Starwaster Posted October 9, 2015 Share Posted October 9, 2015 So would the entries for structural and ballon need the loss rate removed ?Fun fact: removal of loss_rate is technically optional if the resource has vsp assigned. The code checks for that first and ignores loss_rate. Removing it was just so that people didn't see it and assume it was still serving a purpose.Also, I re-replied to your first message while you were typing that out. So refresh and read Quote Link to comment Share on other sites More sharing options...
Svm420 Posted October 9, 2015 Share Posted October 9, 2015 Fun fact: removal of loss_rate is technically optional if the resource has vsp assigned. The code checks for that first and ignores loss_rate. Removing it was just so that people didn't see it and assume it was still serving a purpose.Also, I re-replied to your first message while you were typing that out. So refresh and read Thanks for the replies. Experience always trumps what we think. I was poking my nose is something without any knowledge and kinda wasted time so sorry for that, but glad you still made it clear. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted October 9, 2015 Share Posted October 9, 2015 Hmm any chance this error is related to trying your update Starwaster?MissingFieldException: Field 'SolverEngines.ModuleEnginesSolver.actualThrottle' not found. at SolverEngines.ModuleEnginesSolver.FixedUpdate () [0x00000] in <filename unknown>:0 at RealFuels.ModuleEnginesRF.FixedUpdate () [0x00000] in <filename unknown>:0 I get this spammed on the launch pad and can't use any engines thought it may be caused by updating real fuels without solver engines? If not a bug hunting I will go... Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 9, 2015 Share Posted October 9, 2015 (edited) Hmm any chance this error is related to trying your update Starwaster?MissingFieldException: Field 'SolverEngines.ModuleEnginesSolver.actualThrottle' not found. at SolverEngines.ModuleEnginesSolver.FixedUpdate () [0x00000] in <filename unknown>:0 at RealFuels.ModuleEnginesRF.FixedUpdate () [0x00000] in <filename unknown>:0 I get this spammed on the launch pad and can't use any engines thought it may be caused by updating real fuels without solver engines? If not a bug hunting I will go...It's possible that I compiled against the wrong version of SolverEngines. I'll look into it. Does it go away if you restore the original current RealFuels.dll file?Try re-downloading. I was definitely linked to a different SolverEngines file than is in the latest RF. I forgot that I had changed my working directories to a different KSP installation and I was still linked to the old ones. Edited October 9, 2015 by Starwaster Quote Link to comment Share on other sites More sharing options...
Svm420 Posted October 9, 2015 Share Posted October 9, 2015 It's possible that I compiled against the wrong version of SolverEngines. I'll look into it. Does it go away if you restore the original current RealFuels.dll file?Try re-downloading. I was definitely linked to a different SolverEngines file than is in the latest RF. I forgot that I had changed my working directories to a different KSP installation and I was still linked to the old ones.Thanks! Quote Link to comment Share on other sites More sharing options...
