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Warezcrawler

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Everything posted by Warezcrawler

  1. Does it still pop if you save and reload? Does it still pop if you use the original X-Science mod? I've only messed around with when the mod does it calculations, not how it does it. That part is still not clear to me, and hopefully I will not need to find out. If the problem is Kerbalism and X-Science together, then I cannot help.
  2. Ok... Sorry to hear that. I made at rebuild for 1.3.1 & 1.4.2 of my latest build. Compared with the last one, the changes are minor. .dll for 1.4.2 .dll for 1.3.1 I hope it work.... The 1.3.1 one is untested, but same code as for 1.4.2. EDIT: Source
  3. You are of cause right.... But then I would not expect it to work all other places I've been - I would expect similar issues all over. And that is also why I'm posing the question open.... Am I then only one with the observation? But the point you make is definitely not invalid, which is why if I do not find an answer, I will replace my install of X-Science next time I have the issue in order to isolate if it is something I've done, or something else. I'm not even sure it is X-Science that is the problem. I have my eyes on this right now private void UpdateScienceSubjects( ) { var SciSubjects = ( ResearchAndDevelopment.GetSubjects( ) ?? new List<ScienceSubject>( ) ); Dictionary<string,ScienceSubject> SciDict = SciSubjects.ToDictionary( p => p.id ); _scienceSubjects = SciDict; } I'm unsure if the "ResearchAndDevelopment.GetSubjects()" returns a value, and that part is stock.
  4. why.... everybody is different... That's why games that allow modding extensively is just better than game that does not..... Go KSP..
  5. I've had a wierd issue. I have a space ship going to Duna. X-Science seemed to work fine until I hit Ike SOI. The X-Science gave me no results... When returning to Duna SOI it started working again. I tried save->reload. Returning to KSC and returning to my craft.... Has anybody else had a similar experience? Can anybody maybe figure out what is happening.... I have been looking like krazy at the code, and cannot figure out where this issue could stem from.... Could there be a biome issue maybe? Did 1.4.2 change any biomes? According to my science I collected manually I was high above "Eastern Mountain Ridge"... It was quite a fast flyby when arriving at Duna....
  6. Thanks. I will be giving this a try
  7. glad to hear it..... I'm not rusty... I just don't really know what I'm doing .... LOL Guesswork, Guesswork, Guesswork when it comes to contracts.
  8. I actually changed the line on this... I did not notice those other ones... Maybe they should not be changed?
  9. Ahhh. I see. I’ll try it as integer. Makes much more sense. I have no use for partial crew......
  10. Thanks... will try it out tomorrow after work Regarding int versus double.... Is that a comment on contract configurator internally or is that something for the contract definition to define somehow (i.e. in the cfg)? Does that make sense?
  11. I do believe that fixed the problem.... The Exceptions are at least gone, so further playing will show if it still works, but I would expect so. However, I have another issue I do think the following comes from "KerbinSpaceStation" contract pack Where the contract which has issues would be I do think it is line 67 saying >> maxCrew = @/CrewSpace << that has the issue for some parts maybe. How can this be fixed? Maybe some kind on max function between the expression that is and 1? I'm really weak at the syntax for contract configurator.... sorry....
  12. That sounds great to me. I’m more than willing to do that change in the contract myself thanks!
  13. I got some errors after updating I run the following contract packs, and have so far had only few issues AnomalySurveyor FieldResearch KerbalAcademy KerbinSpaceStation I do believe these error are related to at least Kerbal Academy. I this an error in CC or has some functionality been deprecated? LOG Snip
  14. I never did an unofficial build for 1.3.1. That said, 1.4.2 is much better than 1.3.1 so you should consider upgrading.
