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[1.3.1] AmpYear Main & Reserve Power Manager (v1.5.1.0) 7th October 2017

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AmpYear Power Manager and Reserve Power.

AmpYear

 

Features:

  • Power Manager and Readout displays.
  • Reserve Power.
  • Emergency Shutdown Processing Computer (and restart)
  • Dark-side EC power usage calculations
  • Realistic EC power production simulation in the VAB/SPH
  • Part by part list of Power Consumption and Production at your fingertips.
  • Highlight individual or groups of parts.

The AmpYear Power Manager makes electricity more manageable and useful. Electricity can be used in some new ways.
This is the new Full Release Thread of the old abandoned AmpYear by SodiumEyes. SodiumEyes gave permissions a while back for anyone to continue and do what they will with his old version. 

Power Manager

The manager function is attached to all probes and command pods through the power of Module Manager.
The Power Manager must be ON for all subsystems to activate/work, this includes RCS & SAS.
The AmpYear menu can be switched on/off via integration with Stock Toolbar or Toolbar.
Saves all settings and window positions per vehicle to persistent save file.
Gives %age indicators of Current Battery capacities, Electric Charge usage and generation. You can transfer charge from reserve to main batteries. Parts that produce electric charge will fill Main batteries first and then reserve batteries.
In the Editor and in Flight you can get indications of total power production and consumption of your vessel. You can also get a full list of all power production and consumption parts.
Includes Dark-Side calculations for celestial bodies providing EC required to transit teh dark-side of a selected body.
Provides Estimated Time Remaining readouts for Main and Reserve batteries.
Functions using stock toolbar or Blizzy's Toolbar (can be changed via Settings menu from the Space center).
Includes correct power calculations if you have the following Mods installed (but not required for mod to function): Near Future Electrical/Solar, KAS, RemoteTech, ScanSat, Telemachus, TAC LS, AntennaRange.
Ability to show Electric Charge in Stock EC units or in SI units.

Emergency Shutdown Processor 

In the settings menu you can set a Power Percentage Shutdown level for High Medium and Low.
You can also set default priorities for supported modules in the settings menu.
Every part module in a vessel can be assigned a priority (High,Medium,Low), to override the default values.
You can select on an individual module level which parts you want included in ESP processing or not.
By default when power is re-gained within the vessel and the ESP was previously triggered to deactivate, then parts that were previously active will be automatically re-activated by the system progressively by priority as power returns to the vessel.
You can Execute ESP processing manually (manual override button in the GUI) which will cause all parts to be shutdown regardless of their priority setting and the current EC status.
ESP still only processes for the active vessel in flight mode. Planned future background processing is in the works.

Reserve Power

 

Attach special batteries to your ship to save power for emergencies. Ideal for keeping your probes from dying. Power can be transferred to and from main and reserve power resources. Electrical power generators (solar panels, etc) will re-charge main power followed by reserve power when a threshold is reached. Reserve Power Battery Parts included in several sizes.

Auto-Hibernate
All AmpYear functions will now continue to run during timewarp up to timestep 7x. Then AmpYear will hibernate. This is due to a bug in electriccharge generation in KSP at high timewarp.
A Warning Pop-up will appear and stop warp if the ElectricCharge falls below a set percentage (configurable via the spacecenter window).
Show Crew
This to show the crew and their roles rather than having to switch to the map view all the time.

KabinKraziness
An additional (optional) add-on to AmpYear. Go here for the details.

Supported Mods:

Requests for Mod part support can be raised on GitHub.
Speed at which these get added is relative to this equation (SD = MCF * MST) where SD = Speed Delivered, MCF = My Care Factor, MST = My Spare Time. Faster delivery can be achieved by raising your own PR on Github with the necessary code changes.
:sticktongue:

Along with support for all stock EC power usage modules (this would also include any mods that use STOCK EC power usage modules),
Ampyear Recognises and supports Electrical Usage by parts distributed by other mods in this list below. If you would like to see your favourite mod supported drop me a line:

  • Aviation Lights
  • KAS
  • Near Future Electrical
  • Near Future Solar
  • Near Future Propulsion
  • Remote Tech
  • SCANSat
  • TAC LS
  • USI LS/USI MKS
  • Telemachus
  • Antenna Range
  • ToggleFuelCell
  • KPBS
  • DeepFreeze
  • ION RCS
  • KSP Interstellar
  • Kerbalism
  • Realism Overhaul
  • DSEV

Changelog:

Spoiler

V1.5.1.0 KSP 1.3.1
Re-compile for KSP 1.3.1
Remove log spam for USI resource harvester

V1.5.0.0 "Converters"
Fix bug with detecting the correct status for Resource Converters.
Fix log spam for unsupported USI LS version installed. Now you will get only one log message and then AmpYear will stop processing USI LS parts.


V1.4.9.0 "Bugs & DSEV support"
Fixed log spam in editor. (SPH/VAB)
Fixed Dark Side calcs.
Added support for DSEV mod.

V1.4.8.0
"Do you Speaka my Language?"
Localization ready - All languages appear in English. But looking for volunteers to translate. :wink:
(This also means the Planet names now don't show the language tags in the DarkSide UI windows.)
Added Part highlighting Functionality. Part Highlight Colors can be set in the Settings window at the KSC.
Clicking on a PartModule Name in the ShowParts List in the VAB/SPH or in Flight will highlight that part (until you click it again).
Added support for Kopernicus Solar Panels.
Re-added USI LS and MKS support (didn't test it as I don't use these mods myself) - Thanks to Ormira for this.

V1.4.7.0
Changes for KSP 1.3.0

V1.4.6.0
Fix integration for TAC LS Generic Converter spamming log in the Editors.
Fix SAS & Reaction wheel processing.
Changed SI display units to W.s, kW.s, MW.s
Fix RTG reporting in Editor as previous fix to correct inflight reporting actually broken when in the editor

V1.4.5.0
Fix handling of ModuleGenerator and ModuleAlternator.
Fixed a big bug where EC calculation/displays were not taking Unity Fixed Delta Time into consideration correctly resulting in all inputs and outputs being incorrectly reported in flight.
Fix handling of TAC LS command modules - Life Support. Was incorrectly including some Probes and miscalculating on vessels with multiple crewable modules.
Fix issue with Remote Tech integration.

V1.4.4.0 "KSP1.2.2"
Changes for KSP 1.2.2
Changes for ResourceConverters.
Fixed issue with crew list not getting correct list. https://github.com/JPLRepo/AmpYear/issues/56
Fixed RemoteTech integration. https://github.com/JPLRepo/AmpYear/issues/54  
Removed partial USI LS support. - USI LS has moved to VesselModule's (an internal KSP construct) which AmpYear does not support without majorrework. Sorry but seeing how I don't personally use it, and the work involved to update AmpYear to support this I have decided to removed partial support for it until such time as it can be fixed. https://github.com/JPLRepo/AmpYear/issues/55  
V1.4.3.0
Fix NFE interfaces.
Fix KAS interfaces.
V1.4.2.0
Fix AVC version checking file. https://github.com/JPLRepo/AmpYear/issues/50
Add scanSAT ModuleSCANResourceScanner support. https://github.com/JPLRepo/AmpYear/issues/43
Fix conflict when AmpYear and Contract Configurator and KSP Interstellar intalled.
V1.4.1.0
Fix KSPedia package errors on loading.   
Fix TAC LS integration. https://github.com/JPLRepo/AmpYear/issues/48  
Fix IndexOutOfRangeException on Loading new vessels. https://github.com/JPLRepo/AmpYear/issues/47  
Added Setting to turn on/off EC monitoring usage by AmpYear. (On by default). https://github.com/JPLRepo/AmpYear/issues/46  
Performance improvement - changed Vessel checking to now all be event driven.   
Added Plane and Relay to tracked vessel types (woops).  
V1.4.0.0
Changes and re-compile to work in KSP 1.2.
Needs much more clean-up and an optimization pass to take advantage of new KSP 1.2 API features in the next version.
Removed the Power Turn (Turn Booster) SAS feature.
V1.3.6.0
Fixes for ScanSAT v16.4 and above as scanSAT changed the way it handles EC internally. (https://github.com/JPLRepo/AmpYear/issues/40)
Added calculation and display for Dark-Side window for on the surface of selected CelestialBody (in addition to the current in orbit calculation). (https://github.com/JPLRepo/AmpYear/issues/39)
Fixed bug in Dark-Side window not showing the Deficit/Surplus correctly (which I think I messed up in V1.3.5)
KSPedia Pages amended for above updates.

