TranceaddicT Posted October 11, 2018 Share Posted October 11, 2018 (edited) 10 hours ago, Sir Mortimer said: Probably an odd incompatibility with Unity. Should be fixed, try the latest beta: https://builds.spaceball.cf Yep that eliminated about 50,000 entries. Now, there is just this ... [ERR 11:03:17.803] [ModuleManager] Exception while processing node : Kerbalism/Support/ContractConfigurator/@CONTRACT_TYPE[*] [EXC 11:03:17.963] NullReferenceException: Object reference not set to an instance of an object ConfigNode.CopyToRecursive (.ConfigNode node, Boolean overwrite) ConfigNode.CopyToRecursive (.ConfigNode node, Boolean overwrite) ConfigNode.CopyToRecursive (.ConfigNode node, Boolean overwrite) ConfigNode.CopyTo (.ConfigNode node, System.String newName) ModuleManager.MMPatchLoader.ModifyNode (ModuleManager.Collections.ImmutableStack`1 original, .ConfigNode mod, PatchContext context) ModuleManager.PatchApplier.ApplyPatches (System.String stage, IEnumerable`1 patches) UnityEngine.Logger:LogException(Exception) ModuleManager.Logging.UnityLogger:Exception(String, Exception) ModuleManager.Logging.ModLogger:Exception(String, Exception) ModuleManager.Logging.ExceptionMessage:LogTo(IBasicLogger) ModuleManager.<ProcessPatch>d__33:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 11:03:17.967] [ModuleManager] Processed node was Kerbalism/Support/ContractConfigurator/@CONTRACT_TYPE[*] @CONTRACT_TYPE[*] { @PARAMETER[*]:HAS[#partModule[ModuleScienceLab]] { @partModule = Laboratory } @PARAMETER[*] { @PARAMETER[*]:HAS[#partModule[ModuleScienceLab]] { @partModule = Laboratory } @PARAMETER[*] { @PARAMETER[*]:HAS[#partModule[ModuleScienceLab]] { @partModule = Laboratory } @PARAMETER[*] { @PARAMETER[*]:HAS[#partModule[ModuleScienceLab]] { @partModule = Laboratory } } } } @REQUIREMENT[*]:HAS[#partModule[ModuleScienceLab]] { @partModule = Laboratory } @REQUIREMENT[*] { @REQUIREMENT[*]:HAS[#partModule[ModuleScienceLab]] { @partModule = Laboratory } @REQUIREMENT[*] { @REQUIREMENT[*]:HAS[#partModule[ModuleScienceLab]] { @partModule = Laboratory } @REQUIREMENT[*] { @REQUIREMENT[*]:HAS[#partModule[ModuleScienceLab]] { @partModule = Laboratory } } } } } Edited October 11, 2018 by TranceaddicT grammarpedant Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 11, 2018 Share Posted October 11, 2018 @TranceaddicT you need the master repo fromhttps://github.com/jrossignol/ContractConfigurator plus https://www.dropbox.com/s/3vhw8kteydjzwk2/CC_RemoteTech.dll?dl=1 if you use RemoteTech. Link to comment Share on other sites More sharing options...
TranceaddicT Posted October 11, 2018 Share Posted October 11, 2018 25 minutes ago, Gordon Dry said: @TranceaddicT you need the master repo fromhttps://github.com/jrossignol/ContractConfigurator plus https://www.dropbox.com/s/3vhw8kteydjzwk2/CC_RemoteTech.dll?dl=1 if you use RemoteTech. I've got both those: CC = 1.25.0 CC_RT.dll The .dll is a different size. Your Dropbox version is 3.28kB vs the CKANinstalled 35.8kB. I'll run a new instance with yours and let you know in about 15-20m. Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 11, 2018 Share Posted October 11, 2018 @TranceaddicT it's not my .dll, it's from @PiezPiedPy 2 minutes ago, TranceaddicT said: is 3.28kB Should be 32 KB Link to comment Share on other sites More sharing options...
