Czerky Posted January 22, 2015 Share Posted January 22, 2015 (edited) Works fine on rails, need more details. For the alternator bit log a github issue please Alternator issue posted on Github.Very strange that on-rails isn't working. To test, I have the fuel cell, a probe core, and a bunch of lights. I put it in orbit and fire all the lights (load fluctuates around 15%). Go to tracking center and look at resources and fuel cell isn't being drained, but neither is EC. EDIT: Also tested by reloading on-rails converter vessels after significant time. Resource levels are still the same.However, if I get rid of the fuel cell and watch power consumption in tracking center, EC isn't being drained then either (and is still the same when I load the vessel). Is it because I was looking at it from the tracking center? Do you have to be in a flight scene for resource consumption to be tracked on vessels (even those on-rails)? Do you have to be within loading range of the vessel?EDIT: After setting the dumpExcess boolean back to true, on-rails consumption is working. After loading a vessel, 'consumed' resources are subtracted as normal. Strange. I don't know if it's a bug, or you need a high load % for on-rails consumption to register... or something else entirely.EDIT2: I tested dumpExcess = false with high loads of ~100% and it still didn't work on rails. At this point I'll try to see if there's anything in the resource converter code could be causing this. So far all I know is that dumpExcess = false --> no on-rails; dumpExcess = true --> working on-rails. Edited January 22, 2015 by Czerky Link to comment Share on other sites More sharing options...
RoverDude Posted January 22, 2015 Author Share Posted January 22, 2015 Alternator issue posted on Github.Very strange that on-rails isn't working. To test, I have the fuel cell, a probe core, and a bunch of lights. I put it in orbit and fire all the lights (load fluctuates around 15%). Go to tracking center and look at resources and fuel cell isn't being drained, but neither is EC. EDIT: Also tested by reloading on-rails converter vessels after significant time. Resource levels are still the same.However, if I get rid of the fuel cell and watch power consumption in tracking center, EC isn't being drained then either (and is still the same when I load the vessel). Is it because I was looking at it from the tracking center? Do you have to be in a flight scene for resource consumption to be tracked on vessels (even those on-rails)? Do you have to be within loading range of the vessel?EDIT: After setting the dumpExcess boolean back to true, on-rails consumption is working. After loading a vessel, 'consumed' resources are subtracted as normal. Strange. I don't know if it's a bug, or you need a high load % for on-rails consumption to register... or something else entirely.EDIT2: I tested dumpExcess = false with high loads of ~100% and it still didn't work on rails. At this point I'll try to see if there's anything in the resource converter code could be causing this. So far all I know is that dumpExcess = false --> no on-rails; dumpExcess = true --> working on-rails.It works the same way TAC-LS works. That is, it catches up once the ship has focus.I'm having a hell of a time following your example (i.e. how are you seeing EC consumption in the tracking center?). Post a video or something. Link to comment Share on other sites More sharing options...
Czerky Posted January 22, 2015 Share Posted January 22, 2015 (edited) It works the same way TAC-LS works. That is, it catches up once the ship has focus.I'm having a hell of a time following your example (i.e. how are you seeing EC consumption in the tracking center?). Post a video or something.Sorry about the jumbled mess. I didn't realize I had the wrong idea about on-rails resource consumption until after I wrote the post. Ignore anything I said about looking at tracking center changes.Now that I know about the 'catch-up' system I've been doing proper testing (looking at resource changes when craft is reloaded after a time). Still some oddity with on-rails when dumpExcess = false. I'm trying to isolate variables. Want to make sure it's not something dumb on my end. Will keep posted.Update: I also tested the MKS PDU, which is essentially the part I am trying to duplicate (different module I know), and there's no on-rails consumption for that converter either. If I leave the generator on for a week at 10% load, EU/DU levels are the same when I reload the vessel.Update2: Setting the EC dumpExcess = true for the MKS PDU restores on-rails consumption. Appropriate EU/DU levels when vessel reloaded. Strange. Edited January 23, 2015 by Czerky Link to comment Share on other sites More sharing options...
Van Disaster Posted January 23, 2015 Share Posted January 23, 2015 This worked with USI_Converter ( and Kethane, back in the day ) - however no resource consumption or production with Regolith. MODULE { name = REGO_ModuleResourceConverter ConverterName = APU StartActionName = Start APU StopActionName = Shutdown APU RecipeInputs = IntakeAir, 0.18, LiquidFuel, 0.012 RecipieOutputs = ElectricCharge,6,False }( units are currently a bit high yes ).That is MM'd into cockpits, which don't have any resource storage for either input - would it be a good guess that the converter now needs some storage for input resources? Link to comment Share on other sites More sharing options...
