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[1.12.x] System Monitor: electrical planning and timewarp compensation (November 20)


Nertea

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One thing I have noticed, the drills ( resource extractors ) are showing in the power generation category rather than the power consumption category.  They generate ore, but they consume electric, so likely that's the issue.

Can can open an issue on GitHub if you want.

Also, still seeing some additional odd behavior with Labs and Snacks! Soil Recyclers consuming some oddly huge and varying amounts of electricity.  ( Orbital Science Lab around Minmus with PXL 3 lab from SSPXR + 3 Level 2 scientists plus a few other hab components using bursts of > 70 ec/s.  Have 40k battery storage ).  I know you mentioned already that Science Lab power consumption is hard to calculate / model, so I'm doing some actual run tests to figure out consumption rates for my ships / stations, but if you have any pointers on how to help provide more data to improve the NFE models.  I build and tune my reactor outputs to handle what shows as the steady state ( trying to keep a low net positive ec/s flow), but there are odd spikes where my battery capacity plummets, but I have not made any changes to whats running ( in terms of recyclers, lab research, etc. ) or run a really high timewarp.

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  On 9/10/2019 at 5:58 PM, Ocid said:

Hi

I tried to update my game from 1.4.5 to 1.7.3.

However during my save DBS spits out a lot of messages. Of a 76k line log file 50k of them are from DBS atleast when you search [Dynamic Battery Storage]. Is there anyway to fix this.

Heres the log KSP Log

Thanks.

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Install the latest version of the mod :).

  On 9/10/2019 at 4:30 PM, coredumpster said:

One thing I have noticed, the drills ( resource extractors ) are showing in the power generation category rather than the power consumption category.  They generate ore, but they consume electric, so likely that's the issue.

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Easy fix, it can actually be changed in the settings cfg file.

  On 9/10/2019 at 4:30 PM, coredumpster said:

Also, still seeing some additional odd behavior with Labs and Snacks! Soil Recyclers consuming some oddly huge and varying amounts of electricity.  ( Orbital Science Lab around Minmus with PXL 3 lab from SSPXR + 3 Level 2 scientists plus a few other hab components using bursts of > 70 ec/s.  Have 40k battery storage ).  I know you mentioned already that Science Lab power consumption is hard to calculate / model, so I'm doing some actual run tests to figure out consumption rates for my ships / stations, but if you have any pointers on how to help provide more data to improve the NFE models.  I build and tune my reactor outputs to handle what shows as the steady state ( trying to keep a low net positive ec/s flow), but there are odd spikes where my battery capacity plummets, but I have not made any changes to whats running ( in terms of recyclers, lab research, etc. ) or run a really high timewarp.

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Well, for labs, they're just not even considered in the simulation/readout at the moment. It's an item to look into it, but not for a while...

In the case of Snacks!, it's important to figure out where the confusion is. It sounds callous, but I really only care about whether the amount of energy consumed by the snacks processor is reported correctly. The actual consumption of the module is kinda irrelevant to me :P.

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  On 9/10/2019 at 10:10 PM, Nertea said:

Easy fix, it can actually be changed in the settings cfg file.

[ SNIP ]

Well, for labs, they're just not even considered in the simulation/readout at the moment. It's an item to look into it, but not for a while...

In the case of Snacks!, it's important to figure out where the confusion is. It sounds callous, but I really only care about whether the amount of energy consumed by the snacks processor is reported correctly. The actual consumption of the module is kinda irrelevant to me :P.

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Ahh, was looking through the code on GitHub to see about generating a pull req.  Didn't think to check the CFG file!  Doh.

 

Doing a bit more poking on the rogue energy consumption.  Will try to narrow down an easy to reproduce example.

Some more detail, I'm seeing a swing in EC consumption of 73 EC/s by toggling the Snack Soil Recycler in the CTD-10 "Bagel" Centrifuge On/Off.  ( Max of 9.00 Soil / day ).  The Manager window predicts a 3 EC/s change.  Station has 3 Level 2 Scientists ( in a separate PXL-2 Deep Space Lab ).