V1.3.5.0
Compatible with Realism Overhaul. Added Toggle Button in the top right corner of the Show Parts List window. this toggle will change the display to show Stock EC units or SI units (Système international d'unités) showing EC converted to Watts, kiloWatts and megaWatts. (for better Realism Overhaul compatibility). 
Fixed bug:- ModuleCommand not showing EC usage.
Fixed ModuleResourceConverter to include Heat Throttle and Efficiency where the part uses it. (EG: USI reactors).
Fixed ModuleEnginesFX to correctly show EC usage for ION engines in editor.
Enabled Reserve Power functions in the AmpYear menu for RemoteTech users. You can transfer Reserve Power to Mains even if there is no RemoteTech connection to the vessel. This is temporary fix until I can work on better integration with RemoteTech.

V1.3.4.0
  Fix integration with USI-LS Life Support module.
  Fixed support for ModuleResourceConverter - new Status = Operational in KSL 1.1.3 that I missed.
  Some further performance and garbage improvements.
V1.3.3.0
  Re-compile for KSP 1.1.3.
V1.3.2.0 "Post-Mega Update Tweaks & Fixes"
    Merged Dark-Side and Solar SOI windows into a single window.
    Mega efficiency code clean-up.
    Reduce Garbage generation and CPU overhead.
    Persist the IsolateReservePower button setting for each vessel between scenes and save/load.
    Changed the PartsList screen to change colors(colours) and not include in totals on the parts list for parts you exclude from the AmpYear calcs.
    Changed the PartsList screen to show each part's Title rather than the internal KSP part name.
    Prevent Click-Through of AmpYear GUI Windows.
    Added ESP support for IONRCS parts.
    Added EC usage support for Kerbalism mod parts - Scrubber, Greenhouse, GravityRing (basic as some parts do not expose EC usage currently, ESP Shutdown only support for these parts).
    Fixed bug not saving default ESP settings for modules in Space Center settings screen.
    Added support for Near Future Propulsion modules. (No ESP Support).
    Fixed support for all Near Future Electrical modules. (No ESP Support).
    Added Gray(Grey) Icons which will appear when you turn AmpYear Manager OFF in flight (no more free Alert Icons).
    Added KSPedia pages for AmpYear.
V1.3.0.0 "KSP 1.1.1+ Mega Edition"
    ION RCS and PPT RCS parts have been split off to their own separate Mod distributable and are no longer part of this mod, this mod will support them if installed separately.
    Added Stored EC and ReservePower to Dark-Side calculation window. (can be toggled on and off).
    Added Support for Remote Tech - If you have RemoteTech installed AmpYear functions will be disabled automatically if you have no connection or local control and restored when you do.
    Total EC and ReserverPower on-board reported by AmpYear will now respect the flowstate of the resource on each part, so if you turn off the flowstate little tick boxes
    in the Part right click menu they will not be reported by AmpYear.
    Added support for stock Active Radiator, Enviro Sensor EC usage.
    Added support for DeepFreeze (can't believe my mod didn't support another of my mods. This slipped through the cracks).
    Added support for KPBS and USI LS mods.
    Fixed TAC LS GenericConverter rates to include the conversionRate variable. - But next version will look to change this to take advantedge of new GameEvents in 1.1.
    New Solar Panel algorithm for editor (VAB/SPH). Ability to select different SOI for solar panel estimates. Solar Panel usgae in the VAB/SPH will now use an approxiamation
    based on the select celestial body (default is home planet) that you can change via a new GUI window.
    
    Vastly Expanded Emergency Shutdown Procedure process (ESP), which of course can be turned on or off in the AmpYear flight window.
    As of this release ESP still only processes for the active vessel in flight mode. Planned future background processing is in the works.
    Added a GUI window and processing for Emergency Shutdown Procedure (ESP).
    You can now select which parts are automatically shutdown when the ESP is activated and set a priority setting for each type.
    There are three Priorities High, Medium and Low.
    All supported Parts are included in this list by default. If you are using mods like RemoteTech you probably want to change this setting for an antenna to ensure you keep your
    connection during Emergency power down, or not.
    By default when power is re-gained within the vessel and the ESP was previously triggered to deactivate then parts that were previously active will be automatically
    re-activated by the system progressively by priority as power returns to the vessel.
    Currently the following parts are NOT supported by the ESP, simply because the mods or stock parts do not provide an ability for AmpYear to
    turn them on or off.    ScienceLabs, the KAS winch and magnet.
    For TAC LS and USI LS - ESP will not deactivate Life Support but will deactivate TACLS converter units.
    You can Execute ESP processing manually (manual override button in the GUI) which will cause all parts to be shutdown regardless of their priority setting and the current EC status.
    Added Settings config file items to the config file and settings GUI window to control the ESP functions.
    There are three new Settings to set the Percentage of Main Power that EPS will kick in for High, Medium and Low priority partmodules.
    ESP processing will automatically Shutdown Or Restart part modules (that are tagged as include in ESP processing) when Main Power reaches these three settings.
    Also in the Settings menu will be a list of all ESP supported partmodules. Here you can set the default setting for each module as to whether you want
    them included in ESP processing or not and their priority (High, Medium, Low) if you do set their Include in ESP setting on.
    You will also find a Cool Down setting (in seconds) that applies after ESP processing (to stop fast recycling) the minimum value is 30 seconds.

    Added ToolTips for all the GUI windows and Icons, but future versions will look to take advantedge of new Unity 5 GUIs.    
    Added Alternate Resource Panel Icons for ReservePower.
    Massive Re-Factor of a lot of the internal code and utilities (Code Housekeeping).
    No longer requires AYInterfaces.dll or KKInterfaces.dll

