ioresult

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About ioresult

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  • Location Québec, Canada

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  1. Okay, @Snark, you win the argument this time! I guess I'll just have to push the sliders to the right!
  2. There are airless moons with huge mountains. Especially with planet packs like OPM (Priax comes to mind). I've crashed more than once especially in map mode in low orbits. I've even recently crashed on Earth's Moon because I thought I was 11km AGL but I was in ASL and hit a 11.5km mountain. Switching high up makes the altitude fluctuate, but I really just look at the big numbers. So no surprises 10 seconds before impact when it's too late to burn radially. Same reason in atmosphere if I'm flying above high mountains. OPM's Tekto is a good example. Lift comes very high up but low gravity also means high plateaus and mountains. I like to see AGL when approaching KSC on Kerbin over the mountains there. Also when trying to approach the two mountain monoliths using a VTOL on Kerbin. I like doing weird stuff, that's all. I can continue using Kerbal Engineer it's no trouble.
  3. Snark, thanks for the mod. A suggestion: Can you add the option of having it switch to AGL immediately upon switch from High to Low Space in a vacuum? Also switch to AGL immediately upon entering atmosphere (or at a certain percent of sea level pressure, use case for me: at the moment wings can generate significant lift...)? That's how I like it.
  4. Would you consider sharing that patch of yours? Also, about Restock+ redundant parts, I've played with the deletion feature of Module Manager so I may be able to add to your patch. Thanks.
  5. ioresult

    [1.3] USI Life Support [0.5.0]

    Yeah PR 280 seems to have been merged to main on feb 4 and v1.1 was released on feb 5. And I'm using it. I probably started my current career game on a previous USI-LS version. Thanks.
  6. ioresult

    [1.3] USI Life Support [0.5.0]

