ShotgunNinja

[1.3.0] Kerbalism v1.2.9

Recommended Posts

@lordcirth

thanks for your assistance.

I'm running 1.3.1.

here's my modlist; it's lengthy

Spoiler

In CKAN:

[x] Science! (xScience v5.11)
B9 Part Switch (B9PartSwitch v2.0.0)
Chatterer (Chatterer 0.9.93)
Community Category Kit (CommunityCategoryKit 2.0.2.0)
Community Resource Pack (CommunityResourcePack 0.8.0.0)
Community Tech Tree (CommunityTechTree 1:3.2.1)
Contract Configurator (ContractConfigurator 1.23.3)
Contract Pack: Bases and Stations (ContractConfigurator-KerbinSpaceStation 2:3.7.0.1)
Contract Parser (ContractParser 7.0)
Contracts Window + (ContractsWindowPlus 8.1)
Cryogenic Tanks (CryoTanks 0.4.9)
Custom Barn Kit (CustomBarnKit 1.1.16.0)
Deployable Engines Plugin (DeployableEngines 0.4.9)
DMagic Orbital Science (DMagicOrbitalScience 1.3.10)
Dynamic Battery Storage (DynamicBatteryStorage 1:0.4.9)
Engine Lighting (EngineLighting 1.5.1)
EVA Handrails Continued (EVAHandrailsPackContinued 0.2.1.6)
Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 5.9.0.0)
Ferram Aerospace Research (FerramAerospaceResearch 3:0.15.9)
Final Frontier (FinalFrontier 1.3.6-3189)
Firespitter Core (FirespitterCore v7.6.0)
Heat Control (HeatControl 0.4.4)
HyperEdit (HyperEdit 1.5.4.0)
Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 2.10.1)
Kerbal Alarm Clock (KerbalAlarmClock v3.8.5.0)
Kerbal Atomics (KerbalAtomics 1:0.4.9)
Kerbal Attachment System (KAS 0.6.3.0)
Kerbal Engineer Redux (KerbalEngineerRedux 1.1.3.0)
Kerbal Hacks: Asphalt Tiles (AsphaltTiles 1.2)
Kerbal Inventory System (KIS 1.7)
Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.5.7)
Konstruction (Konstruction 0.3.0.0)
Magic Smoke Industries Infernal Robotics (InfernalRobotics v2.0.14)
Malemute Rover (MalemuteRover 0.4.0.0)
Maneuver Node Evolved (ManeuverNodeEvolved 3.2)
MechJeb 2 (MechJeb2 2.6.1.0)
MechJeb and Engineer for all! (MechJebForAll 1.2.0.0)
Mk2 Stockalike Expansion (Mk2Expansion 2:1.8.05)
ModularFlightIntegrator (ModularFlightIntegrator 1.2.4.0)
Module Manager (ModuleManager 2.8.1)
Near Future Electrical (NearFutureElectrical 0.9.7)
Near Future Electrical Core (NearFutureElectrical-Core 0.9.7)
Near Future IVA Props (NearFutureProps 0.7.4)
Near Future Propulsion (NearFuturePropulsion 0.9.5)
Near Future Solar (NearFutureSolar 0.8.7)
Near Future Solar Core (NearFutureSolar-Core 0.8.7)
Near Future Spacecraft (NearFutureSpacecraft 0.7.4)
Procedural Fairings (ProceduralFairings v4.0)
Progress Parser (ProgressParser 8.0)
RCS Build Aid Continued (RCSBuildAidCont 0.9.3)
Real Plume (RealPlume 2:v11.0.0)
Real Plume - Stock Configs (RealPlume-StockConfigs v1.0.0)
SCANsat (SCANsat v18.1)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.7.5.0)
StageRecovery (StageRecovery 1.7.2)
Stockalike Station Parts Expansion (StationPartsExpansion 0.5.2)
Strategia (Strategia 1.6.0)
Surface Experiment Pack (SurfaceExperimentPack v2.4)
The Janitor's Closet (JanitorsCloset 0.3.3)
Toolbar (Toolbar 1.7.15)
Universal Storage (UniversalStorage 1.3.0.0)
USI Tools (USITools 0.10.1.0)
VesselMover Continued (VesselMoverContinued 1.6.2)

Outside of CKAN:

* Kerbalism
* Kerbal Construction Time
* Crew R&R
* Scrap Yard

 

When I switch from flight to space center, i get hundreds of lines of this:

Spoiler

[EXC 22:45:40.603] ArgumentNullException: Argument cannot be null.
Parameter name: key
    System.Collections.Generic.Dictionary`2[System.String,KERBALISM.resource_info].TryGetValue (System.String key, KERBALISM.resource_info& value)
    KERBALISM.vessel_resources.Info (.Vessel v, System.String resource_name)
    KERBALISM.Background.ProcessCryoTank (.Vessel v, .ProtoPartSnapshot p, .ProtoPartModuleSnapshot m, .PartModule simple_boiloff, KERBALISM.vessel_resources resources, Double elapsed_s)
    KERBALISM.Background.update (.Vessel v, KERBALISM.vessel_info vi, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources, Double elapsed_s)
    KERBALISM.Kerbalism.FixedUpdate ()
[LOG 22:45:41.211] [MessageSystem] Reposition 0.02 33278
[EXC 22:45:41.305] ArgumentNullException: Argument cannot be null.
Parameter name: key
    System.Collections.Generic.Dictionary`2[System.String,KERBALISM.resource_info].TryGetValue (System.String key, KERBALISM.resource_info& value)
    KERBALISM.vessel_resources.Info (.Vessel v, System.String resource_name)
    KERBALISM.Background.ProcessCryoTank (.Vessel v, .ProtoPartSnapshot p, .ProtoPartModuleSnapshot m, .PartModule simple_boiloff, KERBALISM.vessel_resources resources, Double elapsed_s)
    KERBALISM.Background.update (.Vessel v, KERBALISM.vessel_info vi, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources, Double elapsed_s)
    KERBALISM.Kerbalism.FixedUpdate ()
[EXC 22:45:41.306] ArgumentNullException: Argument cannot be null.
Parameter name: key
    System.Collections.Generic.Dictionary`2[System.String,KERBALISM.resource_info].TryGetValue (System.String key, KERBALISM.resource_info& value)
    KERBALISM.vessel_resources.Info (.Vessel v, System.String resource_name)
    KERBALISM.Background.ProcessCryoTank (.Vessel v, .ProtoPartSnapshot p, .ProtoPartModuleSnapshot m, .PartModule simple_boiloff, KERBALISM.vessel_resources resources, Double elapsed_s)
    KERBALISM.Background.update (.Vessel v, KERBALISM.vessel_info vi, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources, Double elapsed_s)
    KERBALISM.Kerbalism.FixedUpdate ()
[EXC 22:45:41.574] ArgumentNullException: Argument cannot be null.
Parameter name: key
    System.Collections.Generic.Dictionary`2[System.String,KERBALISM.resource_info].TryGetValue (System.String key, KERBALISM.resource_info& value)
    KERBALISM.vessel_resources.Info (.Vessel v, System.String resource_name)
    KERBALISM.Background.ProcessCryoTank (.Vessel v, .ProtoPartSnapshot p, .ProtoPartModuleSnapshot m, .PartModule simple_boiloff, KERBALISM.vessel_resources resources, Double elapsed_s)
    KERBALISM.Background.update (.Vessel v, KERBALISM.vessel_info vi, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources, Double elapsed_s)
    KERBALISM.Kerbalism.FixedUpdate ()

This looks pretty suspect to me.

I get a few NullRef errors from Janitor's Closet but i doubt that's the issue.

Share this post


Link to post
Share on other sites
14 minutes ago, JayPee said:

 

 

 

  Hide contents

 KERBALISM.Background.ProcessCryoTank (.Vessel v, .ProtoPartSnapshot p, .ProtoPartModuleSnapshot m, .PartModule simple_boiloff, KERBALISM.vessel_resources resources, Double elapsed_s)

 

That's the conflict with SimpleBoiloff.dll from CryoTanks that I had.  Move that .dll outside Gamedata; tanks will no longer consume EC or have boiloff, but everything else will work.

Share this post


Link to post
Share on other sites

@lordcirth well that doesn't make sense, i dont even have that mod installed.

*checks own modlist again* oh. huh.  i dont even remember installing that! I guess it came as a dependency with nertea's kerbal atomics?

anywya, seems to have worked. thanks!

Share this post


Link to post
Share on other sites

HI, I've got a question regarding how to add new processes to a kerbalism profile.

I've attempted to add a hydrogen liquefaction process to the default profile, and to have it MM patched to the ISRU units, by modifying the default.cfg in kerbalism/profiles:

I added a Process {...} declaration to the Profile {...} node,

a  MODULE {name = ProcessController} section to the ISRU reactors MM patch, 

a SETUP {} under the MODULE Configure in that patch, 

and a RESOURCE_DEFINITION {} at the end of the file.

However instead of the expected result of a new process being added to the pool of "Configure ISRU" options, what I get is displaying the toggle interface button for all previously existing processes, with the only notion of the new one in tech tooltip in R&D.

what am i missing there?

Share this post


Link to post
Share on other sites

Can science transmission and control included by this mod work with RemoteTech installed? Will it be automatically disabled, work together with RT or cause some weird mod conflicts?

Share this post


Link to post
Share on other sites
1 hour ago, notJebKerman said:

Can science transmission and control included by this mod work with RemoteTech installed? Will it be automatically disabled, work together with RT or cause some weird mod conflicts?

I believe it works, as Kerbalism itself sees that RemoteTech is installed and uses it.

Peace.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now