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Poodmund

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Posts posted by Poodmund

  1. Short answer, no.

    Long answer, this mod is just a bunch of configs and textures. If you feel that this mod has stopped functionality in your install, the only thing it could be is the bundled MiniAVC.dll file that was was widely distributed back in the times of KSP 1.3. Either, delete the file from your install (GameData/PoodsOPMVO/MiniAVC.dll) or download and install the mod Zero MiniAVC and give that a try.

    You're using a mod that is listed as compatible/to be used with KSP 1.3.1 in an install of KSP 1.12.5. It might be a dependency of the mod Outer Planets Mod Volumetric Clouds but this is more so an issue for the creator of that mod to highlight any issues with installing this mod in an instance of KSP 1.12.5.

  2. Congrats, Jonny. You're a testament to the greatness of the KSP community! :D

    For the reference of CKAN users out there who may have previously had mods like FAR (Ferram Aerospace), Photon Sailor or Infernal RO-Robotics installed, and now want to install TweakScaleRescaled, CKAN will throw up an incompatibility issue due to the already installed TweakScale-Redist dependency conflicting with TweakScaleRescaled-Redist.

    CIWVi1G.png

    In this case, before installing TweakScaleRescaled, uninstall TweakScale-Redist and install TweakScaleRescaled-Redist, all in one go, by unticking and ticking them, respectively, and then clicking apply:

    7zU95IM.png

    Once replaced, you can go and install TweakScaleRescaled without issue:

    eI2qWf9.png

    ----

    Happy scaling! :D 

  3. On 2/4/2024 at 7:40 PM, Moh1336 said:

    I honestly think it is short sighted to think it's a good idea for the devs to work on modding tools and compatibility at this stage of development.

    Right now the game is in a very unfinished state hence it being an Early Access title, things are constantly being changed/updated/added/fixed. Releasing and supporting mod tools right now should not be a priority by any stretch of the imagination. When things settle down and become more stable and the end of EA is in sight, then setting time aside to looking the modding side would make perfect sense. Right now is simply not a logical thing to do. Let the devs focus their time where it is truly needed.

    On 3/1/2023 at 8:30 PM, Poodmund said:

    Furthermore, there are currently a significant number of bugs present in the game that must be addressed before modding can commence in earnest. The fixing of these bugs may affect the API, making it difficult or even impossible for modders to create content that is stable and compatible with the game, potentially disrupting player experience. We challenge the development team to prioritize the resolution of these bugs so that mod developers can work with a stable and reliable platform.

    As addressed above, we appreciate that there are many significant bugs and performance issues currently in the released version of the game that are affecting player experience and gameplay. We feel that these should remain the focus of development to ‘fix’ the game for the core audience.

    And that is exactly what was said in the OP

    ...

    Anyway, this whole statement of feeling/concern was expressed almost a year ago now. The sentiment has not changed as the state of KSP2 has not changed all that much. The recent posts here are not really on topic for what the thread was intended for. Lets let sleeping dogs lie, eh? For now...

  4. Here is a link to the discussed patch: 

    I assume the player will put a Docking Port Jnr on the top and a Spark engine on the bottom node so that is what the patch uses to offset the CoM of the M.E.M to try and neutralise RCS thrust torque. This doesn't completely zero out due to the bad design and lack of consideration to the RCS thruster placement on the part.

    @Chris Bolland, have you considered using Tweakscale: Rescaled to increase the size of the M.E.M? https://spacedock.info/mod/3514/TweakScale Rescaled 

    I wouldn't normally recommend using Tweakscale but JonnyOThan is doing a great job in cleaning up any mess from the legacy implementations of the mod.

     

  5. Considering this is the recognised topic on this, I'll cross-post my thoughts from elsewhere:

    I think CommNet provides a challenge for controlling un-Kerballed craft in different challenge steps and occlusion plays a part, differently, at each of these steps.

    • Progression Step 1: Low Kerbin comms - Setting up a low-to-medium altitude relay constellation to allow for communication around Kerbin - Occlusion feature impact: Large (Kerbin being in the way of the KSC has a massive impact)
    • Progression Step 2: Munar/Minmus comms - Setting up a moon based constellation to allow for probe communication on the far side of the moon - Occlusion feature impact: Medium (you are usually already captured in orbit but would often lose comms signal on the far, dark side of the moon)
    • Progression Step 3: Interplanetary comms - Setting up comms networks to communicate at large distances - Occlusion feature impact: VERY low (typically, the arc angle at interplanetary comms distances is incredibly minute and occlusion by other planets is easy to mitigate)

    I know Intercept want players to accelerate to Progression Step 3 as quickly as possible in comparison to typical KSP1 gameplay but I feel that a lot of people spend a significant amount of game time in the first 2 steps, where occlusion plays a big factor.