V1.2.0.0 "Traffic Lights Icon Edition" 
Added EC Producer parts to Dark-Side Calculation window. Solar Panels are automatically excluded for power calculations while you have the Dark-Side Calculation window open. When you close the Dark-Side Calculation window Solar Panels are reset to their previous selection state (it remembers if you had them selected or not).       Added support for ToggleFuelCell mod, which is a tiny mod that changes the Fuel Cells from ModuleResourceConverter to it's own ModuleFuelCell (which is just a wrapped ModuleResourceConverter). When using this mod Fuel Cells are now handled. Fixed bug with Alternators and updated to handle negative power alternators (ie. Atomic Age Rockets).   Changed PartsList to provide a break-up of parts that contain multiple modules that consume or produce EC.    Corrected EC usage for AmpYears own ION and PPT RCS parts in the editor.    Implemented colour coded Icons - Green will always appear in the SpaceCenter (will look to see if possible to change the colour based on any of your active vessels EC status in a future release). It's fairly rudimentary for this version, happy to look at any feedback anyone has.    In flight colour will change for the active vessel from Green to Yellow to Red and back again based on EC status.    Default ReservePower on all Probes and Pods has been boosted from 50 to 80 units.     If you have RealismOverhaul installed the default ReservePower on all Probes and Pods is now 2000 units (haven't fully tested game balance, so happy to change this based on feedback).   
V1.1.1.0  "Dark-Side Edition" Fixed bug in reported EC usage for MobileProcessingLab and anything else that uses ModuleScienceLab partmodule.
V1.1.0.0 "Dark-Side Edition" Added toggle button next to each part in the PartsList that toggles whether that part is used in EC consumption/production calculations.
    Added Dark-Side Calculations GUI. This allows you to select a Celestial Body, Input a Target Orbit height and AmpYear will calculate the dark-side period in Hours:Mins:Secs and also show you the amount of EC you would require to run all vessel parts that consume EC for that period (it Does NOT include any Power Production parts in this calculation).
    Added Mains time and Reserve Time displays to Ampyear Main screen that now show the Time remaining for mains and reserve power batteries based on current stored in each set and EC production and consumption.
    Removed restriction on timewarp - previously if you were running on Reserve Power and tried to time-warp above 50x AmpYear would cancel time-warp. this restriction will no longer apply.
V1.0.5.0 Updated to support KSP 1.0.5. Please ensure you are also using Module Manager 2.6.13 or above.   
V1.0.4.0 Added Engineers Report in Editor to Provide Information report if Vessel ElectricCharge usage is higher than production.   
    Re-added Dummy PartModule to all command pods so that they are considered ReservePower consumers by the Engineers report in the Editor, this will stop the Engineers report reporting that there is no consumer of ReservePower on each vessel.   
    Power Turn feature - Now applies power turn power to ALL reaction wheels on the vessel and consumes additional power turn EC for ALL reaction wheels whilst power turn is active.   
    Fixed compatibility with NearFuture Technologies reactors to correctly show power production from reactors.   
    Fixed compatibility with NearFuture Solar arrays to correctly show the actual power output in flight.   
    Fixed compatibility with Aviation Lights mod to correctly show power usage of lights.   
    Fixed compatibility with SCANSat to show correct power usage when scanners are active only.   
    Fixed compatibility with TAC LS - Command pods and converter modules now correctly show power usage.   
    Under the covers internal code changes to reflect other mods for EC usage (going forward AmpYear does not need to be updated every time a mod that it tracks for EC is updated). It should also now support backwards and forwards compatibility    of all supported mods (unless the authors of those mods made drastic changes, which can still occur, but less frequently than before).   V1.0.3.0 Updated to support NFE V0.5.3 and RemoteTech 1.6.8
V1.0.3.0 Updated to support NFE V0.5.3 and RemoteTech 1.6.8   
V1.0.2.0 Exclude MechJeb parts from having reserve power by default.    
    Changed SAS usage to include any reaction wheel usage that is not via standard SAS (eg. Mechjeb). 
    Added REPOSoftTech Agency config.  
    Updated to support the following versions of other mods to report their EC usage correctly:   
        AntennaRange 1.10.1, KAS 0.5.4, NFE 0.5.1, NFS 0.5.21, RemoteTech 1.6.7, SCANSat 14.1, TeleMachus 1.4.30        
V1.0.1.0 GUI Fixes and Enhancements  
    Fixed Toolbar/AppLauncher Icon issue.  
     GUI Improvements.  
     Added Part List screen to the Flight GUI. So you can now see EC  consumption and production per part in Flight (as well as SPH/VAB as you  could before).  
     Support latest SCANSat V14.0. if you use SCANSat you will have to update it to this version for it to work with AmpYear.  
V1.00 Time for full release.  Version bumped to 1.0.0.0
    Fixes to new 4-way ION RCS, it now works. Fixed attach points for 4-way ION RCS. Fixed texture for 4-way ION RCS.  
    Updated to latest versions of NFE/NFS, KAS, AntennaRange, RemoteTech, ScanSat, Telemachus.  
    Support for KSP 1.0.4  
V0.18 Support for KSP 1.0.3
V0.17 Added NEW 4-way ION RCS Block.  
    Fixed NullRef errors when active vessel is destroyed.
    Updated to latest version of all supported mods.  
V0.16a Fix ZIP File binary. Had V0.15 Binary in the zip.  
V0.16 bug fix in editor causing log spam. added KSP-AVC support.  converted all textures to DDS format. Updated to support RemoteTech  v1.6.4. Updated to support ScanSAT v12  
V0.15 Support KSP 1.0.2. Fixed log spam if incorrect version of TACLS is  installed. Support for: TACLS v0.11.1.20, AntennaRange V1.8, Near  Future Solar V0.5.0  
V0.14 Support for KSP V1.0.0. Removed support for SCANSat and Regolith  (now covered by stock). Basic support for new resources parts.  Deprecated z500 reserve power battery. Balanced parts to new Tech Tree.  
V0.13a Fixed Blizzy Toolbar and Stock AppLauncher, recompiled for  correct integration with KabinKraziness. Merged install directories for  AmpYear and KabinKraziness to /gamedata/REPOSoftTech/ folder.  
V0.13 Removed KabinKraziness. Fixed high warp rates, re-implemented auto-hibernate at high warp.   
V0.12e Changed default setting for the Power Manager to be ON  
V0.12d Fixed Vessel switching bug (save settings correctly). Kraziness  balancing. Removed Auto-Hibernate and added timewarp/low power warning  pop-up. Updated to latest versions of other mods.  
V0.12c Fixed duplicated battery parts in distribution zip file.  
v0.12b Merged Heater and Cooler into one Climate Control Function. More tweaks to craziness calculations.  
v0.12a fixed loading error. GUI improvements. Added distance from Kerbin to Craziness calc.  

 

See the Readme file for more details.
This is a continuation of original AmpYear by SodiumEyes. Full credit to SodiumEyes for the original mod which was covered under GPL license.
SodiumEyes did give permissions some time ago for anyone to do what they will with his original mod.
Full change log and code can be found on GitHub in the source code link below. 
As such this mod continues to be covered under GPL license.
License: GPL
This mod includes version checking using MiniAVC.
If you opt-in, it will use the internet to check whether there is a new version available.
Data is only read from the internet and no personal information is sent.
For a more comprehensive version checking experience, please download the KSP-AVC Plugin
Install Instructions

Dependency: You must have installed (NOW included in this package). Module Manager

Toolbar - is OPTIONAL.
Source Code on GitHub here
Completely delete AmpYear folder from gamedata before updating from a previous version.
If you like my mods and you want to show your support, then you can support me on Patreon:
ZnlLmEw.png

Download

from SpaceDockCurseForge or GitHub
SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least
Consider pledging to keep SpaceDock going if you use it.  8VWCQzN.png

If you also want KabinKraziness go here.

If you are looking for the ION RCS parts that used to be part of this mod go here.

Support:

Be a :cool:COOL :cool:PERSON and help me by raising bugs and feature requests on GitHub here.

For support please ensure you are following these instructions.
From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps.

NO LOG = NO SUPPORT.

When I ask for a LOG I mean this LOG:

  1. The Logs
    These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:
    • Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)
    • Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )
    • Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log


Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods.
Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains.

Author:

@JPLRepo : Plugin design and development, C# coding, Graphic design, 3D Models, textures, Implementation and releases.

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It says this works with the near future electrical. Does that mean it manages the capacitor's as reserve power?

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Under GPL don't you have to at least mention SodiumEyes and show a change log going back to the original work? Just asking.

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Under GPL don't you have to at least mention SodiumEyes and show a change log going back to the original work? Just asking.

Thank you for pointing this out. The Dev thread had all of this. I just created this release thread today. Also the source code contains full disclosure of the original source, credit to SodiumEyes and license.

I've added comments in the OP above and links back to the dev thread. My GitHub code is a fork of SodiumEyes original and as such provides full audit trail of every change and version.

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It says this works with the near future electrical. Does that mean it manages the capacitor's as reserve power?

Nope. Capacitors in NFE do not hold reserve power. It means this mod recognises stored EC in all NFE devices and generators of EC. As it says, this mod will correctly calculate EC generation and usage from parts in the recognised mods list.

Edited by JPLRepo

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I do have a soft spot for this mod. It is very good. However I am a bit concerned that it does not manage power very well. Not sure about using this mod as it drains electrical charge all the the time with no option to stop this. With everything turned off I can't see a reason for the electrical supplies to go down by using just the manager. This gets worst if your all ready using something like TAC LS. It seems to double up the calculations and causes too much power drain. I think that it would be more economical for me to use TAC Fuel Balance to monitor batteries. With certain batteries locked and used for reserve. That way everything can be switched off. A pod with no Kerbals, communications, RCS or SAS should have close to zero power drain. If the power drain goes up at all from just using the management system this is not very realistic. However all this does make sense if we consider that this mod used to be mixed in with KabinKraziness. That would justify the extra power drain. Trouble is I don't use that mod. Got to leave room for all the other mods like the excellent Tasier and Deep Freeze after all :P. So I can see why this extra power loss is in there. Without KabinKraziness installed the manager should not be draining power by itself. I would love to hear your thoughts on this. Does it actually drain extra power with everything switched off or I have done KabinKrazy myself?

