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jrodriguez

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Posts posted by jrodriguez

  1. Hi all,

    I'm glad to announce that I just did a new release of OCISLY. If you are using Scatterer, you should update it to the new prerelease version 0.0767!

    Changelog:

    • Performance improvements: Up to 25% more FPS. Now OCISLY is prepared to use Scatterer 0.0767 pre-release, improved UI code.
    • In-game Camera UI Minimalistic view: Now you can hide the buttons and telemetry by doing a Double-Click on the camera view
    • Telemetry font changed to use Bahnschrift Semibold in both Desktop UI and In-game UI.

    https://github.com/jrodrigv/OfCourseIStillLoveYou/releases/tag/v1.0.100

     

     

  2. Just now, Stone Blue said:

    @jrodriguez so, I keep getting some loading errs with this mod on a minimally modded instal.
    I have read, & re-read the README several times...

    I guess its unclear to me if the desktop and/or server clients are *required* for this mod to work? vOv

    What do you mean with loading errors?

    On the KSP.log file there are some errors that are expected to appear like these:

    ERR 00:20:03.856] Failed to load assembly D:\GAMES\KERBAL\Kerbal Space Program_1112_dev\GameData\OfCourseIStillLoveYou\Plugins\grpc_csharp_ext.dll:
    System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.
      at Mono.Cecil.PE.ImageReader.ReadOptionalHeaders (System.UInt16& subsystem, System.UInt16& dll_characteristics) [0x00067] in <7a890c320a104d46b8776d7dd2bc4e65>:0 
      at Mono.Cecil.PE.ImageReader.ReadImage () [0x0007a] in <7a890c320a104d46b8776d7dd2bc4e65>:0 
      at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00007] in <7a890c320a104d46b8776d7dd2bc4e65>:0 
      at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00022] in <7a890c320a104d46b8776d7dd2bc4e65>:0 
      at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x0000a] in <7a890c320a104d46b8776d7dd2bc4e65>:0 
      at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00007] in <7a890c320a104d46b8776d7dd2bc4e65>:0 
      at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <06f13185617646e5bc801baeab53ab75>:0 
      at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00175] in <06f13185617646e5bc801baeab53ab75>:0 
    
    [ERR 00:20:03.948] AssemblyLoader: Exception loading 'Grpc.Core': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
      at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
      at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
      at AssemblyLoader.LoadAssemblies () [0x000e6] in <06f13185617646e5bc801baeab53ab75>:0 
    
    Additional information about this exception:
    
     System.IO.FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
    File name: 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
    
     System.IO.FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
    File name: 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
    
    [ERR 00:20:03.951] AssemblyLoader: Exception loading 'System.Memory': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
      at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
      at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
      at AssemblyLoader.LoadAssemblies () [0x000e6] in <06f13185617646e5bc801baeab53ab75>:0 


    But regarding the Server and Desktop Client, they are just separate tools to help streaming out of KSP all the camera feeds.

     

  3. On 5/4/2021 at 10:14 AM, Unilif said:

    The mod is awesome, its perfect in combination with KOS and the suicide burn scripts i wrote. But there are 1,5 Problems.

    The first one is that Orbits randomly change, sometimes after a Maneuver Node, sometimes other crafts Orbit( like my Space Station, RIP Bob ) .
    I saw that from other users as well. I haven't realized a pattern, when the orbits are changing, but its unluckly often :/.
    Sometimes the Vessel im controlling is falling to the ground while warping, although im in orbit. Wasn't quite sure if this is PRE or just KSP Time Warping.
    But when i couldn't find my Space Station and a Satellite, which were both in LEO, and that reminded me of the Post i mentioned before. 

    The Post i mentioned: https://www.reddit.com/r/KerbalSpaceProgram/comments/6rthqk/what_is_going_on_here/

    The half problem is heavy flickering and slight shaking in Orbit. Its not Gamebreaking,  but still a little bit disturbing while performing Burns.

