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katateochi

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Everything posted by katateochi

  1. ok....what EDIT - ok nevermind. it was a temporary glitch. can access again now.
  2. It's out on the KSP store! wooo. downloading now. I'll have KerbalX updated with the DLC info shortly. (well I say shortly, I have the worst rural internet ever, maybe in an hour.....)
  3. All this confusion around time zones. They should have given us the time in KSP UT style; time in seconds since the first release of KSP. That would have kept us busy for a few minutes! but really though, who communicates to a global audience and doesn't use UTC?! Are we still thinking it's releasing at 17:00 UTC?
  4. I like time.is, partly cos' of the snappy domain name, partly the nice minimal interface, but also because you can create links like this. https://time.is/1700_30_May_2019_in_UTC/PST/PT/CDT/EDT/Brazil/Berlin/Moscow/Dubai/Mumbai/SGT/Beijing/Tokyo/Sydney/Auckland/London?Breaking_Ground_DLC_release
  5. 6 in the post meridiem for the UK. I say 'ol chap, that is awfully civilized. Just in time to get home and make a cup of tea before the fun begins.
  6. The stuttering has been an issue for ages. It's caused by the Garbage Collector (GC) which is a component of Unity so Squad can't directly fix it. But Squad have done a lot in recent versions to optimize memory usage and therefore reduce how often the GC needs to run. In a pure stock install the stuttering is pretty much non existent. But as @Val suggests, some mods greatly exacerbate the problem and just having a lot of mods makes it more apparent. You could prune some of your mods and perhaps try to identify which ones are the biggest cause of it. But that can be a tedious process. There is also a mod called MemGraph, which aims to reduce the stuttering by decreasing how frequently the GC runs. It won't rid you of stuttering completely but it does help. Once installed you can prompt it to pad the memory allocation by hitting alt+END and then you should see a difference. You'll need to hit alt+END each time you run the game, or go into the settings.cfg and set `applyPadding` to True (I also set `visible` to False). You may also want to set a higher allocation by altering padheap.cfg and changing the `total` value. IIRC it's set to a GB by default, you may want to increase that and you've got the RAM to do it. But don't just set it real high, more padding means longer between stutters, but it also means a longer pause when the GC does run. It's a bit of a case of finding the balance that works for your setup. I've got about 50 mods installed and 32GB of ram and currently I've set mine to 2GB.
  7. yes, definitely support this. Would like to be able to 'lock' them on so they don't faze out, and also be able to hide them completely while you work on something inside them. oh I do so miss the KW rocketry style fairings. I'll be checking this mod out for sure. I wonder if you can do asymmetrical separation like you could with the old KW ones, ie just drop 1 segment of a 3 sided fairing & then drop the other two segments later.
  8. KXAPI - KerbalX[.com] Application Programming Interface Source | Wiki CC BY-NC-ND 4.0 licence KXAPI is a mod designed to be used as a dependency by other mods that need to access content on KerbalX. Currently that's just Craft Manager and the original (now somewhat outdated) KerbalXMod. KXAPI was written so I could move common functionality from CM and KXMod into one place, and has been a good opportunity to redesign the API on KerbalX to make it more secure and controllable. I can now limit access to only authorized and verified mods and control what data each mod is able to access. KerbalX will now only accept requests which are sent via a valid instance of KXAPI. This work has opened up the possibility of enabling other mods to interact with KerbalX; Other mods can add KXAPI as a dependency and use it to connect with KerbalX. KXAPI does the job of handling all requests to KerbalX and everything to do with user authentication. It's as easy as: KerbalXAPI api = new KerbalXAPI("My Mod", "1.2.3"); //create a new instance of the API and provide the mod's name and version. api.login(); //will either prompt the display of a login UI, or if a valid login token exists it will login with that. //make a request to test the connection. All requests take a delegate function that expects a string response and an integer status_code api.test_connection((response, status_code) => { if(status_code == 200){ Debug.log(response); }else{ Debug.log("Something went