- - - Updated - - -

I have also noticed that there is no report on the probe core drain within power manager. Does this also mean that an unmanned mission will drain more power using Ampyear?

Edited by nobodyhasthis

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I have also found another possible sneaky power leak that might need looked at. Mechjeb can use reaction wheels in place of standard SAS. If they these spinning and not reported as being at idle. Then SAS power should be shown as on in the manager. In fact any time reaction wheels are not at idle then there should be extra power drain regardless of whether SAS is switched on.

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I do have a soft spot for this mod. It is very good. However I am a bit concerned that it does not manage power very well. Not sure about using this mod as it drains electrical charge all the the time with no option to stop this. With everything turned off I can't see a reason for the electrical supplies to go down by using just the manager. This gets worst if your all ready using something like TAC LS. It seems to double up the calculations and causes too much power drain. I think that it would be more economical for me to use TAC Fuel Balance to monitor batteries. With certain batteries locked and used for reserve. That way everything can be switched off. A pod with no Kerbals, communications, RCS or SAS should have close to zero power drain. If the power drain goes up at all from just using the management system this is not very realistic. However all this does make sense if we consider that this mod used to be mixed in with KabinKraziness. That would justify the extra power drain. Trouble is I don't use that mod. Got to leave room for all the other mods like the excellent Tasier and Deep Freeze after all :P. So I can see why this extra power loss is in there. Without KabinKraziness installed the manager should not be draining power by itself. I would love to hear your thoughts on this. Does it actually drain extra power with everything switched off or I have done KabinKrazy myself?

- - - Updated - - -

I have also noticed that there is no report on the probe core drain within power manager. Does this also mean that an unmanned mission will drain more power using Ampyear?

First, Thanks for your feedback.

You can stop the power drain by turning the Manager Off - So if you want to hibernate your vessel you can do that.

This is a FLAT management overhead of: 0.017 EC per sec. I'm not aware of any kind of monitoring equipment that does not require electrical charge?

As for doubling up on calculations. I do not believe this to be correct. The only Electrical charge this mod consumes is:-

Management overhead.

Power turn when on and in use.

ION RCS uses EC if you are using those.

That's it. The rest of what you see is consumption of EC by all the parts on your vessel. Not AmpYear itself.

So what you might be seeing, incorrect reporting of EC usage?

So you have singled out TAC LS and Probe cores. - I will check the function of AmpYear (which is to report usage of these parts and mods) are in fact showing correct values. Perhaps what makes it hard is it doesn't split out the different parts and mods usage, it just shows one usage figure under Power Drain which is ALL the parts and mods using EC.

So to summarize:

AmpYear adds no power consumption to your vessel except the Flat management overhead of 0.017EC per second when the Manager is switched ON. Because all electronic systems require Power.

Power turns and ION RCS when on will consume EC (and is shown separately).

The "Power Drain" figure is a TOTAL of ALL EC usage on your vessel including TAC LS, etc.

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First, Thanks for your feedback.
Thank you sir for taking time to answer my questions and for making wonderful mods:D
You can stop the power drain by turning the Manager Off - So if you want to hibernate your vessel you can do that.

This is a FLAT management overhead of: 0.017 EC per sec. I'm not aware of any kind of monitoring equipment that does not require electrical charge?

As for doubling up on calculations. I do not believe this to be correct. The only Electrical charge this mod consumes is:-

Management overhead.

Power turn when on and in use.

ION RCS uses EC if you are using those.

That's it. The rest of what you see is consumption of EC by all the parts on your vessel. Not AmpYear itself.

So what you might be seeing, incorrect reporting of EC usage?

So you have singled out TAC LS and Probe cores. - I will check the function of AmpYear (which is to report usage of these parts and mods) are in fact showing correct values. Perhaps what makes it hard is it doesn't split out the different parts and mods usage, it just shows one usage figure under Power Drain which is ALL the parts and mods using EC.

So to summarize:

AmpYear adds no power consumption to your vessel except the Flat management overhead of 0.017EC per second when the Manager is switched ON. Because all electronic systems require Power.

Power turns and ION RCS when on will consume EC (and is shown separately).

The "Power Drain" figure is a TOTAL of ALL EC usage on your vessel including TAC LS, etc.

Great. I really appreciate this description of how the mod works. I think that Amp Year is doing something brilliant here. It is detecting a flaw in my setup someplace. It is indeed hard for me understand what is wrong because it doesn't split out the different parts and mods EC usage. However it is bringing my attention to the problem. That is very clever.

Sorry to bother you with the questions. Reminds me of that part of the Apollo 13 film where the first assumption is the problem is instrumentation

Gene Kranz: EECOM, is this an instrumentation problem, or are we looking at real power loss here?

Sy Liebergot: It's, it's reading a quadruple failure - that can't happen! It's, it's got to be instrumentation.

Turns out it was definitely not an Amp Year instrumentation failure there as well. They where missing half the service module in an explosion. :wink:

UPDATE:

You can stop the power drain by turning the Manager Off - So if you want to hibernate your vessel you can do that.

This is a FLAT management overhead of: 0.017 EC per sec. I'm not aware of any kind of monitoring equipment that does not require electrical charge? .

Again sorry for what might be a dumb question. Why are we measuring electricity by consuming power when there are other ways to do it?

If we are measuring an AC electrical system. Can we not simply place a coil of wire around (or very near to) the main cable through which the power is flowing. Let's call this coil the probe. As the electricity flows, it'll generate a magnetic field around the main cable. The magnetic field constantly fluctuates because the electricity flows rapidly back and forth. The fluctuating magnetic field generates an electric field in the coil of wire that makes up our probe. All we need to do is wire the probe up to a meter that measures electric current. The more electricity our appliance uses, the bigger the current that will flow in our probe. So it measures power without drawing any directly from the system. It just works it by looking at the magnetic field. You will of course need to power the display on the probe but that is done with a trivial amount amount battery power. Usually from nothing more that an AA battery.

Now I will be the first to admit it. I could be talking nonsense here. I am not an electrical engineer. Possibly by using this method there is a feedback through electromagnetic induction. I however think this trivial but could be very wrong.

Edited by nobodyhasthis
typo

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I'm having an issue with moving the icon to Blizzy toolbar. When I change the option it is only working when at KSC, when I'm in a ship its still on the stock bar. Also its creating a new icon every time I change ships, only one icon will work and the other duplicates (had 7 of them) do nothing.

Edit: Also attempted to remove the mod and that rendered all my ships, stations and bases uncontrollable. Unable to select them in the tracking station, none of them had any parts from the mod installed. Reinstalling the mod has let me control them again.

Mods https://www.dropbox.com/s/nrysjnqdo8wjji4/Mods%2009-07.txt?dl=0

Output https://www.dropbox.com/s/nvqbmoah7ec0x0e/output_log%20-%200907.txt?dl=0

Edited by Torih

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I'm having an issue with moving the icon to Blizzy toolbar. When I change the option it is only working when at KSC, when I'm in a ship its still on the stock bar. Also its creating a new icon every time I change ships, only one icon will work and the other duplicates (had 7 of them) do nothing.

Edit: Also attempted to remove the mod and that rendered all my ships, stations and bases uncontrollable. Unable to select them in the tracking station, none of them had any parts from the mod installed. Reinstalling the mod has let me control them again.

Mods https://www.dropbox.com/s/nrysjnqdo8wjji4/Mods%2009-07.txt?dl=0

Output https://www.dropbox.com/s/nvqbmoah7ec0x0e/output_log%20-%200907.txt?dl=0

You have lots of errors... most of them appear to be for USI and Kopernicus. Are you running the latest versions of those?

The only message related to AmpYear in your log is:

AY.AYController[FFF6452E][98.10]: Wrong SCANsat library version - disabled.

Which means you don't have the latest ScANSat installed.

All the final errors in your file:

<RI.Hid> Failed to get device caps is related to your controller (joystick?)

I can see no errors in your log related to AmpYear but I did find the bug you mention about Blizzy toolbar in flight. I will post a fix for that in the next few days, in the meantime please use the stock app launcher.

