Jump to content

Deimos Rast

Members
  • Posts

    1,392
  • Joined

  • Last visited

Everything posted by Deimos Rast

  1. @JPLRepo I see the Icon fine in Linux Mint. Also, the Debut shot of the Glyker-O-Tron 250. Did some balance tests on the ISRU: I know you threw out Water/Xenon as an idea at the end, but I ran these with Ore/Xenon/EC as per my original post. What do you think of the balance at least? Too hard? Standard Mode: ~3hr to make 1Gly from cold start 2000 Ore; A LOT of EC (in excess of 40K) Infused Mode: Runs at x10 the speed 25 Minutes for 1Gly from cold start. 100 Ore 1000 Xenon Note: The major determining factor in these tests is Thermal Efficiency, since this is from a cold start, it never gets that high. Will need a mod for hyper physics warp (I used TimeControl), unless ISRU works with background processing? Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log
  2. Careful there Glad to see this getting some attention. Been watching the repo as well...the stock panel just doesn't cut it. Also, please remember the feature request I made about a "move to top" button in the resources sorting area. As long as you have the code open I mean
  3. RoverDude actually pretty much already filled this niche last I checked.
  4. Well then I'd have to rewrite the description (I really like the idea of a blue goo living on ore) but not a big deal. Currently testing Revision 3. CRP adds Water and XenonGas to asteroids, but I don't think you get the means to mine either without other mods, like AMT or ART. You could of course just whip up a patch that adds those resources to the stock drills and call it a day, most mods just do that. I think. Edit: Actually, looking at configs, if you're just talking Asteroid mining, it's ModuleAsteroidDrill, which I think grabs randomly from everything in the asteroid. If it's a terrestrial drill, it's ModuleResourceHarvester, which I think needs to be specified.
  5. Here is the link to the proper config for the Sunburn Lab module and the DeepFreeze converter on Angel-125's github; search for DeepFreeze and you'll find it (it's at the bottom) @PATH_SCIENCE[Sunburn]:FOR[Pathfinder]:NEEDS[DeepFreeze] { MODULE { name = ModuleResourceConverter ConverterName = Glykerol StartActionName = Start Glykerol StopActionName = Stop Glykerol AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Coolant Ratio = 0.01 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = RareMetals Ratio = 0.001 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ExoticMinerals Ratio = 0.001 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = Glykerol Ratio = .0025 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } RESOURCE { name = Glykerol amount = 600 maxAmount = 600 isTweakable = true } }
  6. Did not know that, thanks! I think the idea though is to keep it stock, as I personally don't play with Pathfinder at the moment (great mod though). Up to JPLREPO obviously.
  7. Yeah, I saw you added the "enhancement" tag after my suggestion, but never replied (I didn't know it was in the issue tracker at the time). I make the rounds. Allow me to ramble a bit. I was originally trying to make a repurposed stock ISRU, but yeah, I stalled out at the formula. I really think it needs to be expensive, since you don't need much of it. I'm not sure how fast it would be...does ISRU work with physics warp? I think the strong point of LifeSupport mods is that the time aspect suddenly means something. If you could just, with a burst of EC create as much Glykerkol as needed, that would pretty much rob the player of the challenge. I think they should be rather slow and drawn out, requiring the player to plan ahead. Looking at the link above...dat formula. I like an Ore + XenonGas maybe, but XenonGas is a nonrenewable resource (without mods), so we're a back at square one. Water isn't bad, as it's a CRP resource and frequently found in Asteroids (with the right mods) or your drinking fountain (TACLS). The only renewable resources in stock are what, Ore + EC (and Kerbals) but that's a bit boring. Unless you make the inputs so that it requires a Glykerkol "seed" to make even more Glykerkol. As in it's a self-replicating liquid/gel that lives on / is found naturally on Ore, and when supplied with a steady current of Electricity over long, long periods of time, it doubles/quadruples/etc. Insert pseudo scientific references to bacterial cultures and, ta da, Gykerkol ISRU. Practically writes itself. Thoughts? edit: and it requires you to plan ahead on whether to spend your last remaining Glykerkol to make more or freeze your Kerbals. edit2: There could be a second ISRU mode, called "turbo mode" or something more creative, where XenonGas is added as an input to increase the speed of the reaction.
  8. @Papa_Joe Which NRE's did you fix recently regarding RemoteTech? The ones below? Because I still get them whenever I place/pickup anything with an RTAntenna or load a craft file with a part with an RTAntenna, which can be an issue for loading relays (I get slugged with multiple NRE's at once on loading the craft and has caused game crashes, which admittedly doesn't take much). Here is a log, but it's basically just 5x the NRE below on loading a craft in the editor. This is with version 1214 of CLS, which I believe is the latest. Linux 64 bit. Cheers. 160610T152946.950 [EXCEPTION] NullReferenceException: Object reference not set to an instance of an object ConnectedLivingSpace.CLSAddon.RebuildCLSVessel (.Vessel newVessel) ConnectedLivingSpace.CLSAddon.OnVesselWasModified (.Vessel data) EventData`1[Vessel].Fire (.Vessel data) RemoteTech.Modules.ModuleRTAntenna.AddTransmitter () RemoteTech.Modules.ModuleRTAntenna.SetState (Boolean state) RemoteTech.Modules.ModuleRTAntenna.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext ()
