kR105 Posted August 17, 2016 Share Posted August 17, 2016 9 minutes ago, ShotgunNinja said: @kR105 Uncheck the flag 'Check for arithmetic overflow/underflow' in the compiler. That bit of code is perfectly safe to overflow. In fact I don't want any overflow/underflow checking at runtime both for speed (the checking is not free) and for functionality (sometimes your code exploit integer overflow/underflow, like in this hash function). Worked perfectly, thanks! Link to comment Share on other sites More sharing options...
kR105 Posted August 17, 2016 Share Posted August 17, 2016 I'm having a weird problem (I think it is with Kerbalism and that is why I was trying the latest Github version, same thing happens with both official 1.0.9 and my compiled version from your sources) where my vessels run out of power during timewarp but only when I'm focused on another vesel, when I go back to the vessel that was supposed to be out of power I find that the battery level is full. I thought that something was draining the battery but solar panels are more than enough (same as batteries) and what made me think that something is not working well with Kerbalism is when I had one vessel orbiting Kerbin with a scansat part and I activated timewarp on another vessel, then I got the message that the scansat vessel ran out of power and that everything was disabled but I didn't care at the moment and I continued with the timewarp, a few seconds later I get the message from the completed contract thing saying that Kerbin was sucessfully scanned so the vessel kept working fine even after Kerbalism thought otherwise. I have this mods installed: KerbalEngineerRedux MechJeb2 SCANsat Chatterer Impact KAS KerbalJointReinforcement kOS KIS Kerbalism NMSG OuterPlanetsMod RealChute RemoteTech AmpYearPowerManager Toolbar ModuleManager xScience REPOSoftTech-Agencies ContractConfigurator CommunityTerrainTexturePack Kopernicus ModularFlightIntegrator KerbalPlanetaryBaseSystems Kerbalism-Profile-Default CommunityResourcePack DeepFreeze KerbalAlarmClock KerbalKrashSystem MechJebEmbeddedUniversalFree OrbitalDecay RasterPropMonitor BackgroundProcessing EasyBoard TriggerAu-Flags RasterPropMonitor-Core InfernalRobotics-Sequencer InfernalRobotics TransferWindowPlanner I tried with different vessels and the result is the same. If I timewarp on the vessel everything is fine, if I timewarp somewhere else (KSC, Tracking Station or another vessel) it runs out of power and Kerbalism shows it as disabled until I focus back into that vessel. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 17, 2016 Author Share Posted August 17, 2016 @kR105 Is the log showing anything unusual? Did this problem start appearing after you installed 1.0.9 first time? Link to comment Share on other sites More sharing options...
kR105 Posted August 17, 2016 Share Posted August 17, 2016 I started a fresh savegame recently with Kerbalism v1.0.9 and the other mods. I can't see anything Kerbalism related on the logs, but to be sure I closed KSP, deleted the log files and then launched it and opened KSC (I saved the logs at this point) then I timewarped until the "vessel lost" message appeared because lack of power and I saved a new logs copy. I then diffed both files and I got this: > [SCANsat] Height Map Of [Kerbin] Completed... > > (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) > > [SCANsat] Loading Kopernicus On Demand PQSMod For the Mun > > (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) > > [SCANsat] Unloading Kopernicus On Demand PQSMod For the Mun > > (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) > > [SCANsat] Height Map Of [the Mun] Completed... > > (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) > > [SCANsat] Loading Kopernicus On Demand PQSMod For Minmus > > (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) > > [SCANsat] Unloading Kopernicus On Demand PQSMod For Minmus > > (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) > > [SCANsat] Height Map Of [Minmus] Completed... > > (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) > > [SCANsat] All Height Maps Generated > > (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) > > WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Pass '' has no vertex shader > WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Setting to default shader. > WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Pass '' has no vertex shader > WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Setting to default shader. > WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Pass '' has no vertex shader > WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Setting to default shader. > WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Pass '' has no vertex shader > WARNING: Shader Unsupported: 'Vertex Colors/Alpha' - Setting to default shader. Here is the full log file if you are interested. Thanks for your help! Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 17, 2016 Author Share Posted August 17, 2016 @kR105 No no, thank you for helping me Those warnings in the log are unrelated unfortunately... I have another request: can you try using SCANsat version 16.3 (two versions ago) and see if the problem still persist? I starting to think something changed in SCANsat in last two versions that broke the system I have in place to disable/re-enable its sensors in background. Link to comment Share on other sites More sharing options...