I would suggest upgrading SCANSat, Kopernicus and USI. (save your persistent file if you haven't already). With all these errors, may be corrupt already.

Edited by JPLRepo

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Thanks for taking a look. All the mods are the latest version with the exception of Kopernicus since the update yesterday broke the outer planets mod so I had to revert the the previous version. Guessing that's why Kopernicus is showing a lot in the log. Satscan and USI are the latest, I'll remove and reinstall them to see if that clears it.

Not having any issues in game so no idea why the log is showing those errors (never look at the logs myself since I not sure what to look for?)

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Thanks for taking a look. All the mods are the latest version with the exception of Kopernicus since the update yesterday broke the outer planets mod so I had to revert the the previous version. Guessing that's why Kopernicus is showing a lot in the log. Satscan and USI are the latest, I'll remove and reinstall them to see if that clears it.

Not having any issues in game so no idea why the log is showing those errors (never look at the logs myself since I not sure what to look for?)

Sure. They shouldn't cause issues with AmpYear. But like I said there is a bug with using ToolBar that I will fix this weekend.

I've also just noticed SCANSat was updated on the 5th (V14.0 same day as I updated AmpYear) but I did not pick this version up. Hence the AmpYear message about SCANSat.

I'll include update for that version as well when I fix the icon issue.

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Sure. They shouldn't cause issues with AmpYear. But like I said there is a bug with using ToolBar that I will fix this weekend.

I've also just noticed SCANSat was updated on the 5th (V14.0 same day as I updated AmpYear) but I did not pick this version up. Hence the AmpYear message about SCANSat.

I'll include update for that version as well when I fix the icon issue.

New Version 1.0.1.0 fixes Icon issue and updated for Latest SCANSat V14.0. If you use SCANSat please ensure you are using V14.0.

- - - Updated - - -

Thank you sir for taking time to answer my questions and for making wonderful mods:D

Great. I really appreciate this description of how the mod works. I think that Amp Year is doing something brilliant here. It is detecting a flaw in my setup someplace. It is indeed hard for me understand what is wrong because it doesn't split out the different parts and mods EC usage. However it is bringing my attention to the problem. That is very clever.

Sorry to bother you with the questions. Reminds me of that part of the Apollo 13 film where the first assumption is the problem is instrumentation

Gene Kranz: EECOM, is this an instrumentation problem, or are we looking at real power loss here?

Sy Liebergot: It's, it's reading a quadruple failure - that can't happen! It's, it's got to be instrumentation.

Turns out it was definitely not an Amp Year instrumentation failure there as well. They where missing half the service module in an explosion. :wink:

UPDATE:

Again sorry for what might be a dumb question. Why are we measuring electricity by consuming power when there are other ways to do it?

If we are measuring an AC electrical system. Can we not simply place a coil of wire around (or very near to) the main cable through which the power is flowing. Let's call this coil the probe. As the electricity flows, it'll generate a magnetic field around the main cable. The magnetic field constantly fluctuates because the electricity flows rapidly back and forth. The fluctuating magnetic field generates an electric field in the coil of wire that makes up our probe. All we need to do is wire the probe up to a meter that measures electric current. The more electricity our appliance uses, the bigger the current that will flow in our probe. So it measures power without drawing any directly from the system. It just works it by looking at the magnetic field. You will of course need to power the display on the probe but that is done with a trivial amount amount battery power. Usually from nothing more that an AA battery.

Now I will be the first to admit it. I could be talking nonsense here. I am not an electrical engineer. Possibly by using this method there is a feedback through electromagnetic induction. I however think this trivial but could be very wrong.

You are correct. But AmpYear Kerbal Engineers here at REPOSoftTech don't know about that... so their AmpYear device uses 0.17EC to perform all AmpYear management functions per vessel. :cool:

BTW: Latest version 1.0.1.0 I have added ability to show the PartList in Flight. So you can see Power production and usage per part on your vessel now in flight (previously only had this in the VAB/SPH). Enjoy!!

Edited by JPLRepo

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I can't get the Ampyear icon to show up in the applauncher and blizzy toolbar. Anyhow have any insight.

