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ioresult

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Everything posted by ioresult

  1. Good to know. I'm playing with my own RSS Rescale to one third (or 3.33 times original Kerbin) and discovered by trial and error that to reach orbit the dV requirement is a bit less than twice. SQRT(3.33) is 1.82. Not too bad. I love RSS One Third! Next on my roadmap: Galileo 6.4!
  2. Okay, @Snark, you win the argument this time! I guess I'll just have to push the sliders to the right!
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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
  8. 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,
  9. 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.
  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. 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!
  12. 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.
  13. 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.
  14. 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
  15. Thanks for the add. What interests me are the structural (square) wings. A node at the center of each side.
  16. 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
  17. Woohoo! Now to study Kopernicus PQSMods to help modelize UltimaThule!
  18. Aah! no more empty space plane after verifying lift vs mass centres on reentry! Also, easier to fill/empty all these little tanks on that space plane you want to keep balanced on the whole flight envelope.
  19. So I found how to correct my persistent.sfs save file to have my wings properly connected to their respective stubs. The root part of each wing get's their parents set to 0 (parent = 0) and surface-attached to -1 (srfN = srfAttach, -1). After correcting the 0 and -1 to the proper parent, then everything seems to be normal. Rover Dude, if you're listening, do you think you could fix that please? Thanks. If not, it's not so bad, I just rename my plane to a unique name, look for it in the save file, edit it (looking for and fixing parts with parent=0), then reload it.
  20. I changed the attach rules of the ports from attachRules = 1,0,1,0,0 to attachRules = 1,1,1,1,0. It works in the editor. I still have to quick save and quick load, to have the wings parts of the physics world, but once the game reloaded, the wings are attached to the root node and not the wing stubs. They're all wobbly and after playing with physics warp, I can see that they wobble around the root part. The root of the plane is the nose, and I have construction ports near the nose. If I compress the wings first, and then compress the nose, then the wings become offset. If I compress the nose first, then the wings, they're not offset, but very wobbly. All I'm left with is having the wings attach to the stubs (their parent) instead of the root part.
  21. Hello Community and Rover Dude, I'm trying to break up a plane with very long wings to fly on Thatmo so they fit both inside a rocket fairing and a warp space bubble (using USI Warp engine). Since wing panels don't seem to have nodes, the welding ports don't attach. So I'm trying to use the physicsless Cubic Octagonal Strut part as an attachment point. When I try to compress parts, that breaks the game: the two parts that are supposed to fuse (the plane body with wing stub and the rest of the wing) aren't affected by physics anymore. On the runway, they start drifting apart into the air and even at full thrust, the engines have no effect. In orbit, on rails warp is disabled because of some phantom acceleration and the orbit changes even with zero gee force (I guess they're going in a straight line and do not follow an orbital path anymore since they aren't affected by gravity anymore). If I use the modular girder segment as attachment part, then it works fine. But they're heavy and cause a lot of drag. Should I patch a .cfg to make a "konstruction" Cubic Octagonal Stut with physics enabled? Is there a way to configure the ports to attach anywhere like the Strut? That would be even better than using an intermediate part. PS I'm running KSP 1.3.1. An old save with a lot of mods that would break if I try to upgrade. It's one of the last things I want to do in that save before starting afresh on a Galileo planets pack in 1.5.1.
  22. Congratulations on your obviously very good internet connection. We all needed to know that.
  23. Wow hard at work or hardly working at all? Basically during one week, you patched a config bug and added a sprintf? That's the work of a couple of hours tops including testing! I'm scared for the future of this game!
  24. Thanks @Poodmund, biomes look good! My own fix trial had some biomes overlapping, missing or set in the fuzzy boundaries between two of them, all in all about 90% functional. Now it's 100%. Good! Now for fixing Priax's near space altitude fully 3 kilometres below the deepest crater and we're all set! (It's currently set at 5km height and the deepest crater bottom is at ~8200m altitude.) Maybe use a VertexHeightOffset to fix the zero level altitude? PS: If you look at my posting history, you'll see that I'm systematically going through every OPM moon and planet one by one, using scansat, dmagic and SEP for science. I don't read all of them and as long as they get me science (which I'm converting into funds to buy USI warp engines) I'm good. I nevertheless still noticed that some scientific experiments think I'm on Bop or Moho. I see what you mean by borked!
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