Svm420 Posted October 9, 2015 Share Posted October 9, 2015 Alright now Starwaster this is your second strike it is still spamming I have logs and Mm cache if you want them but it is still the same from before. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 9, 2015 Share Posted October 9, 2015 Alright now Starwaster this is your second strike it is still spamming I have logs and Mm cache if you want them but it is still the same from before.Are you updated to the latest RF? All files? (the dll's) Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted October 9, 2015 Share Posted October 9, 2015 Right.Since I didn't have this issue for previous launches of the same craft, I can't say for sure what is the cause. But I'll instead post my save game so anyone who wants to test can take a look at it.The craft named "Lunar Mission Mother Ship" is the one in question.Also I'll put up my craft file so you can test that alone. For the craft you'll need KW Rocketry, HullcamVDS, BoxSat, COSMOS SSPP, Procedural tanks, Procedural Fairings, FASA Launch Towers, RealFuels and the Stockalike config for it.For the mods I have, there's a whole bunch so I'll put that inside a spoiler.1.0.4(Stock - Adjusted transmit science scaler for Accelorometer, Barometer, Gravitometer, Thermometer, Atmospheric Sensor. Increased average contract number to 20.)Active Texture Management (Agressive, w/ Naten's Configs & Original Configs)Advanced Jet EngineAlternate Resource PanelAstronomer's Visual PackAuto Pruner (pruned KW SRB,Stock Heat Shild, KOSMOS SSPP, RO Global Tank, RO Global Fairing) --Original Prune list: KOSMOS_SSPP, KW_SRB, RSCapsuledyne_Tank, Stock_Fairings, Stock_HeatShield, Renewed Stock Tanks list/RO Global Tanks list/Stock Wings list(incomplete)B9 Aerospace (Infodrive only/adjusted mass to 0.01)B9 Aerospace Procedural PartsBetter BuoyancyBoxSat (1.0.2 patched)ClampsBeGoneCloud Configuration for OPM (AST-Int)Community Tech TreeConnected Living Space (w/ Taurus HCV config)Contract Configurator (Field Research, Tourism Plus, Useful Space Stations)Contract Window+Crowd Sourced ScienceDeadly ReentryDefault ThrottleDistant Object EnhancementDocking Port Alignment IndicatorEditor ExtensionsEnhanced NavballEnvironmental Visual EnhancementsExtraplanetary LaunchpadsFASA Launch TowersFerram Aerospace ResarchFinal FrontierFlight Manager for Reusable Stages (1.0.2 ver)Heat Management (w/ Community Tech Tree patch)Hullcam VDSImpact!Infernal Robotics Rework (Core)K2 Command Pod (Ablator added)Kerbal Alarm ClockKerbal Attachment SystemKerbal Construction TimeKerbal Engineer ReduxKerbal Inventory SystemKerbal Joint ReinforcementKopernicusKopernicus ExpansionkOSKOSMOS SSPP (Fixed Node attachement direction)KSP TOTKW Rocketry (1.0.2 ver w/ community 1.0.4 patch) ==WAITING UPDATE==Near Future Technologies (Solar, Electric, Propultion, Decaying RTG, Low thurust Electric)Outer Planets ModPersistent RotationPlanet ShinePortrait StatsPrecise NodeProcedural FairingsProcedural PartsRaster Prop MonitorRCS Build AidReal Fuels (w/ stockalike config, realistic engine mass false)Real Chute (w/ Community Tech Tree Patch)Real Heat (WIP 2015/7/15)Real Plume (w/ Stock config)Remote TechSCANsatShip ManifestSimple Orbit CalculatorSmokeScreenStock Bug FixTAC Fuel BalancerTAC Life SupportTaurus HCV (w/ Community Tech Tree patch)Texture Replacer (w/ Rareden's Real 8k Skybox)Thermal MonitorToolbarTransfer Window PlannerTrajectories (1.0.2 ver)Tweak ScaleUSI Kolonization SystemsWaypoint ManagerHere's the files: Save Game, Craft FileI'll also post the Module manager cache for this specific engine if you want to take a look at that also.UrlConfig{ name = KW2mengineSPS