KSP 64-bit Linux

Logs: https://www.dropbox.com/sh/3rtgugrp87hdoc0/AACprlx0fCBSIV1tiuLu85HVa?dl=0

- Achievements 1.8.1- ActsEW 1.5

- AdaptiveDockingNode autodetected dll

- AdjustableLandingGear v1.2.0

- AdvancedJetEngine 2.2.1

- AGExt 1.33a

- AirAugmentedRockets 0.1

- AlternateResourcePanel 2.7.2.0

- AmpYearPowerManager 1:V1.0.1.0

- AnimatedDecouplers-x86 1.1.4

- AstronomersPack-AtmosphericScattering Interstellar.V2

- AstronomersPack-Clouds-Low Interstellar.V2

- AstronomersPack-DistantObjectEnhancement Interstellar.V2

- AstronomersPack-Lightning Interstellar.V2

- AstronomersPack-PlanetShine Interstellar.V2

- AstronomersPack-Sandstorms Interstellar.V2

- AstronomersPack-Snow Interstellar.V2

- AstronomersPack-SurfaceGlow Interstellar.V2

- AtmosphericSoundEnhancement 2.2

- AutoAsparagus v1.0

X AutoSmartParts alpha_0.0.4d

- B9AerospaceProceduralParts 0.40

- BahamutoDynamicsPartsPack v1.2.0

- BDAnimationModules v0.6.2

- BetterBuoyancy v1.3

X BoxSat A.02e

X CactEye2 BETA_5.2

- CapCom 1.1

- Chatterer 0.9.5

- ChopShop 0.7.3.1

- CivilianPopulation 1:1.7.1.1

- CoherentContracts 1.02

- CollisionFX 3.2

- ColorCodedCans 1.1.1

- CommunityResourcePack 0.4.3

- CommunityTechTree 2.1

- ConnectedLivingSpace 1.1.3.1

- ContractConfigurator 1.5.1

X ContractConfigurator-AdvancedProgression 4.5

- ContractConfigurator-AnomalySurveyor 1.2.2

- ContractConfigurator-BaseConstuction 0.2.0

- ContractConfigurator-ContractPack-SCANsat v0.5.2.1

- ContractConfigurator-FieldResearch 1.0.6

- ContractConfigurator-GrandTours 1:0.1.7

- ContractConfigurator-KerbalAircraftBuilders 1.1

- ContractConfigurator-KerbinSideJobs 1.4

- ContractConfigurator-KerbinSpaceStation 2.2

- ContractConfigurator-RemoteTech 1.1.4

- ContractConfigurator-Tourism 1.1.8

- ContractConfigurator-UnmannedContracts 0.3.10

- ContractFilter 1.4

- ContractsWindowPlus 5.2

- CoolRockets 0.08

- Corvus125mTwoKerbalPod 1.1.1

- CrewPortraits 1.2

- CrewQueue 1:ksp1.0_r2

- CriticalTemperatureGauge 1.0.4-a

- CrossFeedEnabler v3.3

- CrowdSourcedScience v3.0

- DistantObject v1.5.7

- DiverseKerbalHeads 1.0

- DMagicOrbitalScience 1.0.7

- DockingPortAlignmentIndicator 6.2

- DockingSounds 1.2

- EditorExtensions 2.12

X ElectricalParts 1.6

- EngineLighting 1.4.0

- EnhancedNavBall 1.3.6.0

X EnhancedThermalData 0.1.1

- EnvironmentalVisualEnhancements 7-4

- EpicSuits 1.8

- EVAHandrailsPackContinued 0.2.0

- EVAManager 6

- EVATransfer 2.0

- ExtensiveEngineerReport v0.3

- ExtraPlanetaryLaunchpads 5.2.0

X ExtraPlanetaryLaunchpadsExtendedPartPack 50

X FantomWorksKAXPartPack 0.3.1

- FASALaunchClamps 5.34

- FerramAerospaceResearch 1:v0.15.4_Glauert

- FieldExperience 1.0.2

- FilterExtensions 2.3.1

- FilterExtensionsDefaultConfig 2.3.1

- FinalFrontier 0.8.6-1370

- FingerboxesCore 2:1.0.4_r1

- Firespitter v7.1.4

- FirespitterCore v7.1.4

- FirespitterResourcesConfig v7.1.4

X FlagRotate 1.1.1

X FMRS 1.0.00

- FogOfTech 0.1

- ForScienceContinued 1.0.4

- FreedomTex 1.5.1

- FuelTanksPlus 0.11.2

- Fusebox 1.50

* HeatResistantSpaceplanePartsHRP 1.1

X HexTruss 0.3.1

- HGR-Props 1.3.0

- Historian 1.1.0

- HotRockets 1.0.4.1

- HotRocketsCommunityConfigs 7.25

- HotSpot 0.4.3

- HullcamVDS 0.40

- HyperEdit 1.4.1

- Impact v1.1.0

- ImprovedChaseCamera v1.5.1

* InfernalRobotics v0.21.2

- InfernalRobotics-Sequencer 0.4

X IntakeBuildAid 0.6

- InterstellarFuelSwitch 1.15

- InterstellarFuelSwitch-Core 1.15

- IR-Model-Rework-Core v01b

- IR-Model-Rework-Expansion v01b

X JDiminishingRTG 1.3a

- KAS 0.5.3

- KDEX v1.04

- KeepFit 0.7.3.3

- KerbalAircraftExpansion v2.5.2

- KerbalAlarmClock v3.4.0.0

- KerbalEngineerRedux 1.0.17.0

- KerbalFlightData R19

- KerbalFlightIndicators R10pre

- KerbalGPS 1.0.23.5.01

- KerbalJointReinforcement v3.1.4

- KerbalKonstructs 0.8.3_EX

- KerbalStats 2.0.0

- KerbinSide 1.0.3

- KerboKatzSmallUtilities-Afterburner 1.0.1

- KerboKatzSmallUtilities-AutoBalancingLandingLeg 1.0.0

- KerboKatzSmallUtilities-DisableTempGagues 1.0.0

- KerboKatzSmallUtilities-FillSpotsWithTourists 1.0.0

- KerboKatzSmallUtilities-FPSLimiter 1.1.2

- KerboKatzSmallUtilities-ModifiedExplosionPotential 1.0.1

- KerboKatzUtilities 1.2.10

- Kerbulator 0.34

- KIS 1.2.0

- KlockheedMartian-Gimbal 3.0.3.0

- Kopernicus 1:beta-02

- kOS 0.17.3

- KronalVesselViewer 0.0.4-1.0.4

- KSP-AVC 1.1.5.0

- KSPX 0.2.9b

X KWRocketry 2.7

- LandingHeight 1.4

- MarkOneLaboratoryExtensions 0.1.4

- MechJeb2 2.5.3

- MechJebFARExt 1.0.0

- MechJebForAll 1.2.0.0

- MenuStabilizer 1

X MiniAirbrakes 1.1

- MiniAVC autodetected dll

- MissionController2 1.21

- Mk2Essentials 5

- Mk2Expansion 1.4.6.1

X Mk3KISCargoContainers 1.0

X Mk3MiniExpansionPack V1.1.5

- MkerbIncScienceInstruments 0.6a

- ModularFlightIntegrator 1.1.1

- ModularRocketSystem 1.7.3

- ModuleAnimateEmissive v1.6

- ModuleManager 2.6.6

- ModuleRCSFX v4.1

- NavBallTextureExport 1.3

- NearFutureConstruction 0.5.4

- NearFutureElectrical 0.5.2

- NearFutureElectrical-Core 0.5.2

- NearFutureProps 0.4.3

- NearFuturePropulsion 0.5.3

- NearFuturePropulsionExtras 0.5.3

* NearFutureSolar 0.5.21

- NearFutureSpacecraft 0.4.3

- notes 0.10.1

X NovaPunch 2.09

- OblivionAerospace v0.1.5

- OuterPlanetsMod 1:1.7.1

X PAPIPluginContinued v0.4.4

- PartCommander 1.0.2.2

- PartWizard 1.2.1

- PersistentRotation 0.5.3

- PhoenixIndustriesCargoResupplySystem 1.5.0

- PilotAssistant 1.11.4.1

- PlanetShine 0.2.3.1

- PortableScienceContainer 1.3.0

- PortraitStats 3.0

- PreciseNode 1.1.3

- ProceduralFairings v3.15

- ProceduralFairings-ForEverything v0.0.3

- ProceduralFairings-Textures-KSLO 0

- ProceduralFairings-Textures-KW 0

- ProceduralFairings-Textures-TJCCA 0

- ProceduralParts v1.1.6

- ProceduralParts-Textures-SCCKSCS 0

- Protractor v2.5.1

- QuickBrake v1.01

- QuickExit v1.31

- QuickGoTo v1.20

- QuickScroll v1.31

- QuickSearch v1.13

- RadialEngineMountsPPI v0.40

- RasterPropMonitor v0.21.1

- RasterPropMonitor-Core v0.21.1

- RCSBuildAid 0.7.2

- RCSSounds 4.3

- Re3 autodetected dll

- RealChute 1.3.2.3

- RecoverAll 1.2.1

- RemoteTech v1.6.7

- RosterManager 0.1.0.1

- RoutineMissionManager 012

- RoverWheelSounds 1.2

- SafeChute v1.7.1

- SAVE 1.0.1-672

- SCANsat v14.0

- ScienceAlert 1.8.8

- ScienceFunding 1.1.1

- ScienceRevisitedRevisited 1.3.0

- SelectRoot 2015-05-17

- SensibleScreenshot 1.1.1

- SeriousKerbalBusiness 1.6

- Service-Compartments-6S 1.3

- SETI-Contracts 0.9.3

- SETI-Greenhouse 0.9.2

- ShipManifest 4.4.1.1

- SimpleOrbitCalculator v1.4.0

- SmartParts 1.6.6

- SmartStage v2.6.2

- SmokeScreen 2.6.6

- SolverEngines v1.6

- SoundingRockets 0.2.1

- SoundtrackEditor autodetected dll

- SpacetuxSA 0.3.6

- SpaceY-Lifters 0.17.5

- StageRecovery 1.5.7

- StationPartsExpansion 0.3.3

- StationScience 1.5

- StockalikeExpendableLaunchVehicles 1.3.1

- StockBugFixModules v1.0.4a.1

- StockClamshellFairings 1.0

- StockPlus v1.0.4a.1

- StripSymmetry v1.6

- surfacelights 1.0

- TacFuelBalancer v2.5.1

- TACLS v0.11.1.20

- TACLS-Config-Stock v0.11.1.20

X TACLSMining 1

- TacSelfDestruct autodetected dll

- TakeCommand 1.1.4

- TCShipInfo 0.3

- TextureReplacer 2.4.7

- ThrottleControlledAvionics 2.2.1.1

- TMSTACLSRetexture 2.2.1

- ToadicusTools 15

- Toolbar 1.7.9

X Trajectories v1.3.0a

- TransferWindowPlanner v1.3.0.1

- TundraExploration 0.4.1

- TurboNisuReloaded 2015-05-06

- TweakableEverything 1.12

- TweakableEverything-EngineStagingToggle 1.12

- TweakableEverything-FairingStagingToggle 1.12

- TweakScale v2.2.1

- UKS 0.31.4

- UniversalStorage 1.1.0.6

- USI-EXP 0.4.1

- USI-FTT 0.4.1

- USI-SRV 0.3.1

- USITools 0.4.1

X VesselView 0.71

- VNG-Parachute 1.2

- VNG-Parachute-EVALoading 1.0

- VNG-Plugin 0.7.2

- WaterSounds 1.1

- WaypointManager 2.4.0

- WildBlueTools 1.0.4

- xScience 4.7

UPDATE: This is in my Player.log and I have the latest KAS "AY.AYController[FFE5D8A4][696.22]: Wrong KAS library version - disabled."

Edited by blnk2007

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I can't get the Ampyear icon to show up in the applauncher and blizzy toolbar. Anyhow have any insight.