kR105 Posted August 17, 2016 Share Posted August 17, 2016 I tried that version and the problem is gone! Although the log is now flooded with this error: NullReferenceException: Object reference not set to an instance of an object at KERBALISM.Lib.ReflectionValue[List`1] (.PartModule m, System.String value_name) [0x00000] in <filename unknown>:0 at KERBALISM.SCANsat.EcConsumption (.PartModule m) [0x00000] in <filename unknown>:0 at KERBALISM.Background.ProcessScanner (.Vessel v, .ProtoPartSnapshot p, .ProtoPartModuleSnapshot m, .PartModule scanner, .Part part_prefab, KERBALISM.vessel_data vd, KERBALISM.resource_info ec, Double elapsed_s) [0x00000] in <filename unknown>:0 at KERBALISM.Background.update (.Vessel v, KERBALISM.vessel_info vi, KERBALISM.vessel_data vd, KERBALISM.vessel_resources resources, Double elapsed_s) [0x00000] in <filename unknown>:0 at KERBALISM.Engine.FixedUpdate () [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 17, 2016 Author Share Posted August 17, 2016 @kR105 Alright, thanks a lot! I'll dig in SCANsat changes and fix this for next version. Link to comment Share on other sites More sharing options...
Espartanus Posted August 18, 2016 Share Posted August 18, 2016 hello, I have a problem with oxygen , I put a tank but when I try orbit , I asphyxiation due to lack of Oxygen ksp 1.1.3 Kerbalism 1.0.9 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 18, 2016 Author Share Posted August 18, 2016 @Espartanus Install CommunityResourcePack. @kR105 Ok I digged, turn out it was subtle stuff. You are right the sensors are not (de)registering in background at all. But the scanner EC consumption is working flawlessly. Anyway I dropped a line to SCANsat author, and in the meanwhile I'll use a workaround. To be released in next version. Link to comment Share on other sites More sharing options...
kR105 Posted August 18, 2016 Share Posted August 18, 2016 17 minutes ago, ShotgunNinja said: @kR105 Ok I digged, turn out it was subtle stuff. You are right the sensors are not (de)registering in background at all. But the scanner EC consumption is working flawlessly. Anyway I dropped a line to SCANsat author, and in the meanwhile I'll use a workaround. To be released in next version. @ShotgunNinja Thanks! Will you push the fix to GitHub soon? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 18, 2016 Author Share Posted August 18, 2016 @kR105 I committed it just now, so you can help me test if it work. Use it with SCANsat 16.5, let me know if there are still problems. Link to comment Share on other sites More sharing options...
kR105 Posted August 18, 2016 Share Posted August 18, 2016 I think we are looking at different issues (the latest patch didn't fix my problem but I do understand what you fixed). Here is a little video trying to explain the problem: It shows: - Flight mode showing battery 'perpetual' - KSC showing battery as 2 hours 14 min remaining - Timewarp until battery shows as depleted - Open Tracking Center - Go back to flight mode and it shows again perpetual The issue here is that the vessel never gets out of battery as when I go back to flight mode the battery level was 100% (instead of empty as Kerbalism shows), there are enough solar panels and batteries on it to be perpetual as it shows when I'm on flight mode. I hope this helps to explain the issue, if not, I will make a full screen video showing the problem (I didn't do it now as my connection is slow to upload 1080p video hehe) Link to comment Share on other sites More sharing options...
kR105 Posted August 18, 2016 Share Posted August 18, 2016 (edited) Edit: Problem solved, for some reason CKAN installed BackgroundProcessing on my setup and that made Kerbalism ignore my solar panels so it was simulating background energy consumption but not the energy recharge. Edited August 18, 2016 by kR105 Link to comment Share on other sites More sharing options...
Solarflare1234 Posted August 18, 2016 Share Posted August 18, 2016 I would particularly love this mod, except for the fact that the content refuses to work. I downloaded the SpaceDock 1.1.3 version of Kerbalism, but the items involved in the mod have no effects/resources for the game. Any idea what is going on? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 18, 2016 Author Share Posted August 18, 2016 2 hours ago, kR105 said: Problem solved, for some reason CKAN installed BackgroundProcessing on my setup and that made Kerbalism ignore my solar panels so it was simulating background energy consumption but not the energy recharge Dang. These things happen, and by chance you got me to solve some issue with SCANsat. @Solarflare1234 Check that you have ModuleManager 2.6.25+ and CommunityResourcePack installed as well, those are required. Also double-check that the file Profiles/Default.cfg exist and is named in this way. If the above don't resolve your problem then send me the log file {KSP directory}/KSP.log that I'll take a look. Link to comment Share on other sites More sharing options...
