Rakete Posted June 27, 2021 Share Posted June 27, 2021 (edited) Bug Report: (minor) The Current-meter (power flow) on the left in the NF dynamic battery storage menue does not actualize to zero if you cut off an engine with alternator by pressing X. It still shows a positive energy balance, even if a electrical powering rocket engine is shut down. Testcase: shoot up a rocket without static solarpanels, rtgs etc. Reach space, cutoff engine (press x), watch the power-flow-o-meter in the menue. It should go to zero. Instead it still shows the full powerflow from the engine. Set thrust again to 50% and then press x. The powerflow value in the menue freezes at 50% of the engines alternator power flow. Playing with the monitoring toggles do not change the before mentioned behavior. @Nertea KSP-Version 1.11.2 Not a complaint, just a help for development. Edited June 27, 2021 by Rakete Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 3, 2021 Author Share Posted July 3, 2021 DBS 2.2.3 Marked for KSP 1.12 Added support for SCANSat Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted August 10, 2021 Share Posted August 10, 2021 So at this moment, DBS doesn't make use of the toolbar mod (first made by Blizzy78, now maintained by linuxgurugamer). I wanted to ask if that is a feature that is either planned for some future release. a stretch goal too far-flung for anything more then a 'probably not'. a won't-do on principle, even if somebody else was to offer a pull request to make it so. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 10, 2021 Share Posted August 10, 2021 11 hours ago, The-Grim-Sleeper said: So at this moment, DBS doesn't make use of the toolbar mod (first made by Blizzy78, now maintained by linuxgurugamer). I wanted to ask if that is a feature that is either planned for some future release. a stretch goal too far-flung for anything more then a 'probably not'. a won't-do on principle, even if somebody else was to offer a pull request to make it so. @NerteaIf you would be willing to accept a PR (and two dependencies), I'd be happy to do the ToolbarController code for you Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 10, 2021 Author Share Posted August 10, 2021 I suppose I could do that. Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 11, 2021 Author Share Posted August 11, 2021 DBS 2.2.5 Improvements to solar altitude fields (yalov) Support for Surface Mounted Lights (yalov) Hide internal antennas that don't use power (yalov) Many improvements by yalov, really, I'm not doing crap :P. Quote Link to comment Share on other sites More sharing options...
SuppaTenko Posted October 8, 2021 Share Posted October 8, 2021 (edited) On 2/27/2020 at 4:23 AM, dlrk said: a bunch of NREs are created( : Multiple ModuleCryoTank nodes found with identical or no moduleName) Somehow I stumbled at that error yesterday. I have it when both Talisar Spherical Tanks and Nertea's Cryo Tanks are installed. Spherical Tanks mod is pretty much dead and this thread is the only place whith informtion. So mind me for a second =) I checked my save file content and found out that there are two ModuleCryoTank nodes for Talisar tanks. And as far as I can understand, I can fix it if I delete ModuleFuelTanks section from tank configs. This one to be exact: https://imgur.com/a/nEqIURB I don't use Modular Fuel Tanks so I'm ok with deleting this section. I want to do it whit MM patch, but I'm a bit stupid and tired, so I can't figure out how to remove modules from configs. Can you help me guys? --- Nevermind. There were not so many parts in that old mod. I deletd MFT sections manualy. Edited October 11, 2021 by SuppaTenko Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 25, 2021 Author Share Posted October 25, 2021 On 10/8/2021 at 12:11 AM, SuppaTenko said: Somehow I stumbled at that error yesterday. I have it when both Talisar Spherical Tanks and Nertea's Cryo Tanks are installed. Spherical Tanks mod is pretty much dead and this thread is the only place whith informtion. So mind me for a second =) I checked my save file content and found out that there are two ModuleCryoTank nodes for Talisar tanks. And as far as I can understand, I can fix it if I delete ModuleFuelTanks section from tank configs. This one to be exact: https://imgur.com/a/nEqIURB I don't use Modular Fuel Tanks so I'm ok with deleting this section. I want to do it whit MM patch, but I'm a bit stupid and tired, so I can't figure out how to remove modules from configs. Can you help me guys? --- Nevermind. There were not so many parts in that old mod. I deletd MFT sections manualy. It is very likely that the only mod uses the old way of configuring CT. You can probably fix it by looking at the tank configs, comparing them to the ones that come with CryoTanks, and adjusting to match. Quote Link to comment Share on other sites More sharing options...
Apollo 13 Posted October 26, 2021 Share Posted October 26, 2021 Is there a way to add other electric charge producers if they don't show up in the UI Quote Link to comment Share on other sites More sharing options...