KSP 64-bit Linux

Logs: https://www.dropbox.com/sh/3rtgugrp87hdoc0/AACprlx0fCBSIV1tiuLu85HVa?dl=0

- Achievements 1.8.1- ActsEW 1.5

- AdaptiveDockingNode autodetected dll

- AdjustableLandingGear v1.2.0

- AdvancedJetEngine 2.2.1

- AGExt 1.33a

- AirAugmentedRockets 0.1

- AlternateResourcePanel 2.7.2.0

- AmpYearPowerManager 1:V1.0.1.0

- AnimatedDecouplers-x86 1.1.4

- AstronomersPack-AtmosphericScattering Interstellar.V2

- AstronomersPack-Clouds-Low Interstellar.V2

- AstronomersPack-DistantObjectEnhancement Interstellar.V2

- AstronomersPack-Lightning Interstellar.V2

- AstronomersPack-PlanetShine Interstellar.V2

- AstronomersPack-Sandstorms Interstellar.V2

- AstronomersPack-Snow Interstellar.V2

- AstronomersPack-SurfaceGlow Interstellar.V2

- AtmosphericSoundEnhancement 2.2

- AutoAsparagus v1.0

X AutoSmartParts alpha_0.0.4d

- B9AerospaceProceduralParts 0.40

- BahamutoDynamicsPartsPack v1.2.0

- BDAnimationModules v0.6.2

- BetterBuoyancy v1.3

X BoxSat A.02e

X CactEye2 BETA_5.2

- CapCom 1.1

- Chatterer 0.9.5

- ChopShop 0.7.3.1

- CivilianPopulation 1:1.7.1.1

- CoherentContracts 1.02

- CollisionFX 3.2

- ColorCodedCans 1.1.1

- CommunityResourcePack 0.4.3

- CommunityTechTree 2.1

- ConnectedLivingSpace 1.1.3.1

- ContractConfigurator 1.5.1

X ContractConfigurator-AdvancedProgression 4.5

- ContractConfigurator-AnomalySurveyor 1.2.2

- ContractConfigurator-BaseConstuction 0.2.0

- ContractConfigurator-ContractPack-SCANsat v0.5.2.1

- ContractConfigurator-FieldResearch 1.0.6

- ContractConfigurator-GrandTours 1:0.1.7

- ContractConfigurator-KerbalAircraftBuilders 1.1

- ContractConfigurator-KerbinSideJobs 1.4

- ContractConfigurator-KerbinSpaceStation 2.2

- ContractConfigurator-RemoteTech 1.1.4

- ContractConfigurator-Tourism 1.1.8

- ContractConfigurator-UnmannedContracts 0.3.10

- ContractFilter 1.4

- ContractsWindowPlus 5.2

- CoolRockets 0.08

- Corvus125mTwoKerbalPod 1.1.1

- CrewPortraits 1.2

- CrewQueue 1:ksp1.0_r2

- CriticalTemperatureGauge 1.0.4-a

- CrossFeedEnabler v3.3

- CrowdSourcedScience v3.0

- DistantObject v1.5.7

- DiverseKerbalHeads 1.0

- DMagicOrbitalScience 1.0.7

- DockingPortAlignmentIndicator 6.2

- DockingSounds 1.2

- EditorExtensions 2.12

X ElectricalParts 1.6

- EngineLighting 1.4.0

- EnhancedNavBall 1.3.6.0

X EnhancedThermalData 0.1.1

- EnvironmentalVisualEnhancements 7-4

- EpicSuits 1.8

- EVAHandrailsPackContinued 0.2.0

- EVAManager 6

- EVATransfer 2.0

- ExtensiveEngineerReport v0.3

- ExtraPlanetaryLaunchpads 5.2.0

X ExtraPlanetaryLaunchpadsExtendedPartPack 50

X FantomWorksKAXPartPack 0.3.1

- FASALaunchClamps 5.34

- FerramAerospaceResearch 1:v0.15.4_Glauert

- FieldExperience 1.0.2

- FilterExtensions 2.3.1

- FilterExtensionsDefaultConfig 2.3.1

- FinalFrontier 0.8.6-1370

- FingerboxesCore 2:1.0.4_r1

- Firespitter v7.1.4

- FirespitterCore v7.1.4

- FirespitterResourcesConfig v7.1.4

X FlagRotate 1.1.1

X FMRS 1.0.00

- FogOfTech 0.1

- ForScienceContinued 1.0.4

- FreedomTex 1.5.1

- FuelTanksPlus 0.11.2

- Fusebox 1.50

* HeatResistantSpaceplanePartsHRP 1.1

X HexTruss 0.3.1

- HGR-Props 1.3.0

- Historian 1.1.0

- HotRockets 1.0.4.1

- HotRocketsCommunityConfigs 7.25

- HotSpot 0.4.3

- HullcamVDS 0.40

- HyperEdit 1.4.1

- Impact v1.1.0

- ImprovedChaseCamera v1.5.1

* InfernalRobotics v0.21.2

- InfernalRobotics-Sequencer 0.4

X IntakeBuildAid 0.6

- InterstellarFuelSwitch 1.15

- InterstellarFuelSwitch-Core 1.15

- IR-Model-Rework-Core v01b

- IR-Model-Rework-Expansion v01b

X JDiminishingRTG 1.3a

- KAS 0.5.3

- KDEX v1.04

- KeepFit 0.7.3.3

- KerbalAircraftExpansion v2.5.2

- KerbalAlarmClock v3.4.0.0

- KerbalEngineerRedux 1.0.17.0

- KerbalFlightData R19

- KerbalFlightIndicators R10pre

- KerbalGPS 1.0.23.5.01

- KerbalJointReinforcement v3.1.4

- KerbalKonstructs 0.8.3_EX

- KerbalStats 2.0.0

- KerbinSide 1.0.3

- KerboKatzSmallUtilities-Afterburner 1.0.1

- KerboKatzSmallUtilities-AutoBalancingLandingLeg 1.0.0

- KerboKatzSmallUtilities-DisableTempGagues 1.0.0

- KerboKatzSmallUtilities-FillSpotsWithTourists 1.0.0

- KerboKatzSmallUtilities-FPSLimiter 1.1.2

- KerboKatzSmallUtilities-ModifiedExplosionPotential 1.0.1

- KerboKatzUtilities 1.2.10

- Kerbulator 0.34

- KIS 1.2.0

- KlockheedMartian-Gimbal 3.0.3.0

- Kopernicus 1:beta-02

- kOS 0.17.3

- KronalVesselViewer 0.0.4-1.0.4

- KSP-AVC 1.1.5.0

- KSPX 0.2.9b

X KWRocketry 2.7

- LandingHeight 1.4

- MarkOneLaboratoryExtensions 0.1.4

- MechJeb2 2.5.3

- MechJebFARExt 1.0.0

- MechJebForAll 1.2.0.0

- MenuStabilizer 1

X MiniAirbrakes 1.1

- MiniAVC autodetected dll

- MissionController2 1.21

- Mk2Essentials 5

- Mk2Expansion 1.4.6.1

X Mk3KISCargoContainers 1.0

X Mk3MiniExpansionPack V1.1.5

- MkerbIncScienceInstruments 0.6a

- ModularFlightIntegrator 1.1.1

- ModularRocketSystem 1.7.3

- ModuleAnimateEmissive v1.6

- ModuleManager 2.6.6

- ModuleRCSFX v4.1

- NavBallTextureExport 1.3

- NearFutureConstruction 0.5.4

- NearFutureElectrical 0.5.2

- NearFutureElectrical-Core 0.5.2

- NearFutureProps 0.4.3

- NearFuturePropulsion 0.5.3

- NearFuturePropulsionExtras 0.5.3

* NearFutureSolar 0.5.21

- NearFutureSpacecraft 0.4.3

- notes 0.10.1

X NovaPunch 2.09

- OblivionAerospace v0.1.5

- OuterPlanetsMod 1:1.7.1

X PAPIPluginContinued v0.4.4

- PartCommander 1.0.2.2

- PartWizard 1.2.1

- PersistentRotation 0.5.3

- PhoenixIndustriesCargoResupplySystem 1.5.0

- PilotAssistant 1.11.4.1

- PlanetShine 0.2.3.1

- PortableScienceContainer 1.3.0

- PortraitStats 3.0

- PreciseNode 1.1.3

- ProceduralFairings v3.15

- ProceduralFairings-ForEverything v0.0.3

- ProceduralFairings-Textures-KSLO 0

- ProceduralFairings-Textures-KW 0

- ProceduralFairings-Textures-TJCCA 0

- ProceduralParts v1.1.6

- ProceduralParts-Textures-SCCKSCS 0

- Protractor v2.5.1

- QuickBrake v1.01

- QuickExit v1.31

- QuickGoTo v1.20

- QuickScroll v1.31

- QuickSearch v1.13

- RadialEngineMountsPPI v0.40

- RasterPropMonitor v0.21.1

- RasterPropMonitor-Core v0.21.1

- RCSBuildAid 0.7.2

- RCSSounds 4.3

- Re3 autodetected dll

- RealChute 1.3.2.3

- RecoverAll 1.2.1

- RemoteTech v1.6.7

- RosterManager 0.1.0.1

- RoutineMissionManager 012

- RoverWheelSounds 1.2

- SafeChute v1.7.1

- SAVE 1.0.1-672

- SCANsat v14.0

- ScienceAlert 1.8.8

- ScienceFunding 1.1.1

- ScienceRevisitedRevisited 1.3.0

- SelectRoot 2015-05-17

- SensibleScreenshot 1.1.1

- SeriousKerbalBusiness 1.6

- Service-Compartments-6S 1.3

- SETI-Contracts 0.9.3

- SETI-Greenhouse 0.9.2

- ShipManifest 4.4.1.1

- SimpleOrbitCalculator v1.4.0

- SmartParts 1.6.6

- SmartStage v2.6.2

- SmokeScreen 2.6.6

- SolverEngines v1.6

- SoundingRockets 0.2.1

- SoundtrackEditor autodetected dll

- SpacetuxSA 0.3.6

- SpaceY-Lifters 0.17.5

- StageRecovery 1.5.7

- StationPartsExpansion 0.3.3

- StationScience 1.5

- StockalikeExpendableLaunchVehicles 1.3.1

