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[1.3.0] Kerbalism v1.2.9


ShotgunNinja

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9 minutes ago, ShotgunNinja said:

@kR105 Uncheck the flag 'Check for arithmetic overflow/underflow' in the compiler. That bit of code is perfectly safe to overflow. In fact I don't want any overflow/underflow checking at runtime both for speed (the checking is not free) and for functionality (sometimes your code exploit integer overflow/underflow, like in this hash function).

Worked perfectly, thanks!

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I'm having a weird problem (I think it is with Kerbalism and that is why I was trying the latest Github version, same thing happens with both official 1.0.9 and my compiled version from your sources) where my vessels run out of power during timewarp but only when I'm focused on another vesel, when I go back to the vessel that was supposed to be out of power I find that the battery level is full. I thought that something was draining the battery but solar panels are more than enough (same as batteries) and what made me think that something is not working well with Kerbalism is when I had one vessel orbiting Kerbin with a scansat part and I activated timewarp on another vessel, then I got the message that the scansat vessel ran out of power and that everything was disabled but I didn't care at the moment and I continued with the timewarp, a few seconds later I get the message from the completed contract thing saying that Kerbin was sucessfully scanned so the vessel kept working fine even after Kerbalism thought otherwise. 

I have this mods installed:

KerbalEngineerRedux

MechJeb2

SCANsat

Chatterer

Impact

KAS

KerbalJointReinforcement

kOS

KIS

Kerbalism

NMSG

OuterPlanetsMod

RealChute

RemoteTech

AmpYearPowerManager

Toolbar

ModuleManager

xScience

REPOSoftTech-Agencies

ContractConfigurator

CommunityTerrainTexturePack

Kopernicus

ModularFlightIntegrator

KerbalPlanetaryBaseSystems

Kerbalism-Profile-Default

CommunityResourcePack

DeepFreeze

KerbalAlarmClock

KerbalKrashSystem

MechJebEmbeddedUniversalFree

OrbitalDecay

RasterPropMonitor

BackgroundProcessing

EasyBoard

TriggerAu-Flags

RasterPropMonitor-Core

InfernalRobotics-Sequencer

InfernalRobotics

TransferWindowPlanner

I tried with different vessels and the result is the same. If I timewarp on the vessel everything is fine, if I timewarp somewhere else (KSC, Tracking Station or another vessel) it runs out of power and Kerbalism shows it as disabled until I focus back into that vessel.

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I started a fresh savegame recently with Kerbalism v1.0.9 and the other mods. I can't see anything Kerbalism related on the logs, but to be sure I closed KSP, deleted the log files and then launched it and opened KSC (I saved the logs at this point) then I timewarped until the "vessel lost" message appeared because lack of power and I saved a new logs copy. I then diffed both files and I got this:

> [SCANsat] Height Map Of [Kerbin] Completed...
>  
> (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
> 
> [SCANsat] Loading Kopernicus On Demand PQSMod For the Mun
>  
> (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
> 
> [SCANsat] Unloading Kopernicus On Demand PQSMod For the Mun
>  
> (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
> 
> [SCANsat] Height Map Of [the Mun] Completed...
>  
> (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
> 
> [SCANsat] Loading Kopernicus On Demand PQSMod For Minmus
>  
> (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
> 
> [SCANsat] Unloading Kopernicus On Demand PQSMod For Minmus
>  
> (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
> 
> [SCANsat] Height Map Of [Minmus] Completed...
>  
> (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
> 
> [SCANsat] All Height Maps Generated
>  
> (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
> 
> WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Pass '' has no vertex shader
> WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Setting to default shader.
> WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Pass '' has no vertex shader
> WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Setting to default shader.
> WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Pass '' has no vertex shader
> WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Setting to default shader.
> WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Pass '' has no vertex shader
> WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Setting to default shader.

Here is the full log file if you are interested. Thanks for your help!

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@kR105 No no, thank you for helping me :) Those warnings in the log are unrelated unfortunately... I have another request: can you try using SCANsat version 16.3 (two versions ago) and see if the problem still persist? I starting to think something changed in SCANsat in last two versions that broke the system I have in place to disable/re-enable its sensors in background.

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I tried that version and the problem is gone! Although the log is now flooded with this error:

NullReferenceException: Object reference not set to an instance of an object
  at KERBALISM.Lib.ReflectionValue[List`1] (.PartModule m, System.String value_name) [0x00000] in <filename unknown>:0 

  at KERBALISM.SCANsat.EcConsumption (.PartModule m) [0x00000] in <filename unknown>:0 

  at KERBALISM.Background.ProcessScanner (.Vessel v, .ProtoPartSnapshot p, .ProtoPartModuleSnapshot m, .PartModule scanner, .Part part_prefab, KERBALISM.vessel_data vd, KERBALISM.resource_info ec, Double elapsed_s) [0x00000] in <filename unknown>:0 

  at KERBALISM.Background.update (.Vessel v, KERBALISM.vessel_info vi, KERBALISM.vessel_data vd, KERBALISM.vessel_resources resources, Double elapsed_s) [0x00000] in <filename unknown>:0 

  at KERBALISM.Engine.FixedUpdate () [0x00000] in <filename unknown>:0 
 

 

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@Espartanus Install CommunityResourcePack.

 

@kR105 Ok I digged, turn out it was subtle stuff. You are right the sensors are not (de)registering in background at all. But the scanner EC consumption is working flawlessly. Anyway I dropped a line to SCANsat author, and in the meanwhile I'll use a workaround. To be released in next version.

