Jump to content

WaveFunctionP

Members
  • Posts

    863
  • Joined

  • Last visited

Everything posted by WaveFunctionP

  1. documentation!? lolololololol jjk. The most complete documentation I've found is here: https://github.com/Anatid/XML-Documentation-for-the-KSP-API Not specific for your purposes, but I've yet to find a better resource.
  2. Experimental version has been recompiled, I quite literally did no code changes, so don't expect miracles. Some things to note: There has been no pass on part costs, so expect funkiness and be pleasantly surprised if there is not. Should someone like to take it to task, I'll gladly accept any reasonably balanced adjustments if someone wants to make a list. Let me know of any errors you see. red or yellow text in the debug log. I've done no testing on this version. I can't say that I can or will fix them, but I won't know for a while as I'm not playing kspi just yet. As usualy, THIS EXPERIMENTAL VERSION IS NOT THE RESPONSIBILITY OF FRACTALUK. Don't blame him for any of my silliness. And do expect silliness. This is not the stock kspi recompiled. See the changelog for details, but quite a number of things are different such the aggressive automatic power reception throttling, which is quite a deviation from the way stock handles throttling.
  3. Been waiting for fractal to push an new version, but if there is interest, I can compile and push a new version of my experimental version.
  4. New version for .24. v 0.24-1 - Experiment Filtering Experiments without available science will no longer run automatically. (Usually.) Plugin and window are disabled in sandbox mode.
  5. Looks like there is an issue with biomes. I do a running update on my vessel state, I save this state at certain points. It is how I detect transitions from one state to another. I've added some additional logging and I've notices utils was misreporting as you say. The good news is that your solution simplifies the search that I needed to do to find existing data on the vessel so that it is not rerun in a loop. I had been reconstructing the experiment masks by manually building a string for each possible situation mask. Now I can just do a contains check on the data and it appears to be working. It is picking up an additional state on launch, where it thinks that the vessel is landed on shores. It still tries to return science values for invalid biomes. [LOG 16:34:09.192] [For Science] Vessel in new experimental situation. [LOG 16:34:09.192] [For Science] Checking experiment: crewReport@KerbinInSpaceHighGrasslands [LOG 16:34:09.193] [For Science] data.subjectid: barometerScan@KerbinFlyingLow [LOG 16:34:09.194] [For Science] data.subjectid: atmosphereAnalysis@KerbinFlyingLowShores [LOG 16:34:09.194] [For Science] data.subjectid: crewReport@KerbinFlyingHigh [LOG 16:34:09.195] [For Science] data.subjectid: barometerScan@KerbinFlyingHigh [LOG 16:34:09.195] [For Science] data.subjectid: temperatureScan@KerbinFlyingHigh [LOG 16:34:09.196] [For Science] data.subjectid: crewReport@KerbinInSpaceLow [LOG 16:34:09.197] [For Science] data.subjectid: temperatureScan@KerbinInSpaceLow [LOG 16:34:09.197] [For Science] ScienceValue availible: 5 [LOG 16:34:09.198] [For Science] Running experiment: mk1pod (Untitled Space Craft) [LOG 16:34:09.198] [Experiments]: Setting FX Modules to 1... [LOG 16:34:09.199] [Experiments]: FX Modules set: 1 [LOG 16:34:09.200] [For Science] Checking experiment: barometerScan@KerbinInSpaceHighGrasslands [LOG 16:34:09.200] [For Science] Skipping: Experiment is not available. [LOG 16:34:09.201] [For Science] Checking experiment: temperatureScan@KerbinInSpaceHighGrasslands [LOG 16:34:09.201] [For Science] Skipping: Experiment is not available. [LOG 16:34:09.202] [For Science] Checking experiment: gravityScan@KerbinInSpaceHighGrasslands [LOG 16:34:09.203] [For Science] Skipping: No more science is available. [LOG 16:34:09.203] [For Science] Checking experiment: atmosphereAnalysis@KerbinInSpaceHighGrasslands [LOG 16:34:09.204] [For Science] Skipping: Experiment is not available. [LOG 16:34:09.239] [For Science] Tranfering science to container. [LOG 16:34:09.328] [For Science] Tranfering science to container. [LOG 16:34:09.329] [Experiments]: Setting FX Modules to 0... [LOG 16:34:09.329] [Experiments]: FX Modules set: 0 [LOG 16:34:09.484] [For Science] Tranfering science to container. [LOG 16:34:09.628] [For Science] Vessel in new experimental situation. [LOG 16:34:09.628] [For Science] Checking experiment: crewReport@KerbinInSpaceHighShores [LOG 16:34:09.629] [For Science] data.subjectid: barometerScan@KerbinFlyingLow [LOG 16:34:09.630] [For Science] data.subjectid: atmosphereAnalysis@KerbinFlyingLowShores [LOG 16:34:09.630] [For Science] data.subjectid: crewReport@KerbinFlyingHigh [LOG 16:34:09.631] [For Science] data.subjectid: barometerScan@KerbinFlyingHigh [LOG 16:34:09.631] [For Science] data.subjectid: temperatureScan@KerbinFlyingHigh [LOG 16:34:09.632] [For Science] data.subjectid: crewReport@KerbinInSpaceLow [LOG 16:34:09.633] [For Science] data.subjectid: temperatureScan@KerbinInSpaceLow [LOG 16:34:09.633] [For Science] Skipping: Found existing experiment data: crewReport@KerbinInSpaceHigh The data.subjectid is me searching the science container for existing experiments. the experiment mask generated by sciencesubject. var currentScienceSubject = ResearchAndDevelopment.GetExperimentSubject(currentExperiment.experiment, currentSituation, currentBody, currentBiome); var currentScienceValue = ResearchAndDevelopment.GetScienceValue(currentExperiment.experiment.baseValue * currentExperiment.experiment.dataScale, currentScienceSubject); Debug.Log("[For Science] Checking experiment: " + currentScienceSubject.id); I've added a check for biomeisrelevant to string.empty the biome parameter for getexperimentsubject, which appears to resolve the issue of return invalid experiments. I'll need to test is more. I'm not sure if I'll need to do the same for situation. Thanks again, evil. I've been banging my head on this too long. It's always something simple and thats the most frustrating part for me, because I know it.
  6. No, mechjeb can't predict the variable thrust values accurately. It works fine enough to launches, but anything require finesse with make mechjeb go crazy. Like the way thermal nozzles will nearly always crash when attempting to land, it doesn't predict the lower thrust due to atmospheric pressure.
  7. There are config files for the engine propellants. enginepropellants.cfg and electricenginepropellants.cfg, for the thermal engines and electric engines respectively.
  8. getScienceValue always returns the full science value regardless of how many times you've recovered data from that particular experiment and situation. getNextScienceData returns how much science you will get the next time you use the experiment after recovering the current value. At least, that is what is happening to me. I don't really need the actual value to be honest, simply knowing if it has been run before is good enough. If I can't check the current experiment's value, is there a way to check the r&D facility for previously run experiments at least?
  9. You don't have a generator attached to your reactor. Reactors generate thermal power and/or charged particles. You need a generator attached to such a source to convert either or both of those sources into MJs (power). See my video tutorials, they should get you up to speed.
  10. Its not returning the proper values. I'm getting the values that would be returned if the experiment had never been ran. I'm looking for the number that would show up on the results dialog. edit: I'm an idiot as usual. was using getsciencevalue instead getnextsciencevalue. doh!
  11. Hmm, I've tried that. At least, I think I'm doing the same thing. I get data values of 1.5 for crew reports on the launchpad even when they have always been run. It looks like it always return the science cap. datascale returns 1, when it should be 0 for the crew report. var currentScienceSubject = ResearchAndDevelopment.GetExperimentSubject(currentExperiment.experiment, currentSituation, currentBody, currentBiome); var currentScienceValue = ResearchAndDevelopment.GetScienceValue(currentExperiment.experiment.baseValue * currentExperiment.experiment.dataScale, currentScienceSubject); currentExperiment is the current experiment module that I'm checking. I run through them each time the plugin in activated or there is change in situation. edit: nm, its not working.
