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GDorn

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About GDorn

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  1. Can EC monitoring be completely disabled? I'm running into an issue where mod conflicts (probably Kopernicus) are causing BackgroundResources to not be able to access solar panels (endless NREs in the log). So every time I warp, Kerbals are dying due to running out of electricity while sitting on top of an active nuclear reactor and between two gigantor solar panels. While it'd be nice if this problem could be fixed (see here for my post going into it) I'd also like to be able to play in the meantime and just track food, water and oxygen.
  2. I'm getting tons of log spam, this message 2-4 times per second: [EXC 19:08:03.962] NullReferenceException: Object reference not set to an instance of an object PhotonSail.VesselData.UpdateMass (Vessel vessel) (at <407e8546feca4b02a483579f7a7a6b19>:0) PhotonSail.PhotonBackgroundProcessing.BackgroundSolarSail (ProtoPartSnapshot protoPartSnapshot, Vessel vessel, PhotonSail.VesselData vesselData) (at <407e8546feca4b02a483579f7a7a6b19>:0) PhotonSail.PhotonBackgroundProcessing.FixedUpdate () (at <407e8546feca4b02a483579f7a7a6b19>:0) UnityEngine.DebugLogHandler:
  3. I've been running Kopernicus for many months now; this would be a change between one of the earlier 1.9.1 builds and the most recent one on CKAN. A bunch of the star flux calculation code touches solar panels, so I wondered if something there shifted enough to reset all panels... It turns out the solar panels being retracted is a red herring; even when I extend them again, my Kerbals die of air toxicity due to running out of electricity. I suspect an incompatibility with TACLS's BackgroundResources code and the new changes here regarding the solar panel hacks. Digging through my lo
  4. Did a recent change cause solar panels to be retracted on all unloaded ships? I'm trying to track down why TAC Life Support is suddenly deciding all of my vessels are running out of EC; when I switch to said vessels, their panels are all retracted.
  5. [ERR 00:36:35.226] Input is null for field 'agent' in config node 'CONTRACT_FINISHED' at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 at Contracts.Contract.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 at ScenarioModule.Save (ConfigNode node) [0x00000] in <55ba45dc3a4
  6. As I wrote, "turn the reactor back on and then start the engine". So unless the "Start Reactor" button does something different than bringing up the reactor control window, I'm sure I activated the reactor.
  7. This basically works with 1.8.x and above, but Agents.cfg is ancient and lacks sections like 'title', generating tons of exceptions in KSP.log.
  8. I'm saying the latest build is not compatible with 1.8.1 and shouldn't be marked as such in CKAN. Log file: https://gist.github.com/georgedorn/e2af5fb6960c9acbaffb765fd4251fd8
  9. Using the latest on 1.8.1 yields: [EXC 20:18:48.017] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) AssemblyLoader+LoadedAssembly.TypeOperation (System.Action`1[T] action) (at <9d71e4043e394d78a6cf9193ad011698>:0) AssemblyLoader+LoadedAssembyList.TypeOperation (System.Action`1[T] action) (at <9d71e4043e394d78a6cf9193ad011698>:0) KerbalRoster.GenerateExperienceTraitTypes () (at <9d71e4043e394d78a6cf9193ad0116
  10. I'm having this issue with the Liquid Core Reactor Engine. It starts activated on the launchpad, so I have to shut it off to activate the first stage, and then when I get to space it emits a puff and then nothing. I've tested it by cheating it into orbit around the sun, so it's not the restriction about using it in atmosphere or pointed at Kerbin (I do get that warning when I am in atmosphere or pointed at Kerbin). I also tested whether it was a cooling problem; my first craft had insufficient radiators, so I added quite a few more (until the VAB KSPIE window showed all green) and still
  11. It might be a good idea to mark this as a beta release until you're confident that the bugs have been worked out. It's one thing to recompile the existing codebase under 1.9.1, since a lot of work has already happened to make that compatible. When 1.10 comes out, it's going to be a whole other thing to get it working again. The most useful artifact that could come out of this forking effort is heavy documentation on the process of updating this code (maybe enlist @Thomas P. to advise for one last update) so that other new developers don't have quite the same learning curve when this rou
  12. For trips to planets in the Outer Planets Mod, is it possible to provide light via electricity? Perhaps a big LED grow light array? It'd take less weight to stick a nuclear reactor and a bunch of extra uranium than the number of arrays needed to fly that far out.
  13. I also suspected that the R&D upgrades responsible for reducing the weight of photon sails aren't working properly, so I just bought the 'Orbital Assembly' tech and checked the weight of the solar cell sail before and after - it's 1 ton in both cases.
  14. I'm testing the solar cell sail on the launchpad, as it's not clear from the description how much charge it generates. The part window says it's generating power (3ish EC/s, I think just from the doors) but it doesn't actually seem to be counting; it should be enough to keep my probe core powered, but I'm still losing EC at the standard rate for the core. Edit: I just did a test with the sail upside down, and it does charge the craft now. But for some reason, when the doors are pointed up and the sail pointed down (and thus getting no sun), it reports a tiny amount of EC/s but n
  15. I'm now trying to compare Lithium Air batteries to the EC2501 Capacitator. Where can I find the conversion rate between KilowattHour and EC? Or Megajoule and EC?
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