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I keep getting "EC Expired" even though there's PLENTY of charge on the space station. It is in a separate module, though.

WAq8meR.png

DELkYRR.png

 

In fact, I put a small lander to the test and oddly the numbers are way out of whack. It can easily go all night without running out of EC, yet the USI LS mod thinks it's 30 minutes before the lights go out.

oohcsxH.png

 

Do I need to be worried? This is significantly worse after I set a 10x higher EC value (0.1) of course, probably because I now need to check my station every 5 days.

Edited by Thygrrr
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30 minutes ago, Thygrrr said:

I keep getting "EC Expired" even though there's PLENTY of charge on the space station. It is in a separate module, though.

The LS expiration times are only updated while the vessel is simulated.  As vessels are not simulated in the background, that information screen can only count down.

So long as you have a reliable energy supply on your vessel/base feel free to ignore the EC timer.(You can also ignore the supplies timer if you have a reliable source of supplies, and even the habitation timer if you have active colony modules and plenty of colony supplies).

Just be careful about coming back to an 'expired' capsule that relies primarily on solar power and happens to be in shadow.

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Well but the values are very, very wrong. This makes planning super difficult and this display is basically useless. Also I can never know WHEN my Kerbals go MIA or Grouchy on me...

I think it's somewhere around this code from the mod... but I think it's maybe the time conversion afterwards, but this code can miss a lot of connected resources, as flowState I guess really isn't the way to go anymore.

        private double GetResourceInVessel(Vessel vessel, string resName)
        {
            if (vessel == null)
                return 0d;

            var amount = 0d;
            var count = vessel.parts.Count;
            for (int i = 0; i < count; ++i)
            {
                var p = vessel.parts[i];
                if (!p.Resources.Contains(resName))
                    continue;
                var res = p.Resources[resName];
                if(res.flowState)
                    amount += res.amount;
            }
            return amount;
        }

 

... and I think it should rather work like this (though I'm not so sure if that catches things that are set to "no flow"):

 

        private double GetResourceInVessel(Vessel vessel, string resName)
        {
            if (vessel == null)
                return 0d;
			
            int id = PartResourceLibrary.Instance.GetDefinition(resName).id;          
            
            vessel.GetConnectedResourceTotals(id, out var amount, out var max);
          
            return amount;
        }

 

Edited by Thygrrr
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And also I have a bug where I don't even understand what's going on internally, because "indefinite" should only show if there is no effect for that Kerbal; but some habitat modules seem to make it go indefinite for Nancy Kerman, a normal Pilot, but not her Engineer, Isaus Kerman.

Quick video of this: https://imgur.com/NlEyoui

 

EDIT: Ah, according to the code, that's the "default" value for the Hab string, so probably there is either an execution path that falls through, or execution is diverted (Exception thrown)

Edited by Thygrrr
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[EXC 21:42:38.096] NullReferenceException: Object reference not set to an instance of an object
	LifeSupport.LifeSupportMonitor_Editor.OnGUI () (at <293124646a844ce6b8853ebbceabb423>:0)
[EXC 21:42:38.096] NullReferenceException: Object reference not set to an instance of an object
	LifeSupport.LifeSupportMonitor_Editor.OnGUI () (at <293124646a844ce6b8853ebbceabb423>:0)

Yep.

(interestingly, Nancy was badS, but not a vet, and Isaus was just a plain Kerbal)

Edited by Thygrrr
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11 minutes ago, Thygrrr said:

And also I have a bug where I don't even understand what's going on internally, because "indefinite" should only show if there is no effect for that Kerbal; but some habitat modules seem to make it go indefinite for Nancy Kerman, a normal Pilot, but not her Engineer, Isaus Kerman.

Pilots and scouts have lower hab limit over which they can stay in a vessel indefinitely.

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3 minutes ago, maja said:

Pilots and scouts have lower hab limit over which they can stay in a vessel indefinitely.

Cool! :) So that's an intentional feature.

However, the NPE gets thrown only in that case. So at least I spotted a little bug (can't narrow it down much, the code is a bit wild down there :))

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Hi! 

First thx for the update to 1.8 this is a great news :)

Nevertheless, i discovered that if you get your kerbal grouchy (life support time limits like hab for instance) the save gets corrupted with a excrementsload of NullRefException and makes the Kerbals unusable anymore. Am i the only one getting this issue? I tried several things to fix it but didnt manage to succeed. If you guys have any hints ^^.

 

edit:
just found that in the astronaut complex.

Kerbal.png

Tried as well to EVA Jeb and it kinda fixes the thing but the nullref is still there. So means i have to forget about jeb and let it stay in orbit forever. 

If i destroy him then the astronaut complex becomes empty on the left column that is specialized for hiring.

Edited by bob_kelso
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On the topic of colony supplies/timer: is it posible to go "infinite", or at least 100+ years?

 

I use the outer planet mods and even have a few "outer outer planets" added, so my end game missions will take many years, actually I *wish* to make some midway base which also has a launch system, thus being able to create new ships far from home.

 

Could I do this with usi? Or will homesickness be impossible to beat?

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46 minutes ago, paul23 said:

Could I do this with usi? Or will homesickness be impossible to beat?

