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a little help please?


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i've got LOTS of mods installed on my ksp save and have recently just noticed that if i have an engine with electric charge holding capabilities it shows up as "NaN/0.000" in the hanger which makes my CoM dissappear... i've found a way around it (by deleting the "resource" part of the code that handles the said electric charge) with no side effects so far but was wondering if there was a fix for this somewhere i missed?

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No need to look at your logfiles. I had the very same issue a while back. It is 100% B9 related.

The solution is as effective as it is easy: Simply move the electricity slider to 0, the NaN error resets and the CoM indicator returns.

I expect the bug to be solved as soon as Bac9 releases his long overdue update.

Edited by Tex_NL
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No need to look at your logfiles. I had the very same issue a while back. It is 100% B9 related.

The solution is as effective as it is easy: Simply move the electricity slider to 0, the NaN error resets and the CoM indicator returns.

I expect the bug to be solved as soon as Bac9 releases his long overdue update.

i knew someone was going to say this but i'm afraid i've tried this and it just springs back to "NaN" again.... i removed all the resource codes and it works fine now. also it's not just B9 but LLL too it seems that if you remove the code that makes the engines actually hold electriccharge then it just works fine... i'll notify Lack about this and see if i we/he/i can fix this. thanks.

Edited by AntiMatter001
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i knew someone was going to say this but i'm afraid i've tried this and it just springs back to "NaN" again.... i removed all the resource codes and it works fine now. also it's not just B9 but LLL too it seems that if you remove the code that makes the engines actually hold electriccharge then it just works fine... i'll notify Lack about this and see if i we/he/i can fix this. thanks.

Yes, as soon as you touch the offending again engine the NaN error returns. Just don't touch the engine. :wink:

Didn't know LLL had the same issue. I don't use LLL.

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Assuming you have module manager, put this in a cfg in gamedata:

//Starwaster/NathanKell
@PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]]:Final
{
@RESOURCE[ElectricCharge]
{
%isTweakable = false
%hideFlow = true
}
}
@PART[*]:HAS[@MODULE[ModuleEnginesFX],@RESOURCE[ElectricCharge]]:Final
{
@RESOURCE[ElectricCharge]
{
%isTweakable = false
%hideFlow = true
}
}

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On the topic of "little help", also got tons of mods but the entire "Advanced Construction" tech tree has no items. Anyone knows of something similar?

If not, can you point me out a good post on how to edit Mods so I can check what's wrong internally? I'm new in the forum

Hello can I get some help please?

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Assuming you have module manager, put this in a cfg in gamedata:

//Starwaster/NathanKell
@PART[*]:HAS[@MODULE[ModuleEngines],@RESOURCE[ElectricCharge]]:Final
{
@RESOURCE[ElectricCharge]
{
%isTweakable = false
%hideFlow = true
}
}
@PART[*]:HAS[@MODULE[ModuleEnginesFX],@RESOURCE[ElectricCharge]]:Final
{
@RESOURCE[ElectricCharge]
{
%isTweakable = false
%hideFlow = true
}
}

how... it... looks right.... how'd you come up with this soulution?

EDIT: doesn't work for the sabre engines friend. sabres aren't engines aprently

Edited by AntiMatter001
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Do the SABRE engines not use ModuleEngines or ModuleEnginesFX? Anyway you can just edit offending files by hand: open the part cfg and add those two lines without the % to the RESOURCE node for ElectricCharge.

Solution found by examining the difference between the Squad engine part.cfg files in .23 and .22.

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