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Sesshaku

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Posts posted by Sesshaku

  1. On 9/25/2023 at 2:17 PM, Nerdy_Mike said:

    I'll hop in and say it isn't related. We do have some other informative pieces "coming soon, actually soon" were my words on Discord :)

    I honestly think the time for "being funny and mysterious" is long over for KSP2.

    Right now your team should really abandon all marketing policies and just be brutally honest regarding what [snip]  are you people doing and what is the actual timeline of your work. Because if your studio can't even put a year on science update, then you're creatly out of your depth

  2. Reported Version: v0.1.3.2 (latest) | Mods: K2 | Can replicate without mods? Yes 
    OS: Windows 11 | CPU: i7-9700KF | GPU: Nvidia 4070 | RAM32 DDR4 3200MHZ


    I wanted to try and see the tutorial videos, since they seem cool for showing to kids interested on the subject. However, the subtitles are wrong and not synced with the english audio .
    This happened in KSP2 with the latest hotfix, spanish text, english language. The tutorial video was the one explaining how to make a trajectory to the moon and decrease your speed to establish an orbit to it.

     

  3. The clarification you made it's nice and a bit reassuring, but It would be nice if the KSP2 dev team would stop shooting themselves on the foot every week. You're like 2 years behind schedule, the game is a demo at best, and someone decided it was a good idea to talk about having DRM on a Kerbal Game? I don't want to be rude, but the mere suggestion of it, on this timeline, suggest some of the dev team is spending too much time on Eelo and too little time on Earth.

  4. Everyone here wants better graphics. And here I am, with a GTX 670 FTW, hoping they don't go overboard with the minimum requirements, because the GPU market is absolutely insane right now, and so is the economy of the country in which I live.

    As far as I am concerned I hope they give as fancy graphics as you guys want, as long as they allow it to keep the low requirements....well....low.

  5. As someone who plays Realism Overhaul. I 100% want everything that is structural procedurally available.

    I honestly believe all concerns are unwarranted and unjustifiable. The procedural mechanic allows for greater customization and personality of your rockets. The limits? The limits are still there, and potentially even larger, you can have limits in the composition of the materials for the tanks and wings, forcing you to improve technology on the tech tree+allowing different tank types for different objectives of the stage, there is also limits on the laws of nature themselves (KSP vanilla is easier than real life gravity after all) but more importantly, there's limits in engines. Limits that could be further expanded. For instance, two main concerns when designing a RO rocket is not only the thrust and ISP of your engine, but also the numbers of ignitions, the average burn time without failures and wether they require ullage or not. You can also add a mechanic for avionics (that is extra weight needed to be capable of steering a rocket, and if you don't want that you have to build your rockets with that in mind), or you can also remove/limit the current reaction wheels (extremely OP) and make RCS customization more of a thing (again, different types of fuels, weight, isp, etc)

    This is just an example. My main point is that there are a ton of mechanics you can add and tweak in order to provide the player "challenges" when building something, without limiting creativity by sticking to "lego parts" that can't be modified and usually screw performance.

    I 100% WELCOME procedural parts in KSP2. And hope any parts that are not procedurally available in vanilla be added by mods. I can't go back to lego rockets. I have WAY more fun designing rockets on RO mod than on vanilla.

  6. This was good.....if it was released  three weeks ago. I mean, the episode itself it's fine. But they're gonna start selling the game in six weeks. I really hope they start pumping up this episodes and actually start showing some gameplay. I don't mean to sound rude or impatient, but, February is right around the corner, i'm feeling a bit nervous that they're still showing the art department and still not focusing on gameplay mechanics.

  7. There's a slight problem with this prop, you can enter parameters, it works fine with Mechjeb (although not fully integrated in number of parameters) except you can't use "." or "," to separate numbers, which is pretty usual when defining an inclination. In this case I wanted to try 36.62, but only could 36.