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17 minutes ago, ShotgunNinja said:

 

@kR105 Ok I digged, turn out it was subtle stuff. You are right the sensors are not (de)registering in background at all. But the scanner EC consumption is working flawlessly. Anyway I dropped a line to SCANsat author, and in the meanwhile I'll use a workaround. To be released in next version.

@ShotgunNinja Thanks! Will you push the fix to GitHub soon? :D

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I think we are looking at different issues (the latest patch didn't fix my problem but I do understand what you fixed). Here is a little video trying to explain the problem:

 

It shows:

- Flight mode showing battery 'perpetual'
- KSC showing battery as 2 hours 14 min remaining
- Timewarp until battery shows as depleted
- Open Tracking Center
- Go back to flight mode and it shows again perpetual

The issue here is that the vessel never gets out of battery as when I go back to flight mode the battery level was 100% (instead of empty as Kerbalism shows), there are enough solar panels and batteries on it to be perpetual as it shows when I'm on flight mode.

I hope this helps to explain the issue, if not, I will make a full screen video showing the problem (I didn't do it now as my connection is slow to upload 1080p video hehe)

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Edit: Problem solved, for some reason CKAN installed BackgroundProcessing on my setup and that made Kerbalism ignore my solar panels so it was simulating background energy consumption but not the energy recharge.

Edited by kR105
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2 hours ago, kR105 said:

Problem solved, for some reason CKAN installed BackgroundProcessing on my setup and that made Kerbalism ignore my solar panels so it was simulating background energy consumption but not the energy recharge

Dang. These things happen, and by chance you got me to solve some issue with SCANsat. :)

 

@Solarflare1234 Check that you have ModuleManager 2.6.25+ and CommunityResourcePack installed as well, those are required. Also double-check that the file Profiles/Default.cfg exist and is named in this way. If the above don't resolve your problem then send me the log file {KSP directory}/KSP.log that I'll take a look.

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So has the graphics issue of non-rendering (1.0.9) of fields been dealt with or have people simply resigned themselves to forcing OpenGL? And yes, I have Nvida and it appears that's a problem. Nothing on the directX side seems to work. Plan on trying the newer shader, but I don't hope for much.

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6 minutes ago, DarkonZ said:

So has the graphics issue of non-rendering (1.0.9) of fields been dealt with

If with that you mean "have you fixed it" then the answer is no. Will I fix it? The problem is that I lack the hardware to replicate the issue myself. Maybe I will try some speculative fix and use some of you guys for testing it, but first I need to get a clue on what is the problem. Because, on paper, it should just work as it does on all other GPUs.

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I am experiencing an issue. Not sure if it is a bug or incompatibility, I didn't have the chance to check it yet.

I restarted my career, and the contrat "cross the radiaton belt" cannot be accomplished. My vessel can go straight to the sun's orbit with direct control but it just won't let me complete it.

When I restarted I added the construction time mode and Orbital Material Science by N3h3mia. 

Edited by Bersagliere81
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I to had a problem which happened to kill of Valentina.

I've just launched an early space station with only Valentina in it. It had plenty of food and oxygen (30days), the earliest solar panels all over and lots of batteries.
I did a "place probe in this orbit" mission - worked fine with all warping and stuff. Then when my mission was finished I went back to KSC which had nighttime. Usualy, when I return to KSC and it is night, I fast forward until next morning...
I then got several messages like "Valentina is sweating" and "Valentina has burned alive". It stated that the EC ran out and the cooles went of... but when I return to the, now empty, station. It has a full load of EC.

 

Is it because I have installed Background processing?

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@EasyAce When BackgroundProcessing is installed, the simulation of solar panels, command pods and generators (like the rtg) are left to it. Now, maybe the recent 'resource cache' I implemented in version 1.0.4 is messing with it.  Please try to remove BackgroundProcessing and see if the problem manifest again.

 

@Bersagliere81 Will check, maybe the contract condition broken with the new belts.

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Thank you. I forgot to mention that last week it did work properly. I don't think I have updated it via CKaN recently, can't remember

 

EDIT: the Geiger also behaves strangely. It randomly reads 0.2 and 0.1 both at ground or low orbit.

Edited by Bersagliere81
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8 minutes ago, ShotgunNinja said:

@EasyAce When BackgroundProcessing is installed, the simulation of solar panels, command pods and generators (like the rtg) are left to it. Now, maybe the recent 'resource cache' I implemented in version 1.0.4 is messing with it.  Please try to remove BackgroundProcessing and see if the problem manifest again.

Then'll leave "BackgroundProcessing" and Valentina behind... I'll give you a heads up if more of my Kerbals die. Now I've already lost three of them within 10 days :-(

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49 minutes ago, Bersagliere81 said:

the Geiger also behaves strangely. It randomly reads 0.2 and 0.1 both at ground or low orbit

Radiation now is greater than zero everywhere. And now it is blocked by atmosphere depending on where you are inside it and how dense it is. But those values are not looking right.

What radiation value does the 'vessel info window' say? Also the geiger counter indicator is not linear: it has to represent values from 0.001 to 10.0. Radiation values you usually encounter in normal activities are below 0.02, but are represented in the first third of the indicator space, graphically.

 

50 minutes ago, EasyAce said:

Now I've already lost three of them within 10 days

That's the reason I added the 'motivational notifications' you see when a Kerbal die.

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