    PRE has a lot of issues and most part of them are due to the fact that it is trying to hack the stock ranges, during these years I have tried to prevent or minimize these side effects but as you have described there are several remaining issues.

    I will invest some time soon  to prevent these scenarios but I can't do any promise to be honest.

    Finally, I can give some tips to minimize your issues:

    - PRE is not meant to be used as your daily driver mod, but as a mod that you use for specific scenarios like:

    • Watching a launch to orbit from the ground
    • Landing boosters while the 2nd stage goes to orbit
    • Having two planes flying at 100 km.

    - There are some specific scenarios that can trigger physics issues and that are not recommended:

    • Active vessel landed and  a satellite enters physics range or goes out of range. This could end up deorbiting the satellite.
    • Active vessel suborbital  and a landed vessel enters physics range.
    • High speed (> 1000 m/s)  and great distance ( > 100km) difference with a vessel that is about to enter physics range
    • Active vessel ascending suborbital about to change inertial plane and a vessel still landed on the ground when the inertial plane changes.
    • PRE range to something greater than > 500 km and vessel distance is close to that number: things will get bad once the distance starts to go beyond 500 km, from flickering up to RUD.

    - My recommendation is to low the PRE range as much as possible (50km) when you don't really need it. And if you need 500 km or 1000 km for something specific then do it but ensure first that all your vessels are loaded from the very beginning. 

  4. 7 hours ago, Kerbal Productions said:

    Hey @jrodriguezI suggest trying to make the font of the telemetry in desktop client version of OCISLY the same as the orig. one if:

    1. You can.
    2. The font they use is stock. If it isn't, I'll suggest a different font like Century Gothic.

    :)

    I'll tell you if the font in the orig. one in real life is stock!

    UPDATE: So the font is Bahnschrift, which is a stock font. I think you can use it if you can! :)

    To be honest I'd like to use:
    Option 1:  The same font used by SpaceX during the livestream (I tried to find it but I still don't know which font it is)
    Option 2: The same font used on the Of Course I Still love you - loss conection image (And the same here...)

  5. 26 minutes ago, razark said:

    Planes, docking, resource mining, robotics.

    All of these were mods that later got added to the game.

    I'm totally against of reinventing the wheel. I'd prefer KSP dev team contributing to 3rd party mods rather than integrating them.

    Besides, from a Software Development pov,  if a mod was already there doing the same thing ( eg: Robotics) then that should be a low priority for  KSP Dev team, they should focus on adding value improving the core game or adding features that no mod is covering.

  6. 3 hours ago, ShuttlePilot said:

    I don't agree for mods being integrated at stock at all.

    1. The developers would integrate a mod into the game and what? Then the community will complain that the developers are so uncreative stealing ideas from mods, like what's the point of annoying the developers of the game?

    2. Mods are mods. Literally. Is it just hard to click download and extract to GameData folder? Is it really this difficult to optionally sort out the mods that you want or not want?

    3. Some people wouldn't even like the mods, but there's nothing to change because they're forced to use them or just not play the game at all. Imagine if SQUAD integrates FAR into the game and a newbie can't do anything about it and realistic aerodynamics is too difficult for her/him.

    People, think about it for a while. Why mods exist? Simple: People install them if they want to and sorts out which ones the user likes which ones the user doesn't like. I wouldn't wanna be forced to use Kerbal Space Ponies though.

    Completely agree with you. No mods should be integrated in stock game. Only those things that can't really be tackle properly with mods and that would require the core of the game to  be modified. 

    Summary of things that just came to my mind:

    - Improve mod loading times, mmpatches parallel processing.

    - Render map view into a different screen.

    - Reflection probe boxes per vessel instead of just on the active vessel

  7. 13 minutes ago, Kerbal Productions said:

    That's ludicrously heavy! :o
    Question: last night I re-installed OCISLY but there was no HullCamVDS (i forgot lol), and this caused a DLL error. Does it happen when I don't have HullCamVDS?
     