Possibly there's more Snacks EC consumption for the recyclers than the 3 EC/s base.  Looking through the Snacks! calculators there's efficiency bonus that increase that ( along with increased resource output ).  Will keep poking at this.

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Can Unity UIs distinguish between left click button presses and right click button presses? I was thinking that it could be a potential QoL improvement if the Celestial Body selector button in the electrical panel could increment ++ with a left click and -- with a right click so that you don't have to cycle all the way through all the bodies if you accidentally pass the one you need.

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DBS 2.0.6

  • Rewrote ModuleCryoTank handler to account for misconfigured cryo Tanks
  • Improved error handling for unsupported handlers
  • Fixed a UI sorting collision with NFE reactor window
  • Added support for stock ModuleScienceConverter
  • Added support for RemoteTech (thanks TaxiService)

Please ensure you use the updated CryoTanks with this!

  On 9/11/2019 at 7:19 AM, Poodmund said:

Can Unity UIs distinguish between left click button presses and right click button presses? I was thinking that it could be a potential QoL improvement if the Celestial Body selector button in the electrical panel could increment ++ with a left click and -- with a right click so that you don't have to cycle all the way through all the bodies if you accidentally pass the one you need.

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Yes it is, might be a nice improvement, you should make an issue :)

Edited by Nertea
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  On 9/19/2019 at 6:41 AM, VoidSquid said:

Hey @Nertea, a big thanks for this mod, makes not only mine but the life of the little green people so much easier :) 

Just a brief question: I'm probably a bit dense, but I can't see fuel cells as EC generators in the Vessel Systems Management UI? How do I enable that? 

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I just opened up the game and don't see any problems with this. Are you possibly using a mod that messes with them?

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  On 9/25/2019 at 11:42 PM, Nertea said:

Are you possibly using a mod that messes with them?

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Not that I'm aware of, but:

After clean up and reinstalling the latest version manually instead of via CKAN , now it works as intended :) 

Thanks again :) 

 

  On 9/25/2019 at 11:53 PM, zer0Kerbal said:

5 will get you 10 it is ODFC.

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Err... that's a bit too cryptic for old me, what do you mean by this?

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  On 9/26/2019 at 6:29 AM, VoidSquid said:

Not that I'm aware of, but:

After clean up and reinstalling the latest version manually instead of via CKAN , now it works as intended :) 

Thanks again :) 

 

Err... that's a bit too cryptic for old me, what do you mean by this?

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thought it might have been On Demand Fuel Cells, a mod I curate. Glad the reinstall worked.

 

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  • 1 month later...

Version 2.1.0 released

  • KSP 1.8
  • Updated plugin to .NET 4.5
  • Add Russian localization (Sool3)
  • Improvements to solar panel... panel
    • Right clicking the target body in the solar panel simulator now decrements while left click increments
    • Target body selection will now set the maximum orbital height to be equal to the SOI size (will improve results with large scale solar systems)
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  • 2 weeks later...

Just installed this as I've been using external tools for this sort of thing, but I feel like I must be missing something - The slider for Body Orbital Height does not allow for accurate input: Far left is 1km, next value is 80km, next is 619Mm... A box into which a number could be typed would be great!

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Update 2.1.1

  • Fixed ModuleLight counting as a generator instead of a consumer
  • Fixed ModuleEngines electricity handling being divided by 100 in flight
  • Changed solar panel body altitude selection to be a text field instead of a slider
  • Solar panel body altitude is now liked to solar altitude if the selected body is the sun
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  • 2 weeks later...
  On 11/25/2019 at 10:52 PM, OminousPenguin said:

Thanks @Nertea!

Any chance of backporting the latest updates for 1.7.3? I'm holding off updating to 1.8 because a few of my must-have mods are yet to be updated.

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Sorry, API changes from 1.7 to 1.8 and different NET versions means this isn't trivial to do and I don't have the release pipeline to support it. 

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Good evening, 

I'm running into some kind of lag-problem when using a not stock version of the latest KSP. I'm here because I want to place a suspicion that it might be caused by your mod. Why do I claim this? Well... 

