nickbuss Posted March 28, 2021 Share Posted March 28, 2021 System Heat 0.4.0 seems to have broken the Hoover Atmospheric Harvester. Symptoms are: constantly generates heat even when not active; won't deploy, harvest gas, or even register the presence of gas; spams the console and log file with NullReferenceExpetions. [EXC 14:41:33.100] NullReferenceException: Object reference not set to an instance of an object SpaceDust.ModuleSpaceDustHarvester.AddFlux (System.Single outletTemperature, System.Single systemPower) (at <9fdbabd8c3b74ef7bfa18508d07db5f6>:0) SpaceDust.ModuleSpaceDustHarvester.FixedUpdate () (at <9fdbabd8c3b74ef7bfa18508d07db5f6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) The insert image thingy doesn't want to work for me here, but here's a screenshot link https://photos.app.goo.gl/zhPckCVDkhgbgXhF6 Quote Link to comment Share on other sites More sharing options...
Nertea Posted March 28, 2021 Author Share Posted March 28, 2021 10 hours ago, nickbuss said: System Heat 0.4.0 seems to have broken the Hoover Atmospheric Harvester. Symptoms are: constantly generates heat even when not active; won't deploy, harvest gas, or even register the presence of gas; spams the console and log file with NullReferenceExpetions. [EXC 14:41:33.100] NullReferenceException: Object reference not set to an instance of an object SpaceDust.ModuleSpaceDustHarvester.AddFlux (System.Single outletTemperature, System.Single systemPower) (at <9fdbabd8c3b74ef7bfa18508d07db5f6>:0) SpaceDust.ModuleSpaceDustHarvester.FixedUpdate () (at <9fdbabd8c3b74ef7bfa18508d07db5f6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) The insert image thingy doesn't want to work for me here, but here's a screenshot link https://photos.app.goo.gl/zhPckCVDkhgbgXhF6 Get the latest version of Space Dust (0.4.1). It has a fix. Quote Link to comment Share on other sites More sharing options...
nickbuss Posted March 29, 2021 Share Posted March 29, 2021 Thanks for the quick fix Nertea. Having to dive an extra 50km into Jool to get helium was a bit of a shock, but I see that a re-balance is there in the release notes. Quote Link to comment Share on other sites More sharing options...
Yuubari_ Posted March 29, 2021 Share Posted March 29, 2021 Hi! First of all I want to say that, I absolutely love this mod and all the other ones you created! I wasn't 100% sure in which treat it is supposed to go, but I have run into a slight issue where all my radiators fly of during re-entry, even the smaller surface mounted ones, is it a common issues or could it have to do with KSP interstellar ? Kind regards, Yuu Quote Link to comment Share on other sites More sharing options...
fittedorphan68 Posted March 30, 2021 Share Posted March 30, 2021 Hey @Nertea, obviously not a huge deal to me, and I hope no one else, but the localization key is incorrect for the Nuclear Smelter when toggling, starting, and stopping the Ablator Refurbishment process. In the localization config your key is *nuclear-smelter-375-1_ab_* but it's *nuclear-smelter-375_ab_* in the part config. Always love what you come up with, thank you brother! Quote Link to comment Share on other sites More sharing options...
An Amongus Sussy Player Posted April 5, 2021 Share Posted April 5, 2021 @Nerteawill these engines run in time warp like the KSPIE engines, because i want to do a high energy burn with the impulse engine to take a heavy payload to another star system (base construction) and the TWR is . . . So if they don't, is there a way to run them in time warp? Quote Link to comment Share on other sites More sharing options...
Apelsin Posted April 5, 2021 Share Posted April 5, 2021 (edited) 2 hours ago, Weak Player said: @Nerteawill these engines run in time warp like the KSPIE engines, because i want to do a high energy burn with the impulse engine to take a heavy payload to another star system (base construction) and the TWR is . . . So if they don't, is there a way to run them in time warp? You will have to install PersistentThrust and maybe edit some cfg files for that. It's not too difficult or time consuming. Edited April 5, 2021 by Apelsin Quote Link to comment Share on other sites More sharing options...
An Amongus Sussy Player Posted April 5, 2021 Share Posted April 5, 2021 (edited) @Apelsin So can you tell how i will do the tweaking? dont know this stuff much, although i have tweaked the mobile processing lab once Edited April 5, 2021 by Weak Player Quote Link to comment Share on other sites More sharing options...
Apelsin Posted April 5, 2021 Share Posted April 5, 2021 @Weak Player Well PersistentThrust should add the time warp ability to all engines by default. If you just want it on specific engines: Spoiler Go to the .cfg file in the PersistentThrust folder and remove the patch adding the PersistentEngine module to everything, and then go to the specific engines you want it on and paste the module among the other ones already there. Quote Link to comment Share on other sites More sharing options...
An Amongus Sussy Player Posted April 5, 2021 Share Posted April 5, 2021 @Apelsin there is an issue on this topic on the FFT github what about that, and sadly i have to use the impulse engine Spoiler (cuz its cheap) Quote Link to comment Share on other sites More sharing options...