TranceaddicT Posted October 11, 2018 Share Posted October 11, 2018 (edited) 41 minutes ago, Gordon Dry said: @TranceaddicT it's not my .dll, it's from @PiezPiedPy Should be 32 KB Yep, that fixed it. The one that ships with the current CKAN install is 35.8kB from April. And the link you provided for 1.25.0, both are wrong size. The MM error still exists 1 error related to GameData/Kerbalism/Support/ContractConfigurator.cfg Edited October 11, 2018 by TranceaddicT Link to comment Share on other sites More sharing options...
thepokeyene Posted October 12, 2018 Share Posted October 12, 2018 Is there any way to lower the consumption of ec, specifically for antenna control and transmissions? I've been looking through the config files but I haven't found any place to change these. Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 12, 2018 Share Posted October 12, 2018 @thepokeyene stock antennas:https://github.com/steamp0rt/Kerbalism/blob/master/GameData/Kerbalism/System/Signal.cfg#L109 RemoteTech antennas:https://github.com/steamp0rt/Kerbalism/blob/master/GameData/Kerbalism/Support/RemoteTech.cfg#L270 Already like that for some time now ... Why is it lower than stock? Quote Specifically, in a noise-free channel, Nyquist tells us that we can transmit data at a rate of up to C=2Blog2M bits per second, where B is the bandwidth (in Hz) and M is the number of signal levels. But this is not used in KSP, because data transmission is not using any given frequency - what I really want to say, is that for example a Voyager sends with 19W, which is 0.019 KW - and 1 KW == 1 EC. Of course when going to KSP, everything becomes kerbalized ... we could assume that a kerbalized Voyager would use 0.019 EC/s to transmit data ... or better said, when using Kerbalism and RemoteTech, the antenna of Voyager would use 0.019 EC/s all the time ... @PiezPiedPy too simple, too difficult, totally wrong? Link to comment Share on other sites More sharing options...
PiezPiedPy Posted October 13, 2018 Share Posted October 13, 2018 @Gordon Dry Spot on Link to comment Share on other sites More sharing options...
Vanir Posted October 14, 2018 Share Posted October 14, 2018 On 10/7/2018 at 1:43 PM, tdubic said: Kerbalisam on new KSP 1.4.5 break game. Science is not collecting. I tested this deleting one mod a time and then start new game and test if science work. After deleting kerbalism everything work just fine. Kerbalism is one of best mods, but we can't use him if he break most important aspect of game. I can also attest to this. Trying to start a new campaign in 1.4.5, want to try out kerbalism for the first time as well. It's possible to transmit data, however any science stored in the vehicle is lost when recovered. Would love to see a fix to this @N70 as I'd love to get started on my new campaign asap! Link to comment Share on other sites More sharing options...
Tonas1997 Posted October 14, 2018 Share Posted October 14, 2018 Is there a particular reason as to why SSPX's greenhouse config depends on the default profile? @PART[sspx-greenhouse-25-1|sspx-greenhouse-375-1]:NEEDS[ProfileDefault]:FOR[Kerbalism] I had to change the NEEDS: tag to "StationPartsExpansionRedux" in order to be able to use the greenhouse on my save, which uses a custom Kerbalism RSS profile. Link to comment Share on other sites More sharing options...
David H Posted October 14, 2018 Share Posted October 14, 2018 (edited) Kerbalism sets everything that uses power to a number way to high to be able to launch anything. Using the 1st control probe. I had to add around 100 1X1 square solar panels and I still couldn't keep a charge. Launching at night with ltv45. I lost power in less than a few seconds. Launching in the day. I still lost power. I had to put a MK1 command pod and a kerbal on board to get the satellite into orbit. However when I released the probe, I would loose power then it would go back up to around 10 of the allowed 400 from the massive batteries I spammed on the craft. Then it would fall. I put the probe into dormant mode and it would still loose power. All antenna's were retracted. I tried the 1st kerbalism antenna but the game wouldn't register it as having an antenna on board for the mission. Having remote tech installed. Battery usage is fine but I didn't have a need for an antenna signal. Remove remote tech and power usage was unmanageable. Edited October 15, 2018 by David H Link to comment Share on other sites More sharing options...
