Ruziel
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Posts posted by Ruziel
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Looks good to me, now getting the messages that didn't come with the last beta.
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3 hours ago, Nertea said:
The switch occurred between 0.8.7 and 0.9.0. You should have it already
Well, can't reproduce the issue without at least some other mod then.
I got it to trigger with just the following mods:
- KSP + Making History
- Near Future Launch Vehicles v1.1.7
- Cryogenic Engines v0.6.3
- Modular Fuel Tanks v5.11.1
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1 hour ago, Nertea said:
Not quite. The IFS presence was why I couldn't reproduce this. The CryoTanks patchers disable themselves in the presence of IFS because IFS does things.
That patch is intended to work when CryoTanks is installed and re-add the subtype that is removed. However IFS exists, disabling the new switcher, and that patch thinks the switcher is still around. I will add a consideration to watch for IFS there when I can.
In the meantime you could remove IFS.
Not at the moment, but it's on my to-do list.
It was fixed in the last update.
IFS? If that's Interstellar Fuel Switch, I don't have it installed and I was still getting the error dialog referenced above.
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The patch in NearFutureLaunchVehicles\Patches\NFLaunchVehiclesCryoTanks.cfg is trying to add a SUBTYPE that already exists in the base part config. Just remove that patch file and the warning goes away.
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Nevermind... wrong part pack.
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On 12/20/2017 at 8:26 PM, taniwha said:
in that the editor filter doesn't get setup correctly. I have it fixed locally but have not had the time to do a release.
Would that be why the basic tanks aren't showing up in the LFO category with FilterExtensions?
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I forgot to mention it in my first posting, but welcome back Fractal_UK, and thanks for all the hard work so far.
I investigated the last issue I raised with the Telescope showing the "Helium Depleted" message even when attached to a full tank. I finally got a look into the source code, and it appears that it's just a display issue with the Sandbox (i.e. non-Science) game mode.
On the last line of InterstellarTelescope.OnUpdate():
if (helium_time_scale <= 0) performPcnt = "Helium Coolant Deprived.";
And then in InterstellarTelescope.OnUpdate():
if (HighLogic.LoadedSceneIsFlight)
{
if (ResearchAndDevelopment.Instance != null)
{
calculateTimeToHeliumDepletion();
...
}
}Turns out my testing was done in sandbox game mode, it works fine in science game mode.
If the same is not in an R&D enabled game mode, the helium_time_scale never gets computed, so remains at the default value of 0.
Not that it really matters in the Sandbox Mode, because generating Research is pointless.
I also tried the fix to the resource name for Tritium Breeding mode in InterstellarReactor, and it appears to function. Only thing is that the new reactor code doesn't display the Breeding Rate like it used to, any chance of adding that into the new reactor code?
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I tried it on my test install, and despite the telescope being attached to the helium cryostat, it said Helium Deprived.
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Is it intended that the Fusion Reactors no longer have on-board fuel storage? They no longer have definitions for Deuterium, Tritium or Helium-3 in their .cfg files.
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Okay, I've run across a few issues with Interstellar 0.12 with the reactors and the smaller D/T Radial Cryostat.
If you attach the D/T radial Cryostat to a reactor, upon launching the rendered scene turns black, and the resources for reactor fuel (UF4, ThF4) show as NaN on the resource panel:
https://dl.dropboxusercontent.com/u/23648271/KSP/ReactorBlackScreen.png
When you use the large D/T cryostat and a Lithium canister, the Enable Tritium Breeding mode doesn't do anything.
I created a minimal install with just Interstellar 0.12, Toolbar, and Alternate Resource Panel. (I also tried with just Interstellar, and the issues were the same)
Kerbal Space Program - 0.24.2.559 (WindowsPlayer)
OS: Windows 7 Service Pack 1 (6.1.7601) 64bit
CPU: Intel® Core i5-3570K CPU @ 3.40GHz (4)
RAM: 16329
GPU: NVIDIA GeForce GTX 760 (3072MB)
SM: 30 (Direct3D 9.0c [nvd3dum.dll 9.18.13.4052])
RT Formats: ARGB32, Depth, ARGBHalf, RGB565, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8
I've created a zip that contains a .log, .craft, and screenshots for a few test cases.
Since the game did not crash, just glitch, there are no dumps.
Test Case 1: Fission Reactor, Generator, Probe Core, Microwave Transmitter; Works
Test Case 2: Same parts as Test 1, plus a Lithium Canister; Works
Test Case 3: Same parts as Test 2, plus the small D/T radial cryostat; Shortly after launch the scene turns black
Test Case 4: Same parts as Test 2, with the large inline D/T cryostat; No black scene, but Enable Tritium Breeding does not function.
https://dl.dropboxusercontent.com/u/23648271/KSP/Reactor_Tests.zip
Edit: And after reading some on the forum, looks like I included the wrong log files, here's an output_log of Test Case 3:
https://dl.dropboxusercontent.com/u/23648271/KSP/output_log.zip
Second Edit:
Looks like I've traced the black screen issue to a problem with the .cfg for the radial D/T cryostat.
The ModuleElementRadioactiveDecay was using the wrong strings for the resources:
MODULE
{
name = ModuleElementRadioactiveDecay
decayConstant = 1.7915586e-9
resourceName = Tritium
decayProduct = Helium-3
convFactor = 1
}Should be:
MODULE
{
name = ModuleElementRadioactiveDecay
decayConstant = 1.7915586e-9
resourceName = LqdTritium
decayProduct = LqdHelium3
convFactor = 1
}Still doesn't fix the Tritium Breeding mode not working.
[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
in KSP1 Mod Releases
Posted
I've been using it in a 1.9.1 game (just the lander can, capsule, landing legs and ladders so far) with no issues thus far.