Poodmund Posted August 13 Share Posted August 13 You could install this for a new player and they'd never realise that it wasn't part of the vanilla game. Looks so slick in action. Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 14 Author Share Posted August 14 That's the goal! Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 14 Author Share Posted August 14 Oof so I was unaware that Kopernicus' solar panel handling method changed completely last week, so just to note that everything is broken with Kop installed right now :D. Talked with RTB a bit about this. Guidance right now is that if you want DBS to work, you should stay on Kopernicus versions lower than 209. If you absolutely must use a Kopernicus version >= 209, you can get the prototype work I just did in the kop-209 branch on git, though it is not super well tested: https://github.com/post-kerbin-mining-corporation/DynamicBatteryStorage/tree/kop-209 Quote Link to comment Share on other sites More sharing options...
Coldrifting Posted August 14 Share Posted August 14 (edited) On 8/9/2024 at 8:20 AM, SirNooblyOfficial said: 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. Cool updates! Seconding the question about the VAB size/color tags EDIT: Looks like it might be this mod: https://github.com/post-kerbin-mining-corporation/VABOrganizer Edited August 14 by Coldrifting Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 15 Author Share Posted August 15 17 hours ago, Coldrifting said: Cool updates! Seconding the question about the VAB size/color tags EDIT: Looks like it might be this mod: https://github.com/post-kerbin-mining-corporation/VABOrganizer This will get released once I update enough of my stuff to support it. Release 2.3.1 Fixes to support Kopenicus 209+ solar panels Updated Chinese translation Quote Link to comment Share on other sites More sharing options...
HereComesTheBoom Posted August 19 Share Posted August 19 (edited) @Nertea Quick question, is the time in darkness read out in the VAB telling you how long at max EC consumption your craft will last before running out of EC while in the shadow of a celestial body? Edited August 19 by HereComesTheBoom Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 19 Author Share Posted August 19 No, just the total time in shadow. Quote Link to comment Share on other sites More sharing options...
eightiesboi Posted August 19 Share Posted August 19 On 8/13/2024 at 2:25 PM, Nertea said: Release 2.3.0 Complete UI rebuild NOTE: deprecated the Core Heat UI Hey Nertea! Is there something you recommend to review thermal issues now that the Core Heat UI is deprecated? I was thinking of installing System Heat, so if that's your suggestion, then I'll pull the trigger. Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 19 Author Share Posted August 19 8 hours ago, eightiesboi said: Hey Nertea! Is there something you recommend to review thermal issues now that the Core Heat UI is deprecated? I was thinking of installing System Heat, so if that's your suggestion, then I'll pull the trigger. Yes that is my recommendation. It has been quite stable for the 2y I was on break and provides what I would call more gameplay depth with about the same difficulty as stock, just a little more complexity. And it has better UX. Quote Link to comment Share on other sites More sharing options...
eightiesboi Posted August 19 Share Posted August 19 8 minutes ago, Nertea said: Yes that is my recommendation. It has been quite stable for the 2y I was on break and provides what I would call more gameplay depth with about the same difficulty as stock, just a little more complexity. And it has better UX. Awesome, thank you for the mods (always!) and for the quick response! Quote Link to comment Share on other sites More sharing options...
