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[1.12.x] System Monitor: electrical planning and timewarp compensation (September 1)


Nertea

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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 by Rakete
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  • 1 month later...

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.

 

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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

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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. 

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  • 1 month later...
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 by SuppaTenko
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  • 3 weeks later...
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.

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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.

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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.

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  • 5 months later...
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?

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  • 2 months later...

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 by shimmy00
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  • 2 weeks later...
  • 2 weeks later...
  • 1 month later...

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

4Gijl2L.jpg

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 by Ravlain
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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

4Gijl2L.jpg

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. 

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  • 7 months later...

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 ?
yuORQl6.png

Thanks for your help :)

Peace

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  • 11 months later...
Posted (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 by ttikkoo
log file
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  • 2 months later...

NdndduT.png

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

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  • 2 weeks later...

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
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