RoverDude Posted January 23, 2015 Author Share Posted January 23, 2015 This worked with USI_Converter ( and Kethane, back in the day ) - however no resource consumption or production with Regolith. MODULE { name = REGO_ModuleResourceConverter ConverterName = APU StartActionName = Start APU StopActionName = Shutdown APU RecipeInputs = IntakeAir, 0.18, LiquidFuel, 0.012 RecipieOutputs = ElectricCharge,6,False }( units are currently a bit high yes ).That is MM'd into cockpits, which don't have any resource storage for either input - would it be a good guess that the converter now needs some storage for input resources?No, there's no reason that should not work. Link to comment Share on other sites More sharing options...
undercoveryankee Posted January 23, 2015 Share Posted January 23, 2015 This worked with USI_Converter ( and Kethane, back in the day ) - however no resource consumption or production with Regolith. MODULE { name = REGO_ModuleResourceConverter ConverterName = APU StartActionName = Start APU StopActionName = Shutdown APU RecipeInputs = IntakeAir, 0.18, LiquidFuel, 0.012 RecipieOutputs = ElectricCharge,6,False }( units are currently a bit high yes ).That is MM'd into cockpits, which don't have any resource storage for either input - would it be a good guess that the converter now needs some storage for input resources?"RecipeOutputs" is misspelled in the quoted code. Link to comment Share on other sites More sharing options...
RoverDude Posted January 23, 2015 Author Share Posted January 23, 2015 heh, well fair enough Yeah that is why it would not work... Link to comment Share on other sites More sharing options...
Van Disaster Posted January 23, 2015 Share Posted January 23, 2015 Derp. Thanks Link to comment Share on other sites More sharing options...
Czerky Posted January 24, 2015 Share Posted January 24, 2015 (edited) Does Regolith ignore stock parts for it's on-rails EC calculations (i.e. probe core power drain)? Is on-rails EC consumption only factored in if it's being used in USI recipe? If so, I think I know why I'm not seeing on-rails consumption for my variable generator - I'm not using any power!EDIT: Nope. That wasn't it. If I set up two concurrent test converters on a craft like so:MODULE // variable EC production {name = REGO_ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell RecipeInputs = Hydrogen, 1.0, Oxygen, 1.0 RecipeOutputs = ElectricCharge, 2.0, False }MODULE // constant 1 EC/s drain {name = REGO_ModuleResourceConverter ConverterName = Fuel producer StartActionName = Start Fuel production StopActionName = Stop Fuel production RecipeInputs = ElectricCharge, 1.0 RecipeOutputs = LiquidFuel, 1.0, True }RESULT: 50% fuel cell activity real-time, 0% on rails. And if I do this:MODULE // constant EC production {name = REGO_ModuleResourceConverter ConverterName = Fuel Cell StartActionName = Start Fuel Cell StopActionName = Stop Fuel Cell RecipeInputs = Hydrogen, 1.0, Oxygen, 1.0 RecipeOutputs = ElectricCharge, 2.0, True }MODULE // constant 1 EC/s drain {name = REGO_ModuleResourceConverter ConverterName = Fuel producer StartActionName = Start Fuel production StopActionName = Stop Fuel production RecipeInputs = ElectricCharge, 1.0 RecipeOutputs = LiquidFuel, 1.0, True }RESULT: 100% fuel cell activity real-time and on-rails.---Results are same when ditching EC and using some other intermediary resource. Despite my initial confusion with how this is supposed to work, I still think there something weird going on with the dumpExcess logic (at least as far as on-rails is concerned). That, or I'm still confused as to how the mod works (very likely). Looking at the test modules I'm using, is there any reason why variable output wouldn't be working on-rails? Edited January 25, 2015 by Czerky Link to comment Share on other sites More sharing options...
RoverDude Posted January 28, 2015 Author Share Posted January 28, 2015 0.1.3 is up Added the concept of depletionRemoved some log spamAdjusted EC default timeAdded concept of Fill AmountAction names to the Animation GroupAdded discovery and a new module for unlocking biomesAsteroids are no longer fuel tanks - tanks required for at least one resourceMajor UI cleanupAdded concept of a 'take' limit - i.e. a generator can be set to only consume up to 90% of the available inputs (like EC). Use case is turning on a massive drill at night and killing all of your Kerbals because you sucked up all of the EC (BTDT). Link to comment Share on other sites More sharing options...
