Bottle Rocketeer 500 Posted June 23, 2017 Share Posted June 23, 2017 (edited) @Nertea What I meant was using the Orion/ATV solar panels in my mod. Edited June 23, 2017 by Bottle Rocketeer 500 Quote Link to comment Share on other sites More sharing options...
slackitude Posted June 23, 2017 Share Posted June 23, 2017 Possible bug? All three VASIMR engines are showing zero delta-V in Kerbal Engineer, both Argon and Xenon modes. KSP 1.3, NFP 0.9.0. The engines fire up in both modes with no issue. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 24, 2017 Author Share Posted June 24, 2017 20 hours ago, slackitude said: Possible bug? All three VASIMR engines are showing zero delta-V in Kerbal Engineer, both Argon and Xenon modes. KSP 1.3, NFP 0.9.0. The engines fire up in both modes with no issue. I am seeing this on my Mac, but not on my PC, but I think it may be a bug with KER. Removing the VariableIspEngine module does not improve things, and other MultiModeEngines don't seem to show DV, like the KA bimodals and even the stock multimodal atmospheric engines. Can I request you check the Rapier in your system, for example? 22 hours ago, Bottle Rocketeer 500 said: @Nertea What I meant was using the Orion/ATV solar panels in my mod. Indeed, I need to know a bit more about what you intend. Quote Link to comment Share on other sites More sharing options...
slackitude Posted June 24, 2017 Share Posted June 24, 2017 59 minutes ago, Nertea said: I am seeing this on my Mac, but not on my PC, but I think it may be a bug with KER. Removing the VariableIspEngine module does not improve things, and other MultiModeEngines don't seem to show DV, like the KA bimodals and even the stock multimodal atmospheric engines. Can I request you check the Rapier in your system, for example? I'm on a Mac as well. Just checked a Rapier, KER is working normally in both modes. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 25, 2017 Author Share Posted June 25, 2017 23 hours ago, slackitude said: I'm on a Mac as well. Just checked a Rapier, KER is working normally in both modes. Much detective work: Long story short - Squad bug related to localization, I will provide a band-aid fix (remove the nicer localization names), but it will still be broken in non-english localizations and really Squad has to fix this one. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 26, 2017 Author Share Posted June 26, 2017 Various updates fixing some bugs (mainly important for NFP), dependency updates and finally a new language, courtesy of @fitiales! NF Propulsion 0.9.1 Updated B9PartSwitch to 1.8.1 Worked around a Squad localization bug that causes a bug in KER Added Spanish Translation courtesy of forum user fitiales Fixed all VASIMR engines having bugged Isp/power use/thrust values not representative of those shown in the VAB NF Electrical 0.9.1 Updated B9PartSwitch to 1.8.1 Added Spanish localization courtesy of forum user fitiales Fixed a small bug in the localization file NF Solar 0.8.3 Added Spanish Translation courtesy of forum user fitiales NF Construction 0.8.2 Update B9PartSwitch to 1.8.1 Added Spanish Translation courtesy of forum user fitiales NF Spacecraft 0.7.2 Updated B9PartSwitch to 1.8.1 Reenabled drag cube switches on Mk4-1 pod due to B9PartSwitch update Fixed renamed parts not being handled by CTT/USI/CLS Spanish Translation courtesy of forum user fitiales Quote Link to comment Share on other sites More sharing options...
canisin Posted June 26, 2017 Share Posted June 26, 2017 (edited) Hello @Nertea, I have spotted a tiny typo in Near Future Propulsion, the title for the lithium tank lithium-25-3 is #LOC_NFPropulsion_lithium-25-2_title (LFT-A20 Lithium Tank), where it should have been A10. Edited June 26, 2017 by canisin Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 26, 2017 Author Share Posted June 26, 2017 25 minutes ago, canisin said: Hello @Nertea, I have spotted a tiny typo in Near Future Propulsion, the title for the lithium tank lithium-25-3 is #LOC_NFPropulsion_lithium-25-2_title (LFT-A20 Lithium Tank), where it should have been A10. Ah wish you'd posted this an hour ago Quote Link to comment Share on other sites More sharing options...
canisin Posted June 26, 2017 Share Posted June 26, 2017 (edited) 1 hour ago, Nertea said: Ah wish you'd posted this an hour ago It's definitely not something urgent. Don't worry about it Edited June 26, 2017 by canisin Quote Link to comment Share on other sites More sharing options...
Streetwind Posted June 26, 2017 Share Posted June 26, 2017 Whoa, someone contributed localization for all five packs? That's awesome. Quote Link to comment Share on other sites More sharing options...
Apaseall Posted June 27, 2017 Share Posted June 27, 2017 Found I could not launch something I was using prior to updating. I think I found the issue, but will only use if as a work around for the moment. In Near_Future_Spacecraft-0.7.0 Spoiler // Near Future Spacecraft CTT Support // CTT 2.0+ // Utility cabin @PART[mk3-9pod]:NEEDS[CommunityTechTree] { @TechRequired = heavyCommandModules } @PART[inlineCmdPod]:NEEDS[CommunityTechTree] { @TechRequired = heavyCommandModules } @PART[mk4-1pod]:NEEDS[CommunityTechTree] { @TechRequired = specializedCommandModules } In Near_Future_Spacecraft-0.7.2 Spoiler // Near Future Spacecraft CTT Support // CTT 2.0+ // Utility cabin @PART[command-mk3-9]:NEEDS[CommunityTechTree] { @TechRequired = heavyCommandModules } @PART[command-ppd-1]:NEEDS[CommunityTechTree] { @TechRequired = heavyCommandModules } @PART[command-mk4-1]:NEEDS[CommunityTechTree] { @TechRequired = specializedCommandModules } Guess who was using a mk3-9 ? BTW love your work. Thank you for doing it and for still keep on doing it. Quote Link to comment Share on other sites More sharing options...
Wheffle Posted June 29, 2017 Share Posted June 29, 2017 (edited) Hey, I started getting some exceptions from DynamicBatteryStorage it looks like. I'm not showing any obvious symptoms in-game, although my asteroid ore drills aren't turning on correctly (seems reasonably unrelated). It's a ship saved in 1.2.2 as well, which is probably causing issues. Thought I'd post it here just in case though. Spoiler [ERR 00:22:45.873] Exception handling event onVesselGoOnRails in class ModuleDynamicBatteryStorage:System.NullReferenceException: Object reference not set to an instance of an object at DynamicBatteryStorage.PowerConsumer..ctor (PowerConsumerType tp, .PartModule mod) [0x00000] in <filename unknown>:0 at DynamicBatteryStorage.ModuleDynamicBatteryStorage.TrySetupConsumer (.PartModule pm) [0x00000] in <filename unknown>:0 at DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData () [0x00000] in <filename unknown>:0 at DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData (.Vessel eventVessel) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 00:22:45.875] NullReferenceException: Object reference not set to an instance of an object DynamicBatteryStorage.PowerConsumer..ctor (PowerConsumerType tp, .PartModule mod) DynamicBatteryStorage.ModuleDynamicBatteryStorage.TrySetupConsumer (.PartModule pm) DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData () DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData (.Vessel eventVessel) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:GoOnRails() OrbitPhysicsManager:LateUpdate() [EXC 00:27:11.162] NullReferenceException: Object reference not set to an instance of an object DynamicBatteryStorage.PowerConsumer..ctor (PowerConsumerType tp, .PartModule mod) DynamicBatteryStorage.ModuleDynamicBatteryStorage.TrySetupConsumer (.PartModule pm) DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData () DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData (.Vessel eventVessel) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:OnDestroy() UnityEngine.Object:DestroyImmediate(Object) Part:Couple(Part) ModuleDockingNode:DockToVessel(ModuleDockingNode) ModuleDockingNode:<SetupFSM>m__2D2() KerbalFSM:RunEvent(KFSMEvent) KerbalFSM:updateFSM(KFSMUpdateMode) KerbalFSM:UpdateFSM() ModuleDockingNode:Update() *** This one repeated many times for a while *** [LOG 00:27:15.910] [Dynamic Battery Storage]: Trying to clear buffer storage [EXC 00:27:15.911] NullReferenceException: Object reference not set to an instance of an object DynamicBatteryStorage.PowerConsumer..ctor (PowerConsumerType tp, .PartModule mod) DynamicBatteryStorage.ModuleDynamicBatteryStorage.TrySetupConsumer (.PartModule pm) DynamicBatteryStorage.ModuleDynamicBatteryStorage.RefreshVesselElectricalData () DynamicBatteryStorage.ModuleDynamicBatteryStorage.FixedUpdate () Full Log Edit: my drills aren't turning on because the asteroid has been mined out, so ignore that part. mega-derp. Edited June 29, 2017 by Wheffle Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 29, 2017 Author Share Posted June 29, 2017 Hey, that took longer than I thought for the first issue to come up! Okay so... Hmm... looks like the killer event is an undocking. Can you get me screenshots of the ship and the AsteroidBase you have? Quote Link to comment Share on other sites More sharing options...
