Mace from Space Posted October 24, 2016 Share Posted October 24, 2016 Could you please be so kind and update your toolbar intergration. For now your mod is not usable cause there is no way to open it in game. Link to comment Share on other sites More sharing options...
kimjongspoon Posted October 26, 2016 Share Posted October 26, 2016 I've been using this with RO/RSS/RP-0 on some ion tugs, but It doesn't seem to be working. The engine stops thrusting in time warp, but the alternator still says that it is producing electricity (in this case it is draining electricity, thats how RO makes ion engines deplete electricity). It gives me this null ref: NullReferenceException: Object reference not set to an instance of an object PersistentThrust.PersistentEngine.CalculateDemands (Double demandMass) PersistentThrust.PersistentEngine.OnFixedUpdate () Part.ModulesOnFixedUpdate () Part.FixedUpdate () I'm using the 1.1.3 version of the mod, I apologize if this has been fixed in the 1.2 version. Link to comment Share on other sites More sharing options...
mrsolarsail Posted October 26, 2016 Author Share Posted October 26, 2016 On 10/24/2016 at 4:05 AM, Mace from Space said: Could you please be so kind and update your toolbar intergration. For now your mod is not usable cause there is no way to open it in game. I'm not actually using Toolbar in this mod. You should be able to see a "Show Navigator Controls" toggle button when you right click on a control module that's attached to your spacecraft. Link to comment Share on other sites More sharing options...
Palaceviking Posted December 13, 2016 Share Posted December 13, 2016 On 10/26/2016 at 2:59 PM, mrsolarsail said: I'm not actually using Toolbar in this mod. You should be able to see a "Show Navigator Controls" toggle button when you right click on a control module that's attached to your spacecraft. Help!!!, I've got that far with this, do you know why it would not allow me to warp when usin ion engines with this? Link to comment Share on other sites More sharing options...
FreeThinker Posted December 15, 2016 Share Posted December 15, 2016 (edited) On 8-9-2015 at 4:39 AM, mrsolarsail said: Known issues: Disabled during timewarp on a suborbital trajectory due to a bug in perturbing the suborbital orbit Consumption of massless resources during timewarp disabled (e.g. ElectricCharge) due to a bug in how KSP requests resources at high timewarp When the thrust of a persistent engine is too high (above ~5 kN), KSP won't allow switching to timewarp Issue one is no longer valid, constraint can be removed Issue two can simple be compensated by created a dynamic buffer on the engine that increases, decreases depending on time warp (see FNSolarPanelWasteHeatModule in KSPI-E on how to implement) Issue tree can be compensated by allowing the player lower thrust and use maximum thrust when switching to warp (see KSPI-E Deadalus controller for example) Edited December 15, 2016 by FreeThinker Link to comment Share on other sites More sharing options...
FreeThinker Posted December 15, 2016 Share Posted December 15, 2016 On 24-8-2016 at 3:25 PM, mrsolarsail said: Glad to hear it! I do plan on adding that functionality, using the orbit states from the preview trajectory. It's one of the most requested features. Interesting if can make it work, but have you yet tried manipulating the orbit of the vessel direct when not loaded? Link to comment Share on other sites More sharing options...
AnonymPLAkaWściekłaMangus Posted December 20, 2016 Share Posted December 20, 2016 Mod works for Solar Sail but not for stock ion engine and EmDrive from this mod ( I even reduced thrust of that EmDrive to 0.25kN ) Link to comment Share on other sites More sharing options...
APlayer Posted December 22, 2016 Share Posted December 22, 2016 I've had issues with this mod, or rather, it didn't work at all. I tried with every version of KSP since, inclusive, 1.1.3, modded and umodded installs. Neither the stock ion engine nor any other worked for me. Link to comment Share on other sites More sharing options...
AnonymPLAkaWściekłaMangus Posted January 31, 2017 Share Posted January 31, 2017 Will this mod get bugfixes/updates or it is left? Link to comment Share on other sites More sharing options...
OctarineNoise Posted March 29, 2017 Share Posted March 29, 2017 I've found that the mod is working fine in theory, however it is very sensitive to physics lag. On tiny probes (and a fast computer), I could usually enter thrust warp about 3 out of 4 tries. However, on a large 200+ part ship, it would not work at all, however many times I tried. I've made a workaround for the problem (I wouldn't call it a proper fix though), and now my large ship works too almost every time. I've submitted a pull request to mrsolarsail, and hopefully he'll include it in the next release. If he appears to be AFK, I could probably release the modified plugin if there is interest in it. I think the license allows it. Link to comment Share on other sites More sharing options...