    Also I'm unsure what all the other "F02", "F04", "F10" buttons are supposed to do. Or perhaps they're blank for future features? The keyboard is nice but don't see where to use it? Is this prop integrated with kOS?

    Spoiler

    YgTYD5q.png

  8. 5 hours ago, Strawberry said:

    The clouds imply that jool is no longer an instant you die when you hit the "surface". Most realistically the further down you go the more heat and pressure so there's a soft cap but I swear to god if you're able to actually dive down far enough in it to reach a metallic hydrogen ocean I will scream

    Yes you would, you would scream of pain.

  9. 6 hours ago, The Aziz said:

    1) wheels and friction physics in KSP1 are a nightmare, KSP2 should have that improved

    2) unlike parallax, KSP2 scatter is collidable only beyond certain size, so most likely the rubble you see on the left, has no collision mesh.

    3) even if it does, there's plenty of stone-free surface to drive around. And I'm pretty sure navigating around rough terrain is a part of exploration everywhere. See: Mars rovers.

    This is true. BUT, I'd like to state the implied thing about what darthgently said: build things ourselves on EVA missions.

    I really really hope there's some level of "Minecraft"/"Vallheim"/"No Man's Sky" in the building bases and multiplayer aspect of it. It would be kind of lame if building a base is just gathering X amount of science and press a button. Because that would kind of make it less immersing, and repeat "the problem" with Ksp long term gameplay mechanics: the lack of having stuff to do in other planets.

    Now, of course I'm not asking for the same level of detail and time consumption in building bases or gathering resources as those games, but just having enough aspects of it so that you can actually have something to do with your friends online, or just build gigantic interstellar ships you can actually mess around/decorate inside with your friends.

  10. 7 minutes ago, Starwaster said:

    220 mb video. I have to wait 25 minutes for it to finish downloading. I gave up streaming it.

    That is a rough internet you have there. I downloaded it in less than one minute. However, don't fret. Search the official Twitter acount of Kerbal Space Program. All videos on Twitter are smaller in size than the one posted here. And to be fair, as pretty as the game looks, the pre-alpha textures makes the loss of bitrate meaningless.

  11. I know I probably will be dissapointed, but there's one aspect of Starfield that I thin kwould be cool in KSP2, and that is this idea of RPG survival-build base mechanic.

    Let me be more specific. KSP2 will have multiplayer and interstellar ships. Those two things mean: we'll have massive ships, we'll have friends playing with us on the game.

    From that perspective, it would be cool if there was more emphasis giving to controlling a kerbal from a first or third person perspective. Having some sort of building base experience similar to minecraft or vallheim. And having some sort of stuff to customize and interact with inside the ship, that is, having more detailed IVA that are actually interactive, and not just a static camera.

    I think such a perspective would make multiplayer much more fun (there would be common goals and task to do once on the planet or during transit) than just "a friend flew by my side", "we both landed on our own rockets and awkwardly interacted on a barren desert" kind of gameplay that I would imagine if KSP2 is just KSP1 with multiplayer.

    Because building and flying a rocket with the KSP1 system is not that interactive or attractive from a cooperative perspective, there has to be SOMETHING there to entice buyers to try multiplayer.

  12. On 5/1/2022 at 11:20 AM, MOARdV said:

    And MAS v1.3.2 is now up on GitHub.  This is another point release to fix the wrong-sized world maps @Sesshaku reported, plus (hopefully) the rest of the multi-mode engine fix for @Manul

    There is also the beginnings of a prototype general-purpose touchscreen MFD prop for anyone wanting to live on the ragged edge of MAS technology.  It doesn't do much, and you definitely don't want it to be your only prop (yet), but it'll give you a peek of the UX I'm going to try to work with.

     

    CJvQRp.jpg

    EDIT: And, if anyone wants to provide feedback or suggestions for what the touchscreen MFD should do, the left MFD shows all of the pages I've thought of so far.  Feel free to provide suggestions for what sort of pages I should add.  The ideal goal is that just about everything can be controlled from the MFD.

