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Aniruddh

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Posts posted by Aniruddh

  1. 2 hours ago, darthgently said:

    Is a solution for the background resource processing thing in the works?  Turning that off is a big change to my game

    I've started looking at it, but by default the game  doesn't support 'actual' background processing (I tried doing this and it led to issues). So I may have to look at other plugins that do background processing and make them dependencies.  Unfortunately this isn't a priority to finish this, I'm actually currently working on dyson-swarm satellite part/module, so most of the time I can spend on this mod goes into that. :( 

  2. Just some simple questions (that I haven't been able to figure out):

    Is there a way to change the title of a mod on spacedock if you are the mod author?

    Also, is there a way to not notify followers if you press 'automatically update'? For me, followers don't need to be notified if the same version of the mod is relabelled for a different version of ksp.

    Any answer is appreciated.

  3. New release! This one mostly fixes bugs and optimises performance. There is one new part-  the transmitter dish I showed off on the previous page. Also this release has been tested with 1.11 and works well, although previous versions should too.

    On 11/8/2020 at 3:27 PM, juanml82 said:

    But whenever a probe with a relay is on focus (ie, I build a probe in the VAB and roll it out to the launchpad to launch) the game slows down to a slow slideshow (I'm not even sure if I'm getting 1 FPS)

    I think I fixed this issue in the latest release (I managed to get from 40fps to 60fps). However, I couldn't replicate this exactly as I got 40fps (which is a dip of 20 from the usual) with the same craft, 1fps seems rather extreme. Please try the latest version when you can, to see if the performance is better.

  4. Screenshot explains everything:

    3aUY4yo.png

    Notice the graphical glitch on the mount of the engine (the squares that are different shades of green). This only shows up when the part is highlighted in the editor. Does anyone know the cause of this? The mount was created using the extrude tool in blender, that might be the problem, although it doesn't affect other parts I've used it with. Subdivision surface seems to be the cause of the issue. Does anyone know a way to keep subdivision surface, but remove this glitch?

    Thanks.

  5. @Codapop Do you want the SaveTest method to run when a game save happens? If so. you should rename it to OnSave, in which case the parameter 'node' is automatically saved to the save file under the right vessel/part module, so you have less code to write.  If the game automatically saves a config node (through OnSave), it will be saved under the vessel/partmodule  subnode, rather than directly under the "GAME" node.  You would need to navigate to that specific subnode first, which can be  difficult:

    Spoiler
    
    	public void SomeMethod()
            {
                ConfigNode Node = ConfigNode.Load(KSPUtil.ApplicationRootPath + "saves/" + HighLogic.SaveFolder + "/persistent.sfs");
                ConfigNode FlightNode = Node.GetNode("GAME").GetNode("FLIGHTSTATE");
    
                foreach (ConfigNode vesselnode in FlightNode.GetNodes("VESSEL"))
                {
                    foreach (ConfigNode partnode in vesselnode.GetNodes("PART"))
                    {
                        if (partnode.HasNode("MODULE"))
                        {
                            foreach (ConfigNode module in partnode.GetNodes("MODULE"))
                            {
                                if (module.GetValue("name") == "YourPartModuleName")
                                {
                                    bool flag = module.HasNode("TEST-NODE");
    				// etc
                                }
                            }
                        }
                    }
                }
            }

     

    Are you planning to load the config node, from within the same vessel module/part module? In which case you can just use OnLoad(ConfigNode node) instead of the code above.

    Hope this helps,

  6. 53 minutes ago, juanml82 said:

    But whenever a probe with a relay is on focus (ie, I build a probe in the VAB and roll it out to the launchpad to launch) the game slows down to a slow slideshow (I'm not even sure if I'm getting 1 FPS). I've tried changing the amplify bit from true to false and shutting down the only power beam emmiter in the system, but it doesn't matter. Here's the log file if needed http://www.mediafire.com/file/335rkssjw72iazq/KSP.zip/file

    Thanks for providing a log file! There are two things causing problems, one is that you have enabled background resource processing which is known to cause problems, turn it off in the difficulty settings. Secondly, there might be a bug with realistic wavelengths for the WirelessReflector, this I will look into.

  7. 3 minutes ago, juanml82 said:

    when I try to toggle to transmit, it immediately disables the transmiter (ie, I can't beam power)

    That is likely because you aren't generating enough power. It is a failsafe mechanism, when the electric-charge amount on your ship goes below ~10% of the total, the transmitter shuts-down so that your ship doesn't become uncontrollable.

