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GrafZahl

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  1. Hi Weywot8 and Nansuchao, thanks for that hint. Yes you are right, that makes absolutely sense. If the radiators not hot, they will not radiate any waste heat. I also looked up in the code for the radiator and here I can also see, that the stored waste heat in inside the formula. Best regards, GrafZahl
  2. Hi I started in 1.0.4 a new career with KSPI. One of my first Satellite Model seems to have a waste heat issue and I wonder if everything fine here. The satellite has two 1x6 solar panels and two expandable thermal control systems (small). The Interstellar Thermal Mechanics Helper shows me a total heat production of 1.64KW and a radiator maximum dissipation of 18.07KW. So everything is fine, right? However in the space the waste heat slowly increases (very slowly) over time. I would expect, that due to the enormous headroom of the radiators, there will not be any waste heat increase. Is there something wrong? Edit: Also some more numbers. When I look at the flying satellite then I can see: The solar panels produces together on full sunlight the calculates 1.64KW and when I look at the radiators, in the same time they radiate 0.044 MW. So I would not expect that the waste heat is increasing. But it very slowly increases (below 0.01, since I cannot see the number). Edit2: Ah and here another number: All the time at the radiators the number "power convected" is 0.00MW.
  3. @Nightingale I can confirm that the ChemCam bug is fixed with the latest release. Thanks for doing it so quickly
  4. @Qigon: This is the mod: Remote Tech XF (eXtra Forgiveness): http://forum.kerbalspaceprogram.com/threads/108669-1-0-2-RemoteTech-XF-RemoteTech-v-1-6-7 I like the idea of the XF mod, it makes the Remote Tech Mod a little bit less frustrating. I would like to see this optional feature also in the original mod
  5. Hi, of course I can try it again. I will do it today... so maybe I can give you feedback in some hours. However I cancelled several times this contract it it comes up all the time again with chemcam. As soon as I have tried it again, I will give you more feedback.
  6. Hi Nightingale, sorry for the bad news, but after switching to your config file, I will get new ChemCam contracts. Just put in the "ignore = true" statement helps (however this is not a ideal solution). Is there something I can help? Maybe I can add some Debug-prints into the code an run it on my local setup again? Best regards, GrafZahl
  7. Cool, thank you so much! I will try it today. The Technology for ChemCam is far away, but at least I can give you feedback if the ChemCam experiment is available without part or not Thanks a lot!
  8. Hi Nightingale Thanks for explaining this, it makes sense In the meanwhile I had the idea to define the experiment inside the part with a Stock Experiment ID and suddenly it worked. This perfectly fits to your description. I guess with config file you mean the files in the "science" directory of your mod like this: CC_EXPERIMENT_DEFINITIONS { name = Transier EXPERIMENT { name = TarsierSpaceTech.ChemCam ignored = true } } I tried to bind the part with "partModule" to that experiment, but this did not work for some reasons. Maybe also the other Transier experiments needs to be listed here. Are you going to ignore them or do you want to apply the correct attributes to them (in spcae, landed, part-mapping)? Thank you very much for your very fast response Best regards, GrafZahl
  9. Ok I look more closely at the CC code and added some Debug-Logs to look inside the data structures. I think I have an idea why this happens: In file Science.cs, function AvailableExperiments() I can see this line: [FONT=Consolas] [COLOR=#333333]experiments[/COLOR][COLOR=#333333]=[/COLOR][COLOR=#333333]experiments[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]Where[/COLOR][COLOR=#333333]([/COLOR][COLOR=#333333]exp[/COLOR][COLOR=#333333]=[/COLOR][COLOR=#333333]>[/COLOR][COLOR=#333333] ![/COLOR][COLOR=#333333]experimentParts[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]ContainsKey[/COLOR][COLOR=#333333]([/COLOR][COLOR=#333333]exp[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]id[/COLOR][COLOR=#333333])[/COLOR][COLOR=#333333] || [/COLOR][COLOR=#333333]experimentParts[/COLOR][COLOR=#333333][[/COLOR][COLOR=#333333]exp[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]id[/COLOR][COLOR=#333333]][/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]Any[/COLOR][COLOR=#333333]([/COLOR][COLOR=#3364a4]ResearchAndDevelopment[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]PartTechAvailable[/COLOR][COLOR=#333333]))[/COLOR][COLOR=#333333];[/COLOR][/FONT] The intention of this line is to filter only those experiments where the parts are available for the player. In the lines above the code tries to get a list of all available parts and their experiments. However something looks strange here: According to the expression it allows an experiment either when there is not part that can do this experiment or when this part (when there is a part) is available for the player. I wonder: Why do you allow experiments, where is no part defined to do those experiments? Is there a special reason or is this only a "hidden" check, if a part is in the list before you try to access this list (to prevent exceptions)? Anyway the ChemCam is for some reasons not in the list. But the part is available in the TechTree, so I guess there in another error with the Part-Definition of the ChemCam that triggers the first test-stastement of this expression and this leads to the situation that such an experiment is chosen by the "Field Resource" contracts. I simply need to find out, why the part is not found even when it exists.
