VoidSquid Posted January 1, 2020 Share Posted January 1, 2020 I see, thanks. Reason I asked, I happened to send a probe to Eeloo, part of it was a satellite with probe core, ScanSat parts, and just enough RTGs to satisfy all EC requirements for scanning. On paper at least it was. Turned out, I was 0.05 EC short With this mod, I could have avoided this, I thought, but as I said earlier, I couldn't find the respective consumers, hence I asked Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 1, 2020 Author Share Posted January 1, 2020 2 hours ago, VoidSquid said: I see, thanks. Reason I asked, I happened to send a probe to Eeloo, part of it was a satellite with probe core, ScanSat parts, and just enough RTGs to satisfy all EC requirements for scanning. On paper at least it was. Turned out, I was 0.05 EC short With this mod, I could have avoided this, I thought, but as I said earlier, I couldn't find the respective consumers, hence I asked I believe some work on my and on their side is needed for ScanSat to be compatible. However, I looked and I don't actually think the stock scanners use EC at all so there should be no issue there. Quote Link to comment Share on other sites More sharing options...
DStaal Posted January 2, 2020 Share Posted January 2, 2020 18 hours ago, Nertea said: I believe some work on my and on their side is needed for ScanSat to be compatible. However, I looked and I don't actually think the stock scanners use EC at all so there should be no issue there. Stock scanners are ScanSat scanners - ScanScat patches the scanning capability into them. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 12, 2020 Author Share Posted January 12, 2020 Released 2.1.3: Added support for NF Exploration Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 12, 2020 Author Share Posted January 12, 2020 Urk I left the debug switch on, so 2.1.4 is a thing. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 12, 2020 Share Posted January 12, 2020 1 hour ago, Nertea said: debug switch on been there... Quote Link to comment Share on other sites More sharing options...
nwillard Posted January 29, 2020 Share Posted January 29, 2020 (edited) Just out of quick curiosity, how much might this this mod's calculations and caching slow down load times (for the VAB or in general) on a midrange CPU? EDIT: Nevermind, this information is readily available through the timestamps in the KSP.log file. Thanks for the mod! Edited January 29, 2020 by nwillard Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 4, 2020 Author Share Posted February 4, 2020 There is likely an incompatibility with this mod and the latest Kopernicus release (1.8.1). Please be patient - I have tested a fix, but need to verify it works with the latest release version. Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 20, 2020 Author Share Posted February 20, 2020 Tested and qualified for 1.9. Quote Link to comment Share on other sites More sharing options...
dlrk Posted February 27, 2020 Share Posted February 27, 2020 FYI, there some kind of issue with this mod, CryoTanks and the 1.8.1 recompile of B9ProceduralWings where a bunch of NREs are created( : Multiple ModuleCryoTank nodes found with identical or no moduleName). It can be fixed pretty easily by deleting the B9ProceduralWings patch CFG in CryoTanks. Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 27, 2020 Author Share Posted February 27, 2020 15 hours ago, dlrk said: FYI, there some kind of issue with this mod, CryoTanks and the 1.8.1 recompile of B9ProceduralWings where a bunch of NREs are created( : Multiple ModuleCryoTank nodes found with identical or no moduleName). It can be fixed pretty easily by deleting the B9ProceduralWings patch CFG in CryoTanks. The perils of user submitted patches. I guess there is some way that the tanks are getting patched that is not in that file now. Would be nice if you could drop a MM cache/log here so I can investigate. Quote Link to comment Share on other sites More sharing options...
dlrk Posted February 27, 2020 Share Posted February 27, 2020 59 minutes ago, Nertea said: The perils of user submitted patches. I guess there is some way that the tanks are getting patched that is not in that file now. Would be nice if you could drop a MM cache/log here so I can investigate. I'll do that when I get home. Didn't before because it seemed harmless to remove the patch. Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted February 28, 2020 Share Posted February 28, 2020 On 2/26/2020 at 8:23 PM, dlrk said: FYI, there some kind of issue with this mod, CryoTanks and the 1.8.1 recompile of B9ProceduralWings where a bunch of NREs are created( : Multiple ModuleCryoTank nodes found with identical or no moduleName). It can be fixed pretty easily by deleting the B9ProceduralWings patch CFG in CryoTanks. Well now I feel a bit guilty - I contributed that patch, back in the day. Do you have ModularFuelTanks? I've never played with it so I neglected to include a check for it in my patch. It's possible that's how there are two ModuleCryoTank nodes being applied there. Quote Link to comment Share on other sites More sharing options...