    Don't use the slider unless you are generating more than 10,000 EC/s, you want to click # on the top right of the right-click menu and type in the exact amount you want to beam.

  8. 33 minutes ago, juanml82 said:

    So "short" means it's useful for long distances while "long" for shorter distances, right? Also, this isn't supposed to be scaled for larger solar systems, right? I'm playing RSS+Smurff and thought "Oh, I could make a solar farm on Mercury's orbit and power stuff on Earth and beyond" and well, you can't because the losses are huge, it only seems to work within a planetary system. OTOH, maybe that's intended? I'm not sure how realistic (even if incredibly advanced) solar farms in Mercury would be

    The mod does use the real equation for calculating power received:

    power received = power beamed  x  receiver diameter  x  transmitter dish diameter /  (1.44  x  wavelength  x  distance)

    The wavelength for 'long' is 10^-3, which means it is microwave, while the wavelength for 'short' is 5 x 10^-8, which means it is ultraviolet. So this does mean the received power is the same whether used on stock scale or RSS, it isn't scaled based on solar system size. For RSS, I'd highly recommend the realistic wavelengths version of the mod, under 'Extra' folder. This gives you more options, like gamma-rays which are shorter wavelength and have even greater range.

  9. 2 minutes ago, jimmymcgoochie said:

    Quick question- does this mod allow electric charge to be sent across long distances, e.g. park a solar array near the sun to then fire all that power out to something further from the Sun that needs it? Or am I misunderstanding the purpose of this mod?

    Yes it allows that. There are no parts for it currently, but the plugin has part modules you can apply to parts to give them that function. Try this mod with NFeX, some of the parts in that will have that function.

  10. 2 minutes ago, Clamp-o-Tron said:

    An alternative solution is to use either a .cfg settings file that can be changed by the user (not the best choice for CKAN) or simply to use the ingame settings which you already use to determine which code to run.

    I did try something like that (used a config file) but it turned out to be quite complicated when dealing with mod support (writing MM patches). I would prefer this method though,  since I wouldn't have to edit two versions of the code every time I wanted to make changes.

  11. 18 hours ago, darthgently said:

    I'm haunted by visions of huge arrays of modular hexagonal orbital mirrors for amplifying and diverting sunlight into power receiving PVs and to farms in pressurized greenhouses on Dres.  Is this mod's future plans beaming these visions into my skull?

    I can easily add all the parts and features that you want here, so yes it may. As for special effects, it would be difficult to have an effect of a beam of visible light reflecting off of a orbital mirror.

    Btw I've always wanted to make a Dyson swarm like structure in KSP! I assume you're thinking of something similar to this  (as I am), just on a much smaller scale:

    Spoiler

     

     

  12. 16 hours ago, HebaruSan said:

    Hi, the version file has some syntax errors, but I don't see it on GitHub. Where can we submit fixes?

    I've upload the version file onto GitHub on the source code link, the syntax errors are likely due to me copying another mod's version file in a haste to release the mod early on.

    16 hours ago, HebaruSan said:

    Also, do you want the alternate files in the Extras folder set up as a separate option in CKAN?

    Yes. in the separate download option, the two .dlls should replace the main .dlls in the main folder, this should further automate the process .

  13. Since the second most picked option on the poll is 'Some realism' for wavelengths, I have gone ahead and added a version of the plugin with this, in the 'Extra' folder.  1.0.5 also has patches to add beamed power modules to the NFeX parts.

    In the mean time, I've been working on a transmitter-dish model, but I haven't released it yet as I'm not 100% satisfied with it yet. Here is what it looks like so far:

    FVj5t6S.png

    As you can see, the texture on the base of the dish is lacking any detail, 

    The dish is highly reflective/metallic however, so looks good on other celestial bodies:

    gwcyRqy.png

  14. I've placed the station into a 45,000 km orbit around Jool. Looks like it has 3.8 km/s of dv left in the end, so I'm going to leave the tug docked to the station if anyone wants to use the remaining fuel on it.

    mCt8XgZ.png

    e4a54LZ.png

    v8DTQwJ.png

    Also, should I send 'science ship' to Jool as it has its own fuel and engines, or will @Space Nerd do that?

    Link to the save so far: Link removed temporarily

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