type = PART parentUrl = KWRocketry/Parts/Engines/2mSPS/part url = KWRocketry/Parts/Engines/2mSPS/part/KW2mengineSPS PART { name = KW2mengineSPS module = Part author = KW Rocketry node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top2 = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.687, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = heavyRocketry cost = 526 category = Engine subcategory = 0 title = KW Rocketry Hypergolic Service Propulsion System manufacturer = KW Rocketry description = A simple motor for small spacecraft that shares the same propellants as your reaction control system. Built for efficiency in a vacuum. Plume configured by RealPlume. attachRules = 1,0,1,1,0 mass = 0.59 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 1523.15 emissiveConstant = 0.8 stagingIcon = LIQUID_ENGINE entryCost = 2630 oldMaxTemp = 1531 tempMult = 0.994872632266493 MODEL { model = KWRocketry/Parts/Engines/2mSPS/KW_2mEngine_SPS_M scale = 1, 1, 1 } MODEL { model = KWRocketry/Parts/Fairings/UnifiedFairings/KW_Auto_2mSPSShroud scale = 1, 1, 1 } MODULE { name = ModuleEnginesRF thrustVectorTransformName = NozzleTransform engineID = KWSPSLE runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 200 heatProduction = 95.5077726975833 atmosphereCurve { key = 0 330 key = 1 116 key = 3 0.001 } PROPELLANT { name = MMH ratio = 49.965541 DrawGauge = True ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 50.034459 ResourceFlowMode = STACK_PRIORITY_SEARCH } } MODULE { name = ModuleGimbal gimbalTransformName = NozzleTransform gimbalRange = 3 useGimbalResponseSpeed = true gimbalResponseSpeed = 15 } MODULE { name = ModuleAnimateEmissive ThermalAnim = GriffonEmissiveAnim useHeat = True lerpMin = 0 lerpMax = 750 lerpOffset = -150 lerpPow = 0.875 lerpOuterScalar = 1 lerpInnerScalar = 1 } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 4 } } MODULE { name = ModuleJettison jettisonName = 2mSPSShroud bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.4 maxDistance = 30 falloff = 1.5 thrustTransformName = NozzleTransform } RESOURCE { name = ElectricCharge amount = 2 maxAmount = 2 isTweakable = false hideFlow = true } MODULE { name = BBModule } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = MGFix plusEnabled = True } MODULE { name = ThermalMonitor } MODULE { name = TweakScale type = stack defaultScale = 2.5 TWEAKSCALEEXPONENTS { mass = 2.5 } } MODULE { name = USI_ModuleRecycleablePart Menu = Scrap Part ResourceName = Recyclables Efficiency = .8 } MODULE { name = USI_ModuleRecycleablePart Menu = Salvage Part ResourceName = SpecializedParts Efficiency = .4 } MODULE { name = GeometryPartModule } MODULE { name = FARAeroPartModule } MODULE { name = FARPartModule } MODULE { name = KOSNameTag } MODULE { name = ModuleEngineConfigs techLevel = 4 origTechLevel = 4 engineType = O origMass = 0.59 configuration = MMH+NTO modded = false type = ModuleEnginesRF CONFIG { name = MMH+NTO maxThrust = 200 heatProduction = 95.5077726975833 IspSL = 0.9600 IspV = 0.9500 throttle = 0 powerEffectName = Hypergolic-OMS-White PROPELLANT { name = MMH ratio = 49.96554100620262 DrawGauge = True ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 50.03445899379738 ResourceFlowMode = STACK_PRIORITY_SEARCH } ModuleEngineIgnitor { ignitionsAvailable = 24 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 2 } } } CONFIG { name = UDMH+NTO maxThrust = 200 heatProduction = 95.5077726975833 IspSL = 0.9500 IspV = 0.9500 throttle = 0 powerEffectName = Hypergolic-OMS-White PROPELLANT { name = UDMH ratio = 47.82321899736148 DrawGauge = True ResourceFlowMode = STACK_PRIORITY_SEARCH } PROPELLANT { name = NTO ratio = 52.17678100263852 ResourceFlowMode = STACK_PRIORITY_SEARCH } ModuleEngineIgnitor { ignitionsAvailable = 24 useUllageSimulation = true autoIgnitionTemperature = 800 ignitorType = Electric IGNITOR_RESOURCE { name = ElectricCharge amount = 2 } } } } ModuleEngineIgnitor { ignitionsAvailable = 24 autoIgnitionTemperature = 800 useUllageSimulation = true } PLUME { name = Hypergolic-OMS-White transformName = NozzleTransform localRotation = 0,0,0 localPosition = 0,0,-0.84 fixedScale = 7 energy = 1 speed = 1 flareScale = 7 plumeScale = 7 flarePosition = 0,0,-0.84 plumePosition = 0,0,-0.84 } EFFECTS { Hypergolic-OMS-White { MODEL_MULTI_PARTICLE_PERSIST { transformName = NozzleTransform localRotation = 0,0,0 localPosition = 0,0,-0.84 fixedScale = 7 energy = 1 speed = 1 name = plume modelName = RealPlume/MP_Nazari_FX/ssmeflame2 fixedEmissions = false sizeClamp = 50 randomInitalVelocityOffsetMaxRadius = 0 randConeEmit { density = 1 0.2 density = 0.3 0.4 density = 0 0.7 } logGrow { density = 1.0 2 density = 0.1 2 density = 0.0 2 } logGrowScale { density = 1.0 0.0 density = 0.8 0 density = 0.46 0 density = 0.2 2 density = 0.1 3 density = 0.0 3 } linGrow { density = 1.0 0 density = 0.46 0.0 density = 0.2 5 density = 0.05 7 density = 0.0 8 } grow { density = 1 -0.99 density = 0.8 0 density = 0.0 0 } speed { density = 1.0 0.7 density = 0.46 1 density = 0.2 1.5 density = 0.05 1.8 density = 0.0 1.9 } emission { density = 1.0 1.5 density = 0.8 1.5 density = 0.2 1.7 density = 0.1 1.7 density = 0.05 2 density = 0.0 2.5 power = 1 1 power = 0.01 0.2 power = 0 0 } energy { density = 1.0 2 density = 0.3 1.7 density = 0.05 0.8 density = 0.0 0.7 } size { density = 1.0 0.85 density = 0.8 0.80 density = 0.2 0.65 density = 0.0 0.75 } } AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_spsloop volume = 0.0 0.0 volume = 1.0 1.5 pitch = 0.0 1.0 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = RealPlume/KW_Sounds/sound_sps volume = 1.5 pitch = 1.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } }}Well. Looking at your log you have this(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaNNot entirely sure where it's coming from, but, there is your problem. Your game is being spammed. Quote Link to comment Share on other sites More sharing options...
ebigunso Posted October 9, 2015 Share Posted October 9, 2015 Well. Looking at your log you have this(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaNNot entirely sure where it's coming from, but, there is your problem. Your game is being spammed.Huh... ok.I have no idea where that came from either, and not at all see how that affects things so I'll let those that know handle the bug finding.Sorry I'm not being helpful at all. Quote Link to comment Share on other sites More sharing options...
Padishar Posted October 9, 2015 Share Posted October 9, 2015 (edited) Huh... ok.I have no idea where that came from either, and not at all see how that affects things so I'll let those that know handle the bug finding.Sorry I'm not being helpful at all.Do you run KER by any chance and have you recently added the "Time to atmosphere" readout?This happens when your "orbit" is entirely within the atmosphere due to a bug in that recently added readout (I'll hold my hands up here, it was me and it was a silly thing that should have been caught in testing). The bug has been fixed for the next version of KER. It is harmless other than the excessive spam slowing the game down. Turn off the readout while flying or run KSP with the -nolog option (or, get the latest code from cybutek's repo and build a fixed version for yourself). Edited October 9, 2015 by Padishar Quote Link to comment Share on other sites More sharing options...
