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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]


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I think I've encountered some sort of bug with the reactor. It WAS working just fine, until the last time I turned it off, now it won't turn back on again. Says "Thermal Efficiency -0.2%" I checked the persistence and quicksaves, and found this: 

				MODULE
				{
					name = ModuleAGX
					isEnabled = True
					placeHolder = Hello World
					currentKeyset = 1
					groupNames = ‣001Landing Engines‣004Landing Gear
					groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
					groupVisibilityNames = Group1‣Group2‣Group3‣Group4‣Group5
					DirectActionState = 0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
					hasData = False
					focusFlightID = 2078009363
					stagingEnabled = True
					EVENTS

That... doesn't look right to me. Any idea how this can be fixed?

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2 hours ago, SpaceMouse said:

@StahnAileron, I did a nose-cone cargo ramp, not so much a bay. I have no doubt @SuicidalInsanity would do a better one though. :D

Huh... Any images you could share? I actually came across someone looking for a MK2 cargo ramp. Though he probably wanted a tail ramp, but something is better than nothing.

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@CatastrophicFailure: It sounds like you ran into the reactor timewarp bug. I don't know what to say about the persistence file, but the bug itself seems to be due to the Thermal Efficiency curve; you should be able to fix your reactor by opening up Mk2Expansion/utility/Reactor/part.cfg. and under ModuleResourceConverter find the Thermal Efficiency curve and change it to:

Spoiler

ThermalEfficiency 
		{
			key = 0 0.1 0 0
			key = 497.5962 0.1961538 0.0005212121 0.0007155553
			key = 997.5961 0.8760684 0.0007922692 0.0007922692
			key = 1250 1 0 0
			key = 1750 0.2 -0.0008363629 -0.0007265703
			key = 2250 0 0 0
		}

 

@StahnAileron: This what you had in mind?
aNyZlxL.png
Not sure on the ramp; it wouldn't be too hard to design a decent tail ramp, though I do have to wonder about clearance; Mk2 stuff just seems too small for things like rover deployment. As for fairings, they have their own issues...

 

Edited by SuicidalInsanity
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8 hours ago, SuicidalInsanity said:

@StahnAileron: This what you had in mind?
aNyZlxL.png
Not sure on the ramp; it wouldn't be too hard to design a decent tail ramp, though I do have to wonder about clearance; Mk2 stuff just seems too small for things like rover deployment. As for fairings, they have their own issues...

Woohoo! That looks nice. A clamshell cargo bay looks better than I thought it would. Must be your design skills. :wink: (I had been envisioning 4x petal doors for some reason.) Any possibility of one more that looks kinda like your hypersonic nose cone? (Basically having a long and short version. Also, for the sleekness :wink:)

The ramp was just something I had to mention because of another thread. The MK2 profile doesn't lend itself all too well to a ramp due to the size. A cargo bay nose/tail cone would work better overall.

As for the fairing: LoL :rolleyes: I find that animation amusing. Anyway, I figured there'd be complications with the MK2 profile versus a circular one for fairing. Though to be honest, I didn't think you'd actually attempt it. The main reason I asked for one was because of the changes made to the stock fairings allowing easy stacked fairing designs. I keep wanting to make MK2 stack designs using the Mk2 decoupler, but they never look right. (Though that's mainly due to the relative lack of MK2 profile engines that can be stacked.)

Well, whether you decide to go through with it or not, your attempt is very much appreciated. At least I got a funny gif out of it, if nothing else.

Regarding wings: That's a pity, though understandable. I just think wings could use some variety/expansion at the MK2 scale. Though I guess it's mostly because I dislike clipping wing segments together. (The flicking textures it what gets me.) Well, no matter. The cargo bay made my day.