- StockBugFixModules v1.0.4a.1

- StockClamshellFairings 1.0

- StockPlus v1.0.4a.1

- StripSymmetry v1.6

- surfacelights 1.0

- TacFuelBalancer v2.5.1

- TACLS v0.11.1.20

- TACLS-Config-Stock v0.11.1.20

X TACLSMining 1

- TacSelfDestruct autodetected dll

- TakeCommand 1.1.4

- TCShipInfo 0.3

- TextureReplacer 2.4.7

- ThrottleControlledAvionics 2.2.1.1

- TMSTACLSRetexture 2.2.1

- ToadicusTools 15

- Toolbar 1.7.9

X Trajectories v1.3.0a

- TransferWindowPlanner v1.3.0.1

- TundraExploration 0.4.1

- TurboNisuReloaded 2015-05-06

- TweakableEverything 1.12

- TweakableEverything-EngineStagingToggle 1.12

- TweakableEverything-FairingStagingToggle 1.12

- TweakScale v2.2.1

- UKS 0.31.4

- UniversalStorage 1.1.0.6

- USI-EXP 0.4.1

- USI-FTT 0.4.1

- USI-SRV 0.3.1

- USITools 0.4.1

X VesselView 0.71

- VNG-Parachute 1.2

- VNG-Parachute-EVALoading 1.0

- VNG-Plugin 0.7.2

- WaterSounds 1.1

- WaypointManager 2.4.0

- WildBlueTools 1.0.4

- xScience 4.7

Wow. So many mods. I'm not going to add a lot of value here. I looked through your logs. I cannot see anything obviously wrong with AmpYear.

It loads and there are no errors related to AmpYear.

You do have LOTS of errors though in your log. Pretty much all of them are related to FAR. Are you sure you are running FAR 0.15.4 (the latest?) because

in your log it just says FAR 0.15.

I would try a vanilla/separate install of KSP with just AmpYear first. If that works your problem is all these mods. IE: Something else is interfering.

I'd also suggest turning debug on in AmpYear config.cfg file to capture more debugging info for AmpYear.

I can't offer much more than that as I don't have linux.

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Wow. So many mods. I'm not going to add a lot of value here. I looked through your logs. I cannot see anything obviously wrong with AmpYear.

It loads and there are no errors related to AmpYear.

You do have LOTS of errors though in your log. Pretty much all of them are related to FAR. Are you sure you are running FAR 0.15.4 (the latest?) because

in your log it just says FAR 0.15.

I would try a vanilla/separate install of KSP with just AmpYear first. If that works your problem is all these mods. IE: Something else is interfering.

I'd also suggest turning debug on in AmpYear config.cfg file to capture more debugging info for AmpYear.

I can't offer much more than that as I don't have linux.

Yep, I have the latest FAR. I just put an update to my last post. UPDATE: This is in my Player.log and I have the latest KAS "AY.AYController[FFE5D8A4][696.22]: Wrong KAS library version - disabled."

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Yep, I have the latest FAR. I just put an update to my last post. UPDATE: This is in my Player.log and I have the latest KAS "AY.AYController[FFE5D8A4][696.22]: Wrong KAS library version - disabled."

That KAS msg is because AmpYear is compiled against KAS version 0.5.2 and KAS is now up to 0.5.3, but that does not stop AmpYear from working and has nothing to do with why you are not getting the icons.

Your log is the same. I can't do anything more without a log with "debug" on and even then I would as I suggested try a new separate install with just AmpYear to see if you get the icons. If you do then that would indicate some other mod is causing the problems.

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That KAS msg is because AmpYear is compiled against KAS version 0.5.2 and KAS is now up to 0.5.3, but that does not stop AmpYear from working and has nothing to do with why you are not getting the icons.

Your log is the same. I can't do anything more without a log with "debug" on and even then I would as I suggested try a new separate install with just AmpYear to see if you get the icons. If you do then that would indicate some other mod is causing the problems.

Well, I figured out from testing in a separate install that it was a problem with my current install. However, I also tested a new save game in my current install. It shows up in a new save game, so for some reason it isn't working in my existing save game. I'll get you updated logs.

- - - Updated - - -

Well, I figured out from testing in a separate install that it was a problem with my current install. However, I also tested a new save game in my current install. It shows up in a new save game, so for some reason it isn't working in my existing save game. I'll get you updated logs.

Here they are: Logs

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Well, I figured out from testing in a separate install that it was a problem with my current install. However, I also tested a new save game in my current install. It shows up in a new save game, so for some reason it isn't working in my existing save game. I'll get you updated logs.

- - - Updated - - -

Here they are: Logs

I had a look through your logs. I see nothing related to AmpYear in the log.

You still have errors in your log for various mods.. KerboKatz, FPSLimiter, FAR, remoteTech, Contracts+, CapCom ,.. to name a few.

I'd say

a) your save file is corrupted. Why that is: could be a lot of different things.

B) with so many mods installed and errors in your log probably some mod is creating these errors/corruption.

You could try uninstalling mods one by one by process of elimination to find what is causing the problem. But I would copy your save file first. Because removing mods will create problems with your save file. Also upgrading mods can create problems with save files.

You should always copy your save file before upgrading, adding, removing mods against a save in progress.

Sorry but I don't see this as being a AmpYear issue as it works in a new save and/or a new install. I'd say your current save is corrupted.

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I had a look through your logs. I see nothing related to AmpYear in the log.

You still have errors in your log for various mods.. KerboKatz, FPSLimiter, FAR, remoteTech, Contracts+, CapCom ,.. to name a few.

I'd say

a) your save file is corrupted. Why that is: could be a lot of different things.

B) with so many mods installed and errors in your log probably some mod is creating these errors/corruption.

You could try uninstalling mods one by one by process of elimination to find what is causing the problem. But I would copy your save file first. Because removing mods will create problems with your save file. Also upgrading mods can create problems with save files.

You should always copy your save file before upgrading, adding, removing mods against a save in progress.

Sorry but I don't see this as being a AmpYear issue as it works in a new save and/or a new install. I'd say your current save is corrupted.

Thanks, I think I'm just going to start fresh.

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