Mutex Posted April 7, 2021 Share Posted April 7, 2021 @Nertea Not sure whether to report this bug here or in DynamicBatteryStorage. I have a ship with 4 JX-200 Z-pinch fusion engines, and an FX-2 fusion reactor. At high time warp it was running out of electricity, and the NF Systems Manager was showing "Required Buffer: 0.00 Ec" under the compensation system. I also noticed Systems Manager was reporting a negative 3300 Ec/s Power Flow, even though this wasn't the case and the ship was generating plenty of power. Digging into the power consumption details, it turned out the fusion engines (which had Engine Charging enabled) were each reported as a 1000 Ec/s drain (the speed at which they're set to recharge). Even though the capacitors were full. I disabled then renabled the Engine Charging on all engines and the problem was solved, I have a positive power flow, the compensation sets the buffer to the correct amount and I can time warp at high speeds. Before disabling / renabling Engine Charging: Spoiler After: Spoiler Player.log: https://file.io/enqNkYKv5p2j Mod list: Spoiler 000_AT_Utils 000_USITools B9PartSwitch CommunityCategoryKit CommunityResourcePack CryoEngines CryoEnginesNFLVWaterfall.cfg CryoTanks DecayingRTGs DeployableEngines DynamicBatteryStorage FarFutureTechnologies Firespitter GroundConstruction HeatControl KerbalAtomics KerbalAtomicsLH2NTRModSupport KerbalEngineer kOS MechJeb2 ModuleManager.4.1.4.dll NavyFish NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureElectricaNTRs NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft RealPlume SmokeScreen SpaceDust Squad SquadExpansion SystemHeat TimeControl UmbraSpaceIndustries Waterfall WildBlueIndustries Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 7, 2021 Author Share Posted April 7, 2021 4 hours ago, Mutex said: @Nertea Not sure whether to report this bug here or in DynamicBatteryStorage. I have a ship with 4 JX-200 Z-pinch fusion engines, and an FX-2 fusion reactor. At high time warp it was running out of electricity, and the NF Systems Manager was showing "Required Buffer: 0.00 Ec" under the compensation system. I also noticed Systems Manager was reporting a negative 3300 Ec/s Power Flow, even though this wasn't the case and the ship was generating plenty of power. Digging into the power consumption details, it turned out the fusion engines (which had Engine Charging enabled) were each reported as a 1000 Ec/s drain (the speed at which they're set to recharge). Even though the capacitors were full. I disabled then renabled the Engine Charging on all engines and the problem was solved, I have a positive power flow, the compensation sets the buffer to the correct amount and I can time warp at high speeds. Before disabling / renabling Engine Charging: Reveal hidden contents After: Reveal hidden contents Player.log: https://file.io/enqNkYKv5p2j Mod list: Reveal hidden contents 000_AT_Utils 000_USITools B9PartSwitch CommunityCategoryKit CommunityResourcePack CryoEngines CryoEnginesNFLVWaterfall.cfg CryoTanks DecayingRTGs DeployableEngines DynamicBatteryStorage FarFutureTechnologies Firespitter GroundConstruction HeatControl KerbalAtomics KerbalAtomicsLH2NTRModSupport KerbalEngineer kOS MechJeb2 ModuleManager.4.1.4.dll NavyFish NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureElectricaNTRs NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft RealPlume SmokeScreen SpaceDust Squad SquadExpansion SystemHeat TimeControl UmbraSpaceIndustries Waterfall WildBlueIndustries Thanks, I'll look into it! Quote Link to comment Share on other sites More sharing options...
Mutex Posted April 8, 2021 Share Posted April 8, 2021 17 hours ago, Nertea said: Thanks, I'll look into it! After a bit of testing, the issue appears any time I fire the engines, causing them to recharge. Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 17, 2021 Author Share Posted April 17, 2021 FFT 1.1.4 Updated Waterfall to 0.6.3 Updated SystemHeat to 0.4.1 Updated SpaceDust to 0.4.1 Fixed an issue with reporting of electric charge consumption with ModuleChargeableEngine Quote Link to comment Share on other sites More sharing options...
DeusXLondon Posted April 17, 2021 Share Posted April 17, 2021 4 hours ago, Nertea said: FFT 1.1.4 Updated Waterfall to 0.6.3 Updated SystemHeat to 0.4.1 Updated SpaceDust to 0.4.1 Fixed an issue with reporting of electric charge consumption with ModuleChargeableEngine Hi Nertea Love your work! I just saw in the latest April 2021 JBIS journal an excellent new rocket proposal - the Quenching Superconductor Rocket. (Journal of the British Interplanetary Society Vol74 n4, page 150-155. Basically an Orion without the messy radiation I'd love to see it in a future version of FFT! Regards DX Quote Link to comment Share on other sites More sharing options...
bobjonesisthebest:D Posted April 18, 2021 Share Posted April 18, 2021 (edited) what. https://spacedock.info/mod/2696/Kerbin1's Super Cool Mod its forum thread links to this, it has the airship map from among us when I downloaded it, it gave me NASA eyes on the solar system when I downloaded it, overall weird. Edited April 22, 2021 by bobjonesisthebest:D spelling mistake Quote Link to comment Share on other sites More sharing options...