Errol Posted January 28, 2015 Share Posted January 28, 2015 What is the gps module for? Link to comment Share on other sites More sharing options...
RoverDude Posted January 28, 2015 Author Share Posted January 28, 2015 Displays biome data, as well as current coordinates (both in lat/lon and in radians). Link to comment Share on other sites More sharing options...
Errol Posted January 28, 2015 Share Posted January 28, 2015 Oh damn, I just got KSP loaded with the new toys installed and saw the GPS readout. When I first noticed it after downloading I thought maybe you'd just quickly thrown together something like figaro. Now I can't decide, do I just go wit this and get on with building a kolony for once, or do I play with figaro again, and waste a ton of game time on setting up yet another constellation.....First-planet problems... Link to comment Share on other sites More sharing options...
Badabooooom Posted January 28, 2015 Share Posted January 28, 2015 Getting following error from Regolith 0.1.3:(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)TypeLoadException: Could not load type 'Regolith.Asteroids.BaseConverter' from assembly 'KolonyTools'. at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 Rolling back to 0.1.2 solved issue. Link to comment Share on other sites More sharing options...
RoverDude Posted January 28, 2015 Author Share Posted January 28, 2015 That's an MKS compilation issue, sit tight while I update a few things today. Link to comment Share on other sites More sharing options...
Errol Posted January 30, 2015 Share Posted January 30, 2015 Rover, there is a mks 22.6.zip file located inside the regolith.zip and it has a bunch of files I don't recognize in it.... Link to comment Share on other sites More sharing options...
RoverDude Posted January 30, 2015 Author Share Posted January 30, 2015 Whoops lemme go look Link to comment Share on other sites More sharing options...
pse Posted January 30, 2015 Share Posted January 30, 2015 I've tried using Karbonite 0.5.4 and 0.5.5 (which provide Regolith 0.1.5) with MapResourceOverlay 0.2.8. Both fail to show a resources button on the map overlay menu (just biome, altititude, etc.) and leave something like this in KSP.log:[LOG 01:58:57.596] [MRO][MapResourceOverlay.MapOverlay][OnAwake] Awaking[LOG 01:58:57.597] Can't add component 'MeshFilter' to ScenarioLogic because such a component is already added to the game object![LOG 01:58:57.597] Can't add component 'MeshRenderer' to ScenarioLogic because such a component is already added to the game object![LOG 01:58:57.599] [MRO][MapResourceOverlay.MapOverlay][OnLoad] loading[LOG 01:58:57.628] [MRO][MapResourceOverlay.ResourceOverlayProvider][Load] Couldnt find RegolithSystem.ArgumentNullException: Argument cannot be null.Parameter name: method at System.Delegate.CreateDelegate (System.Type type, System.Object firstArgument, System.Reflection.MethodInfo method, Boolean throwOnBindFailure) [0x00000] in <filename unknown>:0 at System.Delegate.CreateDelegate (System.Type type, System.Reflection.MethodInfo method, Boolean throwOnBindFailure) [0x00000] in <filename unknown>:0 at System.Delegate.CreateDelegate (System.Type type, System.Reflection.MethodInfo method) [0x00000] in <filename unknown>:0 at MapResourceOverlay.ResourceOverlayProvider.InitiateOrs () [0x00000] in <filename unknown>:0 at MapResourceOverlay.ResourceOverlayProvider.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [LOG 01:58:57.632] [MRO][MapResourceOverlay.ResourceOverlayProvider][Load] Could not load config, using default, because System.NullReferenceException: Object reference not set to an instance of an object at MapResourceOverlay.ResourceOverlayProvider.CalculateBase () [0x00000] in <filename unknown>:0 at MapResourceOverlay.ResourceOverlayProvider.set_ActiveResource (MapResourceOverlay.ResourceConfig value) [0x00000] in <filename unknown>:0 at MapResourceOverlay.ResourceOverlayProvider.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [LOG 01:58:57.635] [MRO][MapResourceOverlay.MapOverlay][LoadConfig] OverlayProvider MapResourceOverlay.ResourceOverlayProvider couldnt load System.NullReferenceException: Object reference not set to an instance of an object at MapResourceOverlay.ResourceOverlayProvider.CalculateBase () [0x00000] in <filename unknown>:0 at MapResourceOverlay.ResourceOverlayProvider.set_ActiveResource (MapResourceOverlay.ResourceConfig value) [0x00000] in <filename unknown>:0 at MapResourceOverlay.ResourceOverlayProvider.LoadFailsafe () [0x00000] in <filename unknown>:0 at MapResourceOverlay.ResourceOverlayProvider.