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Tanya Sapien

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Everything posted by Tanya Sapien

  1. Reviving thread to point out broken scripts. I came here after I couldn't get a mashugina imgur album to parse only to discover that the instructable for it itself is broken.
  2. Well after three days and 10,683 module manager patches applied, I finally got all my mods playing nice together on 1.3. All the gizmos and gadgets are nice and all, but TheMaster401 I have you to thank for the frosting on that cake. It wasn't until my first field mission, setting up a seismometer in the mountains, that I was able to truly appreciate just what this graphics mod brings to the game I only wish SVT wasn't incompatible, then I'd truly have everything, but that's just me complaining the cake has 99 sprinkles instead of 100.
  3. Nailed it. "Terraced Housing" and to a lesser extent "Apartment Building". Specifically it's the shadow calculation that's bogging down, which would explain why the 10 series cards feel it so hard. Tested by spawning and deleting multiple instances of various potential culprits on various graphics settings and culling distances. Looks like it's just the sheer number of objects in close proximity to one another and casting shadows on each other that's overloading what the engine can readily handle. I'd suggest swapping the models for some low-poly versions. Until then my stopgap will just be to just cull them from my game; I've never fully filled one apartment complex, much less four so it won't be an issue for me. PS: slight afterthought, the one person who submitted their modlist had EVE in there, which I also have. That mod is quite shader-intensive, so it might just be too much load on one specific module, in this case shadow calculation. I dunno, really just speculating at this point and too busy to test into further detail.
  4. chiming in to verify some lag around KSC. Specifically the kampus. Any time it's on screen I get major FPS dips. I'm running a FX-6300 CPU and a GTX 1050Ti GPU and have very few other mods running Side note, I've noticed all the other people who reported this issue were on 10 series Nvidia cards as well, connection maybe? Side side note, I keep load graphs visible on my second monitor at all times and during these FPS dips I checked the graphs and the CPU was at 80% load and the GPU at 70%. Neither was peaked yet FPS was plummeting. Not sure what exactly that means, but it's something. I'm going to run a test build and start cropping some buildings while checking load and FPS, I'll report any findings or lack thereof in an hour or so.
  5. could you start posting changelogs again? the list on the page only goes up to v1.16 and I'm the kind of person who really likes to know what bugs exist, no longer exist, and were never there to begin with. To say nothing of added features or removed ones.
  6. After giving it some thought, I thinking about blowing the dust off something. Ages ago, Snjo was helping me to work on a steampunk mod. I ended up getting overwhelmed, but I retained a lot of the lessons I learned along the way. With community resources, and now vanilla Ore, the land is fertile, and two things in this thread got me thinking. That sail boat prototype and the airship boat delivery system. I'm thinking Guns Of Icarus style steampunk airships. I'm feeling an itch to get back into working on that mod. I originally had visions of throttle being tied to boiler flame, with the heat of the boiler dictating steam flow and therefor thrust, meaning that your speed response would be on a delay and running the boilers too hot would make them explode. After some thought I've decided this is needlessly complex. Your approach, however, looks interesting. I was thinking if Infinite is too busy, I could step in and help a bit. I'm not making promises, it's been two years since I even touched the code of this game, and I remember having a lot of difficulty in getting the Squad code to inject properly into the parts, but if I could come up with some functional hardware, it needs branding, and I was thinking having it be a parts pack for your mod would be a good way to do it. With your permission, I'd like to get to work on making some steampunk hardware. Related note, I don't know what the fix for V hulls is you were mentioning, but a quick and dirty fix I can think of, which is what I had in mind for mine and how I stabilize my taller ships; keels. Just make a mesh variant of the compressed water holder that's flat and semi-cylindrical and with a far higher crash tolerance. So yeah, I think I'm gonna go reinstall blender and poke around my old folders to see if I can find my old data. EDIT: Damn. I knew I lost some data, I just didn't know the project files were among it. All of my work on the old steampunk mod was lost, I'll be starting completely from scratch. EDIT 2: I've never been happier to have a poor organizational system. I found a few files I'd moved to a different folder to work on. I was able to recover the mesh and textures for the MkI boiler and the mesh for the flux turbine. everything else is still gone, but at least I have something to start on. EDIT 3: a month and a half of work. and that's all that remains of it
