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[1.7.X] Civilian Population [RELEASED : 07/04/2018]


Pamynx

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Hello,

Excited for this mod being updated, me and my friend installed 2.0.12 but we both got hit with huge lagging and performance issues. We noticed odd messages in the debugging window, saying "can not push GUI the window already open"

Related to this; we can click the mod icon once and the window opens with tabs but then the tabs disappears and the above error message begins. But even if the window is not open and the icon not clicked, we are having huge lagging in everywhere (space station, tracking station, on fly etc.)

 

We are trying to use this mod on Dark Multi player and cheats are disabled from the server settings, could this be the issue because I noticed there's a tab for cheats in this mod's gui.

That brings me to another question; if we ever be able to run this mod without issues how can we disable the cheats menu from it, because we don't allow cheats on our server?

 

Thanks everybody in advance, and thank you for carrying this mod to this day.

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On 15/02/2018 at 7:56 AM, FreeThinker said:

Please do not confuse Depleted Uranium with Depleted Fuel which is the CRP waste product of Nuclear Fission

to clarify:

Uranium Ore is split into Enriched Uranium and Depleted Uranium in a Isotope Centrifuge

(Fertile) Depleted Uranium  or Thorium is converted into  Plutonium or (Fissionable) Enriched Uranium , in a Breeder reactor,

Plutonium  or Enriched Uranium undergoes fission and is converted into Actinides in a Nuclear Power Reactor.

Actinides can then be reprocesed into Depleted Fuel  and Enriched Fuel in a Fuel Re-processor.

I just want to make it simple, not realistic : the reactor consume uranium to produce electricity, xenon and depleted uranium. I will perhaps change that to match the behaviour of other mods using uranium in the future.

6 hours ago, Smart Parts Wanter said:

Hello,

Excited for this mod being updated, me and my friend installed 2.0.12 but we both got hit with huge lagging and performance issues. We noticed odd messages in the debugging window, saying "can not push GUI the window already open"

Related to this; we can click the mod icon once and the window opens with tabs but then the tabs disappears and the above error message begins. But even if the window is not open and the icon not clicked, we are having huge lagging in everywhere (space station, tracking station, on fly etc.)

 

We are trying to use this mod on Dark Multi player and cheats are disabled from the server settings, could this be the issue because I noticed there's a tab for cheats in this mod's gui.

That brings me to another question; if we ever be able to run this mod without issues how can we disable the cheats menu from it, because we don't allow cheats on our server?

 

Thanks everybody in advance, and thank you for carrying this mod to this day.

You should perhaps try the previous version 2.0.11, I still have many problems with the current version and few time to work on it.

On 20/02/2018 at 6:33 AM, HebaruSan said:

One last post to resolve the issue: The nice maintainer at the Commons Compress project reports that this issue is fixed in version 1.15 of that package, with their latest version being something like 1.16.1. That would be libcommons-compress-java on Ubuntu and possibly other systems, and the latest version in my OS's repo is 1.13, so I find this explanation plausible. @Pamynx, if you can find a way to upgrade your commons-compress package to 1.15 or later, your existing build pipeline should become CKAN-compatible.

I managed to fix he plugin in order to build a correct ZIP and created an issue for maven assembly plugin : https://issues.apache.org/jira/browse/MASSEMBLY-878

I check the headers and I know get different values (4B030414 instead of 4B03040A). Do you have a simple way to check the zip I get is now correct ?

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10 minutes ago, Pamynx said:

I just want to make it simple, not realistic : the reactor consume uranium to produce electricity, xenon and depleted uranium. I will perhaps change that to match the behaviour of other mods using uranium in the future.

Pardon me for butting in. The "standard" for simplicity, as practically set by Near Future Electric is EnrichedUranium --> DepletedFuel. 1:1 conversion, no byproducts. Room can be left for ease of writing, and collision free compatibility with other reactor reactor-intensive mods like FreeThinker's own, KSP Interstellar.

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22 minutes ago, Pamynx said:

I managed to fix he plugin in order to build a correct ZIP and created an issue for maven assembly plugin : https://issues.apache.org/jira/browse/MASSEMBLY-878

I check the headers and I know get different values (4B030414 instead of 4B03040A). Do you have a simple way to check the zip I get is now correct ?

I have been running `unzip -ZsvhM ksp-civilian-population-mod-2.0.12.zip` with some flags to get info about the Traits.cfg file:

Central directory entry #18:
---------------------------

  CivilianPopulation/Experience/Traits.cfg

  offset of local header from start of archive:   1031
                                                  (0000000000000407h) bytes
  minimum software version required to extract:   2.0

The 00...00407h is a hex byte offset into the file, so I run `hexdump -C ksp-civilian-population-mod-2.0.12.zip` and scroll to that position, then find the two bytes after 50 4b 03 04, which marks the start of a new file entry:

00000400  74 69 6c 69 74 79 2f 50  4b 03 04 0a 00 08 08 08  |tility/PK.......|
                                            ^^ ^^
00000410  00 ab b8 30 4c 43 fa a3  ea 50 00 00 00 65 00 00  |...0LC...P...e..|
00000420  00 28 00 00 00 43 69 76  69 6c 69 61 6e 50 6f 70  |.(...CivilianPop|
00000430  75 6c 61 74 69 6f 6e 2f  45 78 70 65 72 69 65 6e  |ulation/Experien|
00000440  63 65 2f 54 72 61 69 74  73 2e 63 66 67 73 8d 08  |ce/Traits.cfgs..|

If it now says "14 00" instead of "0a 00", then it's fixed. If the new file is online somewhere I'd be happy to take a look at it and let you know.

