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ZAJC3W

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Everything posted by ZAJC3W

  1. It's fully functional, bugs I can see are: - ship left on trajectory entering atmosphere(below ~60k on kerbin) will be deleted when switched to another Vessel, have to babysit every moon return/aero braking flight. Fixing will require major rewrite of decay handling. - sometimes list of vessels is lost when switching vessels, it seems to affect GUI only, all background processing is still working. - nuisance more than bug, no click trough protection and window position not persistent. I still have 1.2.2 on HDD I will compile it for 1.2.2 done: https://github.com/zajc3w/OrbitalDecay/releases
  2. @AlekM As far as I can see Nbody calculation code and GUI menus are only place holders for a code that will sadly never be finished. Feel free to test, and report back. New update: Fixed null ref exception when switched to a vessel/debris without controllable module (probe core or crewed compartment) Fixed decay rate variation between loaded and unloaded vessel When upgrading have to fly each vessel to take advantage of this fix, vessels within physics range are affected. Relay Vessel type added to GUI Tested upgrading on heavily modded save, but PLEASE BACK UP YOUR SAVES!!!!
  3. I'm working on a mod that needs masses of all vessels. Vessel.GetTotalMass() returns incorrect values. from .3t difference to magnitude or two difference. same ship will always have same error. Is there any other way to get correct mass of unloaded vessel?
  4. As in title. I'm working on a mod that needs masses of all vessels. Vessel.GetTotalMass() returns incorrect values. from .3t difference to magnitude or two difference. same ship will always have same error. Is there any other way to get correct mass of unloaded vessel?
  5. This game is bloody annoying. Sorted area calculations and I'm storing it using PartModule data, but now found that Vessel.GetTotalMass() is returning semi random numbers for unloaded vessels screwing everything.
  6. Thanks, you just saved me couple of hours finding this info, will look into this later.
  7. @Cheesecake tried my recompile for 1.3 from previous page or post above?
  8. @Syczek, care to look one page back? for non google users link here Can you be more specific? I know there's API reference but why experiment if you know exactly what event to use.
  9. I do understand your reasons Whitecat106, thank you for your awesome work. KSP needs this mod so badly, it's the reason I've installed Visualstudio!!! Sadly I have no idea of the orbital decay physics beyond residual atmosphere drag. All I could do is keep recompiling current version and maybe smash some bugs, besides You've seen my code, I'm probably most messy "programmer" ever. The-Doctor I have played 1.3 120 ingame days with this mod(alongside ~40 others) and only crash was memory violation caused by steam overlay. Only bug I've noticed is, in some cases huge, difference in decay rate between active/unloaded vessel. It's caused by(forced by KSP api) difference in vessel area calculation. It's impossible(AFAIK) to get exposed parts area for unloaded vessels, i.e. all parts in service bay will be counted as affected by decaying factors -> something to fix by new maintainer.
  10. I've dropped it from my mods list while ago as it was messing up some orbits, missing Duna by half of it's orbital period after carefully aiming to get encounter wasn't fun. No game+save crashes for me though. But playing with 30+ ships and ~300 of debris was lagging. Only recompiled as kessler syndrome badly needs it.
  11. I've compiled latest code from github and it's not loading at all, it's in between major updates code. Last known working source for 1.2.2 is running, but GIU isn't showing up properly, If anyone knows what has changed 1.2->1.3 GUI wise I would much appreciate help. I'm an idiot, .dll without Icons won't show correct GUI Orbital Decay 1.53 compiled for 1.3 Same version as for 1.2.2, unzip inside GameData folder Module Manager required, not included.
  12. Followed V8jester post how to run it in 1.2.2. Works fine, until first reload of a ship, I had same issues since 0.23. problem: all glitches happen after save loading, leaving ship on launchpad and driving out of physics range and back does the same. Robotic parts change orientation after loading: radially(surface) attached hinges tend to reattach themselves facing same direction as part they are attached to. They rotate 90/270 degrees. all robotic parts attached to node drift in random direction random distance, sometimes rotating too. tested with legacy parts and buffalo rover grabber.
  13. I have workaround, just click "enble unrestricted transfers" when needed. No rush, updating for 1.1.3 seems pointless since 1.2 is almost here, good things are worth the wait And BIG BIG thank you for great job on this awesome mod.
  14. Is it just me or all docked connections are impassable. Two docking ports attached in VAB are passable until i decouple, and dock them together. Opening/closing hatches has effect on build together docking ports but docked are impassable. I have 80+ mods so chances are one of them is conflicting.
  15. what happened to libra.LFO.B libra.engine.B a lot of ships got deleted because of them missing. cfg files are still there but models are missing - looking for tantares pre- 35.0 to fix this...
  16. Don't be surprised to see invalid format exception alot - found cause and solution, but needs more testing... few hours later.... After some testing on fully blown install with 60 mods 2 bugs squashed, one feature posibility spotted SAVE NOT BROKEN!!!!
