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Zeenobit

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Everything posted by Zeenobit

  1. I still crash with the alternate DirectX 11 shaders options unchecked. I am using the latest version v0.0247 which came with Stock Visual Enhancement v1.0.4. I have tested uninstalling SVE and using default Scatterer v0.0247, and I still crash. So the issue can't be from SVE. I'm not sure which artifacts you're referring to with the previous version.
  2. I've been crashing with the latest version of Scatterer when I try to load a saved game. I have "-force-d3d11" enabled, and using the alternate DirectX 11 option in Scatterer ("loadAlternative_D3D11_OGL_shaders = True"). Any suggestions? I'd rather not switch to DirectX 9 or OpenGL, since they offer far worse performance.
  3. I'm wondering if anyone knows what happened to the circular, structural bracket parts that used to come with this mod. I'm talking about these, that were available a long time ago (screenshot is from KSP 0.25): I really loved them because they gave crafts a very rigid look, and it "tucked" away the fact that Universal Storage wedges stick out a bit from the sides: Without the brackets, it looks especially bad on the 2.5m mount. Does anyone know where I can find the braces or why they were removed? Since Kerbal Stuff has shut down, I can't even get an earlier version of the mod to get those bits.
  4. I see. So then the mode is not working as intended. Does the version @Aelfhe1m forked fix this issue for you? Also, are you using the Automated Screenshots to take the shots? Wow. That is kind of amazing. I would be happy to merge this into master branch if you're ok with it as well.
  5. Hey all, Sorry for the long absence. Unfortunately I haven't been paying much attention to KSP and this mod due to various circumstances. I do plan on picking KSP back up once 1.1 hits, and that's when I'll probably resume working on this mod. Minus the time bug @ZobrAA has found, it seems like it's fairly stable as-is. Either way, here's some answers to your questions: I'm not sure what could be causing this as the values I get for time are coming straight from KSP's API. It really depends on how Sensible Screenshot gets its values. Not sure what you mean by heading. Could you elaborate, please? The two mods aren't really compatible with each other since the last time I checked this. The way Automated Screenshots works is that it uses a different mechanism to capture a screenshot than the standard KSP API's way. Historian listens to the standard KSP screenshot event. Unless we make a collaborate effort to make the two mods work with each other by firing and listening to custom screenshot events, this cannot be fixed. It's definitely something I can look into again once I resume work on this mod. This feature already exists. Just press "Load" in the Configuration Window. It loads all existing layouts back again from hard drive while the game is still running. 1. I haven't really updated the mod for 1.0.5. Not sure what could be the cause of that. If the mod just works without the flicker, then I don't think there is a problem. 2. "Always display configuration window" allows you to always show the configuration window even if you have the game UI hidden. This is so that you can edit your layout in the background and keep UI off and still keeping the Configuration Window visible to press "Load". To be really honest with you, I have no idea. I'll have to investigate this issue further once I resume work on this mod.
  6. ... I would buy that if it was just a regular USB stick. Even better if it was the upper stage of Kerbal X.
  7. @Wercho, Looks awesome! Thanks for sharing. I added a link to the first post!
  8. @linuxgurugamer, That's a good suggestion, but I think I have a better idea to make it a lot more flexible. I'm currently re-writing the implementation of Historian. What I always wanted to do was to have placeholder values with parameters. Something like: <Year format="yy"> Would give something like this for the 2nd year: 02 Or: <Time format="hh:mm:ss"> Then I could extend this system a lot more easily to include very complex values. Building on top of this, you can then have text collections: TEXT_COLLECTION { ID = MyAwesomeCollection Values = { "Hello, World!", "This is awesome!", "I am on <Body>" } } <RandomText from="MyAwesomeCollection"> <SequentialText from="MyAwesomeCollection"> So on and so forth. Also, regarding the <Crew> bug, feel free to release your DLL as a patch. - - - Updated - - - Thanks! Feel free to share your config when you make it! As linuxgurugamer mentioned, this has been a oopsie on my side. Apologies for that. If linuxgurugamer is willing, he could release a quick patch to fix this (I can't thank him enough for helping me out with this mod while my hands are tied!), or simply wait till the next release of Historian, which I'm currently working on.
  9. It's not the implementation challenge that makes me not want it. To me, it'd be much cooler if you had a collection of texts, for example: "<Crew> checking the consistency of <Body>'s dirt ..." "<Crew> wondering what <Body>'s dirt tastes like ..." "<Crew> landed on <Body> in the name of science ..." "<Crew> pretending to be happy for the camera while landed on <Body> ..." And then every time you take a screen shot while landed, it would pick one of those at random. To me, if it's on a cycle that keeps rotating, it would look very monotonous. I can't think of a situation where a rotating cycle would be more ideal than a random one. But ... if I can find a way to "describe" a collection of texts using the existing framework of Historian (working along other elements such as SITUATION_TEXT) that's easy to use, then deriving a random and rotating variation of it would be easy.