dlrk Posted February 28, 2020 Share Posted February 28, 2020 Yep, I've got MFT. That must be the issue. Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 29, 2020 Author Share Posted February 29, 2020 It's not totally easy to debug but: @PART[*]:HAS[@MODULE[ModuleFuelTanks]]:NEEDS[!RealFuels]:FOR[zzz_CryoTanks] The MFT patch will do this, which will add the Cryo module to all parts that use MFT (of which I assume B9PW is one). This patch operates AFTER the B9PW patch.... @PART[B9_Aero_Wing_Procedural_TypeA,Proceduralwing*]:NEEDS[CryoTanks] This will have already added a copy of the module. The first patch needs to check for the existence of the cryo module before adding it. Quote Link to comment Share on other sites More sharing options...
dlrk Posted April 23, 2020 Share Posted April 23, 2020 (edited) DBS is throwing NREs in the VAB/SPH when Signal Delay is installed and an antenna is part of my vessel. Here is my player.log https://www.dropbox.com/s/8jryfyozt8nf45v/Player.log?dl=0 (An output log is not being generated). This was with DBS verbose logging enabled. Thanks. My guess is that Signal Delay's antenna telemetry usage is confusing DBS. I Edited April 23, 2020 by dlrk Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 23, 2020 Author Share Posted April 23, 2020 17 hours ago, dlrk said: DBS is throwing NREs in the VAB/SPH when Signal Delay is installed and an antenna is part of my vessel. Here is my player.log https://www.dropbox.com/s/8jryfyozt8nf45v/Player.log?dl=0 (An output log is not being generated). This was with DBS verbose logging enabled. Thanks. My guess is that Signal Delay's antenna telemetry usage is confusing DBS. I There is an open issue in that repo that says "Add DBS support" so... I looked into it anyways for you and i found that possibly there is an issue with the patch Garwel submitted to me. You can try changing the line here though: https://github.com/ChrisAdderley/DynamicBatteryStorage/blob/master/GameData/DynamicBatteryStorage/DynamicBatteryStorageSettings.cfg#L478 I think it's supposed to be ecRate, not ecCRate. Quote Link to comment Share on other sites More sharing options...
dlrk Posted April 24, 2020 Share Posted April 24, 2020 I'll try that, thanks. I saw the PR here for adding signal delay support, so I fugred that satisfied the other PR. Quote Link to comment Share on other sites More sharing options...
garwel Posted April 26, 2020 Share Posted April 26, 2020 Apologies, buddies. That was my typo, apparently. Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 27, 2020 Author Share Posted April 27, 2020 20 hours ago, garwel said: Apologies, buddies. That was my typo, apparently. No worries, it happens to the best of us! I will issue an update... Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 3, 2020 Author Share Posted May 3, 2020 Released Dynamic Battery Storage 2.1.6 Corrected an issue with SignalDelay compatibility Added Spanish localization (Fitiales) Quote Link to comment Share on other sites More sharing options...
Sqeep91 Posted June 6, 2020 Share Posted June 6, 2020 Hi, I sent you a German translation on Github as Pull Request greetings Quote Link to comment Share on other sites More sharing options...
Guest Posted June 27, 2020 Share Posted June 27, 2020 Bug report: the CalculatePanelScalar() function in UISolarPanelManager.cs is incorrect, as it assumes solar power drops off as an inverse and not as an inverse square. This leads to unusual results like the electrical panel in the VAB suggesting that solar efficiency is ~20% around Jool, when in reality it is closer to ~4% (the square of the falsely reported value). Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 28, 2020 Author Share Posted June 28, 2020 23 hours ago, gtetr2 said: Bug report: the CalculatePanelScalar() function in UISolarPanelManager.cs is incorrect, as it assumes solar power drops off as an inverse and not as an inverse square. This leads to unusual results like the electrical panel in the VAB suggesting that solar efficiency is ~20% around Jool, when in reality it is closer to ~4% (the square of the falsely reported value). Oof, thanks, I'll fix that math typo. Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 1, 2020 Author Share Posted August 1, 2020 Dynamic Battery Storage 2.1.7 KSP 1.10 compatibility Added German localization (Sqeep) Fixed solar panel manager calculating scaling incorrectly Quote Link to comment Share on other sites More sharing options...
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