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[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)


jrodriguez

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5 hours ago, jrodriguez said:

PRE is not really meant or support daily Kerbin operations. I would not suggest to have it active at all moments. However I suggest to use it only for specific missions or scenarios that requires to have a extended loaded range. For example been able to have a landed planed at KSC runways while flying on the island.

Having PRE set to 10 kms is not really useful (would be as stock) and having PRE set to 600 km is tricky I'd only suggest that if your saved game doesn't have any satellites or things you don't want to lose.

Yeah, the Idea is, to do some BDA mission with the both teams not starting right next to each other. To do some kind of a mission, where you fly to the opponent's area, attack all the gathered ground vessels and fly back home. This doesn't really make sense, if you only have to fly 10 km to the target, to drop a big boomstick

If I have no satellites in lets say 600km distance (because they are in higher orbits), can I set pre to said 600km or will also strange displacement effects take place, when I set up some ground scenario with defense turrents and stuff, when I switch back to a vessel that is... 400km away... ?! What tricky things should I expect and what can I do against those trickinesses ? Any best practises?

I mean, on your YT channel, there are videos with long range cruise missiles. That looks fun. 

I want to have fun doing similar things. So tips are very very welcome

Edited by Rakete
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6 hours ago, Rakete said:

@jrodriguez A short question. When I place targets on the ground and then fly with my attack plane to them and enter the set physics range the objects on the ground glitch out and are place on some very wild places and trajectories.

What can I do against it? I could set the physics range to large values (e.g. 600km for all around kerbin), but that would also mean, that my orbital stations around kerbin would also be loaded at all times (and also having the long-range-PRE-bugs that you mentioned in your OP), when I have PRE active to do some BDA-Missions (like doing a long range cruise missile "mission")

21 minutes ago, Rakete said:

Yeah, the Idea is, to do some BDA mission with the both teams not starting right next to each other. To do some kind of a mission, where you fly to the opponent's area, attack all the gathered ground vessels and fly back home. This doesn't really make sense, if you only have to fly 10 km to the target, to drop a big boomstick

If I have no satellites in lets say 600km distance (because they are in higher orbits), can I set pre to said 600km or will also strange displacement effects take place, when I set up some ground scenario with defense turrents and stuff, when I switch back to a vessel that is... 400km away... ?! What tricky things should I expect and what can I do against those trickinesses ? Any best practises?

I mean, on your YT channel, there are videos with long range cruise missiles. That looks fun. 

I want to have fun doing similar things. So tips are very very welcome

I'd suggest the following. Use Kerbalkonstructs to set up static bases, buildings, road, etc where you can place all your mission vessels. You should never place them on terrain to avoid colliding when entering/easing physics range. Then disable the terrain extender option from Presettings file and set the range to something like 60-70 kms for standard air/ground warfare or if you want to test something like long range cruise missile 300 km could be enough.

Edited by jrodriguez
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On 1/18/2023 at 12:15 AM, jrodriguez said:

I'd suggest the following. Use Kerbalkonstructs to set up static bases, buildings, road, etc where you can place all your mission vessels. You should never place them on terrain to avoid colliding when entering/easing physics range. Then disable the terrain extender option from Presettings file and set the range to something like 60-70 kms for standard air/ground warfare or if you want to test something like long range cruise missile 300 km could be enough.

If the objects are placed on Kerbal-konstructs-elements they don't need the terrain extender? I thought the terrain extender was there to enable that?

Okay... Do they have to be placed on 'destructable' KK elements like runways or is a flat map decal (i think this is how it is called) sufficient? (e.g. tanks are more likely to be met in open terrain). 

And another question: Will it work, when I place mission vessels... lets say in 250km distance on KK-Baseparts and then switch to a vessel in those 250km distance and fly to the base with the grounded mission tsrgets while physics range is set to 50 km and terrain extender is off. Or will the ground vessels get thrown into the air/destroyed upon entering physics range?

 

Edited by Rakete
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  • 1 month later...

I'm getting an issue where the game will uncontrollably switch between vessels around a celestial body (including flags). I'm fairly sure this mod is the cause as disabling it via the in-game toolbar prevents it. Any suggestions on how to fix?

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  • 2 weeks later...
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  • 5 weeks later...
On 5/6/2023 at 2:15 AM, Wacky Jacky said:

Most likely the culprit for similar issues I encountered with constant vehicle switching.  Disabled the mod via the in-game "PRE" button and zero issues now.

Same here, I smell excrements code

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  • 1 month later...

so em i have it installed but it seems to not work any idea why?

 

i can see the mod in it and it shows it but mod icon is blank and wenn i put numbers in it wont work like is there a specific number that i have to put in os is it just bugged for me?

 

 

Edited by ghost guard
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On 7/20/2023 at 2:37 PM, ghost guard said:

so em i have it installed but it seems to not work any idea why?

