ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 (edited) @Arivald Ha'gel Can you reproduce the NaN issue in a new savegame with only Kerbalism and its dependencies installed? Don't bother me with this again until you can. About balance issues of EC consumption, feel free to delete the EnergyTweaks.cfg and revert to stock EC balance. And please be civil. I wasted 3 hours yesterday trying to find the issue, only to discover that it happen even without Kerbalism installed: a clear sign that Kerbalism isn't the reason your beloved savegame is going corrupt. You say that the issue isn't happening without Kerbalism? I got different results, but good for you then: remove it and go along. All these mods you are enjoing are experimental stuff we write for our own. And the next time you ask for support from someone here, remember to be civil because receiving support is not your inalienable right. @brusura Send me savegame and list of mods used. Edited August 1, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 @brusura I did some tests and I am unable to reproduce the issue. Send me a savegame when this happen, so I can find out what's happening. Link to comment Share on other sites More sharing options...
brusura Posted August 1, 2016 Share Posted August 1, 2016 (edited) 2 hours ago, ShotgunNinja said: @brusura I did some tests and I am unable to reproduce the issue. Send me a savegame when this happen, so I can find out what's happening. I am sorry , look like I am unable to reproduce this issue, anyway I found another problem with the 2th greenhouse that I attached to base with KIS , it show NaN% as growth Here logs screenshoot and savegame: https://drive.google.com/file/d/0B4kd548FeSEpQkVMemJua2NhMDA/view?usp=sharing Mods ( needed to load the base are KIS, KAS, PlanetaryBaceInc, USI Reactor ): Spoiler [LOG 15:13:13.130] Load(Assembly): /ModuleManager.2.6.25 [LOG 15:13:13.132] AssemblyLoader: Loading assembly at C:\KSP\GameData\ModuleManager.2.6.25.dll [LOG 15:13:13.154] AssemblyLoader: KSPAssembly 'ModuleManager' V2.5 [LOG 15:13:13.154] Load(Assembly): 000_USITools/USITools [LOG 15:13:13.155] AssemblyLoader: Loading assembly at C:\KSP\GameData\000_USITools\USITools.dll [LOG 15:13:13.156] Load(Assembly): AtmosphereAutopilot/AtmosphereAutopilot [LOG 15:13:13.157] AssemblyLoader: Loading assembly at C:\KSP\GameData\AtmosphereAutopilot\AtmosphereAutopilot.dll [LOG 15:13:13.158] Load(Assembly): AtmosphereAutopilot/AtmosphereAutopilot.UI [LOG 15:13:13.159] AssemblyLoader: Loading assembly at C:\KSP\GameData\AtmosphereAutopilot\AtmosphereAutopilot.UI.dll [LOG 15:13:13.160] Load(Assembly): AtmosphereAutopilot/MiniAVC [LOG 15:13:13.160] AssemblyLoader: Loading assembly at C:\KSP\GameData\AtmosphereAutopilot\MiniAVC.dll [LOG 15:13:13.162] Load(Assembly): BetterBurnTime/BetterBurnTime [LOG 15:13:13.162] AssemblyLoader: Loading assembly at C:\KSP\GameData\BetterBurnTime\BetterBurnTime.dll [LOG 15:13:13.164] Load(Assembly): CameraFocusChanger/CameraFocusChanger [LOG 15:13:13.164] AssemblyLoader: Loading assembly at C:\KSP\GameData\CameraFocusChanger\CameraFocusChanger.dll [LOG 15:13:13.165] Load(Assembly): CorrectCoL/CorrectCoL [LOG 15:13:13.166] AssemblyLoader: Loading assembly at C:\KSP\GameData\CorrectCoL\CorrectCoL.dll [LOG 