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Fourjays

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Everything posted by Fourjays

  1. I much prefer them. Especially the ability to switch it to a truss. Fits really well with the base plates for making engine clusters too. I just did 3x Terriers set to the "base" appearance attached to a 1.875m baseplate for my rocket's trans-Munar stage. With the old appearance that would have been impossible without it overhanging the edges.
  2. I love KER, but I do prefer the simplicity and clarity of Basic Orbit/Delta-V. With KER I always find the VAB/SPH window getting in my way so the way Basic Delta-V handles it is perfect for me. I do have one tiny feature request.... would it be possible to split the "Display Active" option for Basic Delta-V between flight and the VAB/SPH? Right now, if you turn off Basic Delta-V in flight via the Difficulty Options, it is permanently off in flight. If you turn it off via the Settings in flight, it is then off in the VAB/SPH too. What I'd like is for it to default to on in the VAB/SPH and default to off in flight, but still be accessible in flight if I do need a Delta-V readout. So basically, just treat "Display Active" as a separate option between scenes?
  3. They are terrible at anything but a distance. At a distance they look good (see the picture by @Frozen_Heart) and I think probably more representative of what they were aiming for. But at anything closer they are pretty bad. Ignoring the translucency, the main issue is the weird "artifacts" (see @Enceos picture) that jump, grow, shrink and move as you scroll in/out.
  4. Just done a fresh download of Spectra (from Spacedock) to check I didn't save via EVE earlier. The blue config is definitely defined in both atmoMain and atmoScatterer in the fresh download.
  5. Follow up regards the Duna "colour blend" as I've found part of the issue.The Duna-atmoScatterer-blue layer for EVE is defined twice. Once in EVE_atmoMain.cfg and again in EVE_atmoScatterer.cfg. I believe only the latter should be defined? Removing the one from EVE_atmoMain.cfg partly fixed the issue by reducing the intensity. This gives results similar to adjusting the cloudColorMultiplier value in scatterer. However, the harsh blending is still present. Strangely, opening EVE config, ensuring the layer's textures are enabled and hitting apply seems to fix the issue entirely while retaining the rather nice blue hue. I've tried saving via EVE after hitting apply, but the issue reoccurs when I restart the game. I think it goes beyond my limited knowledge on EVE/Scatterer. Hopefully some of what I've tried will help you narrow it down further.
  6. @Tiptonian@Avera9eJoe I think it's a typo in the skyExtinctionMultiplier on point 6 for Kerbin. It is defined as 0.0600, but I believe it should be 0.6000 (based on point 5 being 0.7000 for Kerbin, and all other planets having a final skyExtinctionMultiplier of 0.7000 or more). You can temporarily fix it until Spectra is updated by editing Spectra\Spectra_scatterer\Planets\Kerbin\atmo.cfg and changing the skyExtinctionMultiplier value to 0.6000 (line 178). I've also discovered an issue with Duna, running on 1.4.3 (just the atmospheres and clouds due to Kopernicus not being updated yet). It may be down to me skipping Kopernicus (although I think that's just needed for ground textures and scatter), but the day/night "colour blend" on Duna is quite harsh: https://steamcommunity.com/sharedfiles/filedetails/?id=1372253494 https://steamcommunity.com/sharedfiles/filedetails/?id=1372237616 I divided the cloudColorMultiplier, cloudScatteringMultiplier and cloudskyIrradianceMultiplier values by 10 and it looks much better, but at the cost of vibrancy: https://steamcommunity.com/sharedfiles/filedetails/?id=1372253452 Is there a better way to fix this? None of the other atmospheric planets have this issue, and after trying various things in the configs I've not found another setting that changes this.
  7. It depends. The game I develop mods for (Arma) it is impossible for us to test every single aspect for every single change and update (we're also depending on other mods). What we do though is test the things we know have been touched. This means of course, that if a change impacts something we don't envision from changelogs, a bug possibly slips through. The question regards KSP is was there any reason for Squad's QA to suspect that the landing legs may be broken? Or did they make a change without ever suspecting the landing legs would be broken? I've no idea, but I can give them the benefit of the doubt on that. You've obviously never developed mods for Arma. It's a mess and often the logic you'd expect to find doesn't exist. I'm sure we'll find the bug eventually and what the difference is between the items that works and the items that don't, but it is a weird one. With all due respect to what you do, KSP isn't life critical but a game. I'd have a similarly harsh attitude if it was.
  8. I decided to bite the bullet and update to 1.4.2 last night. The reentry effects were actually worse than I expected. It's not just that they show through the craft, but they also seem really big and as you zoom in/out they constantly change shape in weird ways. The previous effects were definitely better and I'm not sure why they even changed them. Hopefully a fix for those is included in 1.4.3 too. As a developer myself (10+ years web dev, 3 years leading a team of modders and recently started game dev), I think some people in this thread are being too harsh. Debugging and fixing bugs can be really hard sometimes (in my modding team we currently have an item that exhibits a bug that no other items have, yet the configs for all items are exactly the same - go figure) and you've unfortunately just got to be patient. It's better that they take the time and get it right than try to rush another patch out and break something else. I also think others here are being too forgiving. Some of the issues in 1.4.2 are things that QA wouldn't necessarily spot easily (legs/docking) and take time to debug/fix. But other issues give me the impression that developers aren't even checking that their work "works" (reentry effects/5m fairing). It'd be fine if the QA was very thorough, but it isn't. It wouldn't be unreasonable if KSP was still early access either, but it isn't. It is probably down to pressure from above to meet a specific date, but regardless it isn't a good look for a "complete" game. Hopefully they've learned from their mistakes though and are going to treat future patches with more professionalism. That they are taking the time to get 1.4.3 right is a good sign. In the meantime I'm going to have fun with 1.4.2 because it is a nice update despite the bugs and the ugly reentry effects.
