Jump to content

Tidal Stream

Members
  • Posts

    40
  • Joined

  • Last visited

Everything posted by Tidal Stream

  1. @Gordon Dry Can you create a minimal, complete, and verifiable example, and log it on the Github issue tracker? It should include a savegame, the minimal amount of mods that cause the issue, and the craft file. This would make it easier for either me or someone else from the community to test and fix the issue. Thanks!
  2. The dry density should be responsible for the volumetric mass density (mass per unit volume). So lower density and constant mass should mean higher volume. If you are playing with Realism Overhaul, this may rebalance some things. Check if your changes are applied in a stock install, then something is wrong. For example my PP dev environment has only Procedural Parts and Kerbal Engineer. If you find and fix other mass irregularities, I would be happy to merge the pull request - from what I have seen constants were not changed at least since 0.90 and some may need a rebalance (monopropellant?).
  3. @Kr0noZ If a mod in CKAN is not tagged as compatible with your version but you believe it may be, go to CKAN settings, check the latest version the mod is compatible with, install it, then uncheck it. In addition, I released the patch so CKAN should index it soon.
  4. I am testing the latest release on 1.3.1 and indeed there is an issue. I will release a patch that removes the backwards compatibility tag on the 1.4.1 verson. In the meantime, install the previous release (that says that it is specifically for 1.3.1). Procedural Wings are from B9, not from this mod.
  5. The models are not the same so the textures may not fit, look stretched, etc. And I cannot change them and put them in the mod because this would be a modification of Squad assets. But I will have a look at it next time I tinker with the mod. By the way, this does not require recompiling, just modifying Parts/STTextures.cfg and creating a new mode. You can try it out if you want to test.
  6. If someone provides textures and they have similar resolution/size to the current ones, I would be happy to add them.
  7. After reading the github issues page and discussions of the bug reports, I decided to try hippomormor's idea to make attachedEndSize float.PositiveInfinity (tried other things with limited success). It fixed the SRB 720 kN limit issue for me. I made a beta release - test it and post feedback here. And strut your boosters! TL;DR SRB fixed
  8. I am not experienced in KSP modding but null exceptions get thrown when you either forget to assign or allocate space for your reference/pointer (in C also when you run out of memory and you cannot allocate more because there are no exceptions there). Apparantly in C# the virtual machine throws an OutOfMemoryException instead of returning a null pointer. I have no idea how this issue can be platform specific if it is from the mod given that C# works in a VM. Working fine with one tank and crashing with 3 strongly suggests running out of memory, maybe on Mac this exception gets silenced (empty catch clause somewhere) and then something tries to use the non-allocated reference, crashing KSP. Reading the log and the source code again, the exception gets thrown in the game code after our mod generates the procedural part and requests the engine to recalculate drag. GameEvents.onVesselWasModified.Fire(part.vessel); Without deeper understanding of what happens, my guess is that the mesh has too many vertices and that drag calculation becomes too intensive for your machine.
  9. After recompiling and releasing the mod on github so it can be downloaded by everyone, the next goal was releasing it on CKAN. I read the official CKAN guide but I got kind of stuck. The <identifier> must be a short, unique, name for the mod that will identify the mod inside the system. However, this mod is meant to replace the previous ProceduralParts so it cannot be unique. The main reason to be on CKAN is so it can be easily pulled by RP-0 when it gets updated for 1.3.1 (via recommended mods) so the name should stay the same. The maintainer of ProceduralParts gave me permission to fork it but now it is a separate mod so I think I cannot reuse the name on CKAN. So if I do not get contributor permissions for the original mod, the only way would be renaming this to something like Procedural Parts Continued and arranging with the RP-0 devs (NathanKell?) to recommend the fork in the next version. And while I can do some minor maintenance work on this mod like recompiling it for newer KSP versions and merging pull requests by the community, I have neither the time nor the codebase knowledge to make major changes to resolve the open issues on github submitted by NathanKell like the high RAM usage. I have also noticed log spam by the rounded tank shapes because of too many vertices (tried to use MechJeb autopilot docking but it could not make out the boundaries on the spaceship because of the rounded procedural tank) so fixing this to use meshes similar to the stock rounded monopropellant tank should lower the RAM usage. Similar measures to lower cylindrical tank mesh vertices should ideally make RAM usage of a procedural part identical to a stock part. But again, I have neither deep knowledge of the codebase, nor much experience in game development apart from Unity 2D games (I have experience in other development though). The null reference exception happens when writing the meshes in ProceduralShapeCone, does it happen with cylindrical tanks? As noted above, certain shapes have more vertices and higher RAM usage than others.
  10. You should fix the update date, the first post says Otherwise thanks for the mod! It enabled me to make this space station with 588 crew capacity without using plane crew cabins (with its previous version).
  11. Thank you, there scripts seem to balance the game better than stock.
  12. Thanks, @Snark, added the license too. I can also copy the original description but it seems pointless as I did not add new features, just ported and recompiled it, so just linked the other thread.
  13. Procedural Parts, Tidal Stream Branch. Download Latest Releases for Procedural Parts Starwaster has not recompiled Procedural Parts for Kerbal Space Program 1.3.1 so it is marked as incompatible in CKAN. There was a pull request for this on Github but it has not been merged. So I decided to fork it and make the necessary changes. Full description in the original thread. It supports 1.3.1 and 1.4+ (1.4, 1.5, 1.6, and 1.7), and the releases are on CKAN so people can install it easily instead of having to do it manually. Licence Remains as CC-BY-SA 3.0 Unported.
  14. I have not included this commit but I can do it later today.
  15. @Catatau_27 @ShadeSlayer I heard you liked KSP 1.3.1 and Procedural Parts so i rebuilt Procedural Parts for KSP 1.3.1. Here is a link to the release on github. I launched a vessel to orbit with procedural tanks and it seems to work fine.
×
×
  • Create New...