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Posts posted by Shinsaka
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Works flawlessly now Nice work !
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With nothing selected : works
No mods, some part attributes : works
Just Squad, no part attributes : NullReferenceException
Squad, some part attributes : NullReferenceException
Squad, one random module, one random attribute : NullReferenceException
SquadExpansion, same tests : NullReferenceException
Restock+, no attributes : works !!
Restock+, all attributes : works !
Restock+, ModuleCommand, all attributes: works ! (but many "unknownData" as values)
So, seems that Squad and SquadExpansion are sources of issues.
Also, I noted that you can't get Resources data., it would be very usefull. -
For this csv, all the parts attributes, then Squad and SquadExpansion.
Note that I have the bug with any combination of choices. -
@Geonovast Oops sorry ! I'll use my dropbox from now.
@linuxgurugamer Tested the fix but still got the same error
Here is the log : https://www.dropbox.com/s/7r0rpuhgmgwcnlg/KSP.log?dl=0
Here is an example of csv i obtain : https://www.dropbox.com/s/qwy2necd5wu0i00/Squad.csv?dl=0 -
Awesome !! Thanks for this mod it will really help. Except I can't make it work Tested on my modded and vanilla games, I got a NullReferenceException when I try to export the csv.
Here is my log (vanilla game) :<snip>
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First of all, thanks Scart91 for your awesome work !
This is my favorite suits pack, but now it's all broken with KSP 1.5
I really hope it will be updated. -
Hi ! I just started a new career on 1.4.4 with KCT, StageRecovery and ScrapYard, plus several other mods, and the part recovery to the inventory is not working.
When recovering a vessel, I have the following error log:
Quote[LOG 19:32:16.366] [ScrapYard] Recovered
[ERR 19:32:16.367] Exception handling event onVesselRecovered in class EventListeners:System.NullReferenceException: Object reference not set to an instance of an object
at ScrapYard.InventoryPart..ctor (.ProtoPartSnapshot originPartSnapshot) [0x00000] in <filename unknown>:0
at ScrapYard.EventListeners.VesselRecovered (.ProtoVessel vessel, Boolean someBool) [0x00000] in <filename unknown>:0
at EventData`2[ProtoVessel,System.Boolean].Fire (.ProtoVessel data0, Boolean data1) [0x00000] in <filename unknown>:0[EXC 19:32:16.367] NullReferenceException: Object reference not set to an instance of an object
ScrapYard.InventoryPart..ctor (.ProtoPartSnapshot originPartSnapshot)
ScrapYard.EventListeners.VesselRecovered (.ProtoVessel vessel, Boolean someBool)
EventData`2[ProtoVessel,System.Boolean].Fire (.ProtoVessel data0, Boolean data1)
UnityEngine.Debug:LogException(Exception)
EventData`2:Fire(ProtoVessel, Boolean)
VesselRetrieval:recoverVessel(Vessel)
VesselRetrieval:recoverVessels()
<OnLevelLoaded>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)KCT is build #69 and StageRecovery is #7. I tested with ScrapYard #107 and #109, got the same error.
Strange, the recovery works fine on a sandbox save. It only bugs on career mode.EDIT: Also, a single part can be recovered, but a multi-parts vessel cannot.
If you need more info ask me. I really love these mods, can't play a career without them ^^
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Very nice update. Keep up the good work!
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On 12/01/2017 at 10:31 AM, AliceTheGorgon said:
Okay, version 1.3 is out, featuring configurable fuel types and such.
Massive thanks to @Shinsaka for the help!You're welcome And the conversion ratio is a good idea.
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Great mod!! SAS is so overpower in stock game. And I think you can pack the parts with your plugin.
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1 minute ago, TheRagingIrishman said:
FYI astronauts would never use hydrazine for their EVA packs (it's very toxic and explodey). Current EVA packs use compressed nitrogen.
Thanks for this information! That means if I want to be realistic, I will need the nitrogen resource on command pods to use with EvaFuel, and hydrazine will be only for RCS. Interesting.