  9. Just popping in to say the .dll you linked me works fine as far as allowing DF to have Crew Alarms in KAC without breaking the DF alarm functionality.
  10. I took a brief look at the configs and it looks like you'll probably have issues with the wheels and KM_Gimbal. Last update was for 1.0.5, and the download link still works (it's in plain text format, points to curse). License is GPLv3. Otherwise, most of this should probably work fine. http://kerbal.curseforge.com/projects/dreamer
  11. So this could be the savior Take Command needs. Currently that mod adds crew capacity to external command seats, and that causes them to be used for rescue missions. It's apparently considered game breaking, but it's a case of either break the mod or break the game. However, with this mod...you could add external command seats to the filter list.
  12. Actually, I think that little report occurred at the INFO level, so I don't think the player normally sees that. Might have left a switch thrown that I shouldn't have. My bad.
  13. I wouldn't say strip it out as that would make your life more difficult, but maybe make it an option in the config? Edit: I'm looking at nailing down a loose end on my side regarding the debug thing and I'll rerun the original mod again to see if I get the chatter. Edit2: @Biff Space It turns out this one was on me entirely. Your debug code was fine, at least it's absent from my log now (in the old version). Sorry to waste your time.
  14. So I've been watching and waiting for a change in the thread title or OP to indicate this works in 1.1.2 for a while now. I decided to check the github page to see if there was any activity and...updates for days, all for 1.1.2, going back months. Maybe update the OP/title, because there is currently no mention that this works in 1.1.2 at all.
  15. I just finished the video I set out to make last time. You can find it here. It's not the greatest, as I just discovered how to make videos last week (there is no audio, but I did edit out the unnecessary parts). It's basically me using ModActions to make an ingame "Thrust Curve" (aka hotkeys corresponding to different thrust levels) for an SRB, including 0 thrust, allowing me to stage the SRB and have it sit there idling at 0% thrust indefinitely, until I issue the next hotkey. Perhaps a bit cheaty, but that's besides the point - the point of the video is to show quickly and simply how to use ModActions and how it integrates with AGExt. The relevant part is only a minute or so long (setting up three hotkeys on an SRB), then it cuts to me showing it in action for two minutes (feel free to skip that part, it drags a bit). Of importance, and what took me a while to figure out (shown at the 0:40 mark) is how to get the ModActions hotkeys to actually be recognized by AGExt. You have to "refresh" AGExt by clicking on a different part than the one selected, then reselect the original part again and your hotkeys should be available. (This might be a bug, but it's always been this way). I assume you already know how to open the ModActions menu. If not, Blizzy's Toolbar --> Configure Visible Buttons --> Mod Actions. Same way you would open AGExt essentially. --- If you stick it out for the SRB portion, note that SRBs use engine response time, which is why the SRB doesn't cut off immediately and instead trails off slowly over the course of an entire minute. As I toggle the various thrust points (100/75/50/25/0 percent), pay attention to the KER deltaV display and the rightclick context menu info and you can see the relevant information change accordingly. @Diazo If you have any ideas on how I could better improve the video to better demonstrate how to use your mod, let me know. Your mods add a ton of value and the least I can do is try to make a video that isn't complete rubbish in return.
  16. I think I have it mostly sorted: Ship/Freezer Specific Alarms vs General Alarms. DF seems to only recognize alarms that are "attached" to the Freezer. Here we have 3 alarms. (The easiest way to see which alarms DF recognizes is to click the little rocket icon next to alarm list.) An automatically created alarm from Kerbal Construction Time for a building completion. DF ignores this. An SOI Change for the ship the Freezer is a part of. DF recognizes this. (This was automatically created by KAC.) A transfer window alarm created by TriggerAU's Transfer Window Planner mod. DF ignores this. Not pictured: Crew Alarms cause DF's alarm panel to immediately break and throw NRE's (see below). Deleting the alarm fixes the issue. I'll pm you the log. GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) (Filename: Line: 405) FormatException: Invalid format for Guid.Guid(string). at System.Guid+GuidParser.ParseChar (Char c) [0x00000] in <filename unknown>:0 at System.Guid+GuidParser.ParseGuid2 () [0x00000] in <filename unknown>:0 at System.Guid+GuidParser.Parse () [0x00000] in <filename unknown>:0 at System.Guid..ctor (System.String g) [0x00000] in <filename unknown>:0 at DF.DeepFreezeGUI.windowKAC (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  17. Open the Debug Console in game ALT+F2 and then try clicking the VAB. You should see angry red text appear in the box. Try to get a screen shot of it. Also: You don't need to save or quit to get a log, as it starts generating as soon as the game does. ----------------------- @danfarnsy I already tagged you about this in the Deepfreeze Thread, but it belongs here, so here it be. Recovering a Frozen Kerbal results in TACLS throwing a fit and spamming the log (see contents below) a mile a minute. Note: it doesn't kill the Kerbal, it's just seems to be trying to clean up the record of the recovered Kerbal (I had previously recovered a frozen Jeb). He is still alive and well. Thanks again for picking this mod up. Cheers.