  10. Hi First of all, tanks for your mod! It makes the career mode so much more interesting to allow so many new contract types. I wonder why this is not a Stock feature. However I think I discovered an error. I use KSP 1.0.4 and Contract Configurator 1.5.0. The important mods are here: - Contrack Pack: Field Research - Tarsier Space Technology - Community Tech Tree - SETIctt mod So now what happens: I get contracts from the Field Research Contract Pack to do some experiments around the KSC. I looked at the code of this contract and it uses the CC function "AvailableExperiments(<body: Homeworld>)" to get a list of experiments. When I understand the Contract Configurator Source Code correctly, this function should only return experiments that are really available for the parts, the player can use. However this Contract asked me all the time to do experiments with ChemCam (a part from Tarsier Space Technology, that is only later available in Tech Tree). So something seems to be broken with the check, if the part that can do this experiment is available or not. Maybe it is not a Contract Configurator issue. Maybe the Community Tech Tree has issues to fill the "ResearchAndDevelopment.PartTechAvailable" list correctly. Or the SETIctt makes some things with this list. Or maybe the Tarsier Space Technology mod uses a different way to create this experiment, so it will always be available independent of the part-availability. Does anyone has an idea how to start debugging this?
  11. Hi Hmm I don't know. Basically I wonder why not more people have these issues with the Toolbar Mod and different versions of it. Maybe it would make sense to ask the Toolbar Developer for advices how to prevent inter-mod compatibility issues due to different Toolbar-Versions? I saw that some other mods use the ToolbarWrapper.cs file instead of linking against the Toolbar.dll. Maybe this is a way to workaround Version issues? At least for me you don't need another compiled version, since I already compiled my own version. I see. I think these namespace collisions are not present anymore. Since MonoDevelop does not support those reference aliases, I simply removed the "using alias" statements and was able to compile without errors. Maybe this is some kind of refactoring work Yes you are right. Most of them are warnings like that. I would suggest to hide the warnings you cannot prevent due to the nature how KSP Mods are working. Because then you are aware of new warnings, that might be real issues. However it is your mod And so far as I can see everything works fine The code base of your mod is very impressive! I compiled several mods in the last days but yours is one of the biggest. Some years ago I was also developer of a quite popular mod of "Civ4: Colonization" thus I know how much work is behind. Writing the dll-code is the easiest part, but maintaining this mod over several Game versions is really hard. And then you have so many dependencies... and people are complaining about errors you cannot reproduce, since you are using a completely different computer setup. Having a co-developer that helps here is really priceless.