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Hello, thanks for your mod, this feature should really be stock. I see you posted an issue on github about making resources configurable. Since I need that for my play (I replace Monop by Hydrazine), I checked how to do it and learned from other mods. I can do it for you if you allow me.
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9 hours ago, JPLRepo said:
I'm not sure how you are getting these numbers.
The default settings:
MK1 in the VAB:
The calcs are correct.
Can you post your settings screen please, and other steps you are doing to produce this? Did you change the settings at all?It's strange, but my issue only appears in the first save I did with this setup. All other saves are okay with correct numbers in VAB/Space/EVA from the default settings. Only this save has the problem. But I didn't changed anything.
Here is the default settings file I have (from github) :SpoilerTACLSGlobalSettings
{
MaxDeltaTime = 86400
ElectricityMaxDeltaTime = 1
FoodResource = Food
WaterResource = Water
OxygenResource = Oxygen
CarbonDioxideResource = CarbonDioxide
WasteResource = Waste
WasteWaterResource = WasteWater
FoodConsumptionRate = 1.6927083333E-05
WaterConsumptionRate = 1.1188078704E-05
OxygenConsumptionRate = 0.001713537562385
ElectricityConsumptionRate = 0.014166666666667
BaseElectricityConsumptionRate = 0.02125
EvaElectricityConsumptionRate = 0.00425
CO2ProductionRate = 0.00148012889876
WasteProductionRate = 1.539351852E-06
WasteWaterProductionRate = 1.4247685185E-05
EvaDefaultResourceAmount = 21600
MaxTimeWithoutFood = 1296000
MaxTimeWithoutWater = 129600
MaxTimeWithoutOxygen = 7200
MaxTimeWithoutElectricity = 7200
}
Here are the default settings ingame (they are different... don't know why...) :
SpoilerWith these settings, the Mk1 Pod has 18h of LS and 2h of EC in VAB and space. EVA has 6h of LS and EC with correct max amounts.
Here are the settings in the bugged save (totally different, but I didn't touched them) :
SpoilerIn this save, the Mk1 Pod has 18h of LS and 2h of EC in VAB, but 3 days of LS and 9h of EC in space. EVA has 6h of LS and EC with incorrect max amounts.
Again, the setup is KSP 1.2.2 with TAC LS 0.12.7 and CRP 0.6.4
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Hello, I noticed a strange behavior with the last version of TAC Life Support.
Here are my tests with vanilla KSP 1.2.2 and default TACLS 0.12.7.0Here is the Mk1 Pod in VAB after loading the game. The LS UI displays 18h of LS resources and 2h of electricity. This is correct according to default parameters.
The pod is send into space. The numbers have changed! Now it's 3 days of LS resources and 9h of electricity.
During EVA, the LS UI displays 6 hours of LS resources and electricity. It's correct, as EvaDefaultResourceAmount is set to 21600 seconds by default. But if the current resource amounts are correct, the maximum amounts are strangely higher.
Reverting the game to VAB, the LS UI displays the wrong numbers as in space. If I quit the building and reenter, it's still wrong. I need to quit the game and reload the save to have the correct numbers... until I launch the ship.
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3 hours ago, FreeThinker said:
Sorry, I meant to say initialResourceAmounts, it has the same format as resourceAmount, but override the default behavior of a full tank
It works, thanks
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I made a lil mistake : ElectricCharge quantities should be displayed in kJ (kilojoules), and EC consumption/production in kW (kilowatts), since 1 watt = 1 joule/sec.
Assuming that 1EC = 1kJ or 1kW second. Seems the case for several mods.
It's minor, and will be corrected in the next update. -
1 hour ago, FreeThinker said:
Yes, you could use resourceAmounts
example:
resourceAmounts = 0,0;0,0
Hmm... I tried, but resourceAmounts sets the max amounts, not the current amounts.