  9. Cheers, I found the options and it is working now.
  10. Quick question... I want to increase the Hab/Home timers to double their current values (so my basic 2-man pod can go for 14 days instead of 7). I've tried editing the BaseHabTime and the HabMultiplier values in both the USI-LS/Settings.cfg and MKS/Patches/USI-LS.cfg files, yet it doesn't seem to be taking effect in-game. Am I editing the wrong value or will it only apply to a newly launched ship? Thanks
  11. Ok that makes sense. My suggestion would be either change the opacity of the lines (but my 6% craft would probably appear to have no connection ), or have a toggle to turn signal strength indication on/off, where "on" replaces the constellation colours with green/yellow/red to indicate strength). No idea what is possible, just the first ideas that popped into my head. I write mods for other games so I'm fully aware that sometimes a game engine just won't do what you want it to do. Thanks for the work you've done on this mod though. It is a really good addition to the stock comm system. Hope to see it in RemoteTech in the future too.
  12. Thanks for helping me figure it out, even though it isn't entirely related to your mod. I better cancel my outer planet probe missions until I unlock some stronger communications equipment. Is there a reason for the red-line on the final hop instead of a blue/green one? It does seem to be strength related, as if I change my "red" constellation to yellow, that final hop remains red.
  13. Frequency is because I've been experimenting with different frequencies/colours trying to see if I find anything different with that red line. I've got 11 set to green, yet just like 10 that single jump appears red. I just checked over both Atlas and the nearest COMSAT, and all antennas are extended. Atlas has 4x KD2 Antennas (from BDB) rated at 500k each (combinable), plus a probe antenna rated at 20k (the "fourchette" probe body from BDB). COMSATs 4/5/6 each have 4x HG5 High Gain antenna rated at 20M each (combinable), an F21 Helenical antenna (from BDB) rated at 500k and the probe antenna rated at 2M or 5k (the "Obelix" probe body from BDB - seems to list two antenna ranges). I set three of the four relay dishes on the nearest COMSAT to frequency 11. Signal strength is reported at 6%. Here's a screenshot of the latest setup and I've also just uploaded a new output_log with the extra antennas set to frequency 11: https://www.dropbox.com/s/rm4j1j0z2eayahc/output_log_2.txt?dl=0
  14. Done. Replaced the one I uploaded before, so it uses the same link: https://www.dropbox.com/s/ff59f5jctuu27wk/output_log.txt?dl=0
  15. Think this should be it: https://www.dropbox.com/s/ff59f5jctuu27wk/output_log.txt?dl=0 Not sure if I'll be able to check into this any further until mods get updated. KSP just updated to 1.3.1 so loads of stuff is disabled. Tried reverting to 1.3.0 via Steam Betas but then KSP just crashes. Edit: Fixed it from a backup. If you want me to check anything else let me know.
  16. Thanks, think that's helped me make progress. The comm sats do have direct dishes instead of relay dishes. The reason they are able to relay to each other is because they also have a small relay antenna (500k helio, from Blue Dog Design Bureau). I'm guessing this small relay antenna is out of range for the Mun satellite? Anyway, I planned put up another 3 comm satellites with relay dishes instead of direct dishes (retains the two small antennas). With the first relay satellite this didn't seem to work (combined power 56M which I thought should be plenty but the Mun satellite's antennas are probably too weak). However, the second one I put up is relaying to the Mun satellite when on the closest approach, but with a possible bug: The signal line between the Mun satellite (Atlas III) and the nearest comm satellite (COMSAT-K5) is red instead of blue. However, the Mun satellite and all comm satellites are all set to frequency 10 (blue). A few minutes after this screen, a ground station set to frequency 10 came into view of the Mun satellite - this line was correctly blue, but the one via the relay remains red. Only thing I can think of is do the lines go red for weak signals, as the comsat to comsat links also appear to be purple? I'm also puzzled by the signal strength (other than it being really low) - is it showing the signal strength between K4 and K5 in the "chain" or is K4's signal stronger than K5 to the Mun satellite?