Grimmas Posted October 26, 2021 Share Posted October 26, 2021 10 hours ago, Apollo 13 said: Is there a way to add other electric charge producers if they don't show up in the UI Short of modding it in yourself, unfortunately not. Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 26, 2021 Author Share Posted October 26, 2021 There's a story for adding a user-editable field for 'additional' drain/draw at some point... but not soon. Quote Link to comment Share on other sites More sharing options...
Apollo 13 Posted October 27, 2021 Share Posted October 27, 2021 I did try to edit the config file to add the wind turbines in the planet side mod But it only ruined it all together since it seems the power generation with the turbines are very different to the reactors in Near Future mods. I could send the config file but I should probably ask the author first. Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 30, 2021 Author Share Posted October 30, 2021 On 10/26/2021 at 10:03 PM, Apollo 13 said: I did try to edit the config file to add the wind turbines in the planet side mod But it only ruined it all together since it seems the power generation with the turbines are very different to the reactors in Near Future mods. I could send the config file but I should probably ask the author first. Yes they use a custom module so it would have to be coded for. Quote Link to comment Share on other sites More sharing options...
N3N Posted April 20, 2022 Share Posted April 20, 2022 On 12/13/2019 at 4:46 PM, Nertea said: Minor update - 2.1.2 Mod is now fully disabled when Kerbalism is installed (thanks SirMortimer) Corrected units in solar altitude display Added Chinese localization (tinygrox) Hello, sorry for a maybe stupid question, but does this mean, that the Nertea mods that are depending on this mod, will work with this mod disabled, if Kerbalism is installed or are then all the Nertea mods disabled? Sorry, if I annoy someone with this question, it's just, that I love Nertea mods and I like the functions of Kerbalism. Maybe someone did try this out or someone tested this. @Sir Mortimer? Quote Link to comment Share on other sites More sharing options...
shimmy00 Posted July 6, 2022 Share Posted July 6, 2022 (edited) It seems there is still a bug present where that, when the game tries to autosave, it results in a sudden and momentary depletion of electricity while at timewarp. This is annoying on some vessels, but downright catastrophic when something like antimatter tanks are included (i.e. vessel goes boom!). (ADD: Note this could be either this mod or it could be the related but different Near Future Electrical - I'm not sure.) Edited July 14, 2022 by shimmy00 Quote Link to comment Share on other sites More sharing options...
shimmy00 Posted July 20, 2022 Share Posted July 20, 2022 (edited) (rm) Edited July 20, 2022 by shimmy00 Quote Link to comment Share on other sites More sharing options...
msp307 Posted July 29, 2022 Share Posted July 29, 2022 Hello is Dynamic Battery Storage conflicting with kerbalism? If not, I can't use it, like SystemHeat. Quote Link to comment Share on other sites More sharing options...
Ravlain Posted September 8, 2022 Share Posted September 8, 2022 (edited) Hi @Nertea, I'm getting constant NRE spam apparently from DBS whenever i fly a manned vehicle (Not probes ). Module DischargeCapacitor threw during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at NearFutureElectrical.DischargeCapacitor.get_CurrentCharge () [0x00025] in <81c4957bdce64bef809a1ac06ed71d14>:0 at NearFutureElectrical.DischargeCapacitor.OnFixedUpdate () [0x00204] in <81c4957bdce64bef809a1ac06ed71d14>:0 at Part.ModulesOnFixedUpdate () [0x000bd] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) I haven't got any capacitors on any of my craft, so I'm not sure why this would be being called. Modlist Logs and MM cache :- https://www.dropbox.com/s/7bnhngz1ptaw9zx/KSP Logs.zip?dl=0 The only mods that directly touch electrics as far as I know are ODFC and TAC-LS. Log spam starts at line 135530 I've noticed that only the Mk1 and Mk1-3 command pods have a discharge rate slider. (and of course they're the only ones I've used so far ) Edited September 8, 2022 by Ravlain More information Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 13, 2022 Author Share Posted September 13, 2022 On 9/8/2022 at 11:06 AM, Ravlain said: Hi @Nertea, I'm getting constant NRE spam apparently from DBS whenever i fly a manned vehicle (Not probes ). Module DischargeCapacitor threw during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at NearFutureElectrical.DischargeCapacitor.get_CurrentCharge () [0x00025] in <81c4957bdce64bef809a1ac06ed71d14>:0 at NearFutureElectrical.DischargeCapacitor.OnFixedUpdate () [0x00204] in <81c4957bdce64bef809a1ac06ed71d14>:0 at Part.ModulesOnFixedUpdate () [0x000bd] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) I haven't got any capacitors on any of my craft, so I'm not sure why this would be being called. Modlist Logs and MM cache :- https://www.dropbox.com/s/7bnhngz1ptaw9zx/KSP Logs.zip?dl=0 The only mods that directly touch electrics as far as I know are ODFC and TAC-LS. Log spam starts at line 135530 I've noticed that only the Mk1 and Mk1-3 command pods have a discharge rate slider. (and of course they're the only ones I've used so far ) Something put a badly configured DischargeCapacitor module (part of Near Future Electrical) in those parts, which broke them, which in turn broke this mod. Likely it is ODFC. I seem to recall some kind of similar bug ages ago with it. Quote Link to comment Share on other sites More sharing options...