    Therefore, I would say that for CommNet to be a successful implementation of gameplay feature, it should really include the core mechanic of occlusion. Without occlusion, I honestly didn't think CommNet was working in KSP2 before I learned that occlusion wasn't implemented.

    Quote

    Nertea: Lots of the depth people would want requires a set of supporting visual and planning tools that are a fair bit of work to design and build... I think I could say with some confidence that increasing CommNet complexity has to come with more visual and planning tools.

    Although I see this being a long way off, time wise, this is absolutely the right perspective on this issue.

     

  6. 18 hours ago, joratto said:

    I think the distinction led to interesting gameplay in KSP1. 

    The difference in shape (relays being mostly static and cumbersome) was an interesting design issue for the player but the whole direct vs relay mechanic was terribly communicated to the player and more often that not just left players frustrated (see the number of Reddit threads where people were asking why their vessels weren't passing communication through). Add on top of that the fact that direct antenna didn't add their strength to the relay capability and it just caused a world of confusion.

    This is my opinion, as someone who liked CommNet, even more than RemoteTech... but CommNet had some real big flaws that were mostly due to a severe lack of communication to the player.

  7. I think CommNet provides a challenge for controlling un-Kerballed craft in different challenge steps and occlusion plays a part, differently, at each of these steps.

    • Progression Step 1: Low Kerbin comms - Setting up a low-to-medium altitude relay constellation to allow for communication around Kerbin - Occlusion feature impact: Large (Kerbin being in the way of the KSC has a massive impact)
    • Progression Step 2: Munar/Minmus comms - Setting up a moon based constellation to allow for probe communication on the far side of the moon - Occlusion feature impact: Medium (you are usually already captured in orbit but would often lose comms signal on the far, dark side of the moon)
    • Progression Step 3: Interplanetary comms - Setting up comms networks to communicate at large distances - Occlusion feature impact: VERY low (typically, the arc angle at interplanetary comms distances is incredibly minute and occlusion by other planets is easy to mitigate)

    I know Intercept want players to accelerate to Progression Step 3 as quickly as possible in comparison to typical KSP1 gameplay but I feel that a lot of people spend a significant amount of game time in the first 2 steps, where occlusion plays a big factor.

    Therefore, I would say that for CommNet to be a successful implementation of gameplay feature, it should really include the core mechanic of occlusion.

    Quote

    Nertea: Lots of the depth people would want requires a set of supporting visual and planning tools that are a fair bit of work to design and build... I think I could say with some confidence that increasing CommNet complexity has to come with more visual and planning tools.

    Although I see this being a long way off, time wise, this is absolutely the right perspective on this issue.

  8. The UI is probably the main gripe I have with KSP2 as of the v0.2.0 release...

    1.

    And that is mainly down to the font choice in some areas. I would like to say that the main, general font that is used throughout the game is REALLY nice, however, the pixel-y, console style font is very hard to parse and I find it hard to read. There are also some areas where some of the text is being displayed too small at a reasonable resolution. I would suggest that a minimum total pixel height be ratified by the UI team to ensure that text cannot be displayed too small on the screen (stage dV panels in the VAB) and also the option to toggle to replace all instances of the pixel-y, console style font to be replaced by the default font used elsewhere. 

    To be explicit, offer a toggle to replace all instances of the fonts 'SB Liquid' and 'SB Websnap' with 'Realtime Rounded', would be my suggestion here.

    2.

    Also, as mentioned elsewhere in the thread... SI units matter... and case matters for SI units. To add to the issues raised in this thread: 

    I have annotated this image to supplement the posts in the above thread.

    1SQm8l6.png

    In addition, the unit case on the navball speed and altimeter are incorrect.

    Hopefully by collating all the posts about these issues it can be cleared up.

    3.

    Also... it would be FANTASTIC if when you mouse-overed a data value, it presented the raw base value as a tool tip. For example, hovering over Kerbin's SMA presented a tooltip of 13,599,840,256m.

    4.

    Lastly, there are areas in the UI textures that feature dithered (pixel checkerboard) backgrounds. I presume this was done as a stylistic choice but this adds to the difficulty when reading the UI. It would be preferable, to me, if these dithered areas were instead, either, solid colour or represented as a gradient.