KSPNoob Posted April 22, 2021 Share Posted April 22, 2021 Is it possible to use this with just the warp/ftl engine components of KSPIE? Quote Link to comment Share on other sites More sharing options...
incompletemachine Posted April 23, 2021 Share Posted April 23, 2021 Hello! Im sorry, im not sure where else to put this, but i really want to play with all of your mods, and duely installed all of them, along with module manager and community resources, but when i tested things out in sandbox, the only things that are working are the solid fuel rockets. this seems to extend to stock parts too (and is similar to a problem ive had before with the stock parts). it seems to only affect anything that needs fuel tanks, and im not sure whats causing it; ive fulfilled all of the requirements to get the engines running but nothing happens when they activate. I went through a whole launch sequence with fusion engines, activating the reactor after charging and cooling it, feeding it all of the fuel and power it needed, it says it activated and get no warning messages: nothing happens. The thrust limiter is at 100 as well, so it cant be that. sorry to be a bother Quote Link to comment Share on other sites More sharing options...
Starseeker Posted April 24, 2021 Share Posted April 24, 2021 (edited) On 4/22/2021 at 9:14 PM, incompletemachine said: Hello! Im sorry, im not sure where else to put this, but i really want to play with all of your mods, and duely installed all of them, along with module manager and community resources, but when i tested things out in sandbox, the only things that are working are the solid fuel rockets. this seems to extend to stock parts too (and is similar to a problem ive had before with the stock parts). it seems to only affect anything that needs fuel tanks, and im not sure whats causing it; ive fulfilled all of the requirements to get the engines running but nothing happens when they activate. I went through a whole launch sequence with fusion engines, activating the reactor after charging and cooling it, feeding it all of the fuel and power it needed, it says it activated and get no warning messages: nothing happens. The thrust limiter is at 100 as well, so it cant be that. sorry to be a bother Seems like an issue with the throttle, especially given how solid-fuel rockets are working fine. This might sound stupidly simple, but just double-check and make sure you've got your throttle engaged. If that doesn't fix it, then you'll want to grab your player.log (under Users\<user name>\AppData\LocalLow\Squad\Kerbal Space Program on Windows), upload that to a file-hosting site, & post the link here, as well as a list of the mods you've got. Edited April 24, 2021 by Starseeker Quote Link to comment Share on other sites More sharing options...
incompletemachine Posted April 24, 2021 Share Posted April 24, 2021 (edited) You were completely right, it was a throttle problem. i always forget the blasted throttle XD thank you so much. Edited April 25, 2021 by incompletemachine spelling Quote Link to comment Share on other sites More sharing options...
Yuubari_ Posted April 28, 2021 Share Posted April 28, 2021 I have a shortish question: How can you get deuterium and liquid helium 3 ? (Appart from having tanks in the vab, but mainly asking about resource extraction) I do have MKS/USI mods maybe you can get it via that or is it different how you can get those resources from stuff FFT adds ? Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted April 28, 2021 Share Posted April 28, 2021 17 minutes ago, Yuubari_ said: I have a shortish question: How can you get deuterium and liquid helium 3 ? (Appart from having tanks in the vab, but mainly asking about resource extraction) I do have MKS/USI mods maybe you can get it via that or is it different how you can get those resources from stuff FFT adds ? you can get He3 through the regolith excavator thing(s) also you can get both from ram-scooping gas giants and through the space scoop Quote Link to comment Share on other sites More sharing options...
Yuubari_ Posted April 28, 2021 Share Posted April 28, 2021 59 minutes ago, Starhelperdude said: you can get He3 through the regolith excavator thing(s) also you can get both from ram-scooping gas giants and through the space scoop Thank you very much for your quick reply! I just hope it will work nicely (ish) with beyond home >< Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted April 28, 2021 Share Posted April 28, 2021 27 minutes ago, Yuubari_ said: I just hope it will work nicely (ish) with beyond home >< hmmm, I'm not an expert but I think BH needs spacedust compatability for that, though idk if there is already Quote Link to comment Share on other sites More sharing options...
Yuubari_ Posted April 28, 2021 Share Posted April 28, 2021 33 minutes ago, Starhelperdude said: hmmm, I'm not an expert but I think BH needs spacedust compatability for that, though idk if there is already Got it! I will look into it when I get home (I have been playing on my playthrough for a decent amount, just haven't done the scanning yet for the resources, I hope it will work, sadly I haven't seen any regolith or helium 3 in my scansat scans >< (of the 3 places I was sofar)) Quote Link to comment Share on other sites More sharing options...
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