wrong - Error " + status_code); } }); The requests are wrapped in coroutines, so if there is a delay in server response it won't cause the game to hang. All requests take a delegate function which is executed once the response from the server comes back. As KXAPI handles everything to do with logging into a KerbalX account, any mod using KXAPI doesn't need to ask the user for login credentials or store any session/security tokens. That's one less thing for a mod dev to worry about and users of the mod don't have to worry about a mod mishandling their login details. See more info on the KXAPI Wiki But!!! Before a mod can use KXAPI it has to be approved and authorized. To get a mod approved you need to contact me and discuss what the mod's goal is and how you want it to use KerbalX. See below for more details about getting mod approval for KerbalX. Once a mod as been approved the mod's developer (and any collaborators) will be able to create a digital signature for releases of their mod. Each release of a mod has to be digitally signed by it's creators before users of the mod will be able to use it to interact with KerbalX. KXAPI takes care of signing new releases so that doesn't get in the way of mod developers releasing new versions, they just need to ensure they use their account to login with their latest release. Getting a mod Approved It will complicate things for me (from a support and moderation aspect) if other mods start uploading craft, so I want to keep CraftManager & KerbalXMod as the only mods that do craft uploading. I'm more interested in providing a service to mods that need a centralized data store. Any mod looking to use KerbalX needs to do so with consideration; KX isn't a commercial site with lots of funding, so resources are tight. To that end mods need to be efficient in how they make requests; making small requests & at as low a frequency as possible. If you have an idea for a mod that needs a centralised data store and think that it 'fits' with the direction of KerbalX then I will be willing to add specific tables to the database to accommodate it.
  9. See. This is why this community is so awesome. @Dafni if OP PMs you and you feel the request is genuine then PM me and I'll chip in half (or equal share if others join in on this).
  10. Squad really needs to step up their merchandising game; I'd buy Korolev Crunch! That could be a factor. Also, there was a thread a day or two ago, about the aerodynamic properties of the slanted nose cone. That suggested that the slant is more than just aesthetic and does actually have the aerodynamic impact you'd expect from the slant. So in this case that could also be pushing the boosters together. If one was prepared to sacrifice looks, and put the cones on the "wrong" way, facing out, then maybe that alone might give a clean separation?
  11. Almost exact same time as me! I got it just before 0.16, but that was the version I started playing. I remember Mun was a new thing then (and that was it), you couldn't have more than one flight in progress at a time, Kerbals couldn't go on EVA and IIRC the Mk1 command pod was the only command pod and it had 3 Kerbals all crammed into it.
  12. @5thHorseman, @HebaruSan, ah awesome, thanks guys! That looks just like the sort of thing I'm looking for. New, improved, and looks nicely made! I'll give it a go tomorrow.
  13. What is everyone using these days for working out when optimal transfer windows to other planets will occur? I'm using @TriggerAu's Transfer window planner mod And in the past I've used the web app planner which the above mod builds upon https://alexmoon.github.io/ksp/ And then there's the generated transfer alarms from Kerbal Alarm Clock. But they all give slightly different answers. KAC's suggested times are quite different to those generated by alexmoon's web app and the Transfer Window Planner mod (those are only different by +/- 10 days or so). Ie right now (Year 1, Day 53), KAC suggests I could transfer to Duna in 49 days (Y1, D103) but the TWP mod suggests waiting for 176 days (Y1, D234). I guess they say, when at sea take 1 compass or 3, and two of my 'compasses' are pointing in roughly the same direction, so go with them. But in this case both are using the same underlying logic, so really it's more like having 2 compasses, which is the path to madness! So what do you guys use to work out when the best time is to go for IP transfers?
  14. This isn't a paused screen shot, this is how the craft ended up after switching away from it and back again. I hit timewarp and it snapped back into shape for a second before exploding everywhere.
