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[1.5.0 <-> 1.8.1] Kerbalism v3.2


N70

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  On 4/13/2018 at 12:01 AM, Kontrole said:

@N70 Is there something that I could do to help get this great mode compatible for the planets that @StarCrusher96 and his team are making for Kerbal Star System?  Never tried modding anything, but willing to help if needed. It could also be that they are already doing something at KSS that I am not aware of too.

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Look at the radiation configs in the Support folder

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There seems to be an issue with Kerbalism and the current CryoTanks version. When adding a CT-enabled tank to a vessel in the editor and trying to open the Kerbalism planner, whether or not the tank contains cryogenic fuel, it spams this error in the log:

[EXC 05:23:43.189] NullReferenceException: Object reference not set to an instance of an object
    KERBALISM.Lib.ReflectionValue[String] (.PartModule m, System.String value_name)
    KERBALISM.resource_simulator.process_cryotank (.Part p, .PartModule m)
    KERBALISM.resource_simulator.analyze (System.Collections.Generic.List`1 parts, KERBALISM.environment_analyzer env, KERBALISM.vessel_analyzer va)
    KERBALISM.Planner.update ()
    KERBALISM.Launcher.update ()
    KERBALISM.UI.update (Boolean show_window)
    KERBALISM.Kerbalism.Update ()

Edit: Also still getting that same signal indicator debug spam when vanilla commnet is enabled which other people are reporting, even using Jenkins build #69, which is the latest as of writing this.

As an aside, personally I quite liked Kerbalism's signal module. Connections getting slower with range makes far more sense than just suddenly cutting out. But, it's your decision to make.

Edited by Maeyanie
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Is there a way to make SSPX and Kerbalism nice together ?

I can get SSPX to or Kerbalism, not both, as soon i add Kerbalism to an install with only SSPX i get nullref spam.

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beside the spam, the sspx part fails to deploy or rotate.

If there's a config or something for that issue please point me into the right direction.

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  On 4/13/2018 at 2:07 PM, micr0wave said:

Is there a way to make SSPX and Kerbalism nice together ?

I can get SSPX to or Kerbalism, not both, as soon i add Kerbalism to an install with only SSPX i get nullref spam.

  Reveal hidden contents

beside the spam, the sspx part fails to deploy or rotate.

If there's a config or something for that issue please point me into the right direction.

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use this build of Kerbalism: https://jenkins.spaceball.cf/job/Kerbalism/71/artifact/Kerbalism.zip

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Oh man, I had to reboot KSP so I decided to give #72 a try, but still the same nullref as soon as in SPC (if it's the exactly same, seems like):

NullReferenceException: Object reference not set to an instance of an object
  at KERBALISM.Monitor.indicator_signal (KERBALISM.Panel p, .Vessel v, KERBALISM.vessel_info vi) [0x00000] in <filename unknown>:0 
  at KERBALISM.Monitor.render_vessel (KERBALISM.Panel p, .Vessel v) [0x00000] in <filename unknown>:0 
  at KERBALISM.Monitor.update () [0x00000] in <filename unknown>:0 
  at KERBALISM.Launcher.update () [0x00000] in <filename unknown>:0 
  at KERBALISM.UI.update (Boolean show_window) [0x00000] in <filename unknown>:0 
  at KERBALISM.Kerbalism.Update () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

@N70 you said previous page or so "Wait for 1.5.1" - is this the pinpoint rls for that nullref issue?

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  On 4/13/2018 at 10:14 PM, PiezPiedPy said:

FYI N70 has just merged the PR with the fix

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I tried #72 before and that one still had the issue.

Your build does not.

But I think the #75 should have the fix, too. It's a different .dll in bitwise comparision, so I have to test it (or a newer one) next session.

Edit:

@PiezPiedPy @sarbian haha, I just see something new, it's MechJeb (#798) but it could be triggered by your Kerbalism build, because I didn't have that before.