mrsolarsail Posted April 3, 2017 Author Share Posted April 3, 2017 (edited) On 3/29/2017 at 6:25 PM, OctarineNoise said: I've found that the mod is working fine in theory, however it is very sensitive to physics lag. On tiny probes (and a fast computer), I could usually enter thrust warp about 3 out of 4 tries. However, on a large 200+ part ship, it would not work at all, however many times I tried. I've made a workaround for the problem (I wouldn't call it a proper fix though), and now my large ship works too almost every time. I've submitted a pull request to mrsolarsail, and hopefully he'll include it in the next release. If he appears to be AFK, I could probably release the modified plugin if there is interest in it. I think the license allows it. Thanks for the fix. I merged it and put out a new v1.0.8 release that includes it. I tested that this works correctly with SolarSailNavigator as well. Does this address the issues we've seen with high acceleration vehicles dropping out of timewarp? Edited April 3, 2017 by mrsolarsail Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 13, 2017 Share Posted May 13, 2017 After some scene changes to switch from probe to probe over the Tracking Station the mod suddenly stopped working and I get a lot of these: Module PersistentEngine threw during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at PersistentThrust.PersistentEngine.CalculateDemands (Double demandMass) [0x00000] in <filename unknown>:0 at PersistentThrust.PersistentEngine.OnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0 I used the FlightComputer / Kerbal AlarmClock pair for doing the burns. Log:https://www.dropbox.com/s/myspgr8ons7h9v6/2017-05-13-1 KSP.log.7z?dl=1 Link to comment Share on other sites More sharing options...
SpaceMouse Posted May 17, 2017 Share Posted May 17, 2017 This bug report may or may not be out of date, (or possibly KSPi) but when crossing into the effect area of a planet/moon there appears to be a glitch That accelerates you to a significant portion of lightspeed. Thought it was worth mentioning while lurking the thread. Link to comment Share on other sites More sharing options...
ssd21345 Posted June 19, 2017 Share Posted June 19, 2017 It seems this thread quite inactive and OP last online is in April... May someone updates his mods? Thanks in advance. Link to comment Share on other sites More sharing options...
Ununtri Posted July 26, 2017 Share Posted July 26, 2017 Anyone knows if this mod is safe to use in 1.3 release? (and if, are there any potential problem to be wary of) Link to comment Share on other sites More sharing options...
_Astra_ Posted August 9, 2017 Share Posted August 9, 2017 On 26.07.2017 at 6:11 PM, Ununtri said: Anyone knows if this mod is safe to use in 1.3 release? No. It crashes the game. Link to comment Share on other sites More sharing options...
mrsolarsail Posted August 9, 2017 Author Share Posted August 9, 2017 (edited) 1 hour ago, _Astra_ said: No. It crashes the game. I have recompiled & tested out the mod with KSP 1.3.0. It should appear on CKAN eventually. Edited August 9, 2017 by mrsolarsail Link to comment Share on other sites More sharing options...
RedParadize Posted August 9, 2017 Share Posted August 9, 2017 Hi @mrsolarsail I know the comment is one year old, but do you think @FreeThinker suggestion would be doable? On 7/14/2016 at 9:48 AM, FreeThinker said: In KSPI-E for the Daedalus Engine, I get arround this limitation by allowing the engine to generate durring timewarp even without throtle set. As long as the engine is enable, it will accelerate.This will technically allow any engine with any thrust to speed durring tome warp. Of cource at low Isp it will mean you will lose all your fuel in a matter of seconds. I suggest you simply add a switch which allows you to do the same for the PersistantEngineFX. Link to comment Share on other sites More sharing options...
Roostergod Posted September 17, 2017 Share Posted September 17, 2017 is there a way give all engines persistent thrust instead of just ion and NFP engines? Link to comment Share on other sites More sharing options...
Hajii Posted December 13, 2017 Share Posted December 13, 2017 On 9/16/2017 at 8:52 PM, Roostergod said: is there a way give all engines persistent thrust instead of just ion and NFP engines? I had the same question. Not sure if possible but this would be great. Link to comment Share on other sites More sharing options...
Mecripp Posted December 14, 2017 Share Posted December 14, 2017 (edited) On 9/16/2017 at 7:52 PM, Roostergod said: is there a way give all engines persistent thrust instead of just ion and NFP engines? 6 hours ago, Hajii said: I had the same question. Not sure if possible but this would be great. Just by looking at the patch yes you would need to wildcard it or make a patch with all the engines names and add Quote MODULE { name = PersistentEngine } Edit- Here try this @PART[*]:HAS[@MODULE[ModuleEngines*],!MODULE[PersistentEngine]]:Final { MODULE { name = PersistentEngine } } Edited December 14, 2017 by Mecripp Link to comment Share on other sites More sharing options...
Hajii Posted December 22, 2017 Share Posted December 22, 2017 I don't think this mod is working. I can't get warp to function while the stock ion engine is running. Link to comment Share on other sites More sharing options...
Marcelo Silveira Posted February 15, 2018 Share Posted February 15, 2018 On 12/22/2017 at 7:55 PM, Hajii said: I don't think this mod is working. I can't get warp to function while the stock ion engine is running. The thrust might be too high, try using a smaller thrust setting. Maybe you haven't onstalled all the dependencies. Link to comment Share on other sites More sharing options...
EricSan Posted March 14, 2018 Share Posted March 14, 2018 So I'm trying to use this in KSP 1.3 with NFP and when I timewarp the throttle stays at 100% as desired, but my ship stops consuming argon gas and outputs zero thrust. The only requirement it lists is module manager 1.5.6 but I am running 3.0.1, I dont suppose that would be an issue though. Link to comment Share on other sites More sharing options...
DocRockwell Posted July 6, 2018 Share Posted July 6, 2018 Is this working in ksp 1.3.1? When I tried this with the ion engine (realism overhaul), it continues to consume fuel, but doesn't actually produce thrust during time warp. Link to comment Share on other sites More sharing options...
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