  18. Good suggestion. This is embarrassing, because I'm normally really good at this part...but I can't seem to break it again. Only thing I can think of is the new Ship Manifest .dll's from this AM? Or reinstalling the game (which I've done before). Really no idea on this one, but whatever. Thanks as always for the help. --- In case you're curious, I did however find out that recovering a frozen kerbal (in this case, Jeb) screws up TACLS. I get the below, continually, times a million. It doesn't kill the frozen Kerbal, it's more of deleting the record of him, as I understand it (he's still alive). Probably something more for @danfarnsy anyway, but figured I'd mention it. Doesn't seem impact gameplay at all, but might rear it's head down the line. 160608T200033.604 [INFO] [Tac.Logging.Log] -INFO- Tac.LifeSupportController[FFE143A0][891.76]: Deleting Frozen crew member: Jebediah Kerman 160608T200033.604 [WARNING] [Tac.Logging.LogWarning] -WARNING- Tac.LifeSupportController[FFE143A0][891.76]: Unknown crew member: Jebediah Kerman
  19. It works fine with a clean install (DF/KAC/MM/HyperEdit). Tested and successfully froze Jeb. Looks like it's going to be a game of "find the mod conflict."
  20. @Biff Space Good news, bad news boss: The above worked (I thought I had done that already, apparently not) and the button works fine. The much worse news, however, is log spam. I get the below, a mile a minute. As in, over a twenty minute period, I got over a million entries. It's causing severe performance issues. It's at the INFO level, and it's non-stop chatter about Toolbar buttons (I've done this with both stock and blizzy's, results are the same). KSP resource usage is through the roof according to my resource monitor, game stutters on just looking around while landed. Turning off Biomatic in game makes no difference. Yeah. It's really, really bad. Otherwise, it does what it says on the tin.
  21. I'll try to replicate the KAC/DF issue using a stripped down install and see if I can get you an actual log (I know your policy well). Solving the alarm issue would go along way to alleviating the need for the emergency Thaw button (although still would be neat). I can say I never had the pod clicking issue back when it was a part of RPM proper, back in 1.0.5.
  22. Since you solved that Bug-Not-A-Bug, I have a couple of doozies for you that I've been saving up. First: rotating the mouse appears to cause the internal transparent pod in the Cry-0300 freezer to open repeatedly, making a noise. I even made a video of it here (minute long). Can get quite annoying in space. Second: DF Alarms aren't working properly for me (never have), with no real error, except the one below when I tried creating a "Crew Member" alarm. Unfortunately, everything below the quote (see below) I started typing a previous day, and have since lost that save and log. I could probably recreate it though. Suggestion (Unrelated): Currently there is only "Open/Close Door" available with Action Groups. Any chance Freeze/Thaw could be available as well? I ask because I frequently use Smart Parts to create emergency type switches, and I'd like to be able to have an emergency setup for "in the event of Glykerkol/ElectricCharge reaching x%, execute Abort Action Group" which contains the "Thaw" command. I think it would open up a lot of flexibility. -- So should some of these alarms be visible in DeepFreeze? I've never seen an alarm in DF and I've had DF and KAC installed since forever. I tried creating a "Crew member" alarm (logical, right?) but DF really didn't like that and started throwing NREs (which I copied below). 160607T102008.316 [INFO] [DF.DFIntMemory.CheckKACAlarmsUpdate] DeepFreeze invalid KAC alarm GUID caught (Paice Kerman) 160607T102040.516 [ERROR] [UNKNOWN] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) 160607T102040.518 [EXCEPTION] FormatException: Invalid format for Guid.Guid(string). System.Guid+GuidParser.ParseChar (Char c) System.Guid+GuidParser.ParseGuid2 () System.Guid+GuidParser.Parse () System.Guid..ctor (System.String g) DF.DeepFreezeGUI.windowKAC (Int32 id) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)
  23. If it matters, the craft is a Mk1 Pod + Battery + Cryo300. Pod and Chamber are both Kerballed (that may matter). This is with the builds Papa_Joe linked above. Cheers.
  24. Then I have a new bug to report...Frozen Kerbals are appearing as normal (even under the Frozen tab)! Unless you mean something different?
  25. Wasn't expecting such a quick reply so I went to bed. That seems to have fixed the issue and everything is working flawlessly. Thanks!
×
×
  • Create New...