    Hello @RoverDude I think there is an issue with localization in USI-LS. I'm using French and then Bill starved. His trait in persistent.sfs ROSTER was "trait = Engineer" before starving. Once back on land, he became "trait = Ingénieur" and then all hell broke loose. The game doesn't know what to do with traits it doesn't understand. The parser simply stops processing right then and there. Bill was the last kerbal ever. That was until I got to look at the SCENARIO -> LIFE_SUPPORT_SETTINGS -> STATUS_DATA node where Bill's old trait is: "OldTrait = Ingénieur". So there. You're taking the localized string to store the old trait for the USL-LS scenario. Also, all other OldTraits are now in French (Touriste vs Tourist, Pilote vs Pilot, Scientifique vs Scientist). Can you fix that please? Thanks
  7. I agree. Sorry for starting a debate. Let's go back to my original question that was exactly related to MM, no less, no more: Is there a way of filtering out duplicate root nodes using an MM patch? Thanks,
  8. I still don't see clouds on the main screen on my game and I don't care. The thing is that cbNameLater screws around with a bunch of other mods like WayPointManager and others who rely on Name=Kerbin and not on cbNameLater anymore. My log gets spammed 40 times per second with "Couldn't find celestial body with name 'Kerbin'" and my game to stutter to a halt. Galileo had to change GPP the same way. So removing only cbNameLater causes a huge mess of "object not set to an instance" log spam and no more clouds anywhere. And to fix that, I need to patch all instances of Name=Earth and Body=Earth. Galileo also did something clever to the "Name=" entry to separate GPP secondary and primary. See scatterer: https://github.com/Galileo88/Galileos-Planet-Pack/blob/master/GameData/GPP/GPP_Scatterer/Configs/Scatterer_PlanetList.cfg Gael Primary: https://github.com/Galileo88/Galileos-Planet-Pack/blob/master/GameData/GPP/GPP_Planets/Gael_A.cfg Gael Secondary: https://github.com/Galileo88/Galileos-Planet-Pack/blob/master/GameData/GPP/GPP_Planets/Gael_B.cfg So yeah, something's going to have to give. Galileo went and fixed all repercussions of removing cbNameLater. It took a lot of work, but it works and I took inspirations from what he did.
  9. Yeah well, I'm new at RSS, I've been playing on a single play through with OPM since v1.2 and never bothered upgrading my game above 1.3.1. Also, I didn't want to bother modders with newb questions until I had a real good one. So now that I have the great @sarbian's attention how about that root node duplication? Do you have any idea if it's fixable? Or if it's any use trying? I'd be happy with four Kerbin atmosphere patches one above the other, three Jools and a couple Dunas, but I don't even have these planets in my game. I can just edit them out in their respective directories, but like I said, I was wondering if it was possible to fix everything with patches. I'm starting to like patches!
  10. Yeah well, I'm new at RSS, I've been playing on a single play through with OPM since v1.2 and never bothered upgrading my game above 1.3.1. Also, I didn't want to bother modders with newb questions until I had a real good one. So now that I have the great @sarbian's attention how about that root node duplication? Do you have any idea if it's fixable? Or if it's any use trying? I'd be happy with four Kerbin atmosphere patches one above the other, three Jools and a couple Dunas, but I don't even have these planets in my game. I can just edit them out in their respective directories, but like I said, I was wondering if it was possible to fix everything with patches. I'm starting to like patches!
  11. Ah I see why you would be interested, being the author of the mod I'm thoroughly thrashing. I'm sorry. It's not just RSSVE, it's also RealSolarSystem. File https://github.com/KSP-RO/RealSolarSystem/blob/v14.0.0/GameData/RealSolarSystem/RSSKopernicus/Earth/Earth.cfg has the line "cbNameLater = Earth" that needs to be killed. "Template {name=Kerbin}" is ok and so is "Properties {displayName = Earth}". cbRenameLater has been deprecated and now all the more recent mods use Kerbin as the primary's name in their internal config. @Galileo did it for GPP a few months back. I had to go through a history of "Couldn't find CelestialBodyName Kerbin" log errors and also Gael errors in order to understand the stuttering problem. Had to go through the forum history for every mention of that error. It took me a week to figure it out. I'm still at work, so I'm doing this by memory, but I think that in RSSVE, all mention of "name = Earth" needs to be changed to "name = Kerbin". My patch is very generic. I think I also did it for every mention of "body = Earth" too. Not sure. And as for "pull requests" I keep seeing that everywhere in the forum and I also see several "pull requests" unfulfilled for months on other mods. I also saw that RSSVE hasn't been updated in months so I thought it would have been useless to do so, I thought it abandoned. The only reason I worked so hard in making it work is that I wanted some goddamned beautiful clouds on my goddamned one third resized Earth! I'm stubborn that way! Also, my patch needs more testing before I want it committed and I'm tired of testing and tweaking my patches, I want to play! I deserve it! My new game has about 78 mods and about a dozen patch files to make all of them work together. I've been working on that new play-through for a month now.
  12. Hello @sarbian and @Sigma88. I've been using Sigma Dimensions and in it there's an excellent patch that removes duplicate nodes: https://github.com/Sigma88/Sigma-Dimensions/blob/master/GameData/Sigma/Dimensions/Configs/Bodies/Fixes/removeDuplicates.cfg The situation: I've created a .32x redimensionned RSS with RSSVE and scatterer. I've learned a lot on patching using MM in the last couple of weeks and now my config works like a charm in 1.6.1. I love it. I've extensively used -mm-dump for debugging purposes. I still don't quite understand how I made it work so well; at some point I had black Titan and Venus, white Earth, Jupiter and Saturn, lost all clouds, unplayable stuttering, etc. The thing is that there are several configs with duplicated root nodes (such as Scatterer_planetsList and PlanetshineCelestialBody) especially mods which don't have a unique generic root node. And then in ksp's log, I can see that some planets have their atmospheres patches applied multiple times. I don't know if it reduces performance or memory efficiency, but It's annoying (it itches at my perfectionism). The Question: Is there a way of filtering out duplicate root nodes? I've tried by moving Sigma's filter trick up to the root level. MM doesn't complain, but it doesn't seem to do anything. Also, I don't want to go change RSSVE or scatterer directly. I'd like to do it with patches because I don't want my changes to get overwritten every time I update a mod. Thanks. PS: BTW if anyone would like to have my patches, I'd be happy to share. RSSVE is riddled with deprecated configs that need to be fixed and if anyone would like to try them, it would be my pleasure. I've taken some inspiration from SSRSS (which is also a bit outdated but that's another story). I still have issues with volumetric clouds creating an opaque fog bank at mid altitudes (10km thereabouts) , but I'll get to it eventually.
  13. Hey I started to see KSP-AVC notifications that 1.9 is ready, but it's not. Can you fix that please? .version file at following URL says 1.9: https://raw.githubusercontent.com/Kerbas-ad-astra/SMURFF/master/GameData/SMURFF/SMURFF.version Thanks
  14. Thanks for the add. What interests me are the structural (square) wings. A node at the center of each side.
  15. Hey @Geonovast, that's a good idea. Can you add superfluous attach nodes to wings? The idea is to separate wings with docking port. The trick I use now is to permit docking ports to surface attach, but I think adding nodes to wings would be better. I'm using USI Konstruction from @RoverDude and I was trying to assemble a large plane in orbit after launching the wings separately. It proved a bit difficult and Konstruction doesn't like to compress surface attached stuff. Thanks