Sir Mortimer Posted October 15, 2018 Share Posted October 15, 2018 8 hours ago, David H said: Kerbalism sets everything that uses power to a number way to high to be able to launch anything. Using the 1st control probe. I had to add around 100 1X1 square solar panels and I still couldn't keep a charge. Launching at night with ltv45. I lost power in less than a few seconds. Launching in the day. I still lost power. I had to put a MK1 command pod and a kerbal on board to get the satellite into orbit. However when I released the probe, I would loose power then it would go back up to around 10 of the allowed 400 from the massive batteries I spammed on the craft. Then it would fall. I put the probe into dormant mode and it would still loose power. All antenna's were retracted. I tried the 1st kerbalism antenna but the game wouldn't register it as having an antenna on board for the mission. Having remote tech installed. Battery usage is fine but I didn't have a need for an antenna signal. Remove remote tech and power usage was unmanageable. It's not Kerbalism. Just tried with a brand new install, nothing but Kerbalism (+CRP + MM of course) installed, new sandbox game: A Octo core with just one Z-200 battery and one antenna will run for more than one hour without solar panels. Even tried it out, it easily remains active on the night side in LKO. https://imgur.com/a/OgaN99o What does the planner give you when editing your ship in the VAB? What other mods do you have installed? 12 hours ago, Vanir said: I can also attest to this. Trying to start a new campaign in 1.4.5, want to try out kerbalism for the first time as well. It's possible to transmit data, however any science stored in the vehicle is lost when recovered. Would love to see a fix to this @N70 as I'd love to get started on my new campaign asap! I can attest to the opposite Having nothing but Kerbalism on a brand new KSP 1.4.5 install, doing science and recovering it works just fine. Are you 100% sure that the science was stored in the part you recovered? When separating from an other part that contains a command module, the science will automatically go to the part with the higher priority. Depending on which part you set as your root part, that might very well be the one you're leaving to burn up in the atmosphere. Link to comment Share on other sites More sharing options...
Vanir Posted October 15, 2018 Share Posted October 15, 2018 (edited) 3 hours ago, Sir Mortimer said: I can attest to the opposite Having nothing but Kerbalism on a brand new KSP 1.4.5 install, doing science and recovering it works just fine. Are you 100% sure that the science was stored in the part you recovered? When separating from an other part that contains a command module, the science will automatically go to the part with the higher priority. Depending on which part you set as your root part, that might very well be the one you're leaving to burn up in the atmosphere. Already checked that. With just a single Mk1 command pod on the launch pad, brand new campaign with default difficulty settings. Crew report yields 1-2 science which is stored in the pod with the kerbal, and then when I try to "recover vessel" no science is yielded. Nothing to do with staging or any science-storing parts being lost before recovery. I do have a fair few mods installed on top of kerbalism, however I've been through and disabled/enabled all of the mods which alter the science system to try and identify the cause, all to no avail. After disabling kerbalism the science recovery works correctly with the stock behaviour. Edited October 15, 2018 by Vanir Clarification Link to comment Share on other sites More sharing options...
Sir Mortimer Posted October 15, 2018 Share Posted October 15, 2018 4 hours ago, Vanir said: Already checked that. With just a single Mk1 command pod on the launch pad, brand new campaign with default difficulty settings. Crew report yields 1-2 science which is stored in the pod with the kerbal, and then when I try to "recover vessel" no science is yielded. Nothing to do with staging or any science-storing parts being lost before recovery. I do have a fair few mods installed on top of kerbalism, however I've been through and disabled/enabled all of the mods which alter the science system to try and identify the cause, all to no avail. After disabling kerbalism the science recovery works correctly with the stock behaviour. This is odd, because that's exactly what I did, and it works. Again, I have a plain vanilla KSP with nothing but Kerbalism, Community Resource Pack and Module Manager. My best guess is that there is some other mod interfering. Link to comment Share on other sites More sharing options...
Vanir Posted October 15, 2018 Share Posted October 15, 2018 3 minutes ago, Sir Mortimer said: This is odd, because that's exactly what I did, and it works. Again, I have a plain vanilla KSP with nothing but Kerbalism, Community Resource Pack and Module Manager. My best guess is that there is some other mod interfering. Quite possibly, however it's definitely Kerbalism that is the conflicting component here. If I've got time I'll go through adding in every single mod one at a time, see if I can identify the point of failure. Link to comment Share on other sites More sharing options...