      Hide contents

    and since you made the CameraTools mod, another question: when I do some stationary camera stuff, the sound of the engine disappears suddenly. Bug or other stuff?

     

    That's expected. It is mandatory to have Hullcam installed . 

     

    Regarding CameraTool I suggest to disable the sounds effects for stationary camera. It is bugged

  8. @damonvv I have been playing with the waterfall config for the Superheavy Raptor Cluster to give it a more realistic touch instead of the sci-fi  magenta - red . It begins with the initial blueish-white noozle then to yellow and ending with a green touch (the green is to represent what it is usually happening with raptors when they do a rich combustion and it starts eating the bell) 

    EDIT- I forgot to mention that I also added Waterfall to the one-engine mode, the effects are exactly the same apart from the scale. The scale for the one-engine mode is 0.8 and the scale for the allengines mode is 1.2

     

  9. 5 hours ago, GKSP said:

    I'm not sure if anyone is still encountering this, but even at a relatively low distance (50km), I'm still getting landed vessels phasing into the ground and exploding upon being loaded.  I'm doing this with BDA for Runway Project (v1.4.4.4 IIRC) and it makes the mod pretty much pointless for me.  Sometimes when the camera switches to a vessel being loaded, I might be able to save it by using VesselMover, but that sometimes just causes it to explode instantly.

    Also, when loading vessels in weird places (i.e. underground), they become just far enough away that the vessels which flew close enough to load them in unload themselves!  I'm not using RSS/RSO, so I have no need for 2000+km distances, but not working at small distances is still getting on my nerves over time.  I have a recording I made with OBS that demonstrates the issue that I should have a link for soon.

    Video demo link: 

     

    Not sure if this is the case, but there is known issue in PRE in which if a Vessel X is entering the Physics Range but there is a Vessel Y that is within the physics range of X  but is not in the range of your active vessel then...BOOM!

    There is no fix for this and my suggestion is to increase the physics range until all the vessels that you want to interact with are within physics radius

  10. 5 hours ago, Beetlecat said:

    Just dropped 1098 in, and am seeing this at startup:
    https://prnt.sc/11u6kb8

    I double-checked that I did grab the WIN version.  (also, running KSP 1.11.2, etc.)

    It is strange, I just did a quick test using  KSP 1.11.2.3077 and ModuleManager.4.1.4.dll  and I don't see that error message. Can you try to clean the module manager cache? 

  11. Hi all,

    I just released a new version which will improve the massive performance impact in KSP when rendering multiple cameras
    https://github.com/jrodrigv/OfCourseIStillLoveYou/releases/tag/v1.0.98
    Performance improvements:
    -  Locking to 25 fps max the cameras rendering and streaming
    -  Locking  cameras FOV to 50
    -  Reducing desktop client refresh rate

  12. 32 minutes ago, theJesuit said:

    I'm home, couldn't sleep.  Got up and got it working.

    I love it.  This is really great. 

    Turning off the UI and the camera in the game would be great too for a future update, possibly with the toggle being in the launch box in the game - if you plan to do this, having the camera name removed and the x toggle and enable streaming would be helpful - could they be moved to the Of Course I Still Love you launcher window?

    Finally, does the desktop client running on a different PC require the .NET plugin?  I'm wary of installing anything on my work laptop.

    Peace.

    Thanks. Yes, I think that feature is feasible for future updates.

    Regarding the .NET 5 plugin, yes you need it. But to be honest .NET frameworks are very common and some of them are already installed by default on Windows. Most part of Windows apps require to have a .NET framework or Visual C++ libraries. It is like having DirectX installed.

  13. 1 hour ago, Kerbal Productions said:

    @jrodriguezI have the mod, and it's nice! It kinda stole my FPS lol, but... nvm :D
    All in all, great mod! We peeps on Discord are showing our own pics! You're a blessing! :)

    Thanks, I tried to optimize the mod as much as possible, but yes, there is significant performance impact if you try to display 2 or 3 cameras at the same time :)

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