    I can't read the last one, the one on the third column (starting from left to right).
    Other than that, like I said before, the feature I need the most for attempting a full IVA with no game interface, is a way of interacting with Mechjeb S.A.S.S, specially for pitch head and rolling. I don't know if that will be included in the current SAS panel, but that Is the feature I wish the most. And is also a feature that would work well in a touchscreen I think, you just have to copy the mechjeb S.A.S.S tab on it and let the player press plus or negative buttons.

    I also support the science panel idea, to controll all experiments from there. I don't know how easy that would be, considering there are mods like kerbalism that modify science (I know kerbalism has a science control panel in their interface though). Other than that I think most of the panels cover everything major. Next time I open KSP I'll try making a full IVA moon mission to see if I can think of anything else that would be useful.


    EDIT: Just read you were at the hospital. Wish you a fast recovery!

  13. On 4/29/2022 at 3:39 PM, Manul said:

    I'm using my Flanker IVA and OPT-J HT IVA by vulkans22. Flanker IVA was created mostly for testing purpose, it's a mess of props that I was testing or I'm testing now like ammo gauges, GPWS or switches for gravitic generators. I have one OPT and one LLL cockpit almost finished and coming soon(TM)

    Maps of Kerbin, Mun and Minmus are 1024x512 pictures that are used as background image by MFD subpages. I guess that these maps were made using SCANsat so I did the same for some other celestials. Laythe map works fine, didn't test Duna and Eve yet.  SCANsat can save maps as images with adjustable resolution (you need to choose image width in options, default is 512) Possibly 1024x512 will not be enough for real scale planets but I'm not sure if the MFD will handle something bigger.

    I know someone on this forum gave me a real earth map that works fine with MFD. I am interested in this since I am playing RP1, if I can export maps on that resolution with ScanSat and make them work I'll share them here.
    Regarding maps and MFD, during a test I found that MFD was showing me two different locations depending on the panel, the one on the right is the correct one.

    https://i.imgur.com/p5PmwfI.png

  14. On 4/20/2022 at 6:48 PM, Nazalassa said:

    System requirements: NASA computer for graphics and another one for physics.

    That reminded me of an old youtube video mocking the original Crysis, by editing a developer of the studio interview, it went something among this lines (the video wasn't on english, so forgive translation):

    "
    -Reporter: The images we're seeing, are they rendered in real time by a PC?
    -Crysis developer: Uhhhhhhm......yeah...........well no, actually not. In reality, this 60 fps gameplay videos are obtained thanks to two computers with 15 cpu cores each one (this was the time of 4 cores being a lot) working in parallel with a NASA supercomputer and a Nintendo DS. But don't worry, in the final product the user might enjoy a superb 30fps with drops to 2 fps in scenes with animation like walking or standing still in tall grass. All they'll have to do is buy 14 8800GT and mount them in a soundproofed cryogenic freezer, meaning that by the mere cost of 12 thousand euros the player will enjoy an economic Crysis that will actually feel real when the bank demands payment"

  15. 3 hours ago, vulkans said:

    There's a couple things you might be missing with the ventilator- do you also have a MAS_pb_Ventilator button somewhere to turn the fan on and off? The knob only controls the speed. The button is also setup as conditioned which means that if the pod is setup with the "RequiresPower" flag to true, it won't even light up until power is supplied through a prop that handles that.

    The buttons at 0:25 labelled "FWD/AFT", "L/R" and "UP/DN" aren't push buttons, There are two sets of these props which are meant to be readback only, one set is for reading back current RCS input and the other set is for reading back whether SAS or Mechjeb is handling any of the available rotational controls. In the Unity editor, is the button labelled "INPUT CTRL" prefixed with "MAS_"? As I can't seem to find it among the push button props myself, it might be an old RPM button that got stranded.