ebigunso Posted October 9, 2015 Share Posted October 9, 2015 Do you run KER by any chance and have you recently added the "Time to atmosphere" readout?This happens when your "orbit" is entirely within the atmosphere due to a bug in that recently added readout (I'll hold my hands up here, it was me and it was a silly thing that should have been caught in testing). The bug has been fixed for the next version of KER. It is harmless other than the excessive spam slowing the game down. Turn off the readout while flying or run KSP with the -nolog option (or, get the latest code from cybutek's repo and build a fixed version for yourself).Thanks, I had that on. I'll try removing that readout for now Although the strange thing is, that this orbit was in space, not inside the atmosphere... Still it did have a part of it in the atmosphere. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted October 9, 2015 Share Posted October 9, 2015 Are you updated to the latest RF? All files? (the dll's)Yep . MM cache Logs LMK if you want anything else. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 9, 2015 Share Posted October 9, 2015 (edited) Yep . MM cache Logs LMK if you want anything else.Ok, try again. I've gone through all assembly and project references with a fine toothed comb and verified everything and rebuilt.https://www.dropbox.com/s/25hzx1lrlcw72w1/RealFuels_Boiloff_Revamp.zip?dl=1BTW, this requires the very latest Real Fuels before installing these files on top. Can't stress that enough. Edited October 9, 2015 by Starwaster Quote Link to comment Share on other sites More sharing options...
Svm420 Posted October 10, 2015 Share Posted October 10, 2015 Ok, try again. I've gone through all assembly and project references with a fine toothed comb and verified everything and rebuilt.https://www.dropbox.com/s/25hzx1lrlcw72w1/RealFuels_Boiloff_Revamp.zip?dl=1BTW, this requires the very latest Real Fuels before installing these files on top. Can't stress that enough.Third time's the charm . Seem to work great appreciate the rebuilds. Will I have any issue using the current version of your heat pump mod with this release of RF? I thought you posted something about it with this , but I can't find anything now so I may have imagined it. Quote Link to comment Share on other sites More sharing options...
ebigunso Posted October 10, 2015 Share Posted October 10, 2015 OK I've gone to remove "Time to Atmosphere" on the KER displays, but the fuel Unstable problem still persists. This looks like it's not related to the KER log spam issue.I would be very grateful if anyone can go on to find out what this is all about... or at least help me find out. Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted October 10, 2015 Share Posted October 10, 2015 @ebigunso: What needs to happen is get steps to reproduce the error. Your save file means nothing, other than it's likely corrupted in some way shape or form. If you can reproduce the steps to get the same error, then there is a problem.I'd also suggest you start with a limited mod set when you reproduce. Use RealFuels, stock alike, and KW and that's it. Then you can be sure it's RealFuels and/or engine configs for it. Quote Link to comment Share on other sites More sharing options...
LividPumpkin Posted October 14, 2015 Share Posted October 14, 2015 Does anyone know how to make the Lqd Hydrogen to not boil off that quickly ? Quote Link to comment Share on other sites More sharing options...
ebigunso Posted October 14, 2015 Share Posted October 14, 2015 Does anyone know how to make the Lqd Hydrogen to not boil off that quickly ? You can use the Heat Pump mod to actively cool the tanks.http://forum.kerbalspaceprogram.com/threads/128502 Quote Link to comment Share on other sites More sharing options...