15:13:13.167] Load(Assembly): DestructionEffects/Plugins/DestructionEffects [LOG 15:13:13.167] AssemblyLoader: Loading assembly at C:\KSP\GameData\DestructionEffects\Plugins\DestructionEffects.dll [LOG 15:13:13.168] Load(Assembly): Diazo/TWR1/TWR1 [LOG 15:13:13.169] AssemblyLoader: Loading assembly at C:\KSP\GameData\Diazo\TWR1\TWR1.dll [LOG 15:13:13.170] Load(Assembly): DistantObject/DistantObject [LOG 15:13:13.170] AssemblyLoader: Loading assembly at C:\KSP\GameData\DistantObject\DistantObject.dll [LOG 15:13:13.172] AssemblyLoader: KSPAssembly 'DistantObject' V1.5 [LOG 15:13:13.172] Load(Assembly): EasyBoard/EasyBoard [LOG 15:13:13.173] AssemblyLoader: Loading assembly at C:\KSP\GameData\EasyBoard\EasyBoard.dll [LOG 15:13:13.174] AssemblyLoader: KSPAssembly 'EasyBoard' V1.2 [LOG 15:13:13.174] Load(Assembly): EasyVesselSwitch/Plugins/EasyVesselSwitch [LOG 15:13:13.175] AssemblyLoader: Loading assembly at C:\KSP\GameData\EasyVesselSwitch\Plugins\EasyVesselSwitch.dll [LOG 15:13:13.176] AssemblyLoader: KSPAssembly 'EasyVesselSwitch' V1.0 [LOG 15:13:13.176] Load(Assembly): EasyVesselSwitch/Plugins/KSPDev_Utils [LOG 15:13:13.177] AssemblyLoader: Loading assembly at C:\KSP\GameData\EasyVesselSwitch\Plugins\KSPDev_Utils.dll [LOG 15:13:13.178] Load(Assembly): EasyVesselSwitch/Plugins/MiniAVC [LOG 15:13:13.178] AssemblyLoader: Loading assembly at C:\KSP\GameData\EasyVesselSwitch\Plugins\MiniAVC.dll [LOG 15:13:13.179] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/Atmosphere [LOG 15:13:13.180] AssemblyLoader: Loading assembly at C:\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\Atmosphere.dll [LOG 15:13:13.181] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/EVEManager [LOG 15:13:13.182] AssemblyLoader: Loading assembly at C:\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\EVEManager.dll [LOG 15:13:13.183] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/PQSManager [LOG 15:13:13.184] AssemblyLoader: Loading assembly at C:\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\PQSManager.dll [LOG 15:13:13.185] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/ShaderLoader [LOG 15:13:13.185] AssemblyLoader: Loading assembly at C:\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\ShaderLoader.dll [LOG 15:13:13.186] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/Terrain [LOG 15:13:13.187] AssemblyLoader: Loading assembly at C:\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\Terrain.dll [LOG 15:13:13.188] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/TextureConfig [LOG 15:13:13.189] AssemblyLoader: Loading assembly at C:\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\TextureConfig.dll [LOG 15:13:13.190] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/Utils [LOG 15:13:13.190] AssemblyLoader: Loading assembly at C:\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\Utils.dll [LOG 15:13:13.192] Load(Assembly): EnvironmentalVisualEnhancements/Plugins/_BuildManager [LOG 15:13:13.192] AssemblyLoader: Loading assembly at C:\KSP\GameData\EnvironmentalVisualEnhancements\Plugins\_BuildManager.dll [LOG 15:13:13.193] Load(Assembly): Firespitter/Plugins/Firespitter [LOG 15:13:13.194] AssemblyLoader: Loading assembly at C:\KSP\GameData\Firespitter\Plugins\Firespitter.dll [LOG 15:13:13.195] Load(Assembly): FlexoDocking/FlexoTubes [LOG 15:13:13.196] AssemblyLoader: Loading assembly at C:\KSP\GameData\FlexoDocking\FlexoTubes.dll [LOG 15:13:13.197] Load(Assembly): FP_KOAS/Plugins/DPCamera [LOG 15:13:13.197] AssemblyLoader: Loading assembly at C:\KSP\GameData\FP_KOAS\Plugins\DPCamera.dll [LOG 15:13:13.199] Load(Assembly): GPOSpeedFuelPump/Plugins/GPOSpeedFuelPump [LOG 15:13:13.199] AssemblyLoader: Loading assembly at C:\KSP\GameData\GPOSpeedFuelPump\Plugins\GPOSpeedFuelPump.dll [LOG 15:13:13.200] Load(Assembly): IndicatorLights/IndicatorLights [LOG 15:13:13.201] AssemblyLoader: Loading assembly at C:\KSP\GameData\IndicatorLights\IndicatorLights.dll [LOG 15:13:13.202] Load(Assembly): KAS/Plugins/KAS [LOG 15:13:13.203] AssemblyLoader: Loading assembly at C:\KSP\GameData\KAS\Plugins\KAS.dll [LOG 15:13:13.204] AssemblyLoader: KSPAssembly 'KAS' V0.5 [LOG 15:13:13.205] Load(Assembly): KAS/Plugins/MiniAVC [LOG 15:13:13.205] AssemblyLoader: Loading assembly at C:\KSP\GameData\KAS\Plugins\MiniAVC.dll [LOG 15:13:13.206] Load(Assembly): KeepItStraight/KeepItStraight [LOG 15:13:13.207] AssemblyLoader: Loading assembly at C:\KSP\GameData\KeepItStraight\KeepItStraight.dll [LOG 15:13:13.208] Load(Assembly): KerbalEngineer/KerbalEngineer [LOG 15:13:13.208] AssemblyLoader: Loading assembly at C:\KSP\GameData\KerbalEngineer\KerbalEngineer.dll [LOG 15:13:13.210] Load(Assembly): KerbalEngineer/KerbalEngineer.Unity [LOG 15:13:13.210] AssemblyLoader: Loading assembly at C:\KSP\GameData\KerbalEngineer\KerbalEngineer.Unity.dll [LOG 15:13:13.212] Load(Assembly): KerbalEngineer/MiniAVC [LOG 15:13:13.212] AssemblyLoader: Loading assembly at C:\KSP\GameData\KerbalEngineer\MiniAVC.dll [LOG 15:13:13.213] Load(Assembly): Kerbalism/CLSInterfaces [LOG 15:13:13.214] AssemblyLoader: Loading assembly at C:\KSP\GameData\Kerbalism\CLSInterfaces.dll [LOG 15:13:13.215] Load(Assembly): Kerbalism/Kerbalism [LOG 15:13:13.215] AssemblyLoader: Loading assembly at C:\KSP\GameData\Kerbalism\Kerbalism.dll [LOG 15:13:13.217] Load(Assembly): KerbalJointReinforcement/Plugin/KerbalJointReinforcement [LOG 15:13:13.217] AssemblyLoader: Loading assembly at C:\KSP\GameData\KerbalJointReinforcement\Plugin\KerbalJointReinforcement.dll [LOG 15:13:13.218] Load(Assembly): KerbalKonstructs/KerbalKonstructs [LOG 15:13:13.219] AssemblyLoader: Loading assembly at C:\KSP\GameData\KerbalKonstructs\KerbalKonstructs.dll [LOG 15:13:13.220] AssemblyLoader: KSPAssembly 'KerbalKonstructs' V0.9 [LOG 15:13:13.221] Load(Assembly): KerbalKonstructs/MiniAVC [LOG 15:13:13.221] AssemblyLoader: Loading assembly at C:\KSP\GameData\KerbalKonstructs\MiniAVC.dll [LOG 15:13:13.223] Load(Assembly): KerbalReusabilityExpansion/GridFins/DeployableCtrlSrf [LOG 15:13:13.223] AssemblyLoader: Loading assembly at C:\KSP\GameData\KerbalReusabilityExpansion\GridFins\DeployableCtrlSrf.dll [LOG 15:13:13.224] Load(Assembly): KIS/Plugins/KIS [LOG 15:13:13.225] AssemblyLoader: Loading assembly at C:\KSP\GameData\KIS\Plugins\KIS.dll [LOG 15:13:13.226] AssemblyLoader: KSPAssembly 'KIS' V1.2 [LOG 15:13:13.226] Load(Assembly): KIS/Plugins/KSPDev_Utils [LOG 15:13:13.227] AssemblyLoader: Loading assembly at C:\KSP\GameData\KIS\Plugins\KSPDev_Utils.dll [LOG 15:13:13.228] Load(Assembly): KIS/Plugins/MiniAVC [LOG 15:13:13.228] AssemblyLoader: Loading assembly at C:\KSP\GameData\KIS\Plugins\MiniAVC.dll [LOG 15:13:13.230] Load(Assembly): MagicSmokeIndustries/IRActiveStruts/Plugins/ActiveStruts [LOG 15:13:13.230] AssemblyLoader: Loading assembly at C:\KSP\GameData\MagicSmokeIndustries\IRActiveStruts\Plugins\ActiveStruts.dll [LOG 15:13:13.232] Load(Assembly): MagicSmokeIndustries/Parts/Rework_Utility/Plugins/IRSurfaceSampler [LOG 15:13:13.232] AssemblyLoader: Loading assembly at C:\KSP\GameData\MagicSmokeIndustries\Parts\Rework_Utility\Plugins\IRSurfaceSampler.dll [LOG 15:13:13.234] Load(Assembly): MagicSmokeIndustries/Plugins/InfernalRobotics [LOG 15:13:13.234] AssemblyLoader: Loading assembly at C:\KSP\GameData\MagicSmokeIndustries\Plugins\InfernalRobotics.dll [LOG 15:13:13.236] Load(Assembly): MagicSmokeIndustries/Plugins/Scale_Redist [LOG 15:13:13.236] AssemblyLoader: Loading assembly at C:\KSP\GameData\MagicSmokeIndustries\Plugins\Scale_Redist.dll [LOG 15:13:13.237] Load(Assembly): MSD/Plugin/EvaFollower [LOG 15:13:13.238] AssemblyLoader: Loading assembly at C:\KSP\GameData\MSD\Plugin\EvaFollower.dll [LOG 15:13:13.239] Load(Assembly): NavHud/Plugins/NavHud [LOG 15:13:13.239] AssemblyLoader: Loading assembly at C:\KSP\GameData\NavHud\Plugins\NavHud.dll [LOG 15:13:13.241] Load(Assembly): PartWizard/Plugins/PartWizard [LOG 15:13:13.241] AssemblyLoader: Loading assembly at C:\KSP\GameData\PartWizard\Plugins\PartWizard.dll [LOG 15:13:13.242] AssemblyLoader: KSPAssembly 'PartWizard' V1.2 [LOG 15:13:13.243] Load(Assembly): PlanetaryBaseInc/BaseSystem/Plugins/PlanetarySurfaceStructures [LOG 15:13:13.243] AssemblyLoader: Loading assembly at C:\KSP\GameData\PlanetaryBaseInc\BaseSystem\Plugins\PlanetarySurfaceStructures.dll [LOG 15:13:13.245] Load(Assembly): PreciseManeuver/PreciseManeuver [LOG 15:13:13.245] AssemblyLoader: Loading assembly at C:\KSP\GameData\PreciseManeuver\PreciseManeuver.dll [LOG 15:13:13.246] AssemblyLoader: KSPAssembly 'PreciseManeuver' V2.0 [LOG 15:13:13.247] Load(Assembly): PreciseManeuver/PreciseManeuver.Unity [LOG 15:13:13.247] AssemblyLoader: Loading assembly at C:\KSP\GameData\PreciseManeuver\PreciseManeuver.Unity.dll [LOG 15:13:13.248] Load(Assembly): ReentryParticleEffect/Plugins/ReentryParticleEffect [LOG 15:13:13.249] AssemblyLoader: Loading assembly at C:\KSP\GameData\ReentryParticleEffect\Plugins\ReentryParticleEffect.dll [LOG 15:13:13.250] Load(Assembly): Squad/Plugins/KSPSteamCtrlr [LOG 15:13:13.251] AssemblyLoader: Loading assembly at C:\KSP\GameData\Squad\Plugins\KSPSteamCtrlr.dll [LOG 15:13:13.252] Load(Assembly): Squad/Plugins/SaveUpgradePipeline.Scripts [LOG 15:13:13.252] AssemblyLoader: Loading assembly at C:\KSP\GameData\Squad\Plugins\SaveUpgradePipeline.Scripts.dll [LOG 15:13:13.254] Load(Assembly): Squad/Plugins/Steamworks.NET [LOG 15:13:13.254] AssemblyLoader: Loading assembly at C:\KSP\GameData\Squad\Plugins\Steamworks.NET.dll [LOG 15:13:13.256] Load(Assembly): SurfaceLights/Plugins/MiniAVC [LOG 15:13:13.256] AssemblyLoader: Loading assembly at C:\KSP\GameData\SurfaceLights\Plugins\MiniAVC.dll [LOG 15:13:13.257] Load(Assembly): SurfaceLights/Plugins/SurfaceLights [LOG 15:13:13.258] AssemblyLoader: Loading assembly at C:\KSP\GameData\SurfaceLights\Plugins\SurfaceLights.dll [LOG 15:13:13.259] AssemblyLoader: KSPAssembly 'SurfaceLights' V1.2 [LOG 15:13:13.259] Load(Assembly): Trajectories/Plugin/Trajectories [LOG 15:13:13.260] AssemblyLoader: Loading assembly at C:\KSP\GameData\Trajectories\Plugin\Trajectories.dll [LOG 15:13:13.261] Load(Assembly): TriggerTech/KerbalAlarmClock/KerbalAlarmClock [LOG 15:13:13.262] AssemblyLoader: Loading assembly at C:\KSP\GameData\TriggerTech\KerbalAlarmClock\KerbalAlarmClock.dll [LOG 15:13:13.263] Load(Assembly): WaypointManager/WaypointManager [LOG 15:13:13.264] AssemblyLoader: Loading assembly at C:\KSP\GameData\WaypointManager\WaypointManager.dll [LOG 15:13:13.265] AssemblyLoader: KSPAssembly 'WaypointManager' V1.0 [LOG 15:13:13.267] AssemblyLoader: Loading assemblies Edited August 1, 2016 by brusura Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 @brusura Please try this: replace kerbalism dll with this one attach a new greenhouse using KIS check if growth % in RMB ui is still NaN Let me know Link to comment Share on other sites More sharing options...
brusura Posted August 1, 2016 Share Posted August 1, 2016 (edited) 13 minutes ago, ShotgunNinja said: @brusura Please try this: replace kerbalism dll with this one attach a new greenhouse using KIS check if growth % in RMB ui is still NaN Let me know Same prob https://drive.google.com/file/d/0B4kd548FeSEpYTMtcExQYlBPMk0/view?usp=sharing Edited August 1, 2016 by brusura Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 The inner and outer radiation belts of the new magnetosphere model: Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 @brusura Ok thanks for trying, I will dig deeper. Question: when you attach a part using KIS, does it show a 'preview' of the part? I'm asking because to do that, KIS need to actually create the part (and all the modules). At that point some of my code is assuming the part belong to a vessel of some kind (and is not the case here) and the greenhouse module set NaN in the growth field once. Then, once attached, the growth stay NaN due to NaN algebra. BTW did you noticed other problems related to KIS-attached parts that are also used by Kerbalism (eg: solar panels)? @Arivald Ha'gel Is it possible the vessel that is causing you problems had a solar panel or some other parts attached using KIS? Link to comment Share on other sites More sharing options...
brusura Posted August 1, 2016 Share Posted August 1, 2016 2 minutes ago, ShotgunNinja said: @brusura Ok thanks for trying, I will dig deeper. Question: when you attach a part using KIS, does it show a 'preview' of the part? I'm asking because to do that, KIS need to actually create the part (and all the modules). At that point some of my code is assuming the part belong to a vessel of some kind (and is not the case here) and the greenhouse module set NaN in the growth field once. Then, once attached, the growth stay NaN due to NaN algebra. BTW did you noticed other problems related to KIS-attached parts that are also used by Kerbalism (eg: solar panels)? Yes the greenshow show the preview, It was working when I released it on the mun with the skycrane then when I attached it to the main base got the nan on it , other parts like solar panels look alright Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 @brusura Ok. What about the 'skycrane', is it a part included in KIS, or comes from another mod? Link to comment Share on other sites More sharing options...