    Looking at your log there's a mod spamming a bunch of NaN warnings, if you can try running just MAS along with whatever you need for the pod to work and test if this helps with the other problems you're having.

    Will try tomorrow and report if it works the ventilator.

    Good to know the buttons actually do work. I'll try to keep testing other buttons to see if there's anything broken. Regarding the nomenclature they're: MAS_pb_RcsTranslateZ, MAS_pb_RcsTranslateX, MAS_pb_RcsTranslateY. Which is why I tought they're were push buttons, since they're named "pb" and not something like "RCSX indicator".

    Regarding the up and down button, pay no attention, it might actually work. I completely forgot those were supposed to be for gear and not RCS. I did not had a gear on that test ship, so that's my bad, I'll try tomorrow to test it with gear too.

    If Moardv knows of any prop section that probably needs to be checked, I'll try those also instead of just picking random MAS and ASET props and see if they do something.

    Another thing you can see on the video, and I don't know if it's working as intended or if it needs a patch is the instrument panel light. You can see in the video that when you turn the light on, it works for a lot of buttons (action buttons and the ones that have a white outline) but there are some buttons with the same white outline that don't light up, for whatever reason.

  16. 13 hours ago, vulkans said:

    The knob you're looking for to control MAS_ALCORVentilator01_Animated is MAS_ASET_B-Knob-2pos-Ventilator.

    Just tried it, doesn't work.

    I also found out another couple of things:

    - The cabin light pb doesn't work as well as the knob, or doesn't seem to work as well without the knob being there too, or something just broke with the update.

    - I found other set of pb that either don't work, or I am missing something about it's functions.

    - I found a weird bug in which going to EVA and then inside broke the functionality of the mod.

    - I experienced unsual fps drops while on IVA+textures issues. This might not be related to the mod itself, I do have an issue with kerbals being larger than they should on my gemini cabin, and I fix by going outside and then re-enter, and somehow that fixes it, I don't know what "rescale" cfg is causing the issue though, but I know it's an issue with my IVA. But since I don't remeber those issues before I leave it here for someone better knowledged to judge.

     

    I leave the logs here.

    And a video that shows what I found in case it's useful to somebody.

     

    Spoiler

    What I could find in the logs.

    Load(Texture): ASET/ASET_Props/MFDs/ALCORPFD/222
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    d3d11: failed to create 2D texture id=2594 width=300 height=150 mips=9 dxgifmt=71 [D3D error was 80070057]
     (Filename:  Line: 584)

    d3d11: failed to create 2D texture shader resource view id=2594 [D3D error was 80070057]
     (Filename:  Line: 534)

     

    [JSICallbackAnimator]: Error in building prop number 41 - Animation WindowsEmissveAnim could not be found.
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

     

