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TriggerAu

KSP Team
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Posts posted by TriggerAu

  1. 1 hour ago, GradientOGames said:

    Would a long term solution possibly be the use of DOTS for more than just colonies. By DOTS I mean more than just Burst and the Job system, I'm talking like, ECS. A partial transformation of the game to ECS would significantly increase performance.

    Is the Job system and Burst compiler already in use yet? If not, just a few heavy math operations done in a burstified job would make it 50x faster!

    Various parts of the code do already use these kind of multi-threading and performance tools - Jobs is in a range of the Physics type calculations. Finding the best solution for each challenge invariably includes where can/should we use these types of tools - PhysX Joints don't lend themselves to that "easily", but lots of adjacent to Joints things do.

  2. 5 hours ago, cocoscacao said:

    Is this long term or short term solution? 

    I'd call it a medium term solution, and one that we will be constantly reviewing as creations get bigger and bigger - we cant "joint for ever" . We spent time before going this direction to validate it was the right step with this games architecture and define variations/alternates/options that will be considerations of the future as well 

  3. Hey All, Apologies for the slowness and details, I have two jobs and theyve both been very busy.

    Thanks for your patience and the PRs that come through. 

    v2.11.0.0 Release

    * Recompile for 12.1.3 - any 1.12 version
    * Fix for NRE on opening settings (Issue #96)
    * Fix EVA Fuel not displaying correctly
    * Fix resource duplication - thanks @Mathieu
    * Fix Readme.md links - thanks @rayanth

    Download from GitHub or Download from Curse or Download from SpaceDock

  4. 3 minutes ago, R-T-B said:

    That is helpful thank you.  Now I can dispose of my weird try-catch logic that depends on a generated exception, lol.

    Twas a very cool mechanism I have to say :) 

    Theres a number of lists in KSP that use that DictionaryValueList class - its very useful

     

    8 minutes ago, flart said:

    Is this public?

    OezCCkM.png

    Hmm, I thought it was, but now Im a wonderin... to the code

    EDIT: Darn sorry its internal. the way we do it in other place is a loop. This will work in the meantime

    for (int i = 0; i < AlarmClockScenario.Instance.alarms.Count; i++)
    {
        AlarmTypeBase a = AlarmClockScenario.Instance.alarms.At(i);
    }

     

  5. Ill put my hand up and say - I totally missed pitting the GetAlarms method in there.

    AlarmClockScenario.Instance.alarms is a DictionaryValueList - can be used as a dictionary and a List

    The quickest way to get at the list is: AlarmClockScenario.Instance.alarms.ValueList - which returns the List<AlarmTypeBase> that underpins the dictionary, etc

     

    The Modders notes are up now too: 

     

  6. On 6/27/2021 at 5:54 PM, jimmymcgoochie said:

    Well OF COURSE a Kerbal’s head is just full of snacks!

    That’s one impressive cake. I assume you brought enough to share with everyone? :wink:

    Always! I've sent everyones piece by mail

  7. 11 hours ago, panarchist said:

    @TriggerAu - first off, congrats and thanks for all the hard work! Great to see this and KAC in stock, I'm so excited!

    A question - where should we be reporting bugs in the stock Transfer Planner if it's something that only impacts a modded install? Specifically when it plots a node for intercept, it puts it in the default orbital plane. If using Kopernicus to change the orbital plane of bodies in the stock system, then this results in a failure to intercept.

    Straight in the bug tracker for sure @panarchist 

  8. For the weekend my wife (Leanne) made me a chocolate cake to celebrate the 10th Anniversary.

    Its really cool and I thought Id share it (not the cake obviously its too tasty), as thought others might get a kick out of it as well.

    Hope your enjoying the tenth anniversary

    Trigger and Kerbal The Crew

    FrontSideBackBody

    Nom Nom Nom

  9. 7 hours ago, Rylant said:

    Stupid question about the VAB Craft Folders.  

    So I can create a folder, but I can't figure out how to organize the folders in game, or to save a new craft to a new folder.  I can't figure out how to drag and drop or anything.  Or is the only control that you have here  in the actual file directory?