Mihara Posted June 29, 2017 Share Posted June 29, 2017 You left a debug log in: https://github.com/ChrisAdderley/NearFutureSolar/blob/master/Source/ModuleCurvedSolarPanel.cs#L251 Identifying the source of the log spam was rather nontrivial. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 29, 2017 Author Share Posted June 29, 2017 2 hours ago, Mihara said: You left a debug log in: https://github.com/ChrisAdderley/NearFutureSolar/blob/master/Source/ModuleCurvedSolarPanel.cs#L251 Identifying the source of the log spam was rather nontrivial. Urk. Sorry about that. Quote Link to comment Share on other sites More sharing options...
Wheffle Posted June 29, 2017 Share Posted June 29, 2017 (edited) 7 hours ago, Nertea said: Hey, that took longer than I thought for the first issue to come up! Okay so... Hmm... looks like the killer event is an undocking. Can you get me screenshots of the ship and the AsteroidBase you have? Snapped a few shots. Hopefully they are helpful. It's an asteroid miner morphed into a permanent base, basically. The issues arose when I docked the hab module (the one with all the hitch hikers and itinerant). I also undocked the claw and re-grabbed in an attempt to make my drills work again before I realized the asteroid had no more ore left. I also undocked and re-docked the hab module once to rotate it. All the parts are either stock, USI Life Support, Near Future, or DMagic's EVA struts. Spoiler Also, a list of mods I'm running, in case that is helpful as well: Spoiler Community Tech Tree Community Resource Pack Community Category Kit Environmental Visual Enhancements EVA Struts EVA Resource Transfer Flexible Docking Ports Kerbal Engineer NavBall Docking Alignment Indicator Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft Orbital Survey Plus Planetary Bases Precise Maneuver Kerbal Alarm ClockUSI Life Support Edited June 29, 2017 by Wheffle clarification Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 29, 2017 Author Share Posted June 29, 2017 @Wheffle Thanks for the well structured bug report and assistance. I think as a result I found the bug, which looks like it's to do with the parsing of electricity production on resource converters. If you're still having the bug (ie, you can go ingame and easily reproduce it), I'd greatly appreciate if you could test a new dll file out for me to check I've resolved it. Quote Link to comment Share on other sites More sharing options...
Wheffle Posted June 29, 2017 Share Posted June 29, 2017 22 minutes ago, Nertea said: @Wheffle Thanks for the well structured bug report and assistance. I think as a result I found the bug, which looks like it's to do with the parsing of electricity production on resource converters. If you're still having the bug (ie, you can go ingame and easily reproduce it), I'd greatly appreciate if you could test a new dll file out for me to check I've resolved it. Undocking seems to produce an exception every time. I'd be happy to do some testing. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 29, 2017 Author Share Posted June 29, 2017 Great, look for a PM from me late tonight or early tomorrow Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 30, 2017 Author Share Posted June 30, 2017 NF Electrical 0.9.2 Updated DynamicBatteryStorage to 1.0.1 Reduced logging Fixed an issue with generator parsing on ModuleResourceConverters NF Propulsion 0.9.3 Fixed a localization error on the small lithium tank NF Solar 0.8.4 Fixed a rogue debug logging call Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 30, 2017 Share Posted June 30, 2017 There's an odd folder in the NFE package called 'versioning' that only has a .version file for DynamicBatteryStorage. I just dropped that file into the DynamicBatteryStorage folder. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 30, 2017 Author Share Posted June 30, 2017 Ah damnnit. That's going to affect everything I just deployed. :'( Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 30, 2017 Share Posted June 30, 2017 Propulsion and Solar appear fine - I can find the .version file for them, and they've apparently got the right versions. It's just Electrical that was weird. Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 30, 2017 Author Share Posted June 30, 2017 It should be fixed in 0.9.3 which happened just now. Quote Link to comment Share on other sites More sharing options...
Startlingzeus9 Posted June 30, 2017 Share Posted June 30, 2017 I just updated all the near future packs, and was planning on building a new pack, but any mod I run in addition to the near future pack crashes on load up. is there a reason for this? Quote Link to comment Share on other sites More sharing options...
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