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gulegule

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Posts posted by gulegule

  1. 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.

  2. 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)

     

  3. 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

  4. 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.

  5. 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

  6. 5 hours ago, Sir Mortimer said:

    Yes.

    Glad you love it :)

    I also briefly played the 2.2 version, due to naively trusting CKAN.  To me the new science system felt like it cut against one of the things I like about this mod.  Namely that "the need to repeat the same experiment in a situation multiple times has been removed" (from here: https://kerbalism.readthedocs.io/en/stable/science.html#tweaks).  This is especially evident in early career science-ing, needing multiple launches to get a full crew report doesn't feel like the right kind of challenging.

    This probably just comes down to balancing the time needed for an experiment to fully complete.  Maybe it should scale with the bodies science multiplier (https://wiki.kerbalspaceprogram.com/wiki/Science#Celestial_body_multipliers)?  That way early kerbin experiments are faster, but later outer world experiments are slower.

  7. On 4/9/2019 at 11:39 AM, Kilo60 said:

    Hmmmm

     

    How did you do this specifically?

     

    Thanks!

    In CKAN, in the Settings Menu, there's an entry 'Compatible KSP versions'.  That brings up a dialog of versions for CKAN to consider 'compatible' with your installed KSP version.  I manually added the version '1.4.9' to the list and checked the box for it in the list.  After that EVE showed as installable, which let me install SVE.

  8. I really like this mod, but I recently noticed that if I try to play a scenario with it installed I'm stuck skipping physics frames (yellow MET clock) and a number of controls don't work.  KSP logs show an exception in the KERBALISM.Reliability.Update() function.  This exception seems to occur every 2-3 milliseconds.

    [EXC 21:59:18.739] NullReferenceException: Object reference not set to an instance of an object
    	KERBALISM.DB.Vessel (.Vessel v)
    	KERBALISM.Reliability.highlight (.Part p)
    	KERBALISM.Reliability.Update ()

    I attached the full logs to a github issue: https://github.com/ShotgunNinja/Kerbalism/issues/124

  9. I was using a similar design to get 'high altitude' reports at kerbin. It could cruise at 9-10k pretty easily and then use 'Thuds' to ascend to 20k+ (never hit 70k like that screenshot, probably too much science mass). Post 1.0.3 it can barely reach 5k, and certainly can't cruise there.

    I tried swiching to a 2 jet design, and that did improve things, but not quite enough. Cruising altitude is maybe 8k, but the rocket ascent only hit's about 16k since it starts off too low and too slow. Some more tweaks may get it over the threshold, but I'm taking a moment to pour one out for my little 30 part science planes :(

    As a side note, does anyone know what the Wheesley's thrust on the runway was in 1.0.2? In the latest version it seems to top out at 75kN.

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