 

i can see the mod in it and it shows it but mod icon is blank and wenn i put numbers in it wont work like is there a specific number that i have to put in os is it just bugged for me?

 

 

Nvm i fixed it i think i  might have  deleted something and it broke 

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  • 3 weeks later...
On 3/28/2017 at 3:25 PM, jrodriguez said:

About

This is a KSP mod based on a initial piece of code written by BahamutoD for BDArmory and improved by myself and test with the help on the entire BDAc team.

Basically it extends game physics range and the terrain loading distance. This will allow you to switch between vessel that are far away or even to see an orbital station from a flying plane. 

REQUESTS  AND IDEAS TO IMPROVE THE MOD ARE ENCOURAGED!

Donations = Motivation

btn_donate_LG.gif

 

Download

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

Issues

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

Changelog

  Reveal hidden contents

= v1.21.0
- Recompiled for KSP 1.12.2


= v1.20.0

  • Recompiled for KSP 1.11.0
  • Improved physics ease/landing method when TerrainExtender is Enabled

= v1.18.0
- Recompiled for KSP 1.9.0
- Fixed issue were the camera was broken after switching to a new landed vessel if the active vessel was in IVA.

= v1.17.0
- Recompiled for KSP 1.8.1
- Added extension method for other mods to enable/disable PRE if needed (Thanks to @DoctorDavinci)

= v1.16.0
- Recompiled for KSP 1.8.0

= v1.15.0
- Fixes issue were the initial loading was triggered when a 2nd vessel was loaded.
- Fixes issue in which the active vessel was lifted.

= v1.14.0

- Hotfixes for KSP 1.7.2.

- Flickering improvements for low altitude vessels.

= v1.13.0

- Fixes to terrain extender to avoid landed vessels to crash.

- Recompiled for KSP 1.7.2

v1.12.0

- More improvements for landing of boosters.

= v1.11.0
- Full rework of Terrain Extender to enable reusability of boosters.

= v1.10.0
- Recompiled for KSP 1.7.0
- Fixed critical issue which make landed vessel to crash through the ground when entering into physics range. 

= v1.9.0
- Recompiled for KSP 1.6.0
- Added the Cam fix multiplier option so users can tweak the camera distance if they are not happy with the fix.
 (Bear in mind that the camera fix is the only way to prevent the flickering when the active vessel is very far from the floating origin)

= v1.8.0
- Recompiled for KSP 1.5.1
- Default range reduced to 50 km
- UI simplifed. Removing options that were not used
- Added button to disable de mod.
- Added message to warn the user when the flickering fix is activated.

= v1.7.0
- Recompiled and upgraded for KSP 1.4.3
- Adding option to extend terrain loading distance (thanks to Gedas)
- Flickering fixed at 99% after applying a dynamic update of the near clip plane of the main camera.
- Landed range removed, only one range is needed now :)

= v1.6.0
- Recompiled and upgraded for KSP 1.4

= v1.5.0
- Fixes de-orbit vessels when entering Global Range distance.
- Unload landed or splashed vessels to prevent its destruction when the active vessel is about to change its reference frame (from rotation to inertial).
- If the user decide to increase the range while there are orbiting vessels unloaded. 
  The new range will not be applied to these vessels to prevent de-orbiting. The game should be saved and loaded again for safety.
- A new toggle button has been added to the UI allowing to "Force" the ranges, overriding all the safety checks.
  (This may cause undesired effects like orbiting vessels de-orbit or landed vessels destruction)
- New screen messages have been added to inform the user about events.
- PRE icon visible in all scenes

= v1.4.0
- Recompiled for KSP 1.3
= v1.3.0
- Added GUI to enable/disable the mod and adjust the ranges
- Several code improvements
= v1.2.0
- Added settings.cfg to allow adjust the ranges.
    RangeForLandedVessels: parameter that can be reduced in order to avoid landed vessels to crash into the terrain
    GlobalRange: For all scenarios different than Landed.
= v1.1.0
- Extending to 2000km. Compiled for KSP 1.2.9
= v1.0.0
- Release

(*) You might experience some of the following effects when the range is extended > 100 km: vessel shaking, lights flickering, phantom forces, etc.

There is a bug with LMP where ships glitch when near eachother

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  • 1 month later...
  • 1 month later...

Hello, help me solve the problem, this happens when you leave the physics zone and return back, it does not depend on speed. Game version 1.12.5. I tried to set different physics ranges, disable and enable TerrainExtenderEnabled, if you turn it off, long-range crafting simply falls apart and even before approaching I can only see debris flying away. I tried both with mods and with a vanilla game, the result is always the same.  Also, I rolled back to version 1.12.2, the result is the same. The maximum sphere of physics that does not break my craft 9-17 km

GIF_16_10_2023_2-01-23.gif

Edited by VERT
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