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KSP2 Release Notes
Everything posted by Terrestris
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My KSP is eating 17GB RAM already. It doesn't hurt to add a little more. Have some idea with new inventor system: Set those nuclear fuel container as normal inventory container but only allow containing fission fuel rod, kerbals need to pull those rod out and put it into reactor/engine. (reloading big reactor/engine becomes a nightmare.)
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[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
I am interesting in stuff at the top left coner hahah -
[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
@Nertea It seems that nuclear smelter are not willing to cooperate with System heat. Smelter can still function but not generating heat (5% efficiency forever). Spam in console: In editor: NullReferenceException: Object reference not set to an instance of an object at SystemHeat.ModuleSystemHeatConverter.GenerateHeatEditor () [0x00036] in <4f94d6b1a43b4b729dbcd659b6fe77c5>:0 at SystemHeat.ModuleSystemHeatConverter.FixedUpdate () [0x00047] in <4f94d6b1a43b4b729dbcd659b6fe77c5>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) In flight: NullReferenceException: Object reference not set to an instance of an object at SystemHeat.ModuleSystemHeatConverter.GenerateHeatFlight () [0x00039] in <4f94d6b1a43b4b729dbcd659b6fe77c5>:0 at SystemHeat.ModuleSystemHeatConverter.FixedUpdate () [0x00012] in <4f94d6b1a43b4b729dbcd659b6fe77c5>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Same issuse when I trying to modify PlanetaryBaseInc's OSE ISRU to use SystemHeat module (Maybe I config it wrongly). Log and Cache: https://drive.google.com/drive/folders/1MYr-hCbM_Fwext7w2NgZzfeAjTngpVm-?usp=sharing -
[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
Try EPL or Global Construction to build ships in orbit. -
[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
Brilliant! -
@Nertea Feels like part's loop number sometimes change automatically (or switch to 'Loop no found') when switch back from other vessle. Edited: It's not happening every time, I will provide log when I get the same problem again. Switch part's loop number in flight is not available? Ps: I made the patch to config stock ISRU's cryo propellant production to use SystemHeat module and seted up a pull request. Also the PlanetaryBaseInc ISRU, should I post it to PBI's topic or just pull it in SystemHeat's Extra foder? PPs: Don't know how to modify ELmodules ... (ELConverter, ELCoreHeat) PPPs: Will ModuleCometDrill and ModuleAsteroidDrill still work when modify them to ModuleSystemHeatHarvester? (Of course not)
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[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
Thanks for the explanation! I'm not even sure about the term "electric pulse jet engine". I have only read relevant information in my language, and it may be the same thing. I think I have lost the previous cfg file (I have given up doing this for a long time). In fact, I "feel" these engines are OP, but have no idea how to balance them. I actually don't have the idea of making them more realistic, @Nertea I am trying to pull localization of SystemHeat and FFT on Github, but both got building error. Not sure which part I done wrong. (First time to use github) -
Edit: I suddenly remembered that someone had asked this question, maybe because I didn't overwrite the original file with the new version of Space Dust. Please ignore this. Update: File updated, problem remain. Log: https://drive.google.com/drive/folders/1gmX4himxyx28wF5BR7rK22LzAwT_iQAm?usp=sharing Original: Really not sure about this amount of gas intake won't blow up my fuel tank.
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[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
At least what I need for now. If changing cfg can puting several part's models together to get one big part, I am happly to do so. (Like I want a 50m long radiator part, but look like it just 10 small radiator evenly placed on the surface like 10 different parts) I did some search but got nothing about how to doing this. Do you know any where may have those information/tutorial? Or maybe a example? Then I will do it. From the balance of FN and FF, I feel that everything in OPT is too over power, except for the fuselages capacity. Talking about stuff can kill eveyone nearby, how about reputation punishment for evey second using Torch Drive/NSW nearby kerbin or NSW on a plante with atmosphere (except for gas giant)? -
[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
Please forgive my limited knowledge. Apart from fusion and fission, the only thruster I know for efficient atmospheric travel is an electric pulse jet engine, just like the WARP(?) engine provided in OPT. If my memory is correct, also a HydroLox engine boost by electricity in Interstellar (J-81 in OPT). (I don't know how that work) However, I think that future launch vehicles should all be in the form of aerospace SSTO aircraft like Valkyrie in Avatar (fussion powered). You can find those parts in OPT. (I may assume OPT is the "FFLV" if those electro jet/engine consume 3x more EC, unfortunatly I messed up when I try to reconfig it.) PS: And OPT got pretty good aesthetic. -
