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Angelo Kerman

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Everything posted by Angelo Kerman

  1. I put out a request for someone to balance DSEV's USI-LS support, but nobody has taken me up on that, so you're bound to see issues.
  2. Ah, forgot about those. I was planning to release those once I got to the Kopernicus. Why you need them now?
  3. That's correct. mobile emitters don't create fake kerbals, they just simulate holograms using real kerbals. But you can change their skill set on the fly..
  4. Finally in the home stretch with the tilt-rotor: Now I have some bug stomping to do. Once that's done, I can move onto the gas turbine (placeholders shown).
  5. @TheEpicSquared Yup, it's definitely Kopernicus causing the error: [LOG 17:22:58.266] Load(Assembly): Kopernicus/Plugins/Kopernicus.Components [LOG 17:22:58.267] AssemblyLoader: Loading assembly at C:\Users\Ronak\Desktop\KSP 1.2.2\GameData\Kopernicus\Plugins\Kopernicus.Components.dll [LOG 17:22:58.270] AssemblyLoader: KSPAssembly 'Kopernicus.Components' V1.0 [EXC 17:33:59.225] NullReferenceException: Object reference not set to an instance of an object Kopernicus.RuntimeUtility.UpdateMenu () Kopernicus.RuntimeUtility.Start () [EXC 17:33:59.297] IndexOutOfRangeException: Array index is out of range. Kopernicus.Components.KopernicusStar.Start () [EXC 17:33:59.366] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [ERR 17:33:59.825] Exception handling event onNewGameLevelLoadRequestWasSanctionedAndActioned in class <>c:System.NullReferenceException: Object reference not set to an instance of an object at Kopernicus.StarLightSwitcher+<>c.<Start>b__2_1 (GameScenes scene) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 [EXC 17:33:59.832] NullReferenceException: Object reference not set to an instance of an object Kopernicus.StarLightSwitcher+<>c.<Start>b__2_1 (GameScenes scene) EventData`1[GameScenes].Fire (GameScenes data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(GameScenes) <FireLoadedEvent>c__Iterator68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 17:33:59.895] Exception handling event onNewGameLevelLoadRequestWasSanctionedAndActioned in class RuntimeUtility:System.NullReferenceException: Object reference not set to an instance of an object at Kopernicus.RuntimeUtility.UpdateMenu () [0x00000] in <filename unknown>:0 at Kopernicus.RuntimeUtility.<Awake>b__1_0 (GameScenes scene) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 [EXC 17:33:59.898] NullReferenceException: Object reference not set to an instance of an object Kopernicus.RuntimeUtility.UpdateMenu () Kopernicus.RuntimeUtility.<Awake>b__1_0 (GameScenes scene) EventData`1[GameScenes].Fire (GameScenes data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(GameScenes) <FireLoadedEvent>c__Iterator68:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) and a whole lot of these.. [EXC 17:34:00.848] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () I think you're going to need to talk to @Galileo about this, and be sure to specify the exact version of Kopernicus you're using.
  6. Just the logs. I'm pretty certain you ran into the same problem with Kopernicus that I did. Don't know how to fix it though..
  7. My mods use the production chains that EL and OSE Workshop come with, so it's best to make your own templates if you want your own production chains or combination of converters. One thing that might be useful to you is the WBIProspector, found in the geology lab and the Claimjumper. It converts Ore into whatever resources the local biome has. It's akin to sifting dirt for exotic minerals and rare metals.
  8. Yup, sure would. But the downside is that the generator would lack a smoke trail, sound effects, and variable output based on atmospheric conditions and spool time. These are features that I want in the gas turbine.
  9. Wow! What all did you do to cause the explosion? One second it looked like you were performing an off-center explosion, the next, boom! did you switch vessels or something?
  10. I found a workaround for the fuel problem: don't give the engine module a valid thrust transform, and it thinks it's generating thrust while not actually pushing the vessel around. It's a hack, but for now it'll work until I can come up with a better solution.
  11. Is it getting stuck in ksp 1.2.2? If so, post your logs and maybe I can see where it is getting stuck. If you updated Kopernicus recently, that might be why you are seeing a blank screen. I had a similar problem on my career game.