Situation:
Mdb2X3W.png

Log spamming:

NullReferenceException: Object reference not set to an instance of an object
  at MuMech.RCSSolverThread.GetThrottles (.Vessel vessel, MuMech.VesselState state, Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1& thrustersOut) [0x00000] in <filename unknown>:0 
  at MuMech.MechJebModuleRCSBalancer.GetThrottles (Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1& thrusters) [0x00000] in <filename unknown>:0 
  at MuMech.VesselState.UpdateRCSThrustAndTorque (.Vessel vessel) [0x00000] in <filename unknown>:0 
  at MuMech.VesselState.Update (.Vessel vessel) [0x00000] in <filename unknown>:0 
  at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

Log:
https://www.dropbox.com/s/r84at5y7njj0cin/2018-04-14_1 KSP.log.7z?dl=1

Edited by Gordon Dry
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  On 4/13/2018 at 11:04 PM, Gordon Dry said:

@N70 @PiezPiedPy so I should have been staying on the PiezPiedBy build.

  1. #75 had double part files, the old file names and the new with leading "kerbalism-" in the file names.
    So some work to clean up before booting up KSP.
  2. the NRE is gone, but ...
  3. d7URncF.png
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bug #3 isn't occurring for me at all.

also, the latest Jenkins build fixes up the double files and also adds RemoteTech antennas to Electricity calculations...

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I'm probably doing something stupid, but I can't see any of the "popout windows" in the GUI.  When I hover over the in-flight GUI it says "(middle-click to popout in a window)", but I don't have a middle mouse button and I can't find another way to open the window.  Also, my mouse scroll wheel freezes the first time I mouse over the Kerbalism in-flight GUI, and won't allow me to zoom my viewpoint toward or away from a vessel.

Edited by KBluey
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  On 4/14/2018 at 2:40 PM, Domin1c said:

SSPX part still fails to rotate and habitation enabled in undeployed state and disabled in deployed.

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This is my solution for that (region gravity ring, in Kerbal Space Program\GameData\Kerbalism\Support\SSPX.cfg):

!! I made some adjustment for myself, i.e. living space.

============================================================================
// region Gravity Ring
// ============================================================================
@PART[sspx-inflatable-centrifuge-125-1|sspx-inflatable-centrifuge-125-2|sspx-inflatable-centrifuge-25-1|sspx-expandable-centrifuge-375-1|sspx-expandable-centrifuge-375-2]:NEEDS[StationPartsExpansionRedux]:FOR[Kerbalism]
{
	MODULE
	{
		name = Habitat
	}
	MODULE
	{
		name = ProcessController
		resource = _PressureControl
		title = Pressure control
		running = true
	}
}


@PART[sspx-inflatable-centrifuge-125-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:FOR[Kerbalism]
{
	@MODULE[Habitat]
	{
		volume = 79.59
		surface = 59.69
	}

	MODULE
	{
		name = GravityRing
		ec_rate = 2.5
		deploy = open
		desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. If you don't mind getting dizzy.
	}
}


@PART[sspx-inflatable-centrifuge-125-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[Kerbalism]
{

	@MODULE[Habitat]
	{
		volume = 39.48
		surface = 29.61
	}

	MODULE
	{
		name = GravityRing
		ec_rate = 2.0
		deploy = open
		desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. If you don't mind getting dizzy.
	}
}


@PART[sspx-inflatable-centrifuge-25-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:FOR[Kerbalism]
{
	@MODULE[Habitat]
	{
		volume = 133.08
		surface = 99.81
	}

	MODULE
	{
		name = GravityRing
		ec_rate = 3.0
		deploy = open
		desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. If you don't mind getting dizzy.
	}

	MODULE:NEEDS[FeatureComfort]
	{
	name = Comfort
	bonus = exercise
	desc = Some exercise devices design to keep and improve kerbals' health, especially with an artificial gravity.
	}
}


@PART[sspx-expandable-centrifuge-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[Kerbalism]
{
	@MODULE[Habitat]
	{
		volume = 192.36
		surface = 136.39
	}

	MODULE
	{
		name = GravityRing
		ec_rate = 5.0
		deploy = open
		desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. If you don't mind getting dizzy.
	}

	MODULE:NEEDS[FeatureComfort]
	{
	name = Comfort
	bonus = exercise
	desc = Some exercise devices design to keep and improve kerbals' health, especially with an artificial gravity.
	}
}


@PART[sspx-expandable-centrifuge-375-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[Kerbalism]
{
	@MODULE[Habitat]
	{
		volume = 148.08
		surface = 54.1
	}

	MODULE
	{
		name = GravityRing
		ec_rate = 4.0
		deploy = open
		desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. If you don't mind getting dizzy.
	}

	MODULE:NEEDS[FeatureComfort]
	{
	name = Comfort
	bonus = exercise
	desc = Some exercise devices design to keep and improve kerbals' health, especially with an artificial gravity.
	}
}


// end

The issue is, the rotation and firm-ground bonus / inflate and habitat are not related. Which means you still have to manually press the bottoms to get every single function to work ("start rotation" to rotate, "inflate" to inflate, "habitat: enable" for living space, and "deploy" to have the firm-ground bonus). It gets weird when you have your gravity ring deflated and stopped but still have the firm-ground bonus if you press "deploy".