[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
I still feel not optimistic, the fusion spike engine is already powerful enough in the Stock system. Don't forget the fission engine in Atomic Age. As for the antimatter engine, I am afraid it will open a big f?ing hole right on top of the launch pad. True. It's unfortunate to hear it, even though I configure all pairs of interfaces as launch pads. I am obsessed with Nertea's aesthetic. To be honest, I think the construction method of Global Construction is better. Assuming that one lucky day Nertea regains interest in this, I would like to get better aesthetic GC parts (as well as Hangar). -
[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
5m and 7.5m parts in NFLV is far more than enough in stock game, and I can't really think about how FFE will look like. @Nertea About thermal solution, I have some idea: 1. Extended Radiator Use existing radiator models to make longer(extend) radiators and switch the length (perhaps up to 100 meters) by B9PartSwitch. Maybe time saving. Maybe costing more Storage and RAM? (If ever variants is a individual model, sry I know nothing about modeling ) If part extension doesn't have to creat new model, maybe we can have a extended KRDA resourse container or extended NFC/Station structure? (Day dream time ) 2. "Procedural Radiator" -- Resizable Radiator B9 Procedural Wings can bing different fuel tank size by calculating part's volum, maybe can go the same on radiator, calculate cooling power from surface area. Maybe time consuming. May also have cooling wings for fusion power SSTO? (Day dream time x 2) Again, maybe "Procedural Near Future Construction", "Procedural Near Future Solar" and "Procedural Near Future Launch Vehicle" (Day dream time x 3) (As a IT student, I know how torture if someone ask me to read tons of other's code and do further work.) However, consider the identical texture/structure/thickness of radiator, "Procedural Wings" may be to complicate, should be more easy way to make resizable part if not doing resharpable parts. (Hangar by allista, resizable hanger) For "Frisbee" , I think keep current individual radiator is better than bring cooling into system. PS: I can do chinese focalization for FFT, if currently none else is doing it. PPS: I still remember you done some 1.8m station parts long time ago, curious about your schedule/roadmap. (And EL launch parts plans on github) PPPS: There is two extendable grapple/crew channel for SPEX, is that possiable to configrate it as a real docking port? All above are my idea and day dream about your mods. As always, just do what ever you can enjoy yourself. Hope I can learn more about how modeling/programing parts, so that I can do some work for you. -
[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
It is more like balancing the relationship between the heat generated by re-entry into the atmosphere and the depth of the dive. I wont "fly" into Jool's atmosphere, but glide through the upper atmosphere while keep engine runing to maintain orbital speed (keep apogee higher than 500km). There is a 50% chance of hitting F9 hard before exploded due to overheating. Blast Vall out of orbit with tons of hydrogen bombs (not really). I am really crazy for low part count, but like to stock a lots of resources. I add fusion tanktye to Cryotank and now using some 3.75m long cryotank to storge fusion for my SSTO. But you are right, for those 5m size Cryotank, such a amount of fusion fuel doesn't have a lot of meaning besides shipping back to kerbin for profit. -
[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
After flying over Jool's outer atmosphere with atmosphere scoop for several times and getting tons of He-3 and Deuterium: Atmosphere Scoop is too OVER POWER and I wanna BIG FUSION TANK. Deuterium sharing almost the same physical/chemical property with hydrogen, how about add fusion tank variant to CryoTanks? (Feels like change the color of those white variant CryoTanks will make them looks the same as FFT fusion tanks.) -
[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
An AM drive run on hydrogen !? Venture Star is the first thing rush into my mind. (but I guess two big radiators won't be enough for Frisbee LOL) And then I realize why those SSPX cargo containers look so familiar (maybe not). PS: Just wondering if is possible to add some AM tanks inside the Frisbee's hollow structure, feel like kind of waste for those space. If the considers are about thermal or other technical issues or you think that's a waste of your valuable time, than forget what I said. Always thanks your works. -
Thanks for your help! I remove SimpleBoiloff.dll from my game already and there is no error messages about DBS anymore. I may reinstall it when you releases next update. I will remove TUFX to see if its getting better, no idea of they don't like each other . . . OPT and Nertea's mods are always my favours mods, really don't want to play KSP without any of them. Thanks for so many effort you guys paid for these fascinating mods!
