ferram4

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About ferram4

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    I Make Things Fly

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  1. Understand you are very busy with RO, FAR, and life.

    I've sent you a PM, and posted a message in the KJR forum, about possibly adopting KJR, even if for a short time until you are able to pick it up again.

    Thanks

    Linuxgurugamer

  2. As an answer, the current code is licensed GPL, but several of the icons are not, making the entire distributable ARR. Now, that means that you don't need my permission for the code, but the icons for the debug voxels and the little applauncher thingy would need to be removed if you decide to fork and distribute it. Also, that's then your problem to fix issues in, not mine. Yeah, I'm working on it, just a little busy with life. I just want to be sure not tremendously terrible happens in some weird edge case I didn't think of yet. If you've got any work towards making sure things work, it's better to make a PR to the FAR repo on github, which helps things along. Easier than duplicating work, and there's always the chance that your code catches an issue that mine doesn't.
  3. Hey everyone, sorry it's been awhile, but v0.15.9.1 "Liepmann" is out with a couple bugfixes for KSP 1.3.1. Getting compatibility on KSP 1.4.x will still take some time, but this is necessary for Realism Overhaul to get released, so here it is. Changelog has the juicy details, as always.
  4. @kerbini: That almost certainly means that the shell is impacting the antenna and breaking it. So not a FAR problem; there aren't any aerodynamics going on there. @steve_v& @dubdubak: Most likely that means weird transform shenanigans. I'll look into it, but unless it's something I can trivially separate out it won't be fixable on my end. Science fantasy mods doing fantasy things tend to be... difficult to deal with. Would one of you guys be kind enough to make an issue on the FAR github so I can keep track of it? You guys know the details of what to cause it. @dlrk: I've been holding off until closer to an RO 1.3.1 release so that I'm sure that the whole thing is stable with whatever changes happen there. Unfortunately, that ended up getting hit with Valve time... I'm somewhat reluctant to rush out an official release though because I don't think it'll take too much to get things set up for 1.4 but I'm somewhat afraid of a FAR update setup where I have FAR release for 1.3.1 -> FAR release for 1.4 -> FAR bugfix for 1.3.1 to help with RO. I'm probably just paranoid though. Anyway, yeah, I am looking at what it'll take
  5. ferram4

    WW2 BAD-T III - BDAc AI Dogfight Tournament

    I'm not sure, I think it depends on who blinks in the head on. If the Tytonids blink, then they're at risk of being at a temporary energy disadvantage that will get them destroyed. If the BTs blink, then they'll likely burn up all their energy in maneuvers and end up being easy pickings.
  6. Nothing I can fix, considering the "issue" is that Trajectories is calling FAR's aerodynamic simulations to predict in-atmosphere flight. It's already about as optimized as I can make it, but there's no way for me to optimize another mod increasing the aerodynamic calculations by x100 every frame for future predictions. I mean, I can "fix" it by preventing the functions that Trajectories calls from actually doing anything and returning 0, but that would defeat the purpose entirely.
  7. How... that's strange, considering I copied the FAR stuff for release from the github repo. Must not have grabbed the one after the last-minute .version fix. Well, once the metadata gets updated for CKAN it'll be fine.
  8. Alright, so FAR v0.15.9 "Liebe" is out. It includes 1.3 compatibility, some mod interaction fixes, and localization support. Also includes volunteer-provided German, Russian, and Chinese translations. Anyone who wants to help contribute to more translations is welcome to, and I apologize if anything isn't translated correctly, I only know English myself.
  9. Alright, KJR v3.3.3 is out. Should be good for all versions of KSP 1.3.x, only weird thing was making sure CompatibilityChecker still worked and didn't do anything stupid, because for some reason it thinks that the game build is 0.1.3 rather than 1.3.... Anyway, no other changes, everything otherwise looks good.
  10. Believe it or not, complaining that something needs an update doesn't make it update faster. In any case, my attention has been slightly distracted by real life, then FAR, so I haven't focused on this quite as much. I do have a working build of KJR together, the only thing delaying a release is that there were some reports of IR compatibility issues that I wanted to be sure were taken care of, and it seems like they are. I'll see about getting the info right and getting an official version out in a day or two.
  11. I have no idea, this is something that shouldn't occur unless you've changed some settings to make it happen. If I had to make a wild-ass guess, it would be your antivirus being some kind of crazy-obsessive thing, but if that's not it, I dunno what to tell you.
  12. @RazorFang95: Based on what you've said, the only thing I can think of is that your computer is not allowing FAR's background voxelization process to run. I don't know what kind of locked-down settings you have on your machine, or what your machine is also doing that doesn't allow it to give up a few cores to run those processes, but that's what it sounds like is happening. Nothing I can fix, it's your settings that need to change. @bckspstuff: 1) You don't do anything for lifting bodies of any kind. Nothing, nada. The only reason the modules are still on the pods is that no one told me they were added, and so I didn't remove them. FAR doesn't remove those modules universally on the principle of, "well, even if the stock modules are completely and horribly wrong, if FAR isn't replacing them with wing modules it's safer to leave them there. It's not like they'll be misused to hack things together that shouldn't be hacked together, right?" So, me being naive and expecting things done right. 2) Stock engines have pitifully small gimbal ranges, well below real life. This means that rockets have very little gimbal control authority in KSP by default, far less than is necessary to fight the standard aerodynamic instability of most rocket designs. The speed setting is to make the gimbals move smoothly rather than jerking, which can cause the shakes and make rockets come apart very quickly. 3) So long as the part isn't a blade and is at least somewhat part of the aerodynamic fairing of the propeller, it's okay. It's the propeller blades and the transparent blur-disk itself that can't be voxelized. @Vladokapuh: Whatever works, but I'm not sure exactly how you're slowing down something that's going at least half the speed of sound on the runway. Frankly, it sounds like your plane is just too damn heavy if you need all that speed to land it safely. If I had to guess, going slower causes it to fall out of the sky and bellyflop into the ground due to a lack of lift, but going as fast as you are gives it too much lift, so you need to slam it down to give it a chance to not immediately take off again. I'd say, make it lighter / more wing and add more pitch authority; come in slower, with a higher AoA. Then, you shouldn't risk bouncing back into the air so much and you won't need to land so fast.
  13. @Avedis: There is no problem with ModularFlightIntegrator, as I've never seen that issue with FAR in KSP 1.2.2. If you're trying to run FAR on KSP 1.3 though, you're out of luck, because it hasn't been updated for that yet. There's still work to be done. Also, FAR v0.15.8.1 "Lewis" is out for KSP 1.2.2, which has the water crash bug and a minor display issue with the flight GUI button fixed. This is not for KSP 1.3, this is a patch to keep things running smoothly, especially since it might take some time for RO to catch up to 1.3.
  14. Revoxelization always happens once the craft is loaded, and as far as FAR is concerned, there is no difference between a craft that has just been loaded and was already existing in a save and one that was just launched. Make an issue on github to make it easy to track and include the save file and the craft file responsible.
  15. Stop trying to make FAR work on 1.3. I'm still looking at some development tweaks in 1.2.2, possibly another patch release shortly so that RO doesn't have the splashed-down unpacking crash bug that was mentioned earlier. I haven't even looked at a 1.3-compatible MFI yet. Actually, I haven't even downloaded 1.3 yet.