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iirc there is, I think you (trying to remember) use the service tank, its fuel switch enabled so you choose through the rightclick menu in the sph what fuel/s it holds. (it is mk2 form aswell)

Edited by C04L
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On 9/29/2016 at 0:43 AM, SuicidalInsanity said:

It sounds like you ran into the reactor timewarp bug. I don't know what to say about the persistence file, but the bug itself seems to be due to the Thermal Efficiency curve; you should be able to fix your reactor by opening up Mk2Expansion/utility/Reactor/part.cfg. and under ModuleResourceConverter find the Thermal Efficiency curve and change it to:

Sorry for the delay. Yup, that was it, seems to be working just fine now. Many thanks. :D

What exactly happened there, anyway?

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@CatastrophicFailure: the persistence file weirdness references ModuleAGX, I suspect it's somehow related to Action Groups Extended.
For the Thermal Efficiency curve issue I originally was using the Thermal Curve from the stock ISRU, assuming it would do what I needed it to do, but apparently that curve dips below 0 at the low end, which means if the vessel's temperature drops too low, say by disabling all heat generation via high timearp state - on reactor start it looked at the curve, saw it was below 0, and output the result (-0.2 efficiency). Since Thermal Efficiency determines how much heat is generated, a negative value means no heat, and no heat means a frozen reactor.

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5 minutes ago, maranble14 said:

Really hoping this gets updated for 1.2 soon! This is one of my favorite parts mods!

The current version works if you want to use it now, i have been using this during the prerelease with no game braking bugs but there again i dont use all of the parts, expect some bugs

Edited by xD-FireStriker
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Update 1.7.21 for KSP 1.2 is here; get from SpaceDock or GitHub.
Changelog:

Spoiler

-Update for KSP 1.2
-Part categories updated to use 1.2 categories
-New Part: Mk2 Nosecone cargobay; mesh configuration issue fixed
-Part rework: Service Tank
-Part Rework: 2-state Aerospace intake now 2-state aerospace mount
-Part Rework; Mk2 Service Bay now has Xenon/MP option
-Part Rework: Afterburn Ramjet
-Part Rework: RCSAS module, torque values tweaked
-Reworked Viper IVA
-Fixed Dropship cockpit IVA overlaymask clipping
-Cockpits now have internal antenna modules
-SC-TD cockpit now has Kerbnet access
-Mk2 Scilab now has kerbnet access
-Fixed reactor timewarp bug
-Fixed Docking Port Editor CtD issue
-Stationkeeper OMS pod size tweaked
-Stationkeeper OMS pod new FX
-RCS units now use new FX

Apologies about the delay; KSP 1.2 introduced a few bizarre bugs that took a while to track down, like the Vector turbojet's gimbal deciding to invert itself or the docking ports causing immediate CTD if placed in the editor, but I think I caught everything.

Edited by SuicidalInsanity
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2 hours ago, SuicidalInsanity said:

Update 1.7.20 for KSP 1.2 is here

Excellent, my 1.2 modlist is nearly complete :D.

Now, about that Mk3 expansion... <cracks whip>*

*not to be taken seriously, it works pretty well as-is.

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Hello and greetings to all.

I am having an issue, well, ksp will not load, when I try to use this mod and modularfueltanks.

KSP 1.2 64bit, on Win7 pro 64bit.

I have tracked it down to the patch Mk2X_FuelTankSwitch.cfg

If this patch is there, the ksp load gets stuck and never completes.  If i rename that file, it loads without an error.

I have trimmed down the mods to be modularfueltanks, mk2expansion and ModuleManager.2.7.1.dll

 

I don't know MM well enough to try and find what is locking up, but this is from the log file(s).  This is from the ksp.log file and only shows up after I have killed the stuck ksp.