  10. 1) Not sure what you mean here, but you can refer to the documentation for Situation Text for a list of the situations it supports: https://github.com/Zeenobit/Historian#situation-text 2) That is actually a great idea. I think a Random Text element would be more useful; but a cycle variation could be made to increase options. The tricky part is how to incorporate this into existing elements. Maybe it should be a Random Placeholder instead that refers to a group of text values. Definitely something I'll investigate for the next release. Thanks for the idea!
  11. Done. Everything should be updated to point to Historian v1.1.1. I will update to version 1.2 at a future date with a few more features; I'll keep you posted in the event that the interface changes. Thanks again for the help.
  12. Feel free to send me an intermediate release. I'll mark it as Pre-Release of the next version and publish it. Later, when I get the time, I'll make an official release. Thanks so much for the help! Thanks! Glad you like it!
  13. Hey linuxgurugamer, That is an awesome mod you have there! Automatically hiding the UI for a screenshot is something I've been wanting to do for a while. In regards to your suggestions and requests, I like them. Unfortunately though, I'm very busy in RL right now with no time for KSP. And I'm on a fresh PC as well, without KSP or any of modding tools. So it may be a while before I can release an update. If you're eager, feel free to make a pull request and implement your changes. I can later make a temporary release with your credit until I get things back in order. Cheers! Edit: Also, in regards to your question about F1 key and Situations. Yes, I do intercept the F1 key. I didn't want to have the use use a different key for Historian screenshots, and I didn't want to perform a manual Unity capture because I wanted Historian to slide into the default flow of things. But I'm open to making this feature optional. As for Situations, I see no reason why a public API for overriding Historian parameters should not exist.
  14. 1. See below. 2. Yes! Maybe. Probably. Stand by for the next release when I get time (very busy these days)! Hrm. That's very strange. I'm not entirely sure why I put the "Vessel.GetSituationString(vessel)" part in there to begin with. This is what happens when I do anything at 3 AM. I'll fix this in the next release. <Crew> should not have any situation text on it.
  15. Yes. This is due to the native plugin being loaded and KSP/Unity not being 100% cool with it. They're only 92.3% cool with it. Both Sentinel and GCMonitor should throw this exception as they both depend on the same native plugin. You are fully correct and I stand corrected. It seems like my tests with RAMRush were nothing but placebo effects doing their thing. Not sure why you're mentioning this here. Might be more useful to forward this to Sarbian in the GCMonitor thread. No. The entire purpose of this mod is to only warn your usage in the most minimalist way possible. In my mind, there is no need for you to monitor your memory usage as a percentage. You only need to worry when the program tells you to worry. Otherwise, keep playing. Simple. Effective. Easy. It just demands a bit of trust on your part. Ask yourself: Do I really NEED to know exactly how much RAM I'm using? Or do I just need to know if I'm close to capacity or not? But if you can't trust the machine, then maybe GCMonitor has the feature you are asking for. So maybe you should check it out! Thank you! Unfortunately, I don't think I will be updating this mod with new features due to time constraints. Adding a toolbar button should be easy enough. No promises, but I'll keep it on a sticky note ... somewhere.
  16. You can already do this using the PICTURE element. Check the documentation for details. In summary, you can create a block like this in your layout file: PICTURE { Anchor = 0.0,0.0 Position = 0.02,0.05 Scale = 1,1 Texture = Squad/Flags/default } Simply put your image somewhere in a folder in the GameData directory and replace the path in `Texture` with your own.
  17. This is perfect! I'm surprised it took us this long to finally get this mod! Thanks!
  18. I was a bit disappointed too. There doesn't seem to be a way exposed to detect a right click on the stock launcher buttons.
  19. That's fair. My issue with timed builds is that the process of setting up an extra-planetary launch pad is incredibly difficult, yet rewarding in of itself. Having to set up a base, carry all the initial "seed" resources, create the resource chain, etc etc, takes a lot of time and provides a lot of fun. The extra time required to build rockets is just unnecessary, in my opinion and reduces the fun in favour of realism. If you're concerned about needing Kerbals, which is very valid and a point I like, then why not optionally make it so that you need X number of Engineers, Scientists and Pilots to insta-build rockets at full efficiency? If the player has less than those numbers, then the rockets would cost more to build, but it wouldn't affect the construction time. You could even take Stupidity into consideration for this. Think of it like this: The stupid, unskilled Kerbals are more likely to waste resources in the Kerbal trial-and-error brand of engineering building the same rocket compared to specialists and smarter Kerbals with more experience.
  20. Thanks for the awesome mod. I'm using this with MKS/OKS. One question I have though, is whether or not I can disable the construction time for building vessels. Basically, as long as I have the required resources, I want the rockets to be built instantly.
  21. Version 1.1.0 is up. Features Added option to Suppress Historian with the right mouse click on the Toolbar button (Only supported on Blizzy's Toolbar) Recompiled for KSP 1.0.4
  22. How did I not know about this pack? Making an SR-71 is gonna be so much fun now!
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