  12. I switched the tilt-rotor over from its LiquidFuel/IntakeAir test configuration to its Atmosphere/ElectricCharge production configuration, and then verified that my idea of a gas turbine generator will work. The gas turbine generator is throttle controlled, and instead of producing thrust, it generates copious amounts of ElectricCharge. The downside is that it needs oxygen to work, so it's restricted to Kerbin and Laythe in the stock game. Since the tilt-rotor will work in non-oxygenated atmospheres, the Buffalo will be getting a nuclear reactor to power the rotors on worlds like Duna and Eve. Also, I'm almost done with the texture work:
  13. Not much to report on tonight, but I did switch the tilt-rotor over from LiquidFuel/IntakeAir to Atmosphere/ElectricCharge, and then verified that my idea of a gas turbine generator will work. I'm almost done with the texture work: Hm, well, I did uncover a problem with the gas turbine: when generating virtually no thrust, it consumes no fuel! Using the stock engine part module doesn't quite work. The alternator is doing its job, but I have to figure out how to consume resources. Maybe what I can do is have thrust transforms that cancel each other out...
  14. Well, WBIConvertibleStorage implements IPartCostModifier, which asks the convertible storage for a part cost modifier. The way NathanKell described it to me, that modifier is added to the base cost of the part. For the convertible storage, it looks up the unit cost of each resource that the template holds, and then multiplies it by the amount. So for example, if a storage tank is holding FusionPellets, each unit of FusionPellets costs 150 Funds. A Titan-1800 holds 5600 units, so the cost should be 5600 * 150 = 840,000. Here's what I see in the editor for FusionPellets: And this is for LiquidFuel/Oxidizer: When I reconfigure the storage, it does properly calculate the total cost including resources. So the code is working properly as far as I can tell. To re-calculate the dry mass is going to be a significant undertaking for not just MOLE, but for most if not all of my storage tanks across all my mods. This is doable, but time consuming, and right now I'm hip deep in getting Buffalo Wings working. If the community would like to help though, it's important to know a few things about how WBI fuel tanks work: Each tank has a storage capacity that's specified by the capacityFactor variable. Wild Blue tanks are standardized on 5600 liters, so capacityFactor 1 = 5600 liters*. Stock LiquidFuel and Oxidizer take up 5 liters per unit instead of 1-liter per unit like most resources in the CommunityResourcePack. Thus, the Rockomax X200-16, which is the closest to my Titan 1800, holds 1600 units of LiquidFuel/Oxidizer. In terms of 1-liter units, that X200-16 holds about 4977.8 liters. If I empty the X-200 tank, its dry-mass cost drops to 816 Funds. So, the cost per liter is 816/4977.8 = 0.1639 Funds/Liter. Multiply by 5600, and you get a dry-mass cost of 918 Funds for the Titan-1800. Hence, to recalculate the dry mass on all my tanks: Find the tank's capacityFactor, found with the WBIConvertibleStorage module. Multiply the capacityFactor by 918 to get the tank's dry mass cost. Send me a pull request. [*] 5600 liters became the standard because that's the volume of the tank that fit inside my Hex Truss part. In retrospect, it would've been better to standardize on 1000 liters, but I was in a rush and trying to get parts done for Das Valdez's Discovery II stream...
  15. The geology lab requires a Scientist to reconfigure or inflate. If you're using an Engineer, you don't have the required ScienceSkill. Be sure to check the required skill when you Manage Operations. The context menu sounds like something to do with the game. For the Chuckwagon, it looks like it just needs an airlock trigger. I'll have that in the next release.
  16. Congrats on finishing a great story! Looking forward to seeing what you have next.
  17. Ok, send me a pull request with the adjusted values, and I'll review them. MOLE does not support MKS. You'll need someone with the ScienceSkill to improve efficiency. It's the same as it is for any other experiment.
  18. The Heisenberg's hangar deck is 10m wide; that's the same size as the longest Mk3 cargo bay. Glad you're having fun with the JetWing too. :)
  19. You will need to properly balance the craft before flight. You can use the CompressedAir RCS thrusters from the Heisenberg for the time being, but the Buffalo will have its own RCS thruster as well.
  20. Ignoring the weird texturing on the nacelle for a moment, I played around with the tilt-rotor tonight and realized that the Buffalo-sized tilt-rotor would look too small against the Mk3 fuselage, not to mention that it won't generate enough thrust. Hence, the next release will have the WB-22 "Typhoon" for the Buffalo, and the WB-44 "Hurricane" for the Mk3 fuselage: Also, given how long it's taking me to get the next release out (sigh), I think I'll create a pre-release with just the tilt-rotors and the gas turbine generator once I get those two parts done. There's a lot more to do in this release, but at least you'll get a chance to play with the motors while I'm working up the remaining parts.
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