Solarflare1234 Posted August 18, 2016 Share Posted August 18, 2016 @ShotgunNinja Installed both and everything is functioning correctly at the time of this post. Thanks for the help! Link to comment Share on other sites More sharing options...
DarkonZ Posted August 18, 2016 Share Posted August 18, 2016 So has the graphics issue of non-rendering (1.0.9) of fields been dealt with or have people simply resigned themselves to forcing OpenGL? And yes, I have Nvida and it appears that's a problem. Nothing on the directX side seems to work. Plan on trying the newer shader, but I don't hope for much. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 18, 2016 Author Share Posted August 18, 2016 6 minutes ago, DarkonZ said: So has the graphics issue of non-rendering (1.0.9) of fields been dealt with If with that you mean "have you fixed it" then the answer is no. Will I fix it? The problem is that I lack the hardware to replicate the issue myself. Maybe I will try some speculative fix and use some of you guys for testing it, but first I need to get a clue on what is the problem. Because, on paper, it should just work as it does on all other GPUs. Link to comment Share on other sites More sharing options...
Bersagliere81 Posted August 18, 2016 Share Posted August 18, 2016 (edited) I am experiencing an issue. Not sure if it is a bug or incompatibility, I didn't have the chance to check it yet. I restarted my career, and the contrat "cross the radiaton belt" cannot be accomplished. My vessel can go straight to the sun's orbit with direct control but it just won't let me complete it. When I restarted I added the construction time mode and Orbital Material Science by N3h3mia. Edited August 18, 2016 by Bersagliere81 Link to comment Share on other sites More sharing options...
EasyAce Posted August 18, 2016 Share Posted August 18, 2016 I to had a problem which happened to kill of Valentina. I've just launched an early space station with only Valentina in it. It had plenty of food and oxygen (30days), the earliest solar panels all over and lots of batteries. I did a "place probe in this orbit" mission - worked fine with all warping and stuff. Then when my mission was finished I went back to KSC which had nighttime. Usualy, when I return to KSC and it is night, I fast forward until next morning... I then got several messages like "Valentina is sweating" and "Valentina has burned alive". It stated that the EC ran out and the cooles went of... but when I return to the, now empty, station. It has a full load of EC. Is it because I have installed Background processing? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 18, 2016 Author Share Posted August 18, 2016 @EasyAce When BackgroundProcessing is installed, the simulation of solar panels, command pods and generators (like the rtg) are left to it. Now, maybe the recent 'resource cache' I implemented in version 1.0.4 is messing with it. Please try to remove BackgroundProcessing and see if the problem manifest again. @Bersagliere81 Will check, maybe the contract condition broken with the new belts. Link to comment Share on other sites More sharing options...
Bersagliere81 Posted August 18, 2016 Share Posted August 18, 2016 (edited) Thank you. I forgot to mention that last week it did work properly. I don't think I have updated it via CKaN recently, can't remember EDIT: the Geiger also behaves strangely. It randomly reads 0.2 and 0.1 both at ground or low orbit. Edited August 18, 2016 by Bersagliere81 Link to comment Share on other sites More sharing options...
EasyAce Posted August 18, 2016 Share Posted August 18, 2016 8 minutes ago, ShotgunNinja said: @EasyAce When BackgroundProcessing is installed, the simulation of solar panels, command pods and generators (like the rtg) are left to it. Now, maybe the recent 'resource cache' I implemented in version 1.0.4 is messing with it. Please try to remove BackgroundProcessing and see if the problem manifest again. Then'll leave "BackgroundProcessing" and Valentina behind... I'll give you a heads up if more of my Kerbals die. Now I've already lost three of them within 10 days :-( Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 18, 2016 Author Share Posted August 18, 2016 49 minutes ago, Bersagliere81 said: the Geiger also behaves strangely. It randomly reads 0.2 and 0.1 both at ground or low orbit Radiation now is greater than zero everywhere. And now it is blocked by atmosphere depending on where you are inside it and how dense it is. But those values are not looking right. What radiation value does the 'vessel info window' say? Also the geiger counter indicator is not linear: it has to represent values from 0.001 to 10.0. Radiation values you usually encounter in normal activities are below 0.02, but are represented in the first third of the indicator space, graphically. 50 minutes ago, EasyAce said: Now I've already lost three of them within 10 days That's the reason I added the 'motivational notifications' you see when a Kerbal die. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 18, 2016 Author Share Posted August 18, 2016 (edited) For anybody that had problems with this mod and SCANsat: the author just released an updated version 16.6 that fix the issue. Also I can confirm there is an issue with BackgroundProcessing and the new resource cache. I'll fix in next version if possible. Edited August 18, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
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