 

last lines from KSP.log

[EXC 07:23:59.674] NullReferenceException: Object reference not set to an instance of an object
    RealFuels.Tanks.ModuleFuelTanks.MarkWindowDirty ()
    RealFuels.Tanks.ModuleFuelTanks.RaiseResourceListChanged ()
    RealFuels.Tanks.FuelTank.AddTank (Double value)
    RealFuels.Tanks.FuelTank.set_maxAmount (Double value)
    RealFuels.Tanks.FuelTank.InitializeAmounts ()
    RealFuels.Tanks.FuelTank.CreateCopy (RealFuels.Tanks.ModuleFuelTanks toModule, .ConfigNode overNode, Boolean initializeAmounts)
    RealFuels.Tanks.ModuleFuelTanks.UpdateTankType (Boolean initializeAmounts)
    RealFuels.Tanks.ModuleFuelTanks.GetInfo ()
    PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part)
    PartLoader+<CompileParts>c__Iterator62.MoveNext ()
    UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)
 

 

last lines from output_log.txt

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at RealFuels.Tanks.ModuleFuelTanks.MarkWindowDirty () [0x00000] in <filename unknown>:0 
  at RealFuels.Tanks.ModuleFuelTanks.RaiseResourceListChanged () [0x00000] in <filename unknown>:0 
  at RealFuels.Tanks.FuelTank.AddTank (Double value) [0x00000] in <filename unknown>:0 
  at RealFuels.Tanks.FuelTank.set_maxAmount (Double value) [0x00000] in <filename unknown>:0 
  at RealFuels.Tanks.FuelTank.InitializeAmounts () [0x00000] in <filename unknown>:0 
  at RealFuels.Tanks.FuelTank.CreateCopy (RealFuels.Tanks.ModuleFuelTanks toModule, .ConfigNode overNode, Boolean initializeAmounts) [0x00000] in <filename unknown>:0 
  at RealFuels.Tanks.ModuleFuelTanks.UpdateTankType (Boolean initializeAmounts) [0x00000] in <filename unknown>:0 
  at RealFuels.Tanks.ModuleFuelTanks.GetInfo () [0x00000] in <filename unknown>:0 
  at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 
  at PartLoader+<CompileParts>c__Iterator62.MoveNext () [0x00000] in <filename unknown>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)
 

 

it looks like something is going on between MFT and MK2Exp.

Thanks in advance for help with this.

Cheers.

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yeah ran into the same problem as drtedastro stopped on the viper cockpit. where its looking for real fuels. i have interstellar fuel switch and modular tanks installed but not real fuels since it hasnt been updated yet. maybe from using the texture switching on interstellar is causing some further reach back to real fuels at some point? dunno. 

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I've taken a look at the MFT patch, and it's identical in MM syntax to the other MFT patches provided with ModularFuelTanks, so as far as I can tell the patch itself is configured properly, although for some reason on my game it's hanging on the hypersonic nose, rather than the viper cockpit;  removing the IFS patch or IFS entirely has no effect, so I don't think it's an incompatibility between IFS and MFT.

Looking at the MFT thread, it looks like a few others have had the same output log NRE with MFT and some other mods, something about the reintroduction of WindowDirty; going by that and the output logs, my best guess is it's an issue on MFT's end.

 

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I have a question regarding the Banshee VTOL and other propeller engines. In airbreathing mode the animation of the engine works fine but if I change to closed cycle the propeller visually stands still but still generates thrusts.

Is this how it is supposed to work?

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@SuicidalInsanity Just a suggestion, but I'd recommend listing the dependencies in a format similar to the rest of your main post; like this:

Dependencies

  • Community Resource Pack
  • Interstellar Fuel Switch
  • Module manager

I missed it the first time.

On 5/13/2015 at 9:32 PM, SuicidalInsanity said:

This mod uses the Community Resource Pack, Interstellar Fuel Switch, and Module manager as dependencies

Anyway, I was just wondering if the 'full' IFS was a required dependency or if the IFS core was sufficient?

Love the mod by the way.

Cheers,

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15 hours ago, SuicidalInsanity said:

@Stratickus: Mk2 Expansion only requires IFS core, which is packaged with M2X; the patches and parts IFS adds aren't necessary.

Awesome, thanks. CKAN lists both as a dependency. I'll go out on a limb and assume that needs to be brought up with the 'CKAN people.' I'll just manually install in the mean time.

Cheers,

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