  17. Sorry Whitecat106 somehow i managed to miss your reply. I'm testing 1.5.0 prerealease, have now VS linked to github so no more typos like in my last Pull request. Issue is caused by onQuickSaveorloadUpdate being called before resourcecatchup on loading of a vessel. I have found yet another way of rectyfing fuel update issue, propper one this time. quicksave, autosave and revert safe. using this in every resources update for unloaded vessels protopartresourcesnapshot.resourceValues.SetValue("amount", PartFuel.ToString(), 0); Storing Fuel level in seperate file becomes obsolete, as it's updated every second(as for now) and stored in .sfs file. Station keeping state, and individual ship resurce type should be stored same way, as i can't see any other way of restoring them reliably after quickload from 2-3 days before. Using partmodule would be the way forward, me (modding noob) thinks Same modding noob thinks that storing anything that should be restored on quickload in VesselData.cfg isn't gonna work.
  18. Little update: 2 issues found: VesselData.cs: public static void OnQuickSave() { if (DecayManager.CheckSceneStateMain(HighLogic.LoadedScene)) { if ((Planetarium.GetUniversalTime() == HighLogic.CurrentGame.UniversalTime) || HighLogic.LoadedScene == GameScenes.FLIGHT) { print("WhitecatIndustries - Orbital Decay - Vessel Information saved."); File.ClearNodes(); VesselInformation.Save(FilePath); VesselInformation.ClearNodes(); } } } Code above is executed before every ship loading, causing VesselInformation being repopulataed with fuel data from persistent.sfs -> loss of consumed fuel info. Since WhiteCat106 is rewriting(as he says in readme) VesselData.cs I'll leave it to him. But commenting out VesselInformation.ClearNodes(); line solves this problem. Issue no.2 DecayManager.cs public static void UpdateActiveVesselData(Vessel vessel) Is executed before public void FixedUpdate() First method/function(im no programmer by any means) is updating VesselInformation nodes to fuel level from freshly loaded ship, before that fuel level is updated by FixedUpdate..... P.S i'll make pull request when i figure out a fix for it.
  19. Thank you Whitecat106. It won't work, consumption rates won't be correct: 2.3 days worth of monoprop is 92 days worth of xenongas. That reminds me feature i wanted to suggest. Have station keeping resource set per vessel, in probe core/pod right click context menu, or in Orbital Decay GUI. I know it would be a lot of work, but IMHO would make more sense than global station keeping resource Bug report: Scene change is reseting StationKeeping state to OFF and reloads resource to persistent.cfg value. Actually it looks like resource is never updated in persistent.sfs for inactive vessels and VesselData.cfg is discarded every scene change causing loss of data. All tests above done with only 1 vessel in flight in full stock KSP Update: Launching another vessel is reseting already orbiting vessels, same as quicksaving, and autosaving. orbits seems to be updated correctly. UPDATE: line: if (VesselData.FetchFuel(FlightGlobals.ActiveVessel) < ResourceManager.GetResources(FlightGlobals.ActiveVessel, Settings.ReadStationKeepingResource())) in decay manager.cs is always false for some reason VesselData.FetchFuel(FlightGlobals.ActiveVessel) returns value from persistent sfs instead of value from VesselData.cfg, that was intention of this line, right?
  20. changing scene didn't help, changing station keeping resource isn't ideal either switching to all satelites will take a while... I'm, looking forward to update, it's one of 'it should be stock' mods for me
  21. same as above, stationkeeping fuel is used on suborbital to orbital transition when ship is under main engine acceleration. OD should be disabled for ships that are under acceleration. My case: Launching new crewed vessel monopropelant is set as station keeping fuel. on transition from suborbital to low orbit all my Monopropellant is spent with message that my (currently getting into orbit at full throttle) vessel is very low. got to 75x76km LKO, edited monoprop back in quicksave vessel is being crashed on quicksave load with orbital decay message that it has decayed.....
  22. kerbalstuff is down - F%$£%G awesome
  23. I have found conflicting mod: ModuleManager. Well... kind of conflicting... KSP is hitting 2.5G on changes between large ships after removing files below ModuleManager.TechTree ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics
  24. Doesn't bloody work. ;( 1GB Directx11 graphics, windows10: In main menu I'm getting ~1GB memory saving(2.1GB reported by task manager) loaded KSC: memory usage jumps up to 2.8GB - normal memory usage without DTL In VAB: station loaded(~60 different parts) memory usage goes to 3.3GB - 300MB saved game crashes on rocket load from subassemblies. station only on launchpad 3.5GB, reverting to VAB results in crash most thumbnails in VAB uses normal texture, only few mods show low res texture. ATM also does nothing, time to remove some mods... ;(
  25. Ok. I did some testing and it seems, unsurprisingly, that it's DMP causing it. I guess my server won't be running that, or maybe, for increased difficulty :).
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