ShotgunNinja Posted July 22, 2016 Author Share Posted July 22, 2016 I got a few minor changes, so I'm releasing a quick update: 1.0.5 Changelog: - optimized vessel monitor - optimized debris decay in atmosphere - recycler module efficiency can depend on technology progression Link to comment Share on other sites More sharing options...
brusura Posted July 22, 2016 Share Posted July 22, 2016 Hello, little bug, vessel monitor in space center and tracking station scene do not scale with app, this is with app scaled to 130% You have to be superfast with mouse to make use of mouse over vessel monitor , if you go in flighs scene it's ok, from there if you set to 100% go back in space center and then set again to 130% in flight scene and again in space center then it scale correct Link to comment Share on other sites More sharing options...
leomike Posted July 22, 2016 Share Posted July 22, 2016 @ShotgunNinja Just submitted a pull request for a few changes I had done previously. Had a lot of issues with Monodevelop refusing to commit properly so I ended up having to copy/paste the changes to Github directly, not a very pleasant experience. Overall changes are pretty minor. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 23, 2016 Author Share Posted July 23, 2016 @brusura Found out it is a bug in stock, wasted an hour . To reproduce do the following: Spoiler - set 'app scale' in flight-mode setting window to something else than 100% - exit & restart KSP - applauncher ui in space center view has wrong scale - load a vessel, then go back to space center - applauncher ui in space center now is correct The workaround if you change appscale is to go in flight-mode at least once after you load the game. Link to comment Share on other sites More sharing options...
Thegamer211 Posted July 23, 2016 Share Posted July 23, 2016 Hello, I just updated Kerbalism, and this happened to my greenhouse. The ship has a crew of 6, in LKO. Where did all the waste come from? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 23, 2016 Author Share Posted July 23, 2016 @Thegamer211 Ooops... will fix in next version. Thanks for the report Link to comment Share on other sites More sharing options...
Japcsali Posted July 23, 2016 Share Posted July 23, 2016 Since the newest patch I can't add shielding food water or oxygen to the crafts Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 23, 2016 Author Share Posted July 23, 2016 @Japcsali Did you have CommunityResourcePack installed? If you used CKAN, did you also install the DefaultProfile package? Link to comment Share on other sites More sharing options...
Starslinger999 Posted July 23, 2016 Share Posted July 23, 2016 I have a question. I have a contract that asks me to "Cross the Kerbin Radiation Belts" I don't know what altitude there at. So, What altitude are the Quote on Quote "Van Kerman Belts" located for Kerbin? Link to comment Share on other sites More sharing options...
Japcsali Posted July 23, 2016 Share Posted July 23, 2016 29 minutes ago, ShotgunNinja said: @Japcsali Did you have CommunityResourcePack installed? If you used CKAN, did you also install the DefaultProfile package? Thanks for the quick response! CommunityResourcepack was installed, the defaultProfile packege on the other hand..... Thing is, the first time I installed the mod manually and now I changed it to CKAN, somehow missed the DefaultProfile package. Can't test it now, but this will probably fix it, Thank you very much! Link to comment Share on other sites More sharing options...
Japcsali Posted July 23, 2016 Share Posted July 23, 2016 24 minutes ago, Starslinger999 said: I have a question. I have a contract that asks me to "Cross the Kerbin Radiation Belts" I don't know what altitude there at. So, What altitude are the Quote on Quote "Van Kerman Belts" located for Kerbin? I think it's 600 km Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 23, 2016 Author Share Posted July 23, 2016 @Starslinger999 If you go in the VAB, look at the planner 'radiation' panel. Hover the mouse on there to see if that body has a radiation belt, at what altitude is located and how intense it is. For Kerbin, it is at 600Km altitude. Link to comment Share on other sites More sharing options...
Starslinger999 Posted July 23, 2016 Share Posted July 23, 2016 @ShotgunNinja Thanks, I completed the contract! Now to begin Operation Orbiter Link to comment Share on other sites More sharing options...
ha15224 Posted July 24, 2016 Share Posted July 24, 2016 does radiation affect unmanned vessels? and does unmanned vessels suffer from malfunctions so after a while it becomes useless? Link to comment Share on other sites More sharing options...
brusura Posted July 24, 2016 Share Posted July 24, 2016 (edited) I have this NRE , a lot of them, I was building a base on the mun: [EXC 20:21:03.822] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () The game keeps running fine, but the log files grow more that 100mb , I'm trying to narrow down wich vessel cause this Edited July 24, 2016 by brusura Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 24, 2016 Share Posted July 24, 2016 On 7/19/2016 at 10:31 AM, CSVoltage said: @ShotgunNinja I think you may have misunderstood, though maybe not. I didn't mean deterioration due to low G, I meant high G due to thrust during a take-off or burn. IF a ship is under manned control and the pilot blacks out or dies from G-force, I'd say that would have a pretty big impact on game play. I also just remembered that KeepFit handles G loading: Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 25, 2016 Author Share Posted July 25, 2016 @brusura Found it (I think), fix in next version. BTW, was one of the active vessels with an antenna part flagged as debris? Link to comment Share on other sites More sharing options...