  9. Version: KSP2 v0.2.0 For Science!

    I've pulled issues from Kerbin, Moho and Minmus with annotations:

    1SQm8l6.png

    EDIT: In addition to my in-image notes:

    • Eccentricity should not be stated in units of degrees, it is unitless.
    • The Velocity metric under the Orbital Characteristics section should state 'Orbital Velocity'. 
    • The Gravity stat is being listed as factors of 1g but are being stated as m/s^2. 
    • The body masses are out by a factor of 1000 as stated in the image but I've also determined that the body mass differences between KSP1 and KSP2 are due to the difference in Gravitational Constant values being used by both games;
      • KSP1: 6.67408E-11
      • KSP2: 6.67430E-11

    As body mass in KSP2 is calculated using G, gEarth (9.80665m/s^2 - KSP1 uses the same value), gASL (of the body as a factor of gEarth), and the body radius... the difference in G between the two games is affecting the mass and density values between the two. Not sure what kind of knock on effect this has with other orbital or gameplay parameters. It definitely is an argument for the need of a separate KSP2 Wiki though.

    Also... it would be FANTASTIC if when you mouse-overed a data value, it presented the raw base value as a tool tip. For example, hovering over Kerbin's SMA presented a tooltip of 13,599,840,256m.

  10. This is a specific issue regarding a specific feature of the UI. To this point, I agree Linux, my major gripe with the UI as a whole and find it difficult to parse. The other widely used front is beautiful, it would be amazing if we could get to option to use this font across the whole UI.

    Disco Elysium did this wonderfully by allowing users to switch to the font, OpenDyslexic, for readability. Accessibility of product should trump aesthetic in this instance I feel.

  11. Seems like there's been some great optimisation passes since launch. Superb work! It would be fantastic to see 1% and 0.1% lows alongside Average FPS when looking at the benchmarks as, for a game like KSP, a nice constant 30fps is a lot more pleasant than say, a 60fps average with 1% lows of 5fps (frequent stutters or hitching).

