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[1.5.0 <-> 1.8.1] Kerbalism v3.2


N70

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10 hours ago, Sir Mortimer said:

Probably an odd incompatibility with Unity. Should be fixed, try the latest beta: https://builds.spaceball.cf

Yep that eliminated about 50,000 entries.

 

Now, there is just this ...

[ERR 11:03:17.803] [ModuleManager] Exception while processing node : Kerbalism/Support/ContractConfigurator/@CONTRACT_TYPE[*]

[EXC 11:03:17.963] NullReferenceException: Object reference not set to an instance of an object
	ConfigNode.CopyToRecursive (.ConfigNode node, Boolean overwrite)
	ConfigNode.CopyToRecursive (.ConfigNode node, Boolean overwrite)
	ConfigNode.CopyToRecursive (.ConfigNode node, Boolean overwrite)
	ConfigNode.CopyTo (.ConfigNode node, System.String newName)
	ModuleManager.MMPatchLoader.ModifyNode (ModuleManager.Collections.ImmutableStack`1 original, .ConfigNode mod, PatchContext context)
	ModuleManager.PatchApplier.ApplyPatches (System.String stage, IEnumerable`1 patches)
	UnityEngine.Logger:LogException(Exception)
	ModuleManager.Logging.UnityLogger:Exception(String, Exception)
	ModuleManager.Logging.ModLogger:Exception(String, Exception)
	ModuleManager.Logging.ExceptionMessage:LogTo(IBasicLogger)
	ModuleManager.<ProcessPatch>d__33:MoveNext()
	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[ERR 11:03:17.967] [ModuleManager] Processed node was
Kerbalism/Support/ContractConfigurator/@CONTRACT_TYPE[*]
  @CONTRACT_TYPE[*]
  {
    @PARAMETER[*]:HAS[#partModule[ModuleScienceLab]]
    {
      @partModule = Laboratory
    }
    @PARAMETER[*]
    {
      @PARAMETER[*]:HAS[#partModule[ModuleScienceLab]]
      {
        @partModule = Laboratory
      }
      @PARAMETER[*]
      {
        @PARAMETER[*]:HAS[#partModule[ModuleScienceLab]]
        {
          @partModule = Laboratory
        }
        @PARAMETER[*]
        {
          @PARAMETER[*]:HAS[#partModule[ModuleScienceLab]]
          {
            @partModule = Laboratory
          }
        }
      }
    }
    @REQUIREMENT[*]:HAS[#partModule[ModuleScienceLab]]
    {
      @partModule = Laboratory
    }
    @REQUIREMENT[*]
    {
      @REQUIREMENT[*]:HAS[#partModule[ModuleScienceLab]]
      {
        @partModule = Laboratory
      }
      @REQUIREMENT[*]
      {
        @REQUIREMENT[*]:HAS[#partModule[ModuleScienceLab]]
        {
          @partModule = Laboratory
        }
        @REQUIREMENT[*]
        {
          @REQUIREMENT[*]:HAS[#partModule[ModuleScienceLab]]
          {
            @partModule = Laboratory
          }
        }
      }
    }
  }

 

Edited by TranceaddicT
grammarpedant
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25 minutes ago, Gordon Dry said:

I've got both those:

CC = 1.25.0

CC_RT.dll

The .dll is a different size.  Your Dropbox version is 3.28kB vs the CKANinstalled 35.8kB.

 

I'll run a new instance with yours and let you know in about 15-20m.

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41 minutes ago, Gordon Dry said:

@TranceaddicT it's not my .dll, it's from @PiezPiedPy

Should be 32 KB

Yep, that fixed it.

The one that ships with the current CKAN install is 35.8kB from April.

 

And the link you provided for 1.25.0, both are wrong size.

The MM error still exists

1 error related to GameData/Kerbalism/Support/ContractConfigurator.cfg
 

Edited by TranceaddicT
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@thepokeyene
stock antennas:
https://github.com/steamp0rt/Kerbalism/blob/master/GameData/Kerbalism/System/Signal.cfg#L109

RemoteTech antennas:
https://github.com/steamp0rt/Kerbalism/blob/master/GameData/Kerbalism/Support/RemoteTech.cfg#L270

Already like that for some time now ...

Why is it lower than stock?

Quote

Specifically, in a noise-free channel, Nyquist tells us that we can transmit data at a rate of up to

C=2Blog2M

bits per second, where B is the bandwidth (in Hz) and M is the number of signal levels.