Kerbos Posted July 25, 2016 Share Posted July 25, 2016 21 minutes ago, ShotgunNinja said: @brusura Found it (I think), fix in next version. BTW, was one of the active vessels with an antenna part flagged as debris? FYI using KAS + KIS can cause that, at random components, sometimes the log doesn't even show what the component is because an entire ship can go wrong, the best way to get a 200mb log is by joining 2 semi complex ships (over 20 parts each) using a CC-R2 port and then add some panels, antennas or radiators, instant red debug Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 25, 2016 Author Share Posted July 25, 2016 @Kerbos Next time it happen to you, could you post the exception stack trace from the log? No need to post the whole log, just the bits you see repeating (should be about 5-10 lines). Link to comment Share on other sites More sharing options...
Kerbos Posted July 25, 2016 Share Posted July 25, 2016 @ShotgunNinja got several types, here's the ones that repeat the most, Yoda style. Spoiler [LOG 05:58:05.871] 7/25/2016 5:58:05 AM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag [EXC 05:58:05.872] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () [LOG 05:58:05.875] KerbalEngineer -> ActionMenu->Awake [LOG 05:58:05.875] KerbalEngineer -> FlightEngineerCore->Awake [LOG 05:58:05.876] KerbalEngineer -> ActionMenu->Start [LOG 05:58:05.876] KerbalEngineer -> FlightEngineerCore->Start [LOG 05:58:06.000] 7/25/2016 5:58:06 AM,KerbalAlarmClock,Loading Textures [LOG 05:58:06.041] 7/25/2016 5:58:06 AM,KerbalAlarmClock,Loaded Textures [EXC 05:58:08.208] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () [WRN 05:58:08.209] [UiApp] Awake: CurrencyWidgetsApp Spoiler [LOG 05:47:30.950] [UIApp] Adding CurrencyWidgetsApp to Application Launcher [LOG 05:47:30.952] ScaleModList: listSize 328 maxListSize 650 [LOG 05:47:30.953] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science [LOG 05:47:30.954] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science [LOG 05:47:30.955] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science [EXC 05:47:30.982] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () [LOG 05:47:30.984] [UIApp] Adding KSPedia to Application Launcher [LOG 05:47:30.986] ScaleModList: listSize 328 maxListSize 609 [EXC 05:47:31.013] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () [EXC 05:47:31.037] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () [EXC 05:47:31.070] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () [EXC 05:47:31.095] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () [EXC 05:47:31.123] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () [EXC 05:47:31.146] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () [EXC 05:47:31.169] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Antenna.Update () [LOG 05:47:31.172] UIMasterController: ShowUI [LOG 05:47:31.199] Flight State Captured [LOG 05:47:31.221] Saving Achievements Tree... Spoiler [EXC 06:34:25.450] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[UnityEngine.Renderer].get_Item (Int32 index) Part.highlight (Color highlightColor) Part.highlight (Boolean active) Part.SetHighlight (Boolean active, Boolean recursive) Part.OnMouseIsOver () Part.UpdateMouseOver () Part.Update () [EXC 06:34:25.491] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[UnityEngine.Renderer].get_Item (Int32 index) Part.highlight (Color highlightColor) Part.highlight (Boolean active) Part.SetHighlight (Boolean active, Boolean recursive) Part.OnMouseHasExited () Part.UpdateMouseOver () Part.Update () Spoiler [EXC 04:51:55.676] NullReferenceException: Object reference not set to an instance of an object FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.GetVisibleMeshData (UnityEngine.Transform t, Boolean onlyMeshes) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.CreateMeshListFromTransforms (System.Collections.Generic.List`1& meshTransforms) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () [LOG 04:51:55.810] [CurrencyConverter for Unpaid Research Program]: 0 Reputation taken, yields 0 Science [LOG 04:51:55.814] [Cannon]: ground contact! - error: 0.000m [LOG 04:51:55.815] Unpacking Cannon [LOG 04:51:55.824] [Cannon Probe]: ground contact! - error: 0.000m [LOG 04:51:55.826] Unpacking Cannon Probe [LOG 04:51:55.861] 7/25/2016 4:51:55 AM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue [LOG 04:51:55.861] 7/25/2016 4:51:55 AM,KerbalAlarmClock,Skipping version check [EXC 04:51:55.868] NullReferenceException: Object reference not set to an instance of an object FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.GetVisibleMeshData (UnityEngine.Transform t, Boolean onlyMeshes) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.CreateMeshListFromTransforms (System.Collections.Generic.List`1& meshTransforms) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () [EXC 04:51:55.871] NullReferenceException: Object reference not set to an instance of an object FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.GetVisibleMeshData (UnityEngine.Transform t, Boolean onlyMeshes) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.CreateMeshListFromTransforms (System.Collections.Generic.List`1& meshTransforms) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () [EXC 04:51:55.874] NullReferenceException: Object reference not set to an instance of an object FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.GetVisibleMeshData (UnityEngine.Transform t, Boolean onlyMeshes) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.CreateMeshListFromTransforms (System.Collections.Generic.List`1& meshTransforms) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () [EXC 04:51:55.877] NullReferenceException: Object reference not set to an instance of an object FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.GetVisibleMeshData (UnityEngine.Transform t, Boolean onlyMeshes) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.CreateMeshListFromTransforms (System.Collections.Generic.List`1& meshTransforms) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () [EXC 04:51:55.891] NullReferenceException: Object reference not set to an instance of an object FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.GetVisibleMeshData (UnityEngine.Transform t, Boolean onlyMeshes) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.CreateMeshListFromTransforms (System.Collections.Generic.List`1& meshTransforms) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () Link to comment Share on other sites More sharing options...
brusura Posted July 25, 2016 Share Posted July 25, 2016 6 hours ago, ShotgunNinja said: @brusura Found it (I think), fix in next version. BTW, was one of the active vessels with an antenna part flagged as debris? Yes I suspect that was a vessel type debris, I usually set vessel I do not want to show in the monitor planner as debris even if they are not ( all my skycrane basically used to deploy base components ) I am not at home, I'll try to narrow down to the vessel while the release will be live, thanks Link to comment Share on other sites More sharing options...
brusura Posted July 25, 2016 Share Posted July 25, 2016 (edited) 13 hours ago, ShotgunNinja said: @brusura Found it (I think), fix in next version. BTW, was one of the active vessels with an antenna part flagged as debris? I found out that was indeed one of my skycrane from wich I stripped antenna and probe core, the probe core was attached on the mun base and the antenna again on the skycrane ( without a probe core and classfied as debries ) as soon as I removed the antenna from this probecore-less skycrane the NRE went away Now I have a problem with the greenhouse, it has an enourmous amount of waste and while it is decreasing during gameplau it keep increase explonentially every game load, as a result i am producing food at a lot faster rate ( minutes ) . The greenhouse was shipped from kerbin to mun with shutters open and landed there with a skycrane, after that assembled with KIS, here is an image: Spoiler The log do not show anything strange, would it helpful to you my savegsame? ( I'll try to strip down as much mods as I can ) Edited July 25, 2016 by brusura Link to comment Share on other sites More sharing options...
Mo3pp3l Posted July 25, 2016 Share Posted July 25, 2016 (edited) 2 short questions. 1. why depend the needed energy to heat or cool a vessel on the number of kerbals in it? Same volume on air that must heated or cooled. 2. On a part that has multiple Modules[Malfunction] can Kerbalsim handle these malfunctions and assign it to the right Module or will this increase the amount of failure and all Modules are affectet? Edited July 25, 2016 by Mo3pp3l Link to comment Share on other sites More sharing options...
ShotgunNinja Posted July 26, 2016 Author Share Posted July 26, 2016 @brusura I did a mistake in the waste bonus calculation for the greenhouse, already fixed for next version. Release in 24h probably. @Mo3pp3l 1) You are not wrong, but it just made sense at the time to have it proportional to amount of crew because: more crew, more internal environment to climatize. 2) The way it is implemented doesn't play well with multiple malfunction modules in the same part: only the first module (in an arbitrary order) among the supported ones get the penalty, and having more than one will increase rate of failure. Now that I think of this, I believe it can be fixed by tweaking the MM patch that add the malfunction modules. Link to comment Share on other sites More sharing options...
brusura Posted July 26, 2016 Share Posted July 26, 2016 3 hours ago, ShotgunNinja said: @brusura I did a mistake in the waste bonus calculation for the greenhouse, already fixed for next version. Release in 24h probably. sorry somehow I didn't see it already reported and fixed by you Link to comment Share on other sites More sharing options...
Recommended Posts