brusura Posted August 1, 2016 Share Posted August 1, 2016 4 minutes ago, ShotgunNinja said: @brusura Ok. What about the 'skycrane', is it a part included in KIS, or comes from another mod? it's a stock craft, one probe, one antenna, battery, a tank and 4 engine with a docking port underneath the tank nothing special Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 @brusura Ah ok. I through was some kind of 'lifter' to move other vessels or parts. I will need to dig into KIS source code to find the root cause of this, but meanwhile I've implemented an ad-hoc fix for this case. Just replace the dll with this one, it should work also for existing greenhouses attached by KIS. Let me know if it doesn't! Link to comment Share on other sites More sharing options...
brusura Posted August 1, 2016 Share Posted August 1, 2016 10 minutes ago, ShotgunNinja said: @brusura Ah ok. I through was some kind of 'lifter' to move other vessels or parts. I will need to dig into KIS source code to find the root cause of this, but meanwhile I've implemented an ad-hoc fix for this case. Just replace the dll with this one, it should work also for existing greenhouses attached by KIS. Let me know if it doesn't! It works now thanks, but I have noticed something, dunno if it was already there but if I change the amount of light and thus changing the havervesting time, should not this reflect in the vessel monitor? Here some screenshoots: http://imgur.com/a/bMJDY Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 @brusura It is because you have two greenhouses, and the vessel info is showing you the stats of the first one (that has the same lighting in both screenshots). Click on the arrows in the greenhouse panel. Link to comment Share on other sites More sharing options...
brusura Posted August 1, 2016 Share Posted August 1, 2016 (edited) 12 minutes ago, ShotgunNinja said: @brusura It is because you have two greenhouses, and the vessel info is showing you the stats of the first one (that has the same lighting in both screenshots). Click on the arrows in the greenhouse panel. Uhm nope in one screenshoot the light is zero also on the first greenhouse EDIT: I mean the "food" under supplies stay 173 days and 2 hours no matter how set the light on the greenhouses, for oxygen if I disable a scrubber it changes Edited August 1, 2016 by brusura Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 @brusura The vessel info is showing details of the greenhouse on the right. If you click on the arrows, it will show details for the other greenhouses too. Please check. Spoiler Link to comment Share on other sites More sharing options...
brusura Posted August 1, 2016 Share Posted August 1, 2016 1 minute ago, ShotgunNinja said: @brusura The vessel info is showing details of the greenhouse on the right. If you click on the arrows, it will show details for the other greenhouses too. Please check. Reveal hidden contents Yeah I clarified in the edit previous post, anyway look like its alway been this way the food estimantion do not change if you change the greenhouse light or close the shutters Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 4 minutes ago, brusura said: Yeah I clarified in the edit previous post, anyway look like its alway been this way the food estimantion do not change if you change the greenhouse light or close the shutters Ah, that is by design. The player see how much the current food supply will last, and how long until the next harvest and the harvest size. The rationale is that the greenhouse is producing in bursts, lighting/waste/soil conditions can change, there may be an emergency harvest, etc. Link to comment Share on other sites More sharing options...
Arivald Ha'gel Posted August 1, 2016 Share Posted August 1, 2016 1 hour ago, ShotgunNinja said: @Arivald Ha'gel Is it possible the vessel that is causing you problems had a solar panel or some other parts attached using KIS? No KIS/KAS. 4 hours ago, ShotgunNinja said: @Arivald Ha'gel Can you reproduce the NaN issue in a new savegame with only Kerbalism and its dependencies installed? Don't bother me with this again until you can. About balance issues of EC consumption, feel free to delete the EnergyTweaks.cfg and revert to stock EC balance. And please be civil. I wasted 3 hours yesterday trying to find the issue, only to discover that it happen even without Kerbalism installed: a clear sign that Kerbalism isn't the reason your beloved savegame is going corrupt. You say that the issue isn't happening without Kerbalism? I got different results, but good for you then: remove it and go along. All these mods you are enjoing are experimental stuff we write for our own. And the next time you ask for support from someone here, remember to be civil because receiving support is not your inalienable right. No. But I cannot reproduce the issue once I remove Kerbalism.dlls (I have kept part configs and patches). 0% reproduction rate. Already tried several times with the same save game. No problem with NaN electricity, which is supposedly causing Oxygen NaN. With Kerbalism.dll I have 100% reproduction rate. But if you could tell me how you have reproducted this issue with Kerbalism mod removed I'll be glad to experiment and to move the issue to other mod forum thread. I already wasted 6 hours experimenting with this problem, and it still only happens when Kerbalism mod is installed. Link to comment Share on other sites More sharing options...