    Rylant

    Hey Rylant, there's a little drop down tab undersave  button that give you access to the saving, same as the little drop down under launch that gives you all the launch sites

    image.png

     

    3 hours ago, jimmymcgoochie said:

    Reproduced for a number of engines, bug raised.

     

    On an unrelated note- can fireworks be linked to a KAL controller to control their timing? If so, bring on the choreographed firework shows!

    Yes the KAL can be used to sequence launchers, its pretty good fun :)

  10. 4 hours ago, Lisias said:

    The upgadepipeline not being updated on the last few releases may corroborate my thesis - some things are being missed when loading KSP 1.10 parts into KSP 1.11 which introduced some new artefacts to deal with (and are not being done on loading 1.10.x crafts on 1.11).

    It should be something pretty stupid that once found we will all collectively facepalm ourselves while getting drunk after hours - these small pesky bugs are the ones that really plays havoc, huge mistakes are easily detected.

    I get ya, kk so for some extra info the UpgradePipeline is what changes parts/save values when we do things like remove old parts and need to reposition new ones, or make significant changes to a module that requires field changes. Every save that is opened is checked by it, but there is no code in it for 1.10->1.11 for example. For a comparitive idea a 1.10 save opened in 1.11 would be expected to have only the version stamp changed by the upgradepipeline. It would also have new fields with their default values for existing modules, but those are handled as part of the saving process and would match the old saves behaviour (unless noted in the change log) - it can be admittedly hard to see the diff between the upgradepipeline and save Im thinkin.

    A good example f the UpradePipeline is a 1.6.x save being opened, which would run the upgradepipeline scripts that replaced and positioned the new separators and decouplers in place for the old parts that are no longer loaded from 1.7 onwards.

    Dont mean we arent seeing an issue of course, just clarifying the differnce for some info

  11. 9 hours ago, Lisias said:

    Thanks! I really appreciated it! :)

    No problem!

     

    9 hours ago, Lisias said:

    I 100% believe you - but yet, the bug collection is going bigger and bigger - some of them somewhat silly (as the Instantaneous Craft Annihilation due Heat on launching vessels on 1.11.0), but some others interestingly convoluted as this new one I just found and that appears to be something missing on the upgradepipeline (the same way I'm pretty sure that the ICA due Heat was due something missing on the launching the craft - perhaps the very same upgradepipeline?). Not to mention some old bugs reappearing now and then.

    Something on the Process is not working right, and I don't think this is something that will be solved by extra efforts from the development team - I really find it hard to pinpoint the team as the source of these problems (I'm not saying the devs don't make mistakes - we do it all the time - I'm saying that the development process is not helping on the prevention of bugs, neither on fixing the ones that pass through).

    In a way or another, the effects on the user base are being hurtful IMHO.

    Thanks for the measured comments and responses too. We are always looking to improve the process and the game as we go, and working smarter not harder is defiitely a goal in all the teams.

    For that one there about upgradepipeline, we didnt do any upgradepipeline work in the last few releases, I didnt see a tracker number for that one in the github - do you know if there is one?

     

    5 hours ago, MZ_per_X1 said:

    Thank you for that comment. I think because we can't see behind the scenes, there  have been speculations about how this actually works. And it was exactly that on my part - speculation. It is nice to know some more details about the work that goes on behind the scenes. 

    Does the same apply to console bugs? There, the bugs seem more lethal in terms of playability (ie. a simple task like switching from one building to another causes a massive crash, corrupted save file about every 20 minutes or so). The severity of such things is affecting the gameplay far more than a simple bug and the console version feels less and less stable. 

    No probs. For consoles Ive seen the same sort of conversations and clarifications yeah. There are definitely some differences, like you say  though, in the impact space depending on what the after effects of unintended stuff is

     

    10 hours ago, hendrack said:

    Whats really left for ksp1 to make me happy is to enable modders to use the Vulkan API and give unity direct file access instead of url loading for the assets. Modded ksp takes forever load.

    In my mods Ive been using System.IO.File, etc for a long time, but if you mean that Unity gets you to use WebRequests to load bundles and stuff like that so its platform agnostic, when the games platform is file system based then yeah I get ya for sure.

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