  12. Body 1 Body 2 Minimum (km) Time Min (Kerbal) Maximum (km) Time Max (Kerbal)
    Moho Eve 3,546,908 Y5553:D356:3h:0m:40s 16,117,621 Y6108:D68:3h:3m:33s
    Moho Kerbin 7,289,385 Y8871:D45:2h:0m:40s 19,913,539 Y6528:D48:2h:59m:47s
    Moho Duna 14,641,065 Y7765:D233:4h:1m:57s 26,768,895 Y5796:D117:2h:2m:2s
    Moho Dres 30,052,322 Y7554:D306:2h:56m:14s 51,629,702 Y7906:D21:2h:0m:34s
    Moho Jool 60,949,012 Y9406:D10:1h:2m:50s 76,594,332 Y528:D176:4h:56m:58s
    Moho Eeloo 60,715,266 Y7873:D316:4h:1m:28s 119,514,349 Y9434:D365:0h:7m:39s
    Moho Sarnus 113,689,188 Y1873:D58:0h:59m:14s 137,899,413 Y8359:D46:4h:57m:25s
    Moho Urlum 238,529,726 Y412:D357:4h:3m:40s 270,103,862 Y9916:D226:2h:56m:8s
    Moho Neidon 397,824,635 Y7373:D239:4h:3m:5s 420,885,782 Y2500:D406:4h:56m:10s
    Moho Plock 390,654,083 Y2225:D425:1h:50m:11s 681,013,388 Y9523:D98:3h:0m:8s
    Eve Kerbin 3,668,829 Y643:D75:4h:1m:41s 23,530,852 Y2430:D23:4h:3m:46s
    Eve Duna 9,792,174 Y6246:D255:3h:49m:44s 31,665,478 Y8507:D237:5h:1m:37s
    Eve Dres 25,237,843 Y7185:D136:0h:58m:58s 56,462,866 Y3612:D76:0h:1m:57s
    Eve Jool 55,583,201 Y841:D232:0h:42m:9s 81,964,576 Y2234:D379:3h:46m:37s
    Eve Eeloo 56,926,652 Y7191:D155:2h:8m:48s 123,317,186 Y921:D130:1h:51m:13s
    Eve Sarnus 109,151,911 Y5080:D95:1h:52m:43s 142,445,164 Y704:D276:1h:7m:30s
    Eve Urlum 233,057,384 Y6479:D216:4h:1m:10s 275,576,891 Y5953:D330:2h:6m:51s
    Eve Neidon 394,262,257 Y6877:D28:1h:51m:22s 424,448,344 Y3160:D279:2h:50m:47s
    Eve Plock 386,792,768 Y8905:D30:1h:18m:47s 684,877,156 Y9770:D357:4h:9m:50s
    Kerbin Duna 6,069,283 Y4808:D380:0h:56m:24s 35,383,028 Y3095:D225:5h:59m:26s
    Kerbin Dres 21,402,402 Y1558:D365:1h:19m:1s 60,320,789 Y728:D290:3h:8m:53s
    Kerbin Jool 51,735,042 Y7427:D91:1h:3m:13s 85,812,078 Y2212:D47:4h:13m:57s
    Kerbin Eeloo 53,183,306 Y844:D229:4h:22m:10s 127,081,754 Y9554:D161:5h:5m:20s
    Kerbin Sarnus 105,481,041 Y1028:D97:2h:13m:47s 146,116,001 Y8020:D300:5h:0m:21s
    Kerbin Urlum 229,218,312 Y6722:D38:2h:10m:41s 279,415,713 Y8218:D173:0h:0m:7s
    Kerbin Neidon 390,533,330 Y9355:D83:3h:53m:48s 428,177,052 Y3987:D26:3h:4m:41s
    Kerbin Plock 382,964,603 Y3463:D39:2h:44m:18s 688,705,350 Y7049:D362:1h:42m:20s
    Duna Dres 13,732,281 Y3208:D290:5h:24m:11s 68,080,257 Y8645:D69:4h:57m:23s
    Duna Jool 44,584,550 Y2205:D371:0h:4m:2s 92,947,049 Y7841:D347:0h:41m:9s
    Duna Eeloo 45,090,424 Y6781:D388:0h:35m:54s 135,225,589 Y7165:D338:3h:5m:41s
    Duna Sarnus 99,018,997 Y8288:D250:1h:56m:38s 152,572,434 Y6783:D67:1h:58m:55s
    Duna Urlum 222,352,244 Y8015:D19:3h:24m:52s 286,277,601 Y1342:D107:0h:48m:56s
    Duna Neidon 382,771,145 Y1100:D248:3h:2m:30s 435,937,665 Y8450:D349:2h:58m:50s
    Duna Plock 374,816,799 Y2721:D10:5h:22m:54s 696,857,247 Y1360:D211:5h:21m:27s
    Dres Jool 24,526,513 Y2232:D114:5h:43m:56s 113,360,807 Y5605:D65:0h:19m:35s
    Dres Eeloo 28,689,105 Y2020:D420:5h:25m:50s 151,339,309 Y5305:D185:5h:15m:26s
    Dres Sarnus 72,640,229 Y156:D34:0h:4m:43s 179,121,564 Y536:D22:1h:45m:6s
    Dres Urlum 204,800,506 Y1471:D189:0h:41m:34s 303,705,198 Y1997:D39:4h:24m:49s
    Dres Neidon 359,526,182 Y5538:D197:4h:7m:40s 459,178,956 Y3638:D295:4h:39m:2s
    Dres Plock 358,888,476 Y5935:D149:1h:12m:44s 712,736,293 Y3338:D60:1h:8m:23s
    Jool Eeloo 11,420,136 Y9973:D153:0h:24m:24s 169,943,756 Y19:D260:2h:19m:15s
    Jool Sarnus 47,661,437 Y6544:D293:0h:30m:21s 203,907,221 Y1972:D83:0h:0m:59s
    Jool Urlum 177,434,493 Y9634:D54:2h:32m:35s 331,199,563 Y9998:D45:3h:12m:3s
    Jool Neidon 332,155,657 Y1587:D25:4h:37m:19s 486,552,250 Y3486:D243:4h:36m:41s
    Jool Plock 327,504,530 Y246:D376:3h:13m:15s 744,265,120 Y8038:D103:4h:23m:55s
    Eeloo Sarnus 16,988,828 Y547:D272:0h:47m:43s 243,123,110 Y6722:D324:0h:23m:39s
    Eeloo Urlum 135,614,911 Y1961:D2:3h:52m:19s 373,212,340 Y9928:D273:5h:41m:37s
    Eeloo Neidon 299,993,717 Y4675:D131:3h:17m:10s 519,198,233 Y3105:D287:3h:46m:23s
    Eeloo Plock 331,236,639 Y247:D163:1h:53m:4s 740,539,150 Y9767:D230:3h:41m:42s
    Sarnus Urlum 112,410,337 Y3:D415:0h:22m:37s 396,177,919 Y8051:D352:4h:15m:28s
    Sarnus Neidon 276,249,934 Y7567:D31:5h:38m:35s 542,407,147 Y6328:D421:5h:41m:2s
    Sarnus Plock 267,100,128 Y9648:D224:4h:28m:3s 804,676,295 Y4330:D99:3h:51m:23s
    Urlum Neidon 138,500,523 Y5550:D274:0h:0m:16s 680,197,580 Y1667:D336:1h:6m:41s
    Urlum Plock 140,799,541 Y3461:D218:5h:29m:17s 932,918,586 Y1358:D314:3h:6m:14s
    Neidon Plock 227,326,991 Y9812:D74:0h:21m:34s 1,079,565,277 Y129:D372:5h:26m:45s