  7. I feel a presence...a presence I haven't felt since...
  8. I saw that a little while back, but it wasn't done yet so I didn't grab it. Nice to know it's in a functional state now. I'll definitely be getting to work on some proper vessels. In the meantime, I leave you with my hydrogen tanker. It carries exactly 5 million units of liquid hydrogen, worth $135,000. Working alongside my drilling rig which also uses the ships mod, it's a nice method of steady non-cheating career mode money
  9. Hey, Fengist, I just wanted to let you know I'm having a lot of fun with your mod. I combined it with some stuff from BD Armory and Infernal Robotics and made a neat little battleship. You have my permission to use, blah blah, legal stuff, NEED MORE SPLOSIONS
  10. conventional SAM, you're absolutely right, but there is a kind of missile called an "auto swarmer" (not to be confused with the Twisted Metal "Swarmer Missile")that is capable of overshooting and doubling back, they're designed for taking down large numbers of aircraft by sheer air saturation, and in the event that one misses, the computer controlling all of them reassigns a new target for the one that missed, or if none are available plots a return trajectory for another swipe at the original target. They're really nasty little buggers.
  11. considering that he works with Snjo (the firespitter parts guy) I can easily see this being a thing
  12. turret controls are in the Readme. I use Xpadder and map the controls of an XBOX360 controller to them. also make sure to select the context menu option "control this" while operating the vehicle before attempting to move them around.
  13. ah, so it's a hybridized approach. I just know that RAM is a huge concern for people not using Linux. I know for people like me who have upwards of 800 parts (887 on my install, plus utilities and plugins) RAM starts to become worth its weight in gold. Even using the reduced textures for KSPX and B9 Aerospace, and dumping some Firespitter configs from internals, I still run into RAM choking. I can't wait until 64 bit becomes available for windows an mac users, it'll revolutionize how much people can mod their games
  14. the mesh is the object that becomes the part. think of it like a statue that is then painted with a texture. you could texture on bullet holes, but they would look just like that, paint. what he was saying is that he'd make actual visible damage appear (holes through the part, buckled metal, missing bolts, et cetera) as part of the mesh itself, so that it would look more eye-pleasing. but that does hearken back to what I said about RAM footprint. (ID, let me know if I'm overstepping my bounds by jumping on these questions like this.)
  15. the decal idea is a novel one, however loading multiple complete textures for the same part would be painfully heavy on the RAM footprint of the game and the filesize of the mod. I think you'd be farther ahead applying it in the form of a painted effect. the problem of course is that as far as I know, no coding in the framework of KSP for this currently exists beyond the flag decals, and even then that was a recent addition and it has very strict criteria for placement. If he could add cumulative decals of bullet damage, yes, it could be very pretty, but it could also be a clippy eye-straining nightmare. Decals overlapping each other on the same layer have a tendancy to cause "flickering" where the graphics can't make up their mind which is on top. The only solution to this would be to have them either A: apply collectively to a "damage" layer on the texture file, like paint brushes. this would be very resource intensive, or B: apply a visual stack thread priority based on age of decal. this would increase RAM footprint. and regardless of which he used, anything with a collision mesh that doesn't align perfectly to the graphical mesh is going to have magic floating bullet holes. To put it bluntly, there's no easy way to do this, or it would have already been done.
  16. You could make one of those yourself, actually. Make a clone of one of the KSPX or KW Rocketry conical nose cones, then go into the configs. Change the partID field to a unique name, like "Kerbomans_Nuke" copy the warhead module from the configs of the missiles in Skillful and put it in there somewhere, and then drop the impact tolerance to 5. Boom, instant warhead. As far as blast radius goes, I have no idea how to tweak that as I haven't probed into it yet. I've been very busy with life stuff and just haven't had the time to give this mod the biopsy it deserves.
  17. Squad added the ability for SAS commands to remain running in non-controlled vehicles when they added docking. As far as MechJeb taking advantage of that, it can and does and I have done it. Aside from auto-launch and auto-land systems, MechJeb is also capable of spaceplane guidance in-atmo, altitude holds, position holds, and a number of other, lesser functions which interact directly with the atmosphere. Of key note is the landing autopilot's aerobraking node and atmospheric drag projection system. Unless it could directly interact with the atmosphere of a planet, such systems would be impossible. The main missing piece is, as I said, the old Autom8 utility. I don't know where it went or why they removed it, but assuming such a component is still in the coding somewhere, this is entirely possible. With the utility employed, the only remaining aspect would be the physics load distance, which can be overridden in a number of ways, so take your pick.
