jrodriguez

[1.2.x] Physics Range Extender v1.1.0

37 posts in this topic

Posted (edited)

About

This is a very simple mod that extend the physics range to something close  to 2000 km.

This mod was initially intended for BDArmory but because it works really well I think more people would be  interested on this.

And yes, you can see your stations orbiting over KSC

Future features

For the next version I want to make it configurable so different ranges can be applied. Also I would like to investigate if there is a way to change the range at which the terrain it self gets unloaded.

Known issues

Vessels landed on normal terrain can be destroyed when the terrain starting to get unloaded - this happens usually at 20 km distance. A workaround is to place your vessel on a static objects like runways, KSC, Kerbal Konstruct statics, etc.

Time warp will make your non active vessels disappear.

Download

https://github.com/jrodrigv/PhysicsRangeExtender/releases

Issues

https://github.com/jrodrigv/PhysicsRangeExtender/issues

 

Edited by jrodriguez
new release
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how do you place your vehicles under a static object? this looks like a useful mod btw!

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1 hour ago, nascarlaser1 said:

how do you place your vehicles under a static object? this looks like a useful mod btw!

Sorry I meant to say 'on' not under

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5 minutes ago, jrodriguez said:

Sorry I meant to say 'on' not under

oh ok thxs!

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hi there I have BDA installed latest version that came with this mod.

 

Is there an optoins page I can bring up for this mod or is it  set to 200km and thats it or?.

 

Thanks in advance :)

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5 minutes ago, stk2008 said:

hi there I have BDA installed latest version that came with this mod.

 

Is there an optoins page I can bring up for this mod or is it  set to 200km and thats it or?.

 

Thanks in advance :)

Not yet, at the moment it is hardcoded to 200 km. I would like to make configurable for the next version.

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Cool

thanks for replying not worried was just curius is all :).

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Was this not possible to achieve by using MM to change the VesselRanges in the Physics.cfg file?

Spoiler

VesselRanges
{
    prelaunch
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
    landed
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
    splashed
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
    flying
    {
        load = 2250
        unload = 22500
        pack = 25000
        unpack = 2000
    }
    orbit
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
    subOrbital
    {
        load = 2250
        unload = 15000
        pack = 10000
        unpack = 200
    }
    escaping
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
}
 

 

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6 minutes ago, Warezcrawler said:

Was this not possible to achieve by using MM to change the VesselRanges in the Physics.cfg file?

  Hide contents


 

 

I have already try the MM approach and the result is not the expected for BDArmory scenarios. You can try it yourself and compare.

 

@PHYSICSGLOBALS
{
@VesselRanges
{
@flying
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
@escaping
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
@landed
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
@orbit
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
@prelaunch
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
@splashed
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
@subOrbital
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
}

}

 

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1 minute ago, jrodriguez said:

I have already try the MM approach and the result is not the expected for BDArmory scenarios. You can try it yourself and compare.

 


@PHYSICSGLOBALS
{
@VesselRanges
{
@flying
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
@escaping
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
@landed
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
@orbit
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
@prelaunch
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
@splashed
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
@subOrbital
{
@pack = 200000
@unload = 190000
@load = 181000
@unpack = 172900
}
}

}

 

Fair enough... Seemed like the "stock" approach, but if it does not work, then plugin is the natural next step :)

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2 hours ago, Warezcrawler said:

Fair enough... Seemed like the "stock" approach, but if it does not work, then plugin is the natural next step :)

Now I'm wondering. I don't play with aircrafts too much, I really love building space stations and stations on other planets. I play with a lot of RO mods like real chutes and real fuels and the like and was wondering whether a) this plugin will allow me to see a station going over the KSC if it's at like 100kM with a lot of lights (also, if it's a larger station if that would cause more lag, even if I'm on the launch pad and b) if either the MM patch (which I had no idea those settings had been added) or the plugin would work better for large-part crafts, stations, etc.

I figure at some point I'd have to disable the plugin or change the MM patch so I can get close enough before the lag kicks in, but think being able to see satellites going by (maybe) overhead (also use distant object enhancements) would be pretty awesome. I just re-read what I typed and don't know how to word it better, I hope you understand what I'm trying to ask

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20 hours ago, shoe7ess said:

Now I'm wondering. I don't play with aircrafts too much, I really love building space stations and stations on other planets. I play with a lot of RO mods like real chutes and real fuels and the like and was wondering whether a) this plugin will allow me to see a station going over the KSC if it's at like 100kM with a lot of lights (also, if it's a larger station if that would cause more lag, even if I'm on the launch pad and b) if either the MM patch (which I had no idea those settings had been added) or the plugin would work better for large-part crafts, stations, etc.