You mod came to my game as a dependency of Cryo Tanks (which somehow were requested by Kerbal Atomics). Well, nothing wrong with that. But as the rocket's size did grow, a strange lag was creeping inside the game. I remember from the past that rockets with many parts might be suspicious to lagging thanks to PhysicX fraud with every AMD processor out there. Still, the rocket in question did have way less than 100 parts. Its top might be a bit wobbly (a two part lander for the Mun) but even that is nothing I should be worried about. 

About half an hour ago, I made some observations that did speak against something that is solely caused by bad physics: the lag wont disappear if the craft gets smaller through staging (or at least not notable), and - that did turn the balance - it did happen even in Time (not Physics) Warp. That moment I remembered that there was some kind of... console (alt-f12) which jumped at me with the log window opened. And it was overflowing with error messages, all about a single topic: 

  Quote

[LOG 20:37:58.783] [Dynamic Battery Storage]: [ModuleCryoTankPowerHandler]: Critical configuration error: Multiple ModuleCryoTank nodes found with identical or no moduleName
[EXC 20:37:58.785] NullReferenceException: Object reference not set to an instance of an object
    DynamicBatteryStorage.ModuleCryoTankPowerHandler.GetFuelTypes () (at <0cebc2a272db4762979602ea2c4f144e>:0)
    DynamicBatteryStorage.ModuleCryoTankPowerHandler.Initialize (PartModule pm) (at <0cebc2a272db4762979602ea2c4f144e>:0)
    DynamicBatteryStorage.VesselElectricalData.SetupDataHandler (PartModule pm) (at <0cebc2a272db4762979602ea2c4f144e>:0)
    DynamicBatteryStorage.VesselData.RefreshData (System.Boolean fromScratch, System.Collections.Generic.List`1[T] vesselParts) (at <0cebc2a272db4762979602ea2c4f144e>:0)
    DynamicBatteryStorage.VesselData..ctor (System.Collections.Generic.List`1[T] vesselParts) (at <0cebc2a272db4762979602ea2c4f144e>:0)
    DynamicBatteryStorage.VesselElectricalData..ctor (System.Collections.Generic.List`1[T] vesselParts) (at <0cebc2a272db4762979602ea2c4f144e>:0)
    DynamicBatteryStorage.VesselDataManager.RefreshVesselData () (at <0cebc2a272db4762979602ea2c4f144e>:0)
    DynamicBatteryStorage.VesselDataManager.FixedUpdate () (at <0cebc2a272db4762979602ea2c4f144e>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

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This gets repeated over and over (this is from the KSP.log file, and it grows so big thanks to that error that it acutally takes a notable period of time to open).

So, the rocket in question is... okay, I will simplify it a bit..., so that the log error will still be available. The rocket I want to use has the usually bunch of  stuff attached, which will make said error even worse. List of "important" parts at the affected spacecraft from top down 

  Reveal hidden contents

I... did replace the "Erebus" and its two LH2/Ox Tanks with stock LF/Ox Tanks and engines, but it kept on logging that error...

that little part at the end gets repeated ad infinitum...

  Reveal hidden contents

 

And finally, my List of Mods 

  Reveal hidden contents

 

Okay... one test pending: I used CKAN to remove your mod (and everything, that does depend on it) and started a sandbox, where I tried to recreate my rocket as close to the one I reported above. Actually... I can recreate that rocket 1:1, because in that case just the engines came from a "lost mod". 

And... well, no Log-Spam any more (I can read interesting things inside the log Oo now), and the start, ascent and timewarp of that rocket is smoooooth as f....   Maybe the lag does come from all the other stuff flying around in background? Some of these vessels do have a  cryogenic engine too. And with my test rocket lagging even if not having such an engine... oh dear. 

Its a bit sad... because I grew kind of fond to the cryogenic engines (Mun lander return vessel with TWR of about 7.0 ^^) I got all these dependencies and patches from CKAN and now something unexpected causes such a game braking lag in my case :( I cannot  continue to play without these mods, because next to everything in my space program does already contain parts from one or another dependency...  So I have to wait for a fix, I guess.

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@Merlin4711: Some other mod is breaking my mod. This bit is relevant:

[LOG 20:37:58.783] [Dynamic Battery Storage]: [ModuleCryoTankPowerHandler]: Critical configuration error: Multiple ModuleCryoTank nodes found with identical or no moduleName

Something is breaking CryoTanks, which has very negative consequences (not just for this mod). 

Please upload a full log file and the Module Manager cache file (ModuleManager.ConfigCache from your GameData directory) so I can figure it out and yell at whoever did it. 

KSPI-E/IFS used to break things, but I thought that had been fixed on their end. I'll have a quick browse of that mod to see if that's still the case. 

Edit- yes it is still KSPIE. It still has bad configs in its directory. I would still like those two files from you but I have notified the author here: 

 

Edited by Nertea
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I'm on it...

First things first, IFS - while being part of my mod list - is just with its core lib mod present according to CKAN. Which feels strange... I will add the "real" one using CKAN and see, if it changes something. 

Beside this, I will go for that kind of event-chain:

  • adding all mods I removed yesterday for testing (cryo engines and kerbal atomics) which depend on your mod over two edges
  • Loading my save
  • going to the VAB
  • going for launch (which will trigger the endless rain of messages)
  • revert flight to VAB
  • leave VAB
  • close KSP

aaaand.... the wall-o-log is gone.  Okaaay... Camera movement at the launchpad is okay... I'll close KSP now, grabbing both files and zip them away somewhere. And... no "upload file" button, so I'll stuff them in that underused google drive of mine: ksp.log and ModuleManager.configCache

 

Okay, second test: I'll remove the IFS "real" mod and leave just that core thing inside (using CKAN)... and waiting for KSP to start (always takes eons...)

Event chain will be the same

aaaaand... the wall-o-log is back again. Camera Movement at the launch pad is laggy. Here we go: ksp.log and ModuldeManager.configCache 

Thats interesting. You know, I CAN actually use that fuel switch functionality in the VAB just having the core mod installed, which... well, what does this mean? is the IFS Core Mod already enough to power it this way, or does some other mod has a bundled and outdated version of the (non core) IFS inside? Anyway... if will insert the (non core) IFS again and give it a go. So does this mean that the only problem is currently that the (non core) IFS does not get installed by CKAN

Greetings, Merlin4711

 

EDiT: Aaaand... adding the non-core IFS removed the liquid hydrogen / oxidizer combination from my tanks. Of course, in best KSP playing style, I only noted this when I was in a suborbital trajectory and began to wonder why my cry engines wont fire, just to find out that they now contain.... Ammonia. Back to the VAB I noted that the Fuel switch thingy did disappear completely, and all I can do is switch between LF, Ox and LF/Ox variants. Weeeeelll... that's an unfortunate development. But not topic of this thread any more. 

EDiT 2: Turns out most of the stock tanks (and these from KW rocketry) now, beside showing fuel switch capabilites in their info window (even containing LH2/Ox) cant do this any more. But if I dare to add a CryoTank (like the H125-4) the VAB will start to lag, because now here a bazillion exceptions are thrown around.... "NullReferenceException". Well, looks like I'm not going to space today. Or at least not with LH2/Ox... 

Edited by Merlin4711
New insight, part 2
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You should understand the relationship between KSPI-E and IFS:

  • IFS Core is just a dll, should do nothing.
  • IFS Full contains the bugged file.
  • KSPI-E contains IFS Full (and thus the incorrect file)

So whether or not you install IFS core or not, you still have KSPI-E in there, which will cause the problems. 

Regardless, I have made FreeThinker aware of the problem, so hopefully it will be fixed in the next IFS/KSPIE release. 

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  • 2 weeks later...
  On 12/28/2019 at 5:44 AM, VoidSquid said:

Hi there, @Nertea, and thanks again for this mod, quite helpful when planning missions. :)

I have a question though, I couldn't find any of the stock resource scanner, not any of the ScanSat modules as EC consumers, what am I doing wrong here?

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Nothing. Neither of those two modules are supported at the moment.

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