAS[@MODULE[ModuleRTAntenna],!MODULE[ModuleCommand]]:NEEDS[RemoteTech]:Final { @MODULE[ModuleRTAntenna] { @Mode0DishRange *= 2 @Mode1DishRange *= 2 @Mode0OmniRange *= 2 @Mode1OmniRange *= 2 } } This multiplies parts by 2. RangeMultiplier = 2 This once again by 2… need to keep one or the other (I think that module manager snipped should be removed).
  16. I'm having a problem with "Double-C Seismic Accelerometer" or rather I still have the ability to do Seismic Scan when Interstellar is installed. On: https://github.com/FractalUK/KSPInterstellar/wiki/Double-C-Seismic-Accelerometer We can see that: So I assumed that Stock Functionality of Seismic Accelerometer should be disabled by default. Was this discrepancy introduced by default or is it a *bug* in Interstellar? Now I'm not sure if using it will be a *cheat* in my current game or not
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