N70 Posted August 1, 2016 Share Posted August 1, 2016 1 hour ago, ShotgunNinja said: The inner and outer radiation belts of the new magnetosphere model: When is this update coming out? Also show us what Jool looks like w/ that (or maybe Sarnus) Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 @Arivald Ha'gel To reproduce without Kerbalism: remove the Kerbalism directory from GameData start the game, load savegame named 'before' hit ALT+F2 see the streams of NaN exceptions in the log window Now that I think of it, maybe you can use ExceptionDetector (a mod) to see what mod is throwing those exceptions. @N70 Soon (tm), still working on the rendering. Link to comment Share on other sites More sharing options...
Arivald Ha'gel Posted August 1, 2016 Share Posted August 1, 2016 (edited) 1 hour ago, ShotgunNinja said: @Arivald Ha'gel To reproduce without Kerbalism: remove the Kerbalism directory from GameData start the game, load savegame named 'before' hit ALT+F2 see the streams of NaN exceptions in the log window Now that I think of it, maybe you can use ExceptionDetector (a mod) to see what mod is throwing those exceptions. ? Once you remove Kerbalism from GameData Vehicles on which the problem occurs will not be loaded. How is that a test? And how have you tested that NaN on EC doesn't occur on "Minmus Orbit" if it haven't even loaded? Please test without Kerbalism.dll and CLSInterfaces.dll only. Vehicles will load. NaN problem on Electricity/Oxygen won't be visible. Perhaps NaN exception you see are related to Crap and CO2 being not defined and yet being stored in Tanks and Pods? I don't know what KSP will behave once Resource definition is missing... probably multiplying 0 * NaN (once whole Kerbalism directory is removed) gives NaN (I probably have 0 CO2 since all is scrubbed, but I have tank for it on vessels). If I remove Kerbalism.dlls I get such errors: [EXC 19:17:59.623] NullReferenceException: Object reference not set to an instance of an object Vessel.GetUnloadedVesselMass () Vessel.GetTotalMass () Vessel.CalculatePhysicsStats () Vessel.FixedUpdate () [EXC 19:17:59.626] NullReferenceException: Object reference not set to an instance of an object Vessel.GetUnloadedVesselMass () Vessel.GetTotalMass () DistantObject.FlareDraw.AddVesselFlare (.Vessel referenceShip) DistantObject.FlareDraw.GenerateVesselFlares () DistantObject.FlareDraw.FixedUpdate () Which I don't get if Kerbalism is installed. Removing Kerbalism from active game causes significant problems it seems. At least inability for reentry (atmo doesn't slow you down since you have no mass, but eats all Ablator immediately). So right now either way I'm unable to continue playing, unless I do heavy save file edit. Edited August 1, 2016 by Arivald Ha'gel Link to comment Share on other sites More sharing options...
brusura Posted August 1, 2016 Share Posted August 1, 2016 Reactors from USI Core look like are not generating EC while in background , is it because they rely on stock backgorund processing and Kerbalism remove it? Should I take it up to RoverDude or you ShotgunNinja? Thanks Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 (edited) @brusura Seem they are just using ModuleResourceConverter. If that is the case, they should work both in planner and be simulated in background. Edited August 1, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
brusura Posted August 1, 2016 Share Posted August 1, 2016 (edited) 2 hours ago, ShotgunNinja said: @brusura Seem they are just using ModuleResourceConverter. If that is the case, they should work both in planner and be simulated in background. Dunno I have to test it, because even if the planner say perpetual I read zero battery when I switch to base the reactors start to pump EC EDIT: From what I can see, while in background, only 2 of 3 reactors works, I still have to figure out why and wich reactor is not working Edited August 1, 2016 by brusura Link to comment Share on other sites More sharing options...
evileye.x Posted August 1, 2016 Share Posted August 1, 2016 May be I dumb, but should I choose profile after install? I see only electric charge on info screen? Link to comment Share on other sites More sharing options...
Recommended Posts