CD4cxZD.png

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Hi...I think there is a bug in your mod. I click the heartrate icon. I then click the name of the ship I want to monitor and the moment I do my scrolling does not work any more, Cant zoom in or out. I see to set config I need to press middle mouse button but it does not work. Must restart game when this happens. I will go try one of the older versions of your mod to see if it happens there aswell. Will let you know.

Edited by Mynhardt Kitshoff
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  On 4/14/2018 at 7:11 PM, Mynhardt Kitshoff said:

Hi...I think there is a bug in your mod. I click the heartrate icon. I then click the name of the ship I want to monitor and the moment I do my scrolling does not work any more, Cant zoom in or out. I see to set config I need to press middle mouse button but it does not work. Must restart game when this happens. I will go try one of the older versions of your mod to see if it happens there aswell. Will let you know.

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I downloaded the new Jenkins version. Completely remove previews folder and paste new kerberalism  folder. It seem to work. Game on!!! Will let you know if anything further pops up.

Edited by Mynhardt Kitshoff
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  On 4/15/2018 at 8:24 AM, Mynhardt Kitshoff said:

I downloaded the new Jenkins version. Completely remove previews folder and paste new kerberalism  folder. It seem to work. Game on!!! Will let you know if anything further pops up.

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Still something wrong...just did the mission where I have to put a kerbal in orbit for 30 days. the food did not become less,CO2 did not increase, stress did not increase although I only had phone home capability and no radiation problems. I did however had the max shielding on. 

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  On 4/14/2018 at 10:15 PM, Domin1c said:

TAC LS is actually LS. :D Only.

Kerbalism is something more, more complex and interesting. Read description in first post.

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yep i know that kerbalism has got more other factors than tacls . but tacls has more realist LS like water and waste output that kerbalismhasn't   hasn't :/

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  On 4/15/2018 at 9:04 AM, tonimark said:

yep i know that kerbalism has got more other factors than tacls . but tacls has more realist LS like water and waste output that kerbalismhasn't   hasn't :/

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Kerbalism has food, water and waste, nitrogen for maintaining atmosphere and all sorts. It's actually a lot more in depth than I ever imagined. I guess it all comes down to personal preference :) I'm really enjoying Kerbalism though.

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I've got a science problem... maybe someone can explain me how to use this.

First... when I run an experiment, this works. In stock game I can later go to "review data" ... how's that done with Kerbalism? and I don't get a warning that my data will be lost when I rerun the experiment... what's the point I didn't understand? is the data "going away" somehow? into storage space? where? how can I see what's inside?

Second... how can I abort a transmission of data? Let's say I see that I'm running out of electricity and I want to stop the transmission...

Third... this "Data" button e.g. in the menu of a capsule... should it do something? why is it a button if it shouldn't do anything? ... but, nothing happens when I click it... is that normal?

... I didn't go through the logs, sure, and I also didn't download the source (that's what I normally do, not reading logs) ... I still hope for an easy explanation for my questions :) 

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  On 4/15/2018 at 11:02 AM, Rudolf Meier said:

I've got a science problem... maybe someone can explain me how to use this.

First... when I run an experiment, this works. In stock game I can later go to "review data" ... how's that done with Kerbalism? and I don't get a warning that my data will be lost when I rerun the experiment... what's the point I didn't understand? is the data "going away" somehow? into storage space? where? how can I see what's inside?

Second... how can I abort a transmission of data? Let's say I see that I'm running out of electricity and I want to stop the transmission...

Third... this "Data" button e.g. in the menu of a capsule... should it do something? why is it a button if it shouldn't do anything? ... but, nothing happens when I click it... is that normal?

... I didn't go through the logs, sure, and I also didn't download the source (that's what I normally do, not reading logs) ... I still hope for an easy explanation for my questions :) 

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... can you send me your log

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