David H Posted October 15, 2018 Share Posted October 15, 2018 (edited) 10 hours ago, Sir Mortimer said: It's not Kerbalism. Just tried with a brand new install, nothing but Kerbalism (+CRP + MM of course) installed, new sandbox game: A Octo core with just one Z-200 battery and one antenna will run for more than one hour without solar panels. Even tried it out, it easily remains active on the night side in LKO. https://imgur.com/a/OgaN99o What does the planner give you when editing your ship in the VAB? What other mods do you have installed? I can attest to the opposite Having nothing but Kerbalism on a brand new KSP 1.4.5 install, doing science and recovering it works just fine. Are you 100% sure that the science was stored in the part you recovered? When separating from an other part that contains a command module, the science will automatically go to the part with the higher priority. Depending on which part you set as your root part, that might very well be the one you're leaving to burn up in the atmosphere. Without Kerbalismhttp://prntscr.com/l6ey7s With http://prntscr.com/l6ezymhttp://prntscr.com/l6ezd2 http://prntscr.com/l6eyk0 http://prntscr.com/l6ezn1 http://prntscr.com/l6ezsy Mod list http://prntscr.com/l6f12j I just tried with just kerbalism. Something is not compatible. Edited October 15, 2018 by David H Link to comment Share on other sites More sharing options...
David H Posted October 15, 2018 Share Posted October 15, 2018 Installed a few and get double the time. mod list http://prntscr.com/l6f3u6 2h18m battery http://prntscr.com/l6f49l More mod http://prntscr.com/l6f5fp Everything same Link to comment Share on other sites More sharing options...
David H Posted October 15, 2018 Share Posted October 15, 2018 (edited) A few morehttp://prntscr.com/l6fbzh Last 2 installed and now there's no problem. I do have more power than there was in stock but at least I don't run out on the pad. I guess that's good. Edited October 15, 2018 by David H Link to comment Share on other sites More sharing options...
theJesuit Posted October 15, 2018 Share Posted October 15, 2018 (edited) Hi @David H. If the probe has no connection to the KSC then does its power disappate so quickly? I think I had a similar issue. I mean is it the connection that is draining the power? Edited October 15, 2018 by theJesuit Link to comment Share on other sites More sharing options...
SpaceVyd Posted October 15, 2018 Share Posted October 15, 2018 (edited) 42 minutes ago, David H said: Installed a few and get double the time. mod list http://prntscr.com/l6f3u6 2h18m battery http://prntscr.com/l6f49l More mod http://prntscr.com/l6f5fp Everything same Did you by chance install RemoteTech Antennas for stock game mod after you deleted RT? Because I was experiencing the same problem and just fixed it by renaming RemoteTech folder in gamedata (to RTAntennas). I wanted to remove RT but didn't want to start a new game so I downloaded RT Antennas to prevent vessel deletion because of missing parts. EDIT: Nope doesn't work. It reappeared. Edited October 15, 2018 by SpaceVyd Link to comment Share on other sites More sharing options...
David H Posted October 15, 2018 Share Posted October 15, 2018 (edited) 4 minutes ago, theJesuit said: Hi @David H. If the probe has no connection to the KSC then does its power disappate so quickly? I think I had a similar issue. I mean is it the connection that is draining the power? Moved everything out into a desktop folder. Added a kerbalism then a few at a time. Everything seems fine now. 1.5 KSP See screenshots Edited October 15, 2018 by David H Link to comment Share on other sites More sharing options...
theJesuit Posted October 15, 2018 Share Posted October 15, 2018 1 hour ago, David H said: Moved everything out into a desktop folder. Added a kerbalism then a few at a time. Everything seems fine now. 1.5 KSP See screenshots so... did you find what caused the issue? Link to comment Share on other sites More sharing options...
David H Posted October 15, 2018 Share Posted October 15, 2018 (edited) 8 minutes ago, theJesuit said: so... did you find what caused the issue? I think it might be remote tech. Having trouble with it as well. I did what they said over at rt forum. To go into settings and reload seems to help part of rt problem. However still don't need an antenna with the test probe I launched and no delay. unless the probe has a really long range long range and doesn't show it's signal. Edited October 15, 2018 by David H Link to comment Share on other sites More sharing options...
N70 Posted October 15, 2018 Author Share Posted October 15, 2018 yes this works with ksp 1.5, don't start asking Link to comment Share on other sites More sharing options...
theJesuit Posted October 15, 2018 Share Posted October 15, 2018 @David H There is some work being done on compatibility with RT. I don't use RT, so it wasn't my issue. Have a chat on the Discord server perhaps. Pleased it is working.Peace Link to comment Share on other sites More sharing options...
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