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TauPhraim

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Everything posted by TauPhraim

  1. OK, here goes. It will still leave users wondering why this part is there, and what this button does, but at least it won't crash I could not find a relevant issue to refer to, in the huge lists.
  2. Just be aware, when weighting costs vs benefits, of the time you spend guiding people who have the problem toward the workaround That said, since a fix is probably "just" MM patches, lots of people should be able to do it themselves. Unrelated: has there ever been a request for more multi-storage parts ? Like the inflatable ISM, but with more than 3 resources for each configuration. Potentially configurable independently a-la converters bay.
  3. I don't think it would. The converter calculations would be extremely complicated, to get an equivalent result: even in the same vessel, two converters load can differ due to required resource presence (typically machinery in the part), and the governor slider. Then you'd need to plug in the merge/unmerge logic somewhere, in a system already heavily plugin-loaded. Out of curiosity: did you build that in-place or hyperedit it (or flew it, who knows) ? And do you really need that much production ?
  4. Do you mean you have plans to talk with him yourself about this some time ? Or do you consider the MKS integration complete, and we should request in-situ production ourselves directly to GC ?
  5. I tried Ground Construction and must say it feel cooler and more solid than EPL Now all that is needed is in-situ DIY spawning. What's the status/plan on this ? Can we help somehow ? @Caithloki I could not find this vessel easily in the latest 3 hours video But the usual/obvious problem would be you now need to manually turn on PL on the resource storage part.
  6. I'm not sure callbacks being as solid as that would explain that old recycler problem (or jd284's observations). This would rely on the game instanciating all of a vessel's modules first, before starting ticking them (not sure this is even possible in Unity). But I agree that logistics might also need something regarding lastCheck In USI-LS, you are able to detect catchup (ModuleLifeSupportSystem), maybe you could do something similar.
  7. I don't mean things like a stored "lastCheck" variable, I mean PostProcess (to name it) was not called during the beginning of catchup. It's very possible that a similar thing could be happening: for example KSP instanciates converter modules first, they start doing their things, and logistics modules are instanciated next. But in the meantime converters have a few ticks running without logistics.
  8. I actually supplied a fix No hurry for me, since I now run on my own version, but if I understood the issue completely, it must also be impacting a lot of other users.
  9. We've seen cases when some of the callbacks were not called during catchup, at least not right when catchup begins (cf a recent-ish fix about recyclers and catchup). To me it is possible FixedUpdate would suffer from the same issue.
  10. Are you using a planet pack ? If so, a fix is coming (hopefully). But I don't get the problem with sandbox: you *want* kerbals to be less than 5 stars there ?
  11. Hum this looks fixed indeed. I don't have the last version (I'm always scared to update to be honest). I'll try cherry-picking the fix
  12. Thanks, will try ! Very strange if that works, I don't see how the link could operate.
  13. I see in the part the Duna PSU has AutoShutdown = true. But so do the reactors, and I don't see them having the problem. My guess is that "AutoShutdown" means "shut down automatically if temperature exceeds some bad value", and maybe the PDU has a bug regarding temperature. Anyone else got problems with the PDU ?
  14. I have a running Duna PDU on an unmanned (flying) vessel, with active and sufficient radiators. Whenever I get away from the vessel and come back, the PDU reactor gets reset to stopped state. Is this a known bug, or working as designed ?
  15. Very worth asking: better than spending hours dragging KAS pipes across 2km like I did on Minmus
  16. Is there already a doc somewhere saying what materials Ground Construction will use with MKS ? All I see in the VAB is things like "res: 123u" which I guess is generic for "resource". Googling a bit I found GC uses Metal by default, but found mentions of MaterialKits somewhere, and also some of MaterialKits+SpecializedParts.
  17. Thanks for the nice mod. I have a slight problem: often (but apparently not systematically), I'm losing my frozen kerbals. They still appear in the DF window but without an associated vessel listed. This seem to happen when I load/quickload. I got such logs: [LOG 10:17:35.831] 3/19/2017 10:17:35 AM,DeepFreeze,Found orphaned Frozen Kerbal Entry in Database for Cristine Kerman Deleting entry Then a bit later: [LOG 10:17:47.406] [KerbalStats] saving ext for Cristine Kerman [LOG 10:17:47.406] from kerbals [LOG 10:17:47.936] Game State Saved as persistent [LOG 10:17:47.936] QuickStart(QPersistent)[2.13]: OnFlightReady bfc3922f-c018-4283-a7c0-d80169bf0a7e [LOG 10:17:48.475] Unpacking tellubase-core [LOG 10:17:54.408] 3/19/2017 10:17:54 AM,DeepFreeze,FixedUpdate failed to update DeepFreeze Internal Vessel Memory [LOG 10:17:54.408] 3/19/2017 10:17:54 AM,DeepFreeze,Err: System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[System.Collections.Generic.KeyValuePair`2[System.UInt32,DF.PartInfo]].get_Item (Int32 index) [0x00000] in <filename unk nown>:0 at DF.DFIntMemory.UpdatePredictedVesselEC (DF.VesselInfo vesselInfo, .Vessel vessel, Double currentTime) [0x00000] in <filename unknown>:0 at DF.DFIntMemory.CheckVslUpdate () [0x00000] in <filename unknown>:0 at DF.DFIntMemory.FixedUpdate () [0x00000] in <filename unknown>:0 The code is a bit hard to follow, but could it be simply: in DFIntMemory.cs line 930, DpFrzrActVsl.Count vs DpFrzrVsl.Count ? Though I'm not sure, since there seems to already be some "orphaning" problem happening before. I noticed there are a few waits (4, 5, or 6 seconds). Could it be that my heavily modded game / slow PC makes them inadequate ? Edit: maybe the problem is not at load time, because in the save, I have KerbalInfo entries for my frozen kerbal, but no VesselInfo nor PartInfo.
  18. It looks like the cause is the planet pack: I checked Kerbal Academy's code (actually Contract Configurator's), and what they do is a bit more complicated than what MKS does indeed. If anyone can confirm they're using a planet pack and it's not working for them either, I should probably be able to come up with a fix.
  19. Strangely I have some other mod (Kerbal academy) that also gives "fake experience", but does not seem troubled by EL not the planet pack. But that one is not giving regular "flyby" etc log, it is giving "special experience" instead. That could be the difference.
  20. I have lots of mods but don't see one that would impact that. Maybe KerbalStats, but that is pulled by EL. I notice there is code adding "logs" to the recruited Kerbals, but mine don't have such logs. But the logs are for Kerbin, Mun, and Minmus, and I don't have these, since I'm using a planet pack.
  21. I hired level 2 kerbals in the new AC. Bu then out of the AC, they got turned into level 0. Does anyone else have this ?
  22. I just released version 0.3 with something like that. It's a bit crude, and not switchable
  23. Are there any remaining known bugs with the habitat functionality/timers ?
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