  12. Hi Jan As far as I can see they have costs, but the costs are not fix. When you attach it to your rocket and select the shape you need, then you will the the costs. Since now all mods I need for my new career are working for me, I spend some effort to think about the balancing. First of all I had a look at the Stock Boosters and must say... they are completely unbalanced I tried to balance the PP-SRB in a way that it fits very well to the RT10 booster (same size, same amount of fuel, same delta V). But then I realized, that the RT5 booster has a lower efficiency and a lower volume as a balanced PP-SRB with the same size like RT5. In fact that does not make sense... why is the efficiency lower at the same technology level? And why the hack is the volume lower at the same size? Than the BACC booster. This has a very high efficiency. So also here the RT10 normalized PP-SRB does not fit anymore. For balancing the boosters, another approach is needed. I would do the following: - introduce different engine variants for the PP-SRB booster with different efficiencies. Of course the higher efficiency should only be available for higher technology levels. Maybe it makes sense to set by default the engine variant with the highest available efficiency. - then it should be possible to adapt the dryDensity and unitsPerT value (fuel level) in a way that the PP-SRB can meet the characteristics of every stock booster, just by changing the engine variant with different atmosphereCurve values (efficiency). - of course the costs for one PP-SRB must then be calculated by: Costs = Volume * BaseCosts + Fuel * FuelCostst + EngineCosts - with this the costs can be adapt in a way, that it also meets the costs for the equivalent Stock Boosters Doing this, it should be possible to get a stock-like balancing, just with one PP-SRB booster. However another question here is, if the stock balancing a good choice... I have too less experience with KSP Moding to do this. Maybe everything is possible now, by tweeking the CFG files.. however I think at least the new costs formula needs to be implemented in the DLL. The normal PP fuel tanks are very well balanced, compared to the stock tanks. So I created a small part mod for my personal usage: - I disabled the PP-SRB, since this is too unbalanced so far. Using Stock-Boosters is ok for me. - I disabled the following Stock tanks: Jumbo-64, T100-T800, X200-8 until X200-32, R1-R25 (RCS), S3-14400 until S3-3600; Since I think they are very well covered by this mod - I disabled the tweekscale option for the Oscar-B tank, since it resulted in extremely unbalanced values, by scaling this tank (not an issue of PP) - I disabled the following Stock Decoupler: TR-38, TR-2C, TR-18D, TR-XL, TR-2V, TR-18A; Since I think they are also very well covered by the PP mod - I disabled the following Stock HeatShilds: 1.25m, 2.5m, 3.75m; Also they are covered by this mod - I disabled the PP-Battery... I did not check if the characteristics fit to the stock batteries, I simple like the design of the stock batteries more then the PP design (just my personal opinion) Maybe these information helps someone who also wants to replace some stock-parts with procedural parts. I can deliver also the config files, if someone is interested. Thanks for your mod Best regards, GrafZahl
  13. Hi Thanks for recompiling it. However the latest version still uses another Toolbar.dll then the other mods on my GameData folder. After starting the game I get with that your version an Exception when KSP tries to load the "InterstellarToolbar" class. Nevertheless you also pushed the recent changes to the repository, so I was able to download the source and compile it against the Toolbar.dll that is used by my other mods. Now everything is fine. By the way, I saw two things in the code that looks suspicious to me: 1.) You use in almost all files "extern alias ORSvKSPIE" to put the OpenResourceSystem.dll symbols into another Namespace. Normally this is done to prevent Namespace collisions (when a local file uses the same namespace like an external library). However this seems not to be the case here. So I wonder, if there is a special reason for that? Unfortunately this seems not to be supported by MonoDevelop. 2.) The project has 107(!!) Compile Warnings. In software development there is no reason for not fixing them, since normally they are very good indications for coding errors. Don't get me wrong: I appreciate the effort you spend for that Mod and since everything works now for me, I really looking forward to play KSP with your Mod during my vacation Thanks a lot! Edit: Another hint: I think the WarpPlugin/UITextures directory is missing on the repository.
  14. I also see issues with the latest KSPAPIExtension release 1.7.5 When I compile all Mods (ProceduralParts, Infernal Robotics and TweakScale) with that KSPAPIExtension version, then I get strange errors. For example the right click on parts in the VAB does not work anymore. In the logfile I get then an exception like "PartMessageService" is not initialized or something like that. I solved it by recompiling all those mods against the KSPAPIExtension.dll that is included in the last ProceduralParts release. With that everything works fine for me.
  15. Hi I want to use this plugin with some other plugins that also use the Toolbar.dll. Since the other plugins uses a different version of the Toolbar.dll I expect to get conflicts (C# does not allow to access a different *.dll version then the DLL that has been used for compilation). So I tried to recompile this mod to use the same Toolbar.dll version like the other mods. However I cannot find the latest version on github. It seems, that the master-branch is the branch with the latest commit (last commit 28.6.2015). However on this branch there is only version 1.2.1 available ( https://github.com/sswelm/KSPInterstellar/blob/master/GameData/WarpPlugin/Plugins/KSP-Interstellar-Extended.version ). Wenn I download the latest compiled version from KerbalStuff it is at 1.2.3 So I guess the author is either using a differnt github project or is just working on his own local copy without committing latest changes to the repository. Does anyone know where to get the 1.2.3 Sources? Thanks and best regards, GrafZahl
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