Tormy45 Posted August 22 Share Posted August 22 I seem to be having an issue with a specific part, that being the Falcon 9/Heavy Full Thrust Second Stage Tank from the Tundra Exploration Mod. Every time I use this part it absolutely murders my frame-rate down to 3fps on the launchpad. I soon as I remove and replace it with other tanks my FPS settles back to normal. I was told on the Tundra Exploration thread that my log files contain a lot of exceptions from DynamicBatteryStorage.ModuleCryoTankPowerHandler. If those are happening after a scene change to Flight then those are probably what's killing my performance by causing the log file to be spammed continuously. Is there any way to fix this without having to uninstall Dynamic battery storage? Some of Nertea's other mods require Dynamic battery storage and I wouldn't want to uninstall any if possible. If anybody wants to take a look at my log file I would be very grateful. Here is my full log file: https://mega.nz/file/6UFGWbZA#W99nyhKb6vRF_-8hyWzERSvlpgEbZXWJUB8u9qiHpOo Exception handling event onEditorShipModified in class EditorVesselDataManager:System.NullReferenceException: Object reference not set to an instance of an object at DynamicBatteryStorage.ModuleCryoTankPowerHandler.GetFuelTypes () [0x00008] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.ModuleCryoTankPowerHandler.Initialize (PartModule pm) [0x00009] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.VesselElectricalData.SetupDataHandler (PartModule pm) [0x0008f] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.VesselData.RefreshData (System.Boolean fromScratch, System.Collections.Generic.List`1[T] vesselParts) [0x001db] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.EditorVesselDataManager.InitializeEditorConstruct (ShipConstruct ship, System.Boolean forceReset) [0x00043] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.EditorVesselDataManager.onEditorVesselModified (ShipConstruct ship) [0x00024] in <ce8c094d51db45938ad65ca113e0ce60>:0 at EventData`1[T].Fire (T data) [0x000b0] in <4b449f2841f84227adfaad3149c8fdba>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 22 Author Share Posted August 22 2 hours ago, Tormy45 said: I seem to be having an issue with a specific part, that being the Falcon 9/Heavy Full Thrust Second Stage Tank from the Tundra Exploration Mod. Every time I use this part it absolutely murders my frame-rate down to 3fps on the launchpad. I soon as I remove and replace it with other tanks my FPS settles back to normal. I was told on the Tundra Exploration thread that my log files contain a lot of exceptions from DynamicBatteryStorage.ModuleCryoTankPowerHandler. If those are happening after a scene change to Flight then those are probably what's killing my performance by causing the log file to be spammed continuously. Is there any way to fix this without having to uninstall Dynamic battery storage? Some of Nertea's other mods require Dynamic battery storage and I wouldn't want to uninstall any if possible. If anybody wants to take a look at my log file I would be very grateful. Here is my full log file: https://mega.nz/file/6UFGWbZA#W99nyhKb6vRF_-8hyWzERSvlpgEbZXWJUB8u9qiHpOo Exception handling event onEditorShipModified in class EditorVesselDataManager:System.NullReferenceException: Object reference not set to an instance of an object at DynamicBatteryStorage.ModuleCryoTankPowerHandler.GetFuelTypes () [0x00008] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.ModuleCryoTankPowerHandler.Initialize (PartModule pm) [0x00009] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.VesselElectricalData.SetupDataHandler (PartModule pm) [0x0008f] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.VesselData.RefreshData (System.Boolean fromScratch, System.Collections.Generic.List`1[T] vesselParts) [0x001db] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.EditorVesselDataManager.InitializeEditorConstruct (ShipConstruct ship, System.Boolean forceReset) [0x00043] in <ce8c094d51db45938ad65ca113e0ce60>:0 at DynamicBatteryStorage.EditorVesselDataManager.onEditorVesselModified (ShipConstruct ship) [0x00024] in <ce8c094d51db45938ad65ca113e0ce60>:0 at EventData`1[T].Fire (T data) [0x000b0] in <4b449f2841f84227adfaad3149c8fdba>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Do you have this patch installed? https://github.com/TundraMods/TundraExploration/blob/master/Extras/Extra_Boiloff.cfg Release 2.3.2 Fixed an issue in the Kerbalism disabler patch causing the mod to be disabled all the time Situation checklist dropdown in the Toolbar UI now uses BodyDisplayName instead of internal name Quote Link to comment Share on other sites More sharing options...
Tormy45 Posted August 23 Share Posted August 23 6 hours ago, Nertea said: Do you have this patch installed? https://github.com/TundraMods/TundraExploration/blob/master/Extras/Extra_Boiloff.cfg Yes I did. I removed it just to see what would happen and my framerate no longer tanks to 3fps during a launch! Seems that cleared the issue, thanks a ton for the help! Glad you're back by the way, all your mods are top notch. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted August 31 Share Posted August 31 This might be a known issue already, but it looks like the power panel doesn't recognize SystemHeat heat exchangers as energy consumers. (Together with the recent changes to the heat exchangers' power cost, I was very confused when a previously-working vessel was experiencing power drain even though the new system monitor said it ought to be in the green ) Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 1 Author Share Posted September 1 23 hours ago, Wyzard said: This might be a known issue already, but it looks like the power panel doesn't recognize SystemHeat heat exchangers as energy consumers. (Together with the recent changes to the heat exchangers' power cost, I was very confused when a previously-working vessel was experiencing power drain even though the new system monitor said it ought to be in the green ) Yeah I don't think it ever did that, so I'll have to add a fix in. Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 1 Author Share Posted September 1 Release 2.3.3 Fixed SystemHeat heat exchangers not being detected correctly Changes to debug logging to make it less verbose and easier to find problems Added user-contibuted support for Weather Dependent Solar Panel Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted September 2 Share Posted September 2 (edited) Well, WDSP support fixed one thing and broke another: Solar panels are now counted twice in the systems monitor when WDSP is installed. I have two OX-10C solar panels and the systems monitor counts four. Log: https://drive.google.com/file/d/1SZIn68koCb7h_XEPYPLfMivKmhpNgC3k/view?usp=sharing With WDSP: Spoiler Without WDSP: Spoiler Edited September 2 by Merlin1809 Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 2 Author Share Posted September 2 1 hour ago, Merlin1809 said: Well, WDSP support fixed one thing and broke another: Solar panels are now counted twice in the systems monitor when WDSP is installed. I have two OX-10C solar panels and the systems monitor counts four. Log: https://drive.google.com/file/d/1SZIn68koCb7h_XEPYPLfMivKmhpNgC3k/view?usp=sharing With WDSP: Reveal hidden contents Without WDSP: Reveal hidden contents Does it work in the VAB? I'm kinda working this blind because I don't have the volumetric clouds mod and can't really test. Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted September 2 Share Posted September 2 27 minutes ago, Nertea said: Does it work in the VAB? I'm kinda working this blind because I don't have the volumetric clouds mod and can't really test. Solar panels are also duplicated in the VAB. Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 2 Author Share Posted September 2 10 minutes ago, Merlin1809 said: Solar panels are also duplicated in the VAB. Ok, well, blind fix? https://github.com/post-kerbin-mining-corporation/DynamicBatteryStorage/tree/dev/GameData/DynamicBatteryStorage/Plugins . Replace the mod dll with this one and see? Sorry to make you do this this way. Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted September 2 Share Posted September 2 (edited) 46 minutes ago, Nertea said: Ok, well, blind fix? https://github.com/post-kerbin-mining-corporation/DynamicBatteryStorage/tree/dev/GameData/DynamicBatteryStorage/Plugins . Replace the mod dll with this one and see? Sorry to make you do this this way. That works, yes. Also: almost all solar panels are shown with zero EC/s inside the VAB, retractable, unretractable and static ones. When placing them it shows 9999 EC/s for one frame before showing 0. This also happens with the last .dll before (duplicates were also 0 EC/s) and only with WDSP installed (can mondays ever be perfect?) Edit: the ones that worked were some from Near Future Solar (I think): NIV-10-R, NIV-30, NIV-45 and NIV-75-R. All others did not work. Edit 2: The duplication is still not fully fixed. When I go out of the VAB the four solar panels mentioned before are still duplicated, but the duplicate shows 0.00 EC/s. It works in the VAB. Edited September 2 by Merlin1809 Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 2 Author Share Posted September 2 Ok, sorry but I'm going to have to leave this to the author of that mod to fix. I don't think I understand their mod enough to effectively fix it and this blind releasing helps nobody. I've created a Git issue and pinged the author here: https://github.com/post-kerbin-mining-corporation/DynamicBatteryStorage/issues/101 Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted September 2 Share Posted September 2 (edited) 38 minutes ago, Nertea said: Ok, sorry but I'm going to have to leave this to the author of that mod to fix. I don't think I understand their mod enough to effectively fix it and this blind releasing helps nobody. I've created a Git issue and pinged the author here: https://github.com/post-kerbin-mining-corporation/DynamicBatteryStorage/issues/101 yeah, well thanks at least your blind fix fixed the mod outside the VAB. enjoy your monday then Edited September 2 by Merlin1809 Quote Link to comment Share on other sites More sharing options...
Aebestach Posted September 3 Share Posted September 3 (edited) @Merlin1809Hello, I am the author of WDSP. I would like to ask, which mod is the solar panel you are using? In my test, WDSP and DBSv2.3.3 did not find the problem you mentioned. I noticed that the solar panel seems to be added with ReStock, but your name seems to be different from mine. I reproduced your problem. This bug occurs in single star mode. Edited September 3 by Aebestach Quote Link to comment Share on other sites More sharing options...
omegalex Posted October 13 Share Posted October 13 Exception: NullReferenceException: Object reference not set to an instance of an object This error gets spammed in the cheat console when I'm in flight (on runway, launchpad, flight any situation outside). It only happens when I have anything that generates electrical power, including stock photovoltaic panels. Recently I've also had an issue with the game suddenly crashing out of nowhere, the screen turning into a color that would fit the environment (camera faces the surface of the mun => grey screen of death). I don't know if these 2 issues are related, but this exception being spammed continuously does feel like some sort of time bomb. Quote Link to comment Share on other sites More sharing options...
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