I figure at some point I'd have to disable the plugin or change the MM patch so I can get close enough before the lag kicks in, but think being able to see satellites going by (maybe) overhead (also use distant object enhancements) would be pretty awesome. I just re-read what I typed and don't know how to word it better, I hope you understand what I'm trying to ask

So... I have done some testing today. And the answer is YES. I have created a massive ship (250 meters diameter UFO with lights) and using HyperEdit I have set a 72 km orbit and I have seen the ship orbiting over my flying plane. However, it is quite difficult to see it! I have a 4k monitor and it was like just few pixels! Almost impossible to see it, if it wasn't thanks to the target marker.

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2 hours ago, jrodriguez said:

So... I have done some testing today. And the answer is YES. I have created a massive ship (250 meters diameter UFO with lights) and using HyperEdit I have set a 72 km orbit and I have seen the ship orbiting over my flying plane. However, it is quite difficult to see it! I have a 4k monitor and it was like just few pixels! Almost impossible to see it, if it wasn't thanks to the target marker.

That's friggin awesome! When it flew overhead was there any major lag drop like you would see if you tried to dock with something that large? Either way I'm excited for this weekend when I'll have time to play around with this.

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On 2017-03-29 at 2:44 PM, Warezcrawler said:

Was this not possible to achieve by using MM to change the VesselRanges in the Physics.cfg file?

  Reveal hidden contents

VesselRanges
{
    prelaunch
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
    landed
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
    splashed
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
    flying
    {
        load = 2250
        unload = 22500
        pack = 25000
        unpack = 2000
    }
    orbit
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
    subOrbital
    {
        load = 2250
        unload = 15000
        pack = 10000
        unpack = 200
    }
    escaping
    {
        load = 2250
        unload = 2500
        pack = 350
        unpack = 200
    }
}
 

 

Yes, it is possible to change the load distances with MM, however this does not work as expected with BDAc ... The code that JR came up with mitigates this issue

The Physics Range Extender mod was designed with BDAc in mind, however JR was kind enough to provide this code for the rest of the community who choose not to use or install BDAc ... Methinks this is a good thing as the 'Stock' system could use an improvement in regards to load distances and such

Thanks @jrodriguez

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What exactly makes this different then what BDArmory can do? Just a stand-alone variant?

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Posted (edited)

If you are using the latest BDArmory v0.2.0 that was released one week ago, then you already have this mod installed and you don't need it. 

Edited by jrodriguez
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Enjoy!

 

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Hahah that shadow. Nice

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Posted (edited)

9 hours ago, Drew Kerman said:

Hahah that shadow. Nice

Haha yes, I didn't expect it! Not sure if @SQUADdev team is aware of what can be done when forcing physics limits. 

In fact I'm going to update the mod going straight to full Kerbin Physics  Range (2000 km should be enough) 

Edited by jrodriguez
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Hello jrodriguez,
This is a very nice mod I can use well.
:)
Could they make the range adjustable by configuration file?
Many thanks

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Posted (edited)

Hello jrodriguez,

I seem to have ran into an issue, not sure if it's physics extender's fault or KK's.

On 3/29/2017 at 6:25 AM, jrodriguez said:

Known issues

Vessels landed on normal terrain can be destroyed when the terrain starting to get unloaded - this happens usually at 20 km distance. A workaround is to place your vessel on a static objects like runways, KSC, Kerbal Konstruct statics, etc.

Time warp will make your non active vessels disappear.

 

As you know there is a problem with terrain unloading if the mod is used with ground craft, however the work around you suggested seems to be broken as well, at about 20~25km my crafts fall through KK structures.

Thank-you in advance!

 

Edited by HorizonFulcrum
Changed order of quote and text.
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3 hours ago, HorizonFulcrum said:

Hello jrodriguez,

I seem to have ran into an issue, not sure if it's physics extender's fault or KK's.

As you know there is a problem with terrain unloading if the mod is used with ground craft, however the work around you suggested seems to be broken as well, at about 20~25km my crafts fall through KK structures.

Thank-you in advance!

 

Neither .. It is KSP's fault

 

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Posted (edited)

8 minutes ago, DoctorDavinci said:

Neither .. It is KSP's fault

 

So any known workarounds?

Edited by HorizonFulcrum

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Posted (edited)

8 hours ago, HorizonFulcrum said:

Hello jrodriguez,

I seem to have ran into an issue, not sure if it's physics extender's fault or KK's.

As you know there is a problem with terrain unloading if the mod is used with ground craft, however the work around you suggested seems to be broken as well, at about 20~25km my crafts fall through KK structures.

Thank-you in advance!

 

Hi! Sorry I forgot to mention one thing.

You need to change a KK's property.

When you add a new static instance you need to change the VisibilityRange property. You can find your local instances here GameData\KerbalKonstructs\NewInstances

Then you just need to update the VisibilityRange.

With 2000 km you should be fine :) 

VisibilityRange = 2000000

***EDIT***

I think you don't need to change this for each instance manually. There is KerbalKonstructs.cfg that contains:

defaultEffectiveRange = 100000
maxEditorVisRange = 100000

I bet that updating this value will allow to set a higher default value every time you add a new instance.

Edited by jrodriguez
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