    SISCANsatRPM: Inactive.
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    [AvionicsSystems] INITIALIZATION ERROR: MASMonitor configuration failed.
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    [MASMonitor] Failed to configure prop #39 (MAS_ALCOR_MFD1)
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    [MASMonitor] System.ArgumentException: Error parsing variable "fc.GetPersistent("%AUTOID%")" ---> System.NullReferenceException: Object reference not set to an instance of an object
      at AvionicsSystems.MASMonitor.PageChanged (System.Double dontCare) [0x00039] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.Variable.TriggerNumericCallbacks (System.Double value) [0x00008] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.GenericVariable.ProcessObject (System.Boolean invokeCallbacks) [0x000c0] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.GenericVariable.Evaluate (System.Boolean invokeCallbacks) [0x00019] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.Variable.RegisterNumericCallback (System.Action`1[T] callback) [0x00021] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.MASFlightComputer.RegisterVariableChangeCallback (System.String variableName, InternalProp prop, System.Action`1[T] callback, System.Boolean initializeNow) [0x0000b] in <061bdf6ca8a645abb76768298ae3ba16>:0
       --- End of inner exception stack trace ---
      at AvionicsSystems.MASFlightComputer.RegisterVariableChangeCallback (System.String variableName, InternalProp prop, System.Action`1[T] callback, System.Boolean initializeNow) [0x0003b] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.VariableRegistrar.RegisterVariableChangeCallback (System.String name, System.Action`1[T] action, System.Boolean initializeNow) [0x00008] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.MASMonitor.Start () [0x005c6] in <061bdf6ca8a645abb76768298ae3ba16>:0  
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    VesselViewer.cs, creating basicSettings
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    [AvionicsSystems] INITIALIZATION ERROR: MASMonitor configuration failed.
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    [MASMonitor] Failed to configure prop #40 (MAS_ALCOR_MFD2)
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    [MASMonitor] System.ArgumentException: Error parsing variable "fc.GetPersistent("%AUTOID%")" ---> System.NullReferenceException: Object reference not set to an instance of an object
      at AvionicsSystems.MASMonitor.PageChanged (System.Double dontCare) [0x00039] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.Variable.TriggerNumericCallbacks (System.Double value) [0x00008] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.GenericVariable.ProcessObject (System.Boolean invokeCallbacks) [0x000c0] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.GenericVariable.Evaluate (System.Boolean invokeCallbacks) [0x00019] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.Variable.RegisterNumericCallback (System.Action`1[T] callback) [0x00021] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.MASFlightComputer.RegisterVariableChangeCallback (System.String variableName, InternalProp prop, System.Action`1[T] callback, System.Boolean initializeNow) [0x0000b] in <061bdf6ca8a645abb76768298ae3ba16>:0
       --- End of inner exception stack trace ---
      at AvionicsSystems.MASFlightComputer.RegisterVariableChangeCallback (System.String variableName, InternalProp prop, System.Action`1[T] callback, System.Boolean initializeNow) [0x0003b] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.VariableRegistrar.RegisterVariableChangeCallback (System.String name, System.Action`1[T] action, System.Boolean initializeNow) [0x00008] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.MASMonitor.Start () [0x005c6] in <061bdf6ca8a645abb76768298ae3ba16>:0  
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    [JSIActionGroupSwitch]: No lights named FloodLight found in internal model
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    [JSICallbackAnimator]: Error in building prop number 41 - Animation WindowsEmissveAnim could not be found.
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

     

    [AvionicsSystems] INITIALIZATION ERROR: MASMonitor configuration failed.
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    [MASMonitor] Failed to configure prop #144 (MAS_ALCOR_MFD40x20)
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

    [MASMonitor] System.ArgumentException: Error parsing variable "fc.GetPersistent("%AUTOID%")" ---> System.NullReferenceException: Object reference not set to an instance of an object
      at AvionicsSystems.MASMonitor.PageChanged (System.Double dontCare) [0x00039] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.Variable.TriggerNumericCallbacks (System.Double value) [0x00008] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.GenericVariable.ProcessObject (System.Boolean invokeCallbacks) [0x000c0] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.GenericVariable.Evaluate (System.Boolean invokeCallbacks) [0x00019] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.Variable.RegisterNumericCallback (System.Action`1[T] callback) [0x00021] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.MASFlightComputer.RegisterVariableChangeCallback (System.String variableName, InternalProp prop, System.Action`1[T] callback, System.Boolean initializeNow) [0x0000b] in <061bdf6ca8a645abb76768298ae3ba16>:0
       --- End of inner exception stack trace ---
      at AvionicsSystems.MASFlightComputer.RegisterVariableChangeCallback (System.String variableName, InternalProp prop, System.Action`1[T] callback, System.Boolean initializeNow) [0x0003b] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.VariableRegistrar.RegisterVariableChangeCallback (System.String name, System.Action`1[T] action, System.Boolean initializeNow) [0x00008] in <061bdf6ca8a645abb76768298ae3ba16>:0
      at AvionicsSystems.MASMonitor.Start () [0x005c6] in <061bdf6ca8a645abb76768298ae3ba16>:0  
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

     

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