  18. What does that final suffixual number mean? The one you have set to "3" on each of them? I can only assume it's an optional flag as I never use it and nothing bad happens.
  19. MECHJEB, HOLY MOTHER OF INSPIRATION, MECHJEB! I know MechJeb continues giving commands to a vessel you've left because I've played around with self-stabilizing platforms using the Translatron utility with kill H/S enabled. (I wanted to be Mario on the Mun) Mechjeb also used to have the "Autom8" feature which allowed you to script multiple autopilot commands with situation detection and such. I remember once watching with delight as I managed to fully automate a moon landing (I used somebody else's script, but I built the ship myself) Mechjeb2 has the spaceplane guidance with handlers for pitch and roll stabilization and such, and the ability to hold specific headings. I know mechjeb can handle coordinate detection because the landing autopilot can use GPS coordinates, so just use the same system real-world drones use; GPS waypoints! it would be as simple as a tool that plugs into the old Autom8 scripting language, which has got to be buried in the files somewhere, and then giving it the instructions (I'm using faux scripting here for the purpose of demonstration) find great circle bearing to waypoint > align to heading > when vessel coordinate = waypoint coordinate {margin of error +-100m} change waypoint to X X = coordinate next on the list Using a system like that, so long as the vessels remained in the load distance (which you've already found ways to tweak) they would be able to fly themselves while remaining fully rendered and responsive. I'm a have my cake and eat it too kind of girl :3
  20. @ID I'm stuck at a friend's house until roughly Wednesday (give or take a day) so I'm not able to work on things, but when I get back I'll do some bug hunting on the CIWS for you and see if I can't come up with good node lists for it and the other parts. Actually, on that note, I noticed your boat parts mod has nodes mis-oriented. They tessellate to each other just fine due to the orientation faults cancelling one another out, but suffer 90 degree offsets when connected to stock parts or parts from other mods. This made hybridizing an R3/B9Aerospace ship very difficult. Additionally, they don't appear to have symmetry logic handled, as using the nodes defaults to non-symmetry mode. I haven't looked into the configs on those yet, but I see no reason why I couldn't mill my way through your boats mod and fix the nodes. It would definitely make large ship building easier for people if mirroring could be enabled.
  21. oh yeah, the tanks on the ground hearken to DUST, the ships in space are like a physics-driven EVE, but in this case the transition between the two is seamless. we shall call it: "EVE lite"
  22. All of the following has been thought of on the spot, and due to the impulsiveness of it, may be inaccurate, implausible, or potentially insulting. I'm no good at backend or core programming. At best I can do meshes. I'm better at texturing, config tweaking, and brainstorming. As far as multiplayer goes, they're currently working on that, and a mod already exists for it. ID said he plans on adding multiplayer support once squad releases the official version of it. Once that happens, I can forsee it only being a short stint of time before people work on some crosspeak between the plugins. Realistically, there's a lot of code that would be needed before that vision could be realized. What I plan on doing is waiting. 0.24 is promising to be a big update with plenty of fun stuff, so we've got that to look forward to. I'm going to wait until the multiplayer update, whenever that will be. Squad has already said that they plan on adding it because of how well-received the multiplayer mod was (not to mention it elegantly solved a lot of the reasons that were why they were against multiplayer modes in the first place) so once that happens the immediate next step will be multiplayer support for the mods. There's a mission mod that exists already which implements that money system. Kethane has the territories system hashed out and I've worked with their configs before. I've also worked with the launchpads mod (though with only marginal success) so what I'm thinking is that when that update happens and as the mods become multiplayer ready, I could work on compiling tweaks of them into a package that could make that territory capture system viable. Obviously things like contested territories and stuff are far beyond my ability due to zone and entity detection issues, but I could get a prototype out the door and show it to ID, Snjo, and the others to see what they think. Whether they like it or not is up to them, as I'm only one step above stranger to Snjo and I've never even spoken with ID directly. My goal isn't to make something like that myself (not like I could if I wanted to), just to get the idea into the heads of the guys who really can make it happen.
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