    Manage to get this down to a 1 second resolution projected over the first 10,000 years. I think the game gets all wonky when you start getting to these dates as precision starts getting reduced so I don't think we need to go any further in time. Also, I expanded the calcs to incorporate all of the OPM bodies too.

  13. On 11/21/2023 at 7:37 PM, ctbram said:

    would it be possible to make a short video showing some examples of using this thing?  Either I am an idiot or things are not working.  There are no dropdowns just pages and pages and pages of what look like raw numbers so I don't know how to make use of it.   A short video covering a couple of examples would help.

     

    Thx

    Maybe. There are, literally, tutorial instructions on the page in a step by step format.

  14. Ah, nice. I will like edit the script to take in all the bodies and then crunch the numbers and spit the distances out in a nice format... and then see how small I can make the time step without turning my PC into an inferno. :D 

    EDIT: Well it seems it works well:

    >calcAll.py
    Enter name of the first body: Kerbin
    Enter the number of Kerbin years to run for: 1000
    Minimum Distance between Kerbin and Moho: 7289394665.366949 meters
    Maximum Distance between Kerbin and Moho: 19913537675.695507 meters
    Minimum Distance between Kerbin and Eve: 3668829002.2021995 meters
    Maximum Distance between Kerbin and Eve: 23530850549.623432 meters
    Minimum Distance between Kerbin and Duna: 6069286587.329437 meters
    Maximum Distance between Kerbin and Duna: 35383027778.77004 meters
    Minimum Distance between Kerbin and Dres: 21402499252.618446 meters
    Maximum Distance between Kerbin and Dres: 60320788648.104256 meters
    Minimum Distance between Kerbin and Jool: 51735044326.640366 meters
    Maximum Distance between Kerbin and Jool: 85812057514.17293 meters
    Minimum Distance between Kerbin and Eeloo: 53183312062.062584 meters
    Maximum Distance between Kerbin and Eeloo: 127081686577.7892 meters
    Minimum Distance between Kerbin and Sarnus: 105481066687.77617 meters
    Maximum Distance between Kerbin and Sarnus: 146115998963.23166 meters
    Minimum Distance between Kerbin and Urlum: 229218369395.3892 meters
    Maximum Distance between Kerbin and Urlum: 279415565156.50653 meters
    Minimum Distance between Kerbin and Neidon: 390533362776.5709 meters
    Maximum Distance between Kerbin and Neidon: 428177031309.7583 meters
    Minimum Distance between Kerbin and Plock: 382964985022.1354 meters
    Maximum Distance between Kerbin and Plock: 688705050769.595 meters
    Total Calculation Time: 3m 3s

    EDIT EDIT: I've projected it for 1000 years for all bodies and noticed that some min/max distances occur around the 1000 year limit... especially the minimum encounter between Jool and Eeloo... which occurs at Y999:D30 only 11,617,098km apart.
     

  15. @OhioBob, I got bored this afternoon and went down this rabbit hole after seeing this question on reddit: 

    I remembered your spreadsheet which I used to get the min/max distances over the first 1000 years for my CommNet spreadsheet but couldn't remember how granular the calculation was with respect to the time steps during calculation...

    ...

    ...

    ... ended up just writing a python script to calculate the distances where you can change the time step by editing it in the script. Ran it for 1000 years at a time step of 1 hour between Kerbin and Duna. It took just under 20 seconds to calculate and I got the results of:

    Enter name of the first body: Kerbin
    Enter name of the second body: Duna
    Enter the number of Kerbin years to run for: 1000
    Minimum Distance: 6069286587.329437 meters
    Maximum Distance: 35383027778.77004 meters
    Calculation Time: 18s

    Made a repo for the script here: https://github.com/Poodmund/KSP-Celestial-Body-Distances-Calculator

    From your spreadsheet we got:

    • Min: 6,069,326,656 meters
    • Max: 35,382,969,611 meters

    So they are very close, with the difference probably being due to the duration of the calculation step. If we wanted to do it on a per second iteration, it'd take about 10 days for me to calculate Kerbin - Duna over 1000 years. :D 

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