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mic_e

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Everything posted by mic_e

  1. I don't know about you guys, but for me the nuFAR hypetrain is much more hypey than the KSP1.0 hypetrain...
  2. In times of CKAN, that burden may be significantly smaller than you realize, but you're right in that I should try to produce a minimal scenario.
  3. I have a massive performance issue with my heavily modded (FAR, RemoteTech, kRPC, SCANSAT, RealFuels, