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Nertea

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Everything posted by Nertea

  1. It'll be fixed in the next release of CryoTanks, because it is a CryoTanks bug. Some more update on the revamp: This is the all-new Stromboli, a tiny sustainer-type engine based on the RL-10-A5 developed for the DC-X program. It comes in 0.625m boattail, 0.625m ring and compact variants. Next up is the Hecate, which replaces the Chelyabinsk. It still has the extensible nozzle and is based on the RL-10-B-2, everyone's favorite kitchen appliance. Continuing with the new Pavonis, a 1.875m vacuum engine based roughly on the RL-60 engine. It comes in ringed and compact variants and also has an extensible nozzle. The Pavonis returns as a cluster in the Tharsis, which replaces the Yucutan engine. It comes in 3.75m and compact variants. It keeps that handy extending nozzle.
  2. They would need to adapt to using our plumes, which isn't hard but would require some work. It works in the sense that if you install them together nothing bad will probably happen. But if you want to convert all the restock work to a new shader model, you will need to do work yourself.
  3. It may need an update by @DMagic unless there is currently a KSPField I can poll to check EC usage. - edit: I think I could do it with what's there right now actually but it would be a custom thing, not the generic field polling. I also added an item to the FAQ about the weird, illogical was that stock converters and harvesters work:
  4. I don't think we have a faster than light node, it's a larger umbrella under Ultra High Energy Physics. New nodes are limited. See this from the OP:
  5. Sweet! I'm almost done the configurable interface for other mods. Effectively you will soon be able to define in config a GenericFieldDataHandler, which has a very simple ability to parse named fields without having to reach into DBS's internals and do a new release to support a new mod. PARTMODULEHANDLER { // The name of the module name = ModuleSignalDelay // The type of handler - can be Power or Heat type = Power // The name of the handler to use handlerModuleName = GenericFieldDataHandler // Is this shown in the UI at all? visible = true // Do we use solar distance attenuation? solarEfficiencyEffects = false // Is this module a producer by default? producer = false // Is this module a consumer by default? consumer = true // Does this item start off as active in the UI? Should canonically be true for constant sources/draws simulated = false // Does this item count as a continuous power source for the purpose of the UI? continuous = false HANDLER_CONFIG { // Field to poll in editor editorFieldName = actualECRate // Field to poll in flight flightFieldName = actualECRate // Multiply the output by these if you need to. Convention is that a consumer is negative. editorValueScalar = -1.0 flightValueScalar = -1.0 } } This lets you set up pretty much all the options for polling the module and how it is displayed in the interface. It will be targetable with MM too, so you'd be able to throw in something like @DYNAMICBATTERYSTORAGE { @HANDLERCATEGORY[Habitation] { module = ModuleKerbalHealth } } To add module to categories. Ugh thought I fixed this last minute but I guess I did not.
  6. Nope. Just needed to be done because aside from Git rollbacks don't really work for the usual download providers.
  7. New part names, I want to be able to be a bit flexible with dimensions. Shouldn't be... awful. Maybe 2x the current footprint at most, but you will get more models If there is space on the relevant texture sheet I might do the RL-10-A5 as a small thing. We'll see. Also I did a really stupid thing and accidentally triggered a release for a WIP thing. 0.7.0 is not a thing. I will roll it back when I can but it's less easy than I'd hope.
  8. Some cleanup up/finalized models: 1.25m vac replacement 1.875m upper And because they will share the same texture sheet, redone 3.75m upper.
  9. FYI, I think we confirmed elsewhere that this is due to quality settings being set to Fastest. Try turning them up.
  10. Good stuff. Fastest must set bone weights to only 1. You can definitely try in between settings, 2, 4 and unlimited are possible and any setting > 1 will work
  11. Sorry I missed this, but I really doubt this has anything to do with this mod. I suspect some sort of esoteric mod interaction or it would be screwing up a lot of other things. This looks similar to a problem that was reported in NFSolar the other day. That poster never got back to me when I asked for more information, so I don't know what the exact cause is. It looks like the partially weighted bones for the deformable parts are not being computed correctly. It's like https://docs.unity3d.com/ScriptReference/SkinWeights.html this item is set to OneBone in the game settings. Now, this isn't something you can actually change in KSP's settings (it's a deeper Unity one) so I don't know, but It may be bundled as part of the graphical settings. What quality settings are you using? Can you try upping your quality settings and see if that changes things?
  12. Dynamic Battery Storage 2.0.1 Disabled SSTU and FFT support (until I get time to work on it) Fixed some log messages that were not gated behind the DebugMode config setting Fixed ModuleCurvedSolarPanel being in the Generators instead of the Solar Panels category Consolidated Fission/Fusion reactor categories Categories are now configurable (see config for details) Some properties of handlers are now configurable (see config for details) Added support for FissionFlowRadiator as a Heat type (NFE/Kerbal Atomics) Fixed ModuleAternator not polling right in the VAB
  13. Ah you caught me before I fixed the typo. Yes, generally similar. I will make minor changes but the balance of all the revised engines should stay in the same ballpark except the 3.75m upper, which will lose a bunch of thrust (and mass).
  14. Let's present our first two mostly complete models for CE 1.0.0. This is the Vesuvius, the Volcano replacement, based on the Vulcain 2 engine from the Ariane 5. It will be available in 1.25m boattail, 1.25m ring and compact variants. Followed by the all-new Erebus, a new sustainer based on the RD-0120. Available in 1.875m boattail, 1.875m ring and compact variants. This is also the first peek at the new colour scheme for CE, which aligns with the one BDB is using for its own cryogenics, specifically the blue ring.
  15. I designed each engine with gameplay roles specifically in mind - some are purely engines, some are multipurpose, some have specific disadvantages. That way I was able to add the generator hardware into the actual part models. For choice... Every size class should have access to a type of engine with a generator High power engines should not have generators (gas cores) Generator hardware adds mass, mass added should be ~ 1/4 the equivalent weight in RTGs Generator output should be 'reasonable' for a part that size in stock If you're talking about the NFE full hog thing, I can talk more about that.
  16. You seem a little frustrated. Just in case you weren't aware, this is one of a large number of projects that I work on and it's easy for small issues to sneak in with new releases, particularly ones that involved a large change to the backend architecture. In this case there are a couple of debug messages that were not completely gated behind the debugging config setting. I didn't notice this because I run with that setting on for development, where it can be quite helpful. Happily for you, this is a simple change and I can release a fix whenever the combination of parenting, work and other personal items allow it. Ugh I have prototypical support for SSTU but it's not very tested so I didn't want to ship it with the initial version. I must have forgotten to disable it. Correction coming when I can. Effectively you just create a KSPField for your part modules that I can poll that reports accurate information about the consumption of the part in the VAB or in flight. When you've done that I can hook the resource monitor up to it. If your mod doesn't use partmodules it's currently not possible, I am trying to dream up a generic solution to work with vessel modules and similar plugins for the future. I'm also working on a method where authors can supply config-level fields without needing to change code, so it'll get better than it is right now. Just not a high priority.
  17. Well you probably had half of the mod already but yeah this is a must have if you deal with anything that consumes > 50 EC/s and you use at high timewarp. I think this function was weird in AmpYear, seemed out of place - would rather see it in a dedicated 'jump start' part perhaps that you stick on a ship and can function without ship control. So no it does not. Come for the system manager, stay for the timewarp compensation. It should, presuming that the other mod hooks into the stock timewarp mechanisms correctly. The theory is the same at least.
  18. Eh yeah I wrote it in the changelog but I guess I didn't get a PR yet from Eridan. Just ignore that line then.
  19. Also released a few minor updates: Near Future Construction 1.1.2 Updated B9PartSwitch to 2.8.0 Fixed octagonal docking port collider Near Future Solar 1.0.3 Fixed CTT location of small truss solar array Moved truss solar arrays to Advanced Solar Tech node in CTT mode
  20. Kerbal Atomics 1.0.3 Updated B9PartSwitch to 2.8.0 Updated DynamicBatteryStorage to 2.0.0 Complete rebuild Mod now acts as a general power and thermal design tool as well as its previous functions Added toolbar icon to open a Vessel Systems Management window Vessel Systems Management Window Allows player to view relevant Thermal and Electrical summary of the current vessel in VAB or flight Electrical summary: Shows whole-vessel power flows, separated into consumption and generation VAB panel has a tool to simulate distance effects on solar panel efficiency Estimates time to drain or time to charge batteries Can drill down to part categories (eg. Solar Panels, Harvesters, etc) Can drill down to individual parts Handles these module types Stock: ModuleDeployableSolarPanel, ModuleGenerator, ModuleResourceConverter, ModuleActiveRadiator, ModuleResourceHarvester, ModuleCommand, ModuleLight, ModuleDataTransmitter, ModuleEnginesFX, ModuleAlternator NF Suite: ModuleCurvedSolarPanel, FissionGenerator, ModuleRadioisotopeGenerator, ModuleCryoTank, ModuleAntimatterTank, ModuleChargeableEngine, ModuleDeployableCentrifuge, DischargeCapacitor (partial) RealBattery: RealBattery Other: KopernicusSolarPanel Thermal mode: Shows whole-vessel core heat flows, separated into draw and generation Can drill down to part categories (eg. Solar Panels, Harvesters, etc) Can drill down to individual parts NOTE: does not handle non-core heat(eg re-entry, engines, solar) NOTE: does not make a distinction between adjacent-only radiators and full-vessel radiators Handles relevant module types Stock: ModuleCoreHeat (Passive heat only eg RTG), ModuleResourceConverter, ModuleActiveRadiator, ModuleResourceHarvester NF Suite: FissionReactor, ModuleFusionCore Customize settings with DynamicBatteryStorageSettings.cfg Updated CryoTanks to 1.1.4 Changed LH2/O tank switcher patch to not activate cooling by default as such tanks are on average intended to be uncooled (thanks Zorg) Added compatibility patch for EngineLightRelit (courtesy of Nightside) Updated Missing History Extras patches for LH2 NTRs, NFE Integration and Decaying RTGs (courtesy of Eridan) Note the new thread for Dynamic Battery Storage, it is now a more visible part of the mod suite so it gets its own bug reports. If you see problems with the new UI or the timewarp compensation, head there.
  21. Near Future Electrical 1.0.3 Updated B9PartSwitch to 2.8.0 Updated DynamicBatteryStorage to 2.0.0 Complete rebuild Mod now acts as a general power and thermal design tool as well as its previous functions Added toolbar icon to open a Vessel Systems Management window Vessel Systems Management Window Allows player to view relevant Thermal and Electrical summary of the current vessel in VAB or flight Electrical summary: Shows whole-vessel power flows, separated into consumption and generation VAB panel has a tool to simulate distance effects on solar panel efficiency Estimates time to drain or time to charge batteries Can drill down to part categories (eg. Solar Panels, Harvesters, etc) Can drill down to individual parts Handles these module types Stock: ModuleDeployableSolarPanel, ModuleGenerator, ModuleResourceConverter, ModuleActiveRadiator, ModuleResourceHarvester, ModuleCommand, ModuleLight, ModuleDataTransmitter, ModuleEnginesFX, ModuleAlternator NF Suite: ModuleCurvedSolarPanel, FissionGenerator, ModuleRadioisotopeGenerator, ModuleCryoTank, ModuleAntimatterTank, ModuleChargeableEngine, ModuleDeployableCentrifuge, DischargeCapacitor (partial) RealBattery: RealBattery Other: KopernicusSolarPanel Thermal mode: Shows whole-vessel core heat flows, separated into draw and generation Can drill down to part categories (eg. Solar Panels, Harvesters, etc) Can drill down to individual parts NOTE: does not handle non-core heat(eg re-entry, engines, solar) NOTE: does not make a distinction between adjacent-only radiators and full-vessel radiators Handles relevant module types Stock: ModuleCoreHeat (Passive heat only eg RTG), ModuleResourceConverter, ModuleActiveRadiator, ModuleResourceHarvester NF Suite: FissionReactor, ModuleFusionCore Customize settings with DynamicBatteryStorageSettings.cfg Fixed an older dll being shipped with the mod Capacitor recharge can now be enabled or disabled in the VAB Note the new thread for Dynamic Battery Storage, it is now a more visible part of the mod suite so it gets its own bug reports. If you see problems with the new UI or the timewarp compensation, head there.
  22. An additional note: CryoTanks 1.1.4 and DynamicBatteryStorage 2.0.0 were just released. Because CE is in a state of non-releasability due to renovations right now I will not be updating the package in the OP, however you can easily get them from the links posted.