Ravlain Posted September 13, 2022 Share Posted September 13, 2022 Thanks @Nertea. I've patched this out for now, but I'll raise it on the ODBC thread. Quote Link to comment Share on other sites More sharing options...
kurgut Posted May 11, 2023 Share Posted May 11, 2023 Hi, It seems like KSPIE module Interstellar Solar Generator isn't patched by your mod, thus not allowing its very handy Ec time warp feature working... Do you know how I could make a compatibility patch ? Thanks for your help Peace Quote Link to comment Share on other sites More sharing options...
ttikkoo Posted May 5 Share Posted May 5 (edited) Hi there, is there any documentation for adding support for other mods for this? I was try to patch support for USI-LS but just kept breaking the mod. I wrote the follow to the DBS settings file hoping to support the USI recycler but never got it to work - the recycler EC usage never got added and even worse, any changes to the craft weren't detected by the Near Future Systems Manager until I removed the USI part. Spoiler HANDLERCATEGORY { name = Converters title = #LOC_DynamicBatteryStorage_UI_Category_Converters module = ModuleResourceConverter module = ModuleSystemHeatConverter module = SnackProcessor module = SoilRecycler module = USILS_LifeSupportRecyclerSwapOption // added by me } PARTMODULEHANDLER // added by me { // The name of the module name = USILS_LifeSupportRecyclerSwapOption // The type of handler - can be Power or Heat type = Power // The name of the handler to use handlerModuleName = GenericFieldDataHandler // Is this shown in the UI at all? visible = true // Do we use solar distance attenuation? solarEfficiencyEffects = false // Is this module a producer by default? producer = false // Is this module a consumer by default? consumer = true // Does this item start off as active in the UI? Should canonically be true for constant sources/draws simulated = true // Does this item count as a continuous power source for the purpose of the UI? continuous = true HANDLER_CONFIG { // Field to poll in editor editorFieldName = ecPerSec // Field to poll in flight flightFieldName = ecPerSec // Multiply the output by these if you need to. Convention is that a consumer is negative. editorValueScalar = -1.0 flightValueScalar = -1.0 } } The settings file said don't touch the part module handlers unless you know what you're doing, I've clearly proven I don't Player.log file with Debug mode on Edited May 5 by ttikkoo log file Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 27 Author Share Posted July 27 Have spent a fair bit of time rebuilding this mod with the UI converted to UGUI IMGUI -> UGUI results in much better scaling behaviour and appropriate blocking of clicks Better overall design with a focus on function as a power planner and monitor Better interface (actually functional) that allows siutation specifiction New carat on the Toolbar App icon that indicates when power is decreasing or exhausted in flight, which is useful Tooltips for most fields In motion: https://imgur.com/EWrOZvs and https://imgur.com/57xOFMy Quote Link to comment Share on other sites More sharing options...
SirNooblyOfficial Posted August 9 Share Posted August 9 Really nice seeing updates! btw, whats the mod that puts the tag of the diameter or surface mounted on the parts, plus the category stuff? Looks really cool and ive never seen it. Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 13 Author Share Posted August 13 Release 2.3.0 Complete UI rebuild NOTE: deprecated the Core Heat UI No longer IMGUI (various benefits, including better performance, better look, less clickthrough issues) Now a Toolbar App Clearer telegraphing of power states Responds to UI scaling correctly Better interface for specifying situation in the VAB Tooltips for most fields in the UI New carat on the Toolbar App icon that indicates when power is decreasing or exhausted Supported new Kopernicus implementation of ModuleCurvedSolarPanel (NFS) First pass support at multiple star system support for Kopernicus Supported more edge cases for solar panels (curved and sphere panels in VAB planner, alternate config method used by some mods) Fixed an issue where the mod would not disable itself correctly when Kerbalism was installed Fixed an issue where Lights would always be counted as 'on' in flight regardless of their actual state Quote Link to comment Share on other sites More sharing options...
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