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Hope this time I fixed everything ..... Still doesn't seem to work ...... Setting the cargo bay as the battery and starting the radiator does not seem to produce an error. I tested other OPT fuel tanks and it seems that every fuel tank of the OPT Cryo variant causes this error. However, the fuel tank set by OmniStorage will not cause this problem (maybe because there is no'ModuleCryoTank'? Because I don't see the option to use cooling.) Switching variants in flight can stop the problem, but the fuel tank after switching is broken (cannot refuel from other parts). Log and MM Cache: https://drive.google.com/drive/folders/1f9etewKIiOIMh5MokO1keLPl9FLG-sWK?usp=sharing Edited: Here we have something interesting: I removed SimpleBoiloff.dll from my game file and got some different errors(although may not related to current problems). ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at KSP_PostProcessing.KS3P.Register (KSP_PostProcessing.PostProcessingBehaviour target, KSP_PostProcessing.KS3P+Scene targetScene) [0x0003b] in <bb2fd8f8ad734dc2942fba7f08d5db69>:0 at KSP_PostProcessing.Operators.FlightOperator.Update () [0x0002e] in <bb2fd8f8ad734dc2942fba7f08d5db69>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <ad04dee02e7e4a85a1299c7ee81c79f6> Line: 0) Log and MM Cache: https://drive.google.com/drive/folders/1puaYEgdfUFVkTIK4aVdBVWt53izs0S9c?usp=sharing
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Here is the new log and MM Cache: https://drive.google.com/drive/folders/1IJ_giXXOT2DOexSppKVXVOh7DU6PI-mI?usp=sharing I have a HUGE mods list and few patch I made for myself, the following are the patchs relevant to container-25-1: @PART[*] { @skinMaxTemp *= 1.5 @maxTemp *= 1.5 @crashTolerance *= 1.5 @breakingForce *= 1.5 @breakingTorque *= 1.5 } B9_TANK_TYPE: { name = SSPXEquipment tankMass = 0.0000 tankCost = 0.0 RESOURCE { name = Equipment unitsPerVolume = 1 } } @PART[sspx-cargo-container*]:NEED[Pathfinder] { @MODULE[ModuleB9PartSwitch] { SUBTYPE { name = Equipment tankType = SSPXEquipment title = Equipment transform = SpecializedPartsDecal } } MODULE { name = ModuleReactionWheel PitchTorque = 30 YawTorque = 30 RollTorque = 30 RESOURCE { name = ElectricCharge rate = 2.4 } } MODULE { name = WBIResourceDistributor } } @PART[sspx-cargo-25-1]:NEED[KIS] { MODULE { name = ModuleKISInventory type = Pod maxVolume = 15000 externalAccess = true internalAccess = true slotsX = 6 slotsY = 6 slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove } } Thanks
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ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at DynamicBatteryStorage.ModuleCryoTankPowerHandler.ReloadModuleNode () [0x00108] in <6a09c8c29f9843b7ac6467d87cf2369b>:0 at DynamicBatteryStorage.ModuleCryoTankPowerHandler.GetFuelTypes () [0x00001] in <6a09c8c29f9843b7ac6467d87cf2369b>:0 at DynamicBatteryStorage.ModuleCryoTankPowerHandler.Initialize (PartModule pm) [0x00009] in <6a09c8c29f9843b7ac6467d87cf2369b>:0 at DynamicBatteryStorage.VesselElectricalData.SetupDataHandler (PartModule pm) [0x0008f] in <6a09c8c29f9843b7ac6467d87cf2369b>:0 at DynamicBatteryStorage.VesselData.RefreshData (System.Boolean fromScratch, System.Collections.Generic.List`1[T] vesselParts) [0x001db] in <6a09c8c29f9843b7ac6467d87cf2369b>:0 at DynamicBatteryStorage.VesselData..ctor (System.Collections.Generic.List`1[T] vesselParts) [0x0001e] in <6a09c8c29f9843b7ac6467d87cf2369b>:0 at DynamicBatteryStorage.VesselElectricalData..ctor (System.Collections.Generic.List`1[T] vesselParts) [0x00000] in <6a09c8c29f9843b7ac6467d87cf2369b>:0 at DynamicBatteryStorage.EditorVesselDataManager.InitializeEditorConstruct (ShipConstruct ship, System.Boolean forceReset) [0x0002a] in <6a09c8c29f9843b7ac6467d87cf2369b>:0 at DynamicBatteryStorage.EditorVesselDataManager.onEditorVesselModified (ShipConstruct ship) [0x00024] in <6a09c8c29f9843b7ac6467d87cf2369b>:0 at EventData`1[T].Fire (T data) [0x000b0] in <c1858a3f77504bd1aaa946fdccf84670>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(ShipConstruct) KIS.ModuleKISInventory:<RefreshContents>b__e() KSPDev.ProcessingUtils.<WaitForEndOfFrameCoroutine>d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: <ad04dee02e7e4a85a1299c7ee81c79f6> Line: 0) Hi, my console keep sending me this and game lag for a while (FPS drop from 75 to 30). Here is my log: https://drive.google.com/file/d/18V9Cm60vKXzzq1AzakKULWj9V_wDq-Ae/view?usp=sharing
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Terrestris replied to Poodmund's topic in KSP1 Mod Releases
I really love OPM's planets! Can I scale it up to RSS size? PS: I'm using Kopernicus Bleeding Edge. -
[WIP] Nert's Dev Thread - Current: various updates
Terrestris replied to Nertea's topic in KSP1 Mod Development
It seems like it happen on NSW engine, Fission reactor and Fusion reactor as well. Logs: https://1drv.ms/u/s!ArwYRr1C-f2hgcZVhECa_Lr88ryHkQ?e=bOcXK5