  23. KSP 1.12.x System Monitor [2.3.4] Last Updated November 20, 2024 System Monitor, aka Dynamic Battery Storage is a mod intended to ease vessel construction and solve problems related to power flow. It is effectively required by my mods Near Future Electrical, Cryogenic Engines and Kerbal Atomics. It used to be purely bundled as part of these mods, but the 2.0.0 update added new functionality that makes it relevant for use without these mods. Hence, a thread to centralize reporting of bugs and improvements. The mod is divided into two main components - Vessel Systems Management and Electrical Timewarp Compensation. Vessel Systems Management The mod provides a vessel monitoring user interface to assist in looking at your ship's electrical and thermal properties. It is difficult in KSP to look at power flows and do effective mission engineering when you start to add a large number of electricity consumers and producers to your vessel. This UI lets you see summaries of how your vessel's power sources and sinks are interacting and lets you size batteries and generators to respond to actual power loads. In a nutshell, it... Shows whole-vessel power flows, separated into consumption and generation, in flight or in the VAB Estimates time to drain or time to charge batteries Can drill down to part categories (eg. Solar Panels, Harvesters, etc.) Can drill down to turn individual parts on or off for simulation purposes The VAB interface has a tool to simulate distance effects on solar panel efficiency Electrical Timewarp Compensation This mod dynamically adjusts Electric Charge storage to combat the game's awful handling of resource generation/draw mechanics at high timewarp. Let's consider a ship that has a generator that makes 1000 EC/s, and has batteries totalling 2000 EC of storage. A power consumer on the ship operates with a draw of 10 Ec/s. In any game physics frame at 1x time warp, the following occurs: The generator generates 1000 EC * the duration of the physics frame (0.02) * the timewarp increment (1x) and adds it to the storage, which is full, leaving a total stored energy value of 2000 EC. The power consumer uses 10 EC * the duration of the physics frame (0.02) * the timewarp increment (1x) which nets 0.2 EC and subtracts it from the storage. We now have 1999.8 EC. The cycle begins again. When timewarp increases to a high value, the cycle stays the same, but there are consequences The generator generates 1000 EC * the duration of the physics frame (0.02) * the timewarp increment (100 000x) and adds it to the storage, which is full, leaving a total stored energy value of 2000 EC. The power consumer uses 10 EC * the duration of the physics frame (0.02) * the timewarp increment (100 000x) which nets 20,000 EC and subtracts it from the storage. There is apparently not enough power, even though the power generation rate far exceeds the consumption rate, so there will be negative consequences from the consumer thinking it is out of power The mod functions by choosing a electricity-containing part as the 'buffer', and then expanding or contracting its storage temporarily when high timewarp factors are engaged. The size of the buffer is calculated by determining the total amount of electrical draw that all parts contribute in a single physics frame, and determining the total electrical production. If there is truly enough production to meet demand, the storage will be temporarily expanded so no timewarp related effects occur. Supported Mods At the moment, DBS needs to be made aware of new modules so it can get data from them. Here's a list of the following ones: Supported Electrical Modules ModuleDeployableSolarPanel (Stock) ModuleGenerator (Stock) ModuleResourceConverter (Stock) ModuleActiveRadiator (Stock) ModuleResourceHarvester (Stock) ModuleCommand (Stock) ModuleLight (Stock) ModuleDataTransmitter (Stock) ModuleEngines (Stock) ModuleEnginesFX (Stock) ModuleAlternator (Stock) ModuleCurvedSolarPanel (Near Future Solar) FissionGenerator (Near Future Electrical) DischargeCapacitor (Near Future Electrical) ModuleRadioisotopeGenerator (Near Future Electrical) ModuleCryoTank (CryoTanks) ModuleDeployableCentrifuge (Stockalike Station Parts Expansion Redux) RealBattery (RealBattery) KopernicusSolarPanel (Kopernicus) Adding support for your mod is not difficult - contact me if you wish to do so. More support is coming soon for SSTU and hopefully some life support mods. Bug Reporting It is essential that I get screenshots of the craft in question, screenshots of the UI, and an output_log.txt file (not KSP.log). In addition, please go to the DynamicBatteryStorageSettings.cfg file in your GameData/DynamicBatteryStorage directory and change DebugMode to true - this will enable verbose logging of DBS and is very helpful for me. Be ready to provide reproduction steps on request. Frequently Asked Questions Q: Will you support LS mods? A: Not without additional contributions from users. Q: What mods will you NOT support? A: Kerbalism and KSPI have their own planners and brokers and don't need this mod. Q: How is this different than FuseBox/AmpYear? A: It is similar, but the UI is (in my opinion) clearer and the ETC functionality. It also lacks the reserve battery feature Q: Stock drills and converters heat values are behaving weirdly in flight, is something wrong? A: These parts behave in very strange ways due to the way Squad has designed them. They produce additional heat below optimum temp and less heat above it. The Editor planner uses the equilibrium values, but in flight when you first turn on a converter, you will see very high heat flux values until it heats up and weirdly low values if it is too hot. As long as you follow what the Editor UI says, you will be fine for heat. Licensing All code and cfgs are distributed under the MIT License Download Mirrors Primary (GitHub) Issue Tracking and Source If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more stuff.
  24. Well some more work on new models. The goal is to achieve a good balance between realism and simplification.
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