  17. I really like the idea of this mod, but am a bit puzzled as to whether the behaviour I'm experiencing is correct or not. I have had a satellite in orbit around the Mun for a while. It has a built-in probe omni-directional antenna, and 4 additional omni-directional antennas. It says it has a total power of 2M and so far I've just had it set to frequency 0 (red). I'm not launching a series of satellites to expand my communications capabilities ahead of some deep space probe launches. Each comm satellite has a built-in probe omni-directional antenna and a second omni-directional antenna which are both set to frequency 0, as well as 4 dishes, set to frequency 10 (blue). Each of the satellites has a combined power of 22G and is in geo-stationary orbit. So now I have two in orbit I decided to test it out, and set the Mun satellite to frequency 10 - no signal. I then set a ground station on the "Mun-side" of Kerbin to frequency 10, and regained signal (fair enough). I then turned it off and set a ground station on the opposite side of Kerbin to frequency 10 - the 2 communication satellites pick it up, but it never gets relayed to the Mun satellite. I also tried setting one of the comm satellites omni-directional antennas to frequency 10. It seems whatever I do, the Mun satellite will only receive comms direct from Kerbin ground and will never get a relay from around the planet. I've not done comm networks in KSP since before there was stock comms, so I'm most likely just doing something wrong here, but I'm not sure what? EDIT: Time accelerated to get some different angles. I'm guessing it is antenna type or range related, as in this situation the communication satellites relay to each other, but not the Mun satellite:
  18. Not sure if this belongs in here or the SVE thread. I've not played KSP for a few months and have just done a fresh install of the latest mods, including SVE and scatterer. I've got a minor visual "glitch" that I remember being able to "tune out" via the configuration options for scatterer. And I can't remember which setting it was. Spent the last hour trying to figure it out, but hoping someone more knowledgeable may be able to point me in the right direction. Basically there is a dark band in the ocean that moves up/down as the camera zooms in/out (orange arrow), as well as a thin, dark border along the ocean/sky border that can be visible to varying degrees (red arrow): https://www.dropbox.com/s/zj4sdnok0afpmch/20170925162913_1.jpg?dl=0 Here is the closest equivalent screenshot I could find from the prior install - the band isn't visible and the border isn't as obvious: https://www.dropbox.com/s/8ho0h31ayecnr8b/Y001 D004 T043448 - Explorer III.png?dl=0
  19. That explains it. Thanks! Someone might want to update the Wiki though, as it still references the space center button: https://github.com/Ippo343/DangIt/wiki/FAQ
  20. In the set of icons on the right hand side when in-flight, or along the bottom right in the space center screen. That's where I remember them being anyway. You were able to adjust the alarm volume and settings, and I believe in-flight you could acknowledge/silence an active alarm.
  21. Hi, I've been using DangIt for quite a few years now, but have hit an odd problem with the latest version that I'm trying to use in my new career save. DangIt appears to be functionally normally, except that there is no UI at all. The Career mode customization options are working (when you start a career) and every ship gets spareparts. I've even had failures too, which is when I noticed the in-game UI is entirely missing. I can't customize alarm settings on the space center screen and in-flight I don't have any DangIt buttons available in the "AppLauncher" (I was looking for it to disable the alarm after a failure). The options for inspection and repair on the craft appear normally when a Kerbal EVAs. I've tried restarting new sandbox games and can still reproduce the problem. I can reproduce this with just KSP, DangIt, ModuleManager and CommunityResourcePack. I downloaded it from ckan, and have tried deleting it (including the PluginData folder left behind) and reinstalling it, as well as trying a manual download from spacedock. Here is a copy of my ksp.log in which there does appear to be some exceptions related to DangIt (Spacedock version): https://www.dropbox.com/s/racrtswne41tm4t/KSP.log?dl=0 Here is a copy with the full modset, but no exceptions for DangIt (CKAN version) that I noticed in a brief scan: https://www.dropbox.com/s/bvuw5mfvno76olz/KSP-2.log?dl=0 Here is a ksp.log with CKAN version of DangIt, without any other mods: https://www.dropbox.com/s/pmpamokczn07e3y/KSP-3.log?dl=0 Unless there is a hidden cache somewhere that I need to clear, I'm at a loss on what else I can try? Thanks
  22. I like this. I've not liked the current tech tree style since it was first introduced... it's just too rigid, random and grindy. To me a tech tree should always be about making choices to proceed and not unlocking everything to proceed. For example, you should be able to play from start to end with only probes, or start to end with only aircraft, or rockets, etc. It adds to the variety in different playthroughs of the career too.
  23. Think I bought it while it was at 0.19 and 0.20 was released shortly afterwards.
  24. Hopefully you can figure out what makes your system differ from ours as that'd probably be a good place to start. I've sent you a PM with a link to my system report. For me it mostly occurs during scene transitions, and the likelihood of it happening has increased with each version since 0.25. Which is why I've always suspected it simply runs out of memory (from my limited experience with Unity, there is a point at which both scenes exist in memory). But I guess any memory issue is likely to show up at such a moment. I've never had any graphical bugs though, it just straight up crashes. In 1.0 all I did was build an aircraft, fly it around for 5-10 minutes and clicked "recover" on an EVA'd Valentina. It then got stuck on the loading screen for several minutes (the planets in the corner were still moving) and as soon as I pressed a key it beach balled. With 0.90 I would typically manage to recover things back to the SPH, but if I then went to any other building it would crash. With 0.25 it would typically only happen after 30-60 minutes during any scene transition. Prior to that I didn't have any issues.
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