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10 hours ago, FreeThinker said:
This is a feature, not a bug. It tries to maintain it original cost for it's initial, that way if you never change it, it cost would have been the same. However, you have a point that this might not always be desirable. What I could do is add an option the the partmodule which allows to switch this behavior off. Would that help you?
Would be great, thanks
Btw, is it possible to set the resource amounts for the setups ? For example, SimpleConstruction use IFS on the Holding Tanks to store Ore, Metal and RocketParts, but they don't stay at 0.
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Hello, I use IFS 2.3.1 from CKAN, and it seems there's a problem with tank costs.
I understand IFS use the cost value for dry tank cost, instead of full tank cost like KSP (and I think it's better).
But when I cycle tank setups, the first setup uses cost as full tank cost. Only the others use it as dry tank cost.
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KerbalFactory version 0.1.1 Alpha is now available!
Changelog:
- More part and resource parameters.
- Automated fields loading from a ConfigNode to an object.
- Optimization of tables loading and filtering.
- Better debug log messages.
- Corrected issue with table scrollbars.
- ElectricCharge is displayed as kilowatts (kW), and other part resources as game units (u), liters (L), tons (t) and funds (f).
- Part resources, calculations, and some parameters columns are now hidden by default.
KF should now work better with large numbers of parts and resource definitions (filtering parts was crashing with CRP installed).
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1 hour ago, UomoCapra said:
* Fix UI Flickering in Editor when lots of parts loaded.
Awesome, that was really annoying, thanks
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9 minutes ago, bananashavings said:
This is the full error I get: http://pastebin.com/AqTn5xjb.
This comes right after KerbalFactory says "Start parts load".
Thanks for the log, I think I found the error
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7 hours ago, bananashavings said:
Hey man, getting this error: [WRN 10:02:21.483] PartResourceList: Already contains resource of name 'IntakeAtm'. Heres my log: http://pastebin.com/6dWm16Rx
Edit: Removed a cfg called IntakeAtm.cfg and that fixed that error, but know its giving me "[WRN 10:02:21.483] PartResourceList: Already contains resource of name 'LqdFluorine'"
Edit 2: Fixed the resource stuff, but now theres an error saying "Requested value 'OVERRIDE' not found.
Resource definitions and parts are, like in KSP, listed by unique names in KerbalFactory. If there's two items with the same name, the first (in folders/files alphabetical order) will be recorded and the second will rise a harmless warning.
I don't understand the last error, do you know the .cfg file where the word "OVERRIDE" appears ? Or can you give me your mod list ?
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Sorry for disappearing for so long! I'm back, and not empty handed. My old Kerbal Parts Editor project is now rebooted as KerbalFactory, with an Alpha version available for download right now from Github !
This alpha inclues the following working features:
- Load parts and resource definitions from a valid KSP install directory.
- Auto-detect KSP if KerbalFactory is run from its install directory.
- Manage multiple KSP install paths.
- Display resource definitions parameters and some calculations.
- Display some parts parameters (more coming) and resources.
- Allow user to move, resize, hide and show table columns.
- Parts and resources can be filtered by text search or by predefined filters.
- Saves settings and log into a KerbalFactory folder.
Please report any bug you can encounter. Help and suggestions are welcome!
[1.12.x] KSP_DataDump
in KSP1 Mod Releases
Posted
Hello here ! With the release of 1.12 I was trying DataDump again, and I noted that some columns in the csv are blank : TechRequired, entryCost, cost, Category, BreakingTorque. Also, the BreakingForce for many parts is blank.
The log is full of "DataDump: data not found" or "DataDump: GetPartData, not found".
Tested on 1.12 and 1.11.2 with Squad parts, same issues.
Also, thanks for the XYZ dimensions and the resources, very useful. I was wondering if it's possible to get the volume of a part. Not just the bound box volume like with KSP_PartVolume, but the real volume of the object. If not possible it's ok, I use basic formulas to get approximate volumes from XYZ.