But this is not used in KSP, because data transmission is not using any given frequency - what I really want to say, is that for example a Voyager sends with 19W, which is 0.019 KW - and 1 KW == 1 EC.

Of course when going to KSP, everything becomes kerbalized ... we could assume that a kerbalized Voyager would use 0.019 EC/s to transmit data ... or better said, when using Kerbalism and RemoteTech, the antenna of Voyager would use 0.019 EC/s all the time ...

@PiezPiedPy too simple, too difficult, totally wrong?

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On 10/7/2018 at 1:43 PM, tdubic said:

Kerbalisam on new KSP 1.4.5 break game. Science is not collecting. I tested this deleting one mod a time and then start new game and test if science work. After deleting kerbalism everything work just fine.
Kerbalism is one of best mods, but we can't use him if he break most important aspect of game.
 

I can also attest to this. Trying to start a new campaign in 1.4.5, want to try out kerbalism for the first time as well. It's possible to transmit data, however any science stored in the vehicle is lost when recovered. Would love to see a fix to this @N70 as I'd love to get started on my new campaign asap!

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Is there a particular reason as to why SSPX's greenhouse config depends on the default profile?

@PART[sspx-greenhouse-25-1|sspx-greenhouse-375-1]:NEEDS[ProfileDefault]:FOR[Kerbalism]

I had to change the NEEDS: tag to "StationPartsExpansionRedux" in order to be able to use the greenhouse on my save, which uses a custom Kerbalism RSS profile.

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Kerbalism sets everything that uses power to a number way to high to be able to launch anything.

Using the 1st control probe. I had to add around 100 1X1 square solar panels and I still couldn't keep a charge.
Launching at night with ltv45. I lost power in less than a few seconds.
Launching in the day. I still lost power.

I had to put a MK1 command pod and a kerbal on board to get the satellite into orbit. However when I released the probe, I would loose power then it would go back up to around 10 of the allowed 400 from the massive batteries I spammed on the craft.
Then it would fall.

I put the probe into dormant mode and it would still loose power.
All antenna's were retracted.
I tried the 1st kerbalism antenna but the game wouldn't register it as having an antenna on board for the mission.


Having remote tech installed. Battery usage is fine but I didn't have a need for an antenna signal.
Remove remote tech and power usage was unmanageable.

Edited by David H
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8 hours ago, David H said:

Kerbalism sets everything that uses power to a number way to high to be able to launch anything.

Using the 1st control probe. I had to add around 100 1X1 square solar panels and I still couldn't keep a charge.
Launching at night with ltv45. I lost power in less than a few seconds.
Launching in the day. I still lost power.

I had to put a MK1 command pod and a kerbal on board to get the satellite into orbit. However when I released the probe, I would loose power then it would go back up to around 10 of the allowed 400 from the massive batteries I spammed on the craft.
Then it would fall.

I put the probe into dormant mode and it would still loose power.
All antenna's were retracted.
I tried the 1st kerbalism antenna but the game wouldn't register it as having an antenna on board for the mission.


Having remote tech installed. Battery usage is fine but I didn't have a need for an antenna signal.
Remove remote tech and power usage was unmanageable.

It's not Kerbalism.

Just tried with a brand new install, nothing but Kerbalism (+CRP + MM of course) installed, new sandbox game:

A Octo core with just one Z-200 battery and one antenna will run for more than one hour without solar panels. Even tried it out, it easily remains active on the night side in LKO

https://imgur.com/a/OgaN99o

What does the planner give you when editing your ship in the VAB?

What other mods do you have installed?

12 hours ago, Vanir said:

I can also attest to this. Trying to start a new campaign in 1.4.5, want to try out kerbalism for the first time as well. It's possible to transmit data, however any science stored in the vehicle is lost when recovered. Would love to see a fix to this @N70 as I'd love to get started on my new campaign asap!

I can attest to the opposite :/

Having nothing but Kerbalism on a brand new KSP 1.4.5 install, doing science and recovering it works just fine. 

Are you 100% sure that the science was stored in the part you recovered? When separating from an other part that contains a command module, the science will automatically go to the part with the higher priority. Depending on which part you set as your root part, that might very well be the one you're leaving to burn up in the atmosphere.

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3 hours ago, Sir Mortimer said:

I can attest to the opposite :/

Having nothing but Kerbalism on a brand new KSP 1.4.5 install, doing science and recovering it works just fine. 

Are you 100% sure that the science was stored in the part you recovered? When separating from an other part that contains a command module, the science will automatically go to the part with the higher priority. Depending on which part you set as your root part, that might very well be the one you're leaving to burn up in the atmosphere.

Already checked that. With just a single Mk1 command pod on the launch pad, brand new campaign with default difficulty settings. Crew report yields 1-2 science which is stored in the pod with the kerbal, and then when I try to "recover vessel" no science is yielded. Nothing to do with staging or any science-storing parts being lost before recovery.

I do have a fair few mods installed on top of kerbalism, however I've been through and disabled/enabled all of the mods which alter the science system to try and identify the cause, all to no avail. After disabling kerbalism the science recovery works correctly with the stock behaviour.

Edited by Vanir
Clarification
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4 hours ago, Vanir said:

Already checked that. With just a single Mk1 command pod on the launch pad, brand new campaign with default difficulty settings. Crew report yields 1-2 science which is stored in the pod with the kerbal, and then when I try to "recover vessel" no science is yielded. Nothing to do with staging or any science-storing parts being lost before recovery.

I do have a fair few mods installed on top of kerbalism, however I've been through and disabled/enabled all of the mods which alter the science system to try and identify the cause, all to no avail. After disabling kerbalism the science recovery works correctly with the stock behaviour.

This is odd, because that's exactly what I did, and it works. Again, I have a plain vanilla KSP with nothing but Kerbalism, Community Resource Pack and Module Manager. My best guess is that there is some other mod interfering.

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3 minutes ago, Sir Mortimer said:

This is odd, because that's exactly what I did, and it works. Again, I have a plain vanilla KSP with nothing but Kerbalism, Community Resource Pack and Module Manager. My best guess is that there is some other mod interfering.

Quite possibly, however it's definitely Kerbalism that is the conflicting component here. If I've got time I'll go through adding in every single mod one at a time, see if I can identify the point of failure.

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10 hours ago, Sir Mortimer said:

It's not Kerbalism.

Just tried with a brand new install, nothing but Kerbalism (+CRP + MM of course) installed, new sandbox game:

A Octo core with just one Z-200 battery and one antenna will run for more than one hour without solar panels. Even tried it out, it easily remains active on the night side in LKO

https://imgur.com/a/OgaN99o

What does the planner give you when editing your ship in the VAB?

What other mods do you have installed?

I can attest to the opposite :/

Having nothing but Kerbalism on a brand new KSP 1.4.5 install, doing science and recovering it works just fine. 

Are you 100% sure that the science was stored in the part you recovered? When separating from an other part that contains a command module, the science will automatically go to the part with the higher priority. Depending on which part you set as your root part, that might very well be the one you're leaving to burn up in the atmosphere.

Without Kerbalism
http://prntscr.com/l6ey7s

With

http://prntscr.com/l6ezym
http://prntscr.com/l6ezd2

http://prntscr.com/l6eyk0

http://prntscr.com/l6ezn1

http://prntscr.com/l6ezsy

Mod list

http://prntscr.com/l6f12j

I just tried with just kerbalism.
Something is not compatible.

Edited by David H
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42 minutes ago, David H said:

Installed a few and get double the time.
mod list

http://prntscr.com/l6f3u6

2h18m battery

http://prntscr.com/l6f49l

More mod

http://prntscr.com/l6f5fp

Everything same

Did you by chance install RemoteTech Antennas for stock game mod after you deleted RT?

Because I was experiencing the same problem and just fixed it by renaming RemoteTech folder in gamedata (to RTAntennas). I wanted to remove RT but didn't want to start a new game so I downloaded RT Antennas to prevent vessel deletion because of missing parts.

 

EDIT: Nope doesn't work. It reappeared.

Edited by SpaceVyd
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4 minutes ago, theJesuit said:

Hi @David H.  If the probe has no connection to the KSC then does its power disappate so quickly?  I think I had a similar issue.

I mean is it the connection that is draining the power?

Moved everything out into a desktop folder.
Added a kerbalism then a few at a time.
Everything seems fine now. 1.5 KSP

 

See screenshots

Edited by David H
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8 minutes ago, theJesuit said:

so... did you find what caused the issue?

 

I think it might be remote tech. Having trouble with it as well.
I did what they said over at rt forum. To go into settings and reload seems to help part of rt problem. 
However still don't need an antenna with the test probe I launched and no delay. 
unless the probe has a really long range long range and doesn't show it's signal.
 

 

Edited by David H
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