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gulegule

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    Long Period Comet
  1. I, similarly, found Kerbalism was too sprawling, even if it gives you options to turn parts of it off. Smaller, single purpose mods I find to be better and less buggy. KH and TAC are both like that.
  2. I find it pairs very well with KerbalHealth to make you build much larger space craft than the base game requires.
  3. I noticed a minor bug. The KRASH VAB interface seems to give too low an estimate of sim setup costs (I was using a custom config w/ 5% of parts fixed cost, and 0% for everything else), which can let you launch a sim with a 'limit max cost' setting less than the minimum cost of the sim. The sim launches and immediately brings up the escape menu.
  4. I'm gonna wait and see. I still find many of the previous mods Squad has brought into the base game preferable to the core implementation (or perhaps I've just gotten used to them).
  5. I use this mod: It has a time readout that shows how long until a resource is depleted/filled at current consumption.
  6. I see this exception repeatedly if I activate a recycler module while in the VAB: [EXC 21:59:19.833] NullReferenceException: Object reference not set to an instance of an object BaseConverter.HasSpecialist (System.String effect) (at <c1858a3f77504bd1aaa946fdccf84670>:0) BaseConverter.GetCrewEfficiencyBonus () (at <c1858a3f77504bd1aaa946fdccf84670>:0) BaseConverter.GetEfficiencyMultiplier () (at <c1858a3f77504bd1aaa946fdccf84670>:0) BaseConverter.FixedUpdate () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
  7. Looks good, all the displays agree across all KSC and in-flight scenes. Logs and screens: https://drive.google.com/drive/folders/10Vh2SO-NCCtP0JmDXHui9fA89KydZRK3
  8. Tried out the dll, the VAB planner looks like its giving the same exposure value it did in 1.4.6. The in-flight bananas per day values are different, and vary per kerbal more (there's one 'lead-skinned' kerbal on that flight, but it varies even more than that would explain). The KH window at KSC gives good values once the vessel has been loaded, but is wrong at first. Logs and screenshots: https://drive.google.com/drive/folders/1PoTP91u5LNhinyoEo_31EZJD4tlUZC1E
  9. Is it still the ksp.log file you need? Or is it some other log? EDIT: log and screen of inflight exposure here: https://drive.google.com/drive/folders/1avQfqR2fUUqwApLkW872ARTsai98Ztrn
  10. Ok, did some testing. Screenshots, logs and craft files here: https://drive.google.com/drive/folders/1bgqQU1jcPRlRA07s6J__M-SDSuitqrJK?usp=sharing It looks like the vessel in flight has the same level of radiation accrual in both 1.4.6 and 1.5, but there is a difference in the stated exposure in the planner UI in the VAB, and the KH widget in the space center scene and tracking center scene give bad values pre and post vessel load. EDIT: there is a NullReferenceException in the logs related to TAC. I see it on both version and believe it to be unrelated to KH behavior.
  11. I've only really noticed it in the VAB/SPH using KerbalHealth's vessel planner, not with in flight vessels (I landed all my crewed flights before upgrading). Would debug logs from the VAB be helpful? EDIT: Found a testing save w/ some flights in progress, I'll try to grab some screenshots/logs from 1.4.6 and 1.5
  12. Was there a change to radiation if not using Kerbalism? I noticed most of my craft have much lower exposure for the same amount of shielding.
  13. For the parts with different configs (Lounge vs. Living space), which becomes the default?
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