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at MapResourceOverlay.MapOverlay.LoadConfig (System.String filename) [0x00000] in <filename unknown>:0 [LOG 01:58:57.643] [MRO][MapResourceOverlay.ResourceOverlayProvider][Load] Couldnt find RegolithSystem.ArgumentNullException: Argument cannot be null.Parameter name: method at System.Delegate.CreateDelegate (System.Type type, System.Object firstArgument, System.Reflection.MethodInfo method, Boolean throwOnBindFailure) [0x00000] in <filename unknown>:0 at System.Delegate.CreateDelegate (System.Type type, System.Reflection.MethodInfo method, Boolean throwOnBindFailure) [0x00000] in <filename unknown>:0 at System.Delegate.CreateDelegate (System.Type type, System.Reflection.MethodInfo method) [0x00000] in <filename unknown>:0 at MapResourceOverlay.ResourceOverlayProvider.InitiateOrs () [0x00000] in <filename unknown>:0 at MapResourceOverlay.ResourceOverlayProvider.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [LOG 01:58:57.648] [MRO][MapResourceOverlay.ResourceOverlayProvider][CanActivate] ?FalseDoes that make sense? Is this indeed a Regolith problem? Link to comment Share on other sites More sharing options...
RoverDude Posted January 30, 2015 Author Share Posted January 30, 2015 It's a Map Resource Overlay problem - they will need to update as Regolith's API changed a bit.Last I saw they were working on it along with SCANSat 10 integration Link to comment Share on other sites More sharing options...
uraa Posted February 1, 2015 Share Posted February 1, 2015 RoverDude, I am trying to edit dtobi's Asteroid Refinery to use your REGO converter. When I replace thisMODULE{ name = km_ModuleGeneratorObserver initAnimation = Open}with thisMODULE{ name = REGO_ModuleAnimatedConverter convertAnimationName = Open}i get this error (converter is working, animation not)[ERR 12:54:25.662] Cannot find a PartModule of typename 'REGO_ModuleAnimatedConverter'What else do I need for your converter to work beside regolith.dll (0.1.5)?Also, is this example correct way to do TACLS conversions?MODULE{ name = REGO_ModuleResourceConverter converterName = Sabatier Recycler conversionRate = 10 StartActionName = Start Recycler StopActionName = Shutdown Recycler RecipeInputs = Water, 0.000001360254171, CarbonDioxide, 0.000851605032367, ElectricCharge, 0.039783051310155 RecipeOutputs = Oxygen, 0.001713537562385, false, Waste, 0.000000807530168, true}and what is module property for this?Added concept of a 'take' limit - i.e. a generator can be set to only consume up to 90% of the available inputs (like EC). Link to comment Share on other sites More sharing options...
RoverDude Posted February 1, 2015 Author Share Posted February 1, 2015 The animated converter module is deprecated. If in doubt, copy something from Karbonite or AMT. Link to comment Share on other sites More sharing options...
uraa Posted February 2, 2015 Share Posted February 2, 2015 Ok, thanks. I think I will play some more with REGO_ModuleAnimationGroup. Link to comment Share on other sites More sharing options...
Felson Posted February 4, 2015 Share Posted February 4, 2015 Not sure if this is the source, but all my [crust] sensors now read ether 100% or 0.1000% in all locations. The other sensor types seem to work correctly, that is Atmo, Ocean or IntPl. Link to comment Share on other sites More sharing options...
RoverDude Posted February 4, 2015 Author Share Posted February 4, 2015 Biome unlocking - was added into Karbonite/MKS last release. Info in each of the appropriate threads on the changes and the new parts. Link to comment Share on other sites More sharing options...
Felson Posted February 4, 2015 Share Posted February 4, 2015 (edited) Thanks. That was it.Would it be hard to replace the amount detected with "Locked" for when it isn't unlocked? Edited February 4, 2015 by Felson Link to comment Share on other sites More sharing options...
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