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22 minutes ago, JadeOfMaar said:

Pardon me for butting in. The "standard" for simplicity, as practically set by Near Future Electric is EnrichedUranium --> DepletedFuel. 1:1 conversion, no byproducts. Room can be left for ease of writing, and collision free compatibility with other reactor reactor-intensive mods like FreeThinker's own, KSP Interstellar.

Hum, ok, perhaps a problem from the version I discovered when I took over the mod then. I will put it in my TODO list.

 

7 minutes ago, HebaruSan said:

I have been running `unzip -ZsvhM ksp-civilian-population-mod-2.0.12.zip` with some flags to get info about the Traits.cfg file:


Central directory entry #18:
---------------------------

  CivilianPopulation/Experience/Traits.cfg

  offset of local header from start of archive:   1031
                                                  (0000000000000407h) bytes
  minimum software version required to extract:   2.0

The 00...00407h is a hex byte offset into the file, so I run `hexdump -C ksp-civilian-population-mod-2.0.12.zip` and scroll to that position, then find the two bytes after 50 4b 03 04, which marks the start of a new file entry:


00000400  74 69 6c 69 74 79 2f 50  4b 03 04 0a 00 08 08 08  |tility/PK.......|
                                            ^^ ^^
00000410  00 ab b8 30 4c 43 fa a3  ea 50 00 00 00 65 00 00  |...0LC...P...e..|
00000420  00 28 00 00 00 43 69 76  69 6c 69 61 6e 50 6f 70  |.(...CivilianPop|
00000430  75 6c 61 74 69 6f 6e 2f  45 78 70 65 72 69 65 6e  |ulation/Experien|
00000440  63 65 2f 54 72 61 69 74  73 2e 63 66 67 73 8d 08  |ce/Traits.cfgs..|

If it now says "14 00" instead of "0a 00", then it's fixed. If the new file is online somewhere I'd be happy to take a look at it and let you know.

You can check the file here : http://nexus.amis.tv/repository/maven-snapshots/tv/amis/pamynx/ksp-civilian-population-mod/2.0.13-SNAPSHOT/ksp-civilian-population-mod-2.0.13-20180225.223723-1.zip

Thanks !

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6 minutes ago, Pamynx said:

It's fixed! Thanks for addressing this!

00000400  74 69 6c 69 74 79 2f 50  4b 03 04 14 00 00 08 08  |tility/PK.......|
                                            ^^ ^^
00000410  00 0f 6f e8 4a 43 fa a3  ea 50 00 00 00 65 00 00  |..o.JC...P...e..|
00000420  00 28 00 00 00 43 69 76  69 6c 69 61 6e 50 6f 70  |.(...CivilianPop|
00000430  75 6c 61 74 69 6f 6e 2f  45 78 70 65 72 69 65 6e  |ulation/Experien|
00000440  63 65 2f 54 72 61 69 74  73 2e 63 66 67 73 8d 08  |ce/Traits.cfgs..|

 

Edited by HebaruSan
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  • 3 weeks later...
On 3/17/2018 at 12:17 PM, CaptKordite said:

Is there an update to KSP 1.4.1 coming?

Just went to Github thinking "Hey, maybe the previous version will work. It's happened before," and saw the 1.4.1 download uploaded 19 minutes ago. . . . . .Oops. That's not working. Guess it's still under development. I guess that answers my question. Yes, it's coming, just not yet.

Edited by CaptKordite
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It is supposed to be ...

As real kerbals are spwaned, those kerbals will consume ressources like the others.

The problem is they are not really spawned in background, you need to focus the vessel, thus they will not be "real" and "visible" for the other mods before.

I also need to test with differents mods (Kerbalism, TACLS and MKS/OKS) and configure the parts properly.

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It should work properly (Provided the HOMEWORLD is changed by After Kerbin mod for contractor missions). Unfortunately, 1.4.1 is not compatible with 1.3.1 producing tons of logs.

Thus you have 2 options :

- Wait for a 1.4.1 (or 1.4.2) compatible version of After Kerbin.

- Build your own version of the mod against 1.3.1.

I can help you if you choose the second options but I will leave all the testing to you.

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  • 2 weeks later...
13 hours ago, EndTraveler said:

by that I meant do they die of old age

This is what I mean, everybody dies, even heroes ...

... perhaps I should think about a way to get a new generation of heroes.

Any ideas ?

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  • 2 weeks later...
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