You can achieve "infinite" home and hab time if there is more than 50 years of hab time per Kerbal (1 year in case of pilots and scouts). But I suggest Deep Freeze mod for long voyages. You can freeze all Kerbals but one (or all, if you have a drone core on a ship), so they will not consume resources and their home and hab time is freezed too.

 

Edited by maja
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2 minutes ago, maja said:

You can achieve "infinite" home and hab time if there is more than 50 years of hab time per Kerbal (1 year in case of pilots and scouts). But I suggest Deep Freeze mod for long voyages. You can freeze all Kerbals but one (or all, if you have a drone core on a ship), so they will not consume resources and their home and hab time is freezed too.

 

Well I'm using mods to fabricate "in space" - but those need kerbals active. So I'm creating a station far away, and don't really plan on returning kerbals back. A "one way ticket to mars", but with a luxury hotel and everything I can do to make kerbals happy, if you will.

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1 minute ago, paul23 said:

Well I'm using mods to fabricate "in space" - but those need kerbals active. So I'm creating a station far away, and don't really plan on returning kerbals back. A "one way ticket to mars", but with a luxury hotel and everything I can do to make kerbals happy, if you will.

Then you need a lot of hab time as I wrote. It's doable, but it needs some experimenting to properly mix basic hab modules and hab multipliers to get the maximum effect.

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8 hours ago, maja said:

Then you need a lot of hab time as I wrote. It's doable, but it needs some experimenting to properly mix basic hab modules and hab multipliers to get the maximum effect.

Or you could go the ColonySupplies route: a base with a decent chunk of hab time, a Colonization Module, and some ColonySupplies. As your Kerbals start to run low on hab/home time, stick 'em in the module and turn it on. It'll roll the timers back. This represents a more resource-intensive solution: you might think of the "just get over 50y/kerbal" approach as building a small town in space, and this as the luxury hotel approach.

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On 11/17/2019 at 4:09 PM, paul23 said:

On the topic of colony supplies/timer: is it posible to go "infinite", or at least 100+ years?

 

I use the outer planet mods and even have a few "outer outer planets" added, so my end game missions will take many years, actually I *wish* to make some midway base which also has a launch system, thus being able to create new ships far from home.

 

Could I do this with usi? Or will homesickness be impossible to beat?

You can tweak the hab multiplier in the USI-LS options to extend the hab time. Another fun thing to do is add experienced Kerbals to the whitelist so they won't be affected, adding some importance to leveling them up.

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18 hours ago, Waxing_Kibbous said:

You can tweak the hab multiplier in the USI-LS options to extend the hab time. Another fun thing to do is add experienced Kerbals to the whitelist so they won't be affected, adding some importance to leveling them up.

Don't forget to actually adjust the effects on white-listed Kerals, as by default they are the same as other Kerbals.

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How is habitation calculated?

 

I have a craft with 6 "potholes" (from station part redux), which give an habitation multiplier of 0.7 and have a single crew + a central hitchhiker module. I fill that up with 5 kerbals (mission is to recover 2 in orbit around Minmus).

 

Now the vab calculation gives me the following calculation number

(0.25 * 7) * (1 + 6 * 0.7) / 5 = 1.82 months. 

 

However when I fly the craft I am greeted (after activating all habitation modules at start) by "just" 19 days of habitation, both for "hab" and "home". How is this actually calculated?

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I had two kerbals stay as tourists when recovered on Kerbin, is there a fix for this or will I have to go and edit the persistent file?

 

I think it might have to do with me turning on Habitation setting while they were already on a station and it immediately setting them to tourist status due to being out of hab

 

Totally different question: Has anyone made a compatibility patch for the Tantares station parts?

Edited by oniontrain
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  • 4 weeks later...
On 11/17/2019 at 1:06 PM, bob_kelso said:

Hi! 

First thx for the update to 1.8 this is a great news :)

Nevertheless, i discovered that if you get your kerbal grouchy (life support time limits like hab for instance) the save gets corrupted with a excrementsload of NullRefException and makes the Kerbals unusable anymore. Am i the only one getting this issue? I tried several things to fix it but didnt manage to succeed. If you guys have any hints ^^.

 

edit:
just found that in the astronaut complex.

Kerbal.png

Tried as well to EVA Jeb and it kinda fixes the thing but the nullref is still there. So means i have to forget about jeb and let it stay in orbit forever. 

If i destroy him then the astronaut complex becomes empty on the left column that is specialized for hiring.

Hi,

I have the same issue you had: every time a kerbal becomes grouchy or whatever it corrupts the game file, when they return to ksc they don't do XP and then disappear.
Were you able to find a solution to this bug? Editing the save file afterwards? I'm not well versed in the editing of ksp file, I have downloaded KML but could not figure out what to do...

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Hmm so I'm not sure which pack of USI adds the extra kerbal classes (miner, technician etc). I'm guessing this mod, otherwise tell me and I'll post this is the correct thread.

 

Anyways; is it possible to make the extra kerbal classes available from other "missions" that give kerbals? - rescue, and with tourism plus I've got the space campe missions. If this is "hard" - would it be possible to allow "retraining" certain classes to the specialisms? IE, there are 10 specialisms, allow retraining of "pilot" to "kolonist, quartermaster or scout". "engineer" to mechanic or technician and "scientist" to Miner, geologist, farmer, biologist or medic.

 

Those missions easily give me more than enough kerbals, so it's weird that I have a few dozen pilots but no specific classes.

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