  15. I have no documentation or anything.... So I can't remember which mod I just deleted.... But I've messed around with some mods; KER, X-Science (this one can be found in the treads), scansat, bon voyage. I've basically tried to change how often they update, reduce garbage collection by following advise I got (remove foreach, don't create reference variables often like in update() and so on) - and I've messed around with threading, knowing that KSP is not actually constructed with thread safety. (And I live with bugs introduced by myself in my quest to gain performance) My way of identifying which mods, have been by looking at the code, and by installing one and looking at the difference in MemGraph (this was mostly for the garbage thing). It is my experience that GC is the most annoying thing in KSP. Only when constructing very large vessels/spacestations does actual framerate get hit. That is also why I love mods like Fuel switches and other mods that let me reuse parts for more operations, so that I can reduce part count. On that last note, introducing threading in KER reduced my CPU utilization with 10 percentage points on the main thread but I got it producing ridiculous amounts of garbage I had to deal with as well. The last point is why I run an old version of KER, which I compile myself, incl. any other bugs it might have. This is not something I would like to support though..... On a note of sharing, I find all that licencing in-transparent, so I have not clue if I can.... My advise is to be aware which plugins you get installed, and look out for if they are reducing you performance significantly. There are modder out there that knows something about profile and stuff.... I'm still too big of a amateur for that....
  16. I don't know about the EVA reports as such, but I have noticed that I was a bit too aggressive in my reduction of calculations done, resulting in the recalculation of transmitted science not being registered correctly. I've done an update where the calculation is restored, but instead of running it less i tried to optimize it a little. I hope it might fix the EVA thingy as well. Download Here....
  17. Note that you can delete individual .dll's in the EVE. Example, I usually delete citylights since I find them redundant, and therefore like not to have the performance hit of that part. This way you can disable part you don't feel the need for
  18. Well..... most performance issues actually stems from mod not being optimized more than Squad not doing their jobs. I have gained a lot of performance by recompiling mods with changes, and removing some of the worst ones I've identified in my installation.
  19. If contract confegurator is not running in flight, then I don’t it be generating much garbage. Anyways, it is primarily in flight that it is really important.
  20. You can just create or adjust your own hud. It easy and in game using the KER UI
  21. @maja If you have problems with the surface height maybe looking at the old autorove or waypoint manager could help? A long time ago, when I was doing updates to AutoRove (days before Bon Voyage) mod I had to fix a terrain height issue when switch to the rover. I got this from the last unofficial build I did of that mod. (it's pretty old 1.1ish). There are two methods. Maybe this is not the issue, then just disregard. /// <summary> /// calculates the terain height at a position of a given celestial body /// </summary> /// <param name="latitude"> in degrees </param> /// <param name="longitude"> in degrees </param> /// <param name="body"></param> /// <returns> altitude in meters </returns> internal static double surfaceHeight(double latitude, double longitude, CelestialBody body) { double altitude = WMTerrainHeight(latitude, longitude, body); //Debug.Log( // "\nAutoRove surfaceHeight (altitude): " + altitude + // "\nWaypoint Manager TerrainHeight (altitude): " + WMTerrainHeight(latitude, longitude, body) // ); return altitude; } internal static double WMTerrainHeight(double latitude, double longitude, CelestialBody body) { // Not sure when this happens - for Sun and Jool? if (body.pqsController == null) { return 0; } // Figure out the terrain height double latRads = Math.PI / 180.0 * latitude; double lonRads = Math.PI / 180.0 * longitude; Vector3d radialVector = new Vector3d(Math.Cos(latRads) * Math.Cos(lonRads), Math.Sin(latRads), Math.Cos(latRads) * Math.Sin(lonRads)); return Math.Max(body.pqsController.GetSurfaceHeight(radialVector) - body.pqsController.radius, 0.0); } //Second method internal static double ARsurfaceHeight(double latitude, double longitude, CelestialBody body) { Vector3d pqsRadialVector = QuaternionD.AngleAxis(longitude, Vector3d.down) * QuaternionD.AngleAxis(latitude, Vector3d.forward) * Vector3d.right; double altitude = body.pqsController.GetSurfaceHeight(pqsRadialVector) - body.pqsController.radius; //Debug.Log( // "\nAutoRove surfaceHeight (altitude): " + altitude + // "\nWaypoint Manager TerrainHeight (altitude): " + WMTerrainHeight(latitude, longitude, body) // ); return altitude; } Also looking at world stabilizer could help. Method with lowering in the rover could be smart, knowing the funny physics of KSP when something is clipping.
  22. Have you looked at world stabilizer code? I'm not having flips since I installed that. (Might be a coincidence, but I think it's worth a look at.)
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