  15. Those are some lovely designs! First thing I'll build will be a little test craft to make sure that you can have a docking port on the end of a movable arm and that nothing explody happens when you dock with something and that it's stable while timewarping. -if all good -re make base construction rover (which has always depended on IR), although I may stick with using IR's magnetic grabber on the end of it's arm. -make a Canada arm or several -some kinda cargo truck that can pick up and load cargo, even though transporting cargo by truck doesn't really have much application -some kinda unnecessarily complicated unfolding satellite. -a flat packed unfolding base. -VTOLs galore -else -submit bug reports!
  16. Awesome! That will be a great enhancement to the Kerbal Truck Simulator! Don't know why (maybe 'cos I do a lot of towing in RL) but there is something oddly satisfying about having a rover towing a trailer in KSP.
  17. So happy that KAS is getting so much time and effort put into it, it really is such an essential concept and this new version is looking really good. Only just started playing with it but I'm liking it! Got a couple Qs: - Will the harpoon and grappling hook eventually get ported into this version? - On the TB-60 towbar, locking it just seems to lock the "yaw" movement of one of the joints, but the "pitch" remains unlocked on both joints. Is there a way to completely lock straight one of the joints? I'd like to be able to have small 2 wheeled trailers (or truck style trailers with only rear wheels) but so far I can't figure out how to do that with this tow bar. Example: I got this little science trailer and I can hook up with the trailers jokey wheel down, but when I raise the jokey wheel the font of the trailer drags along the ground (and explodes!)
  18. I'm just starting a new modded setup (not played in a while!), previously I've used EVE with just standard EVE configs, then I've used EVE/SVE so I thought this time I'd give Spectra a go. Really liking the look this mod gives and so far performance seems to be really good too! Just got a couple questions: 1) In 1.7.0 Squad have added a new skybox which is pretty nice, but after installing Spectra it's been replaced. How can I disable the skybox from Spectra? 2) There's an issue (IIRC) with EVE that causes faint 2D textures to appear next to light sources (while on land....possibly only while under the cloud layer). With SVE they don't show up so I guess it's a config related thing. I recall there was a quite simple fix to get rid of them, but I can't remember what it was. Any suggestions?
  19. So...Firstly Awesome, yay! but also with some concern; I've been a fan of dammed and then infernal robotics since I started playing all those many muns ago. What I fear is that stock robotics will be the cheep knockoff version of IR (kinda like the stock coms is to Remote Tech), with nice looking parts but a clunky UI and simplistic usage. But....on the other hand, it might mean that by having solved some of the issues IR faces in stock, IR may be able to utilise the stock system via the API and continue to provide the IR style and usability but with stock workings under the hood. Could be good! Will the stock system have something akin to IR's sequencer? Cos that's a really essential part of anything more than a basic arm. Two things I hope the stock system solves that have been issues in IR; having docking ports on the end of robotic arms, and having arms on a ship able to interact with the ship (currently, or at least last time I played properly, IR arms would just pass through the ship they were mounted on, so hoping that the stock system solves that). Also inventory? How's that going to play with KAS/KIS? Anyway, very intrigued and mostly excited. Good stuff Squad!
  20. @HB Stratos Process complete. Order should have been restored! Thanks for pointing that out dude, I'd not noticed my mistake.
  21. @HB Stratos, literally just working on this now. Problem caused by stupid me not unpacking the DLC into the mod data scanner (I'd just put the zip in without unpacking it). So the scanner thought the DLC had no parts and as another mod exists that has the same names, all the DLC parts had been migrated to that other mod (squadexpansion). So the site is now in the process of migrating those parts back to the DLC, which will take a few moments as it will also have to rescan all the craft that use those parts (~1700ish) (it only needs to rescan those ~20 you've highlighted, but I'd have to alter the process for a one-off run which would be a hassle, so I'll just let it rescan all the DLC craft). So that should be sorted in.....shortly.
  22. Don't know if it's cos I'm instagram incapable, or just stupid, but I could only see the one pic, and there's like a whole collection of these that I see posted from time to time on imgur. I'm sure I fav'd them..... yeah, found 'em; I love how some of the details of the everyday object are kept in the spaceship, like the clip on the battery cover on the TV remote. Love the little dual-spoon-lemon craft!
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