  12. I'm trying to do a check for an experiment's science values before the experiment is run to stop worthless science popups in my addon. I've tried using getsciencevalue and getnextsicencevalue, but I just get some error about object state. Additionally, how does one intact with the experiment dialog? I'l like to be able to hide the results and/or condition execution based upon user input on the result page.
  13. Oh, I know why it would happen, it is just that it shouldn't happen. My 3 Vista engines pull a heck of a lot more power than that extraction process and do not cause uneven thrust. I can cycle them at will.
  14. Radiators aren't a problem. It your reactor and container separated by a docking ring? That may be the issue.
  15. So, apparently using the extractor can cause thermal nozzles to output uneven thrust. http://www.twitch.tv/wavefunctionp/b/547050894?t=2h6m Sorry for bad mic, noise gate was cutting my off for some reason.
  16. Fusion likes to be buggy during high warp. Wasteheat will spike or whatnot and turn off the reactors. It's rather annoying, you're best bet is to keep a close eye on your resources during warp and stop warp if the reactors decide to turn off. I had more trouble than usual on my last dres mission. http://www.twitch.tv/wavefunctionp/b/546098771?t=1h43m You can see the reactor turn off when I go to warp. I have to manually restart them several times this mission. Eventually I said %%%% it , since I had turned off all the major drains and just kept an eye on MJ capacity. I had a lot of bugs that mission in any case. Even kerbin disappeared on me! edit: Yes, you don't need parachutes when your ship has 40dv, 6+ TWR on demand and can refuel in just about any planet system. I had to restart and apparently OBS didn't recording any video after that. For those that I have been following along, that is the new prototype for the prometheus grand tour ship that I was working on. Probably going to add the flat radiators to it instead, maybe that will fix the waste heat issue during high warp. I could probably lose more fuel as well.
  17. You have to be careful with many kspi parts, they're models look great, but they aren't the best functional models.
  18. It's a text document. You'll need to locate the vessel and part in question and edit the resource values. You might start with searching for "nan". I'm mostly guessing here though.
  19. DT vista engines like to consume the tritium from the reactor before using its only supply. Always be careful to keep some in the reactor and engines to keep things running. It is also important to remember to turn on breeding each time you turn the reactor on, as you will run out of trittium if you forget and can get stranded. Fusion can be a bit buggy. I've found that making sure you have enough EC capacity can alleviate some of the issues, such as generators shutting down when you focus or launch them. But others like the generators mis-reporting to the resource manager their output can more problematic. You have to result to capping your demand manually with a transmitter for instance, or turning off generators so that output isn't misreported. The NaN thing is just a strait bug. I haven't personally run into it, but there have been quite a few reports. You'll need to save file edit, transfer the resource around or use a mod to edit the resource in quesiton which may fix the error. Though, sometimes simply restarting or switching ships may help. It's hard to say because I've never been able to reproduce the bug.
  20. If you do some weird placement, you'll need to connect fuel lines. Much the same as you would need to connect oddly placed fuel tanks. You'll need to place them backward for the isru.
  21. You have to pull out into the vab to tell. The names are different, which doesn't help you if you don't know what it means. Player messaging is an issue with the mod.
  22. I never clip because I hate those phantom forces that make your vessel randomly explode.
  23. There isn't anything messing with part sizes in the kspi that I'm aware of. KSPI uses the same part module functionality that the stock game uses to create those parts. Since it is a fairly new issue and kspi has not been changed during that period, your issue may lie elsewhere with other addons.
×
×
  • Create New...