ebigunso Posted October 14, 2015 Share Posted October 14, 2015 (edited) I have tested my issue with reduced mods. (only with ATM, Community Resource pack, CrossFeedEnabler, HyperEdit, RF, SloverEngines, ModuleRCSFX, RFStockalike, and RealPlume+SmokeSkreen which is mandatory with stockalike configs)I have created a minimalistic craft with just a pod, tank, engine, and RCS. Then popped it up to orbit with HyperEdit. The engine's fuel status quickly falls back to "Unstable" in literally a second, and manages to stay there for a quite a long time (about 30sec, didn't check exactly) before I decided to do the next test. Then when I fired the RCS to thrust forwards, it took much longer than it should (about 13 seconds) until the fuel flow budged from Unstable status and after that quickly switched through the states within half a second to reach Very Stable.I tried thrusting reverse with RCS while the state showed Very Stable, then the state went back to Unstable and never seemed to move from there while I was thrusting. Note that it never reached Very Unstable.Letting the craft float without any thrust while the state showed Very Stable brings the state into Very Unstable given a pretty long wait (felt like a reasonable time for this). Thrusting forwards with RCS after this resulted in a expected behavior of fuel flow state quickly switching back into Very Stable within half a second.I have tested again to see how long this initial Unstable state lasts, and surprisingly it lasted for longer than 2min where I gave up, not going into Very Unstable.Intriguingly this time forward RCS thrust brought the state back to Very Stable quite fast, then when I released the thrust it quickly returned to Unstable again in a blink of an eye. Next forward thrust made the Very Stable state stay as it should.I have then tried to test when this returning to unstable thing happens, and have got the results that a short backwards thrust of about less than 3 seconds doesn't cause the issue of returning to Unstable when you do a short forward burst, and a backwards thrust of about 5 or more seconds causes it. I was also able to escape the bug if I thrusted forwards -in one go- for longer than I have done backwards at the start.I have tested this a few times and confirmed these below happens all the time.Super long Unstable fuel state initially after hyperedit Reverse thrust RCS = Fuel flow Unstable Backwards thrust for sufficient time causes a bug where fuel state rolls back to Unstable every time you stop thrusting forwards Please note that it is fuel flow "Unstable" and not "Very Unstable".I took a copy of the output log and took a peek in there but I found no line that suggests anything happening. It just has a few lines saying RCS lock/unlock which I performed...It might have been that the phenomenon (much longer than expected thrust needed to achieve Very Stable state) has been exaggerated in larger crafts, due to diminished TWR of RCS thrust, thus seeming like the state never changed despite the thrust provided. No proof or anything here.If there's anywhere other than the output log I could look into to find an even more detailed debug log, please tell me and I will take a look.If you need the output log file of the final and second to final test, I will leave it here although I don't think there's anything worthwhile in there.Second to final: https://kie.nu/2L_zFinal: https://kie.nu/2L_N Edited October 14, 2015 by ebigunso Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted October 14, 2015 Share Posted October 14, 2015 @ebigunso: So seems like ullage is working correctly. Am I right? Because before it seemed it didn't work at all for you. Never moving into any sort of stable state. Now it is. Quote Link to comment Share on other sites More sharing options...
ebigunso Posted October 14, 2015 Share Posted October 14, 2015 @ebigunso: So seems like ullage is working correctly. Am I right? Because before it seemed it didn't work at all for you. Never moving into any sort of stable state. Now it is.Yes... but still there's something obviously broken here, and it looks related to my original problem so I'd like to continue this investigation. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 14, 2015 Author Share Posted October 14, 2015 ebigunso: Thanks for digging! When I get slightly less buried in 1.0.5 I'll try to take a look as well, and go over your report in more detail. Quote Link to comment Share on other sites More sharing options...
dimovski Posted October 14, 2015 Share Posted October 14, 2015 Not being all that keen on downloading a big mod like this... And more importantly, installing it, I've got a quick question which you hopefully might be able to answer!Using the "default" fuel tank, what would be the dry and wet tank density of a 2.5 LOX/RP mixture, for LH2 only and LOX only?An answer would be greatly appreciated! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 14, 2015 Author Share Posted October 14, 2015 3% structural fraction for kerolox at OF 2.5:1. 22.3% structural for LH2 only (you'd use a ballooncryo tank instead, not Default, for this reason ). 2.76% for LOX only.You didn't ask, but 6.4% for OF 5.5:1 hydrolox. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 14, 2015 Share Posted October 14, 2015 Yes... but still there's something obviously broken here, and it looks related to my original problem so I'd like to continue this investigation.ebigunso: Thanks for digging! When I get slightly less buried in 1.0.5 I'll try to take a look as well, and go over your report in more detail.I'm not real familiar with the ullage sim data structure and how all of its elements factor in but I think the problem is in the data stored for the specific ship he first had issue with. Either that or his ship was in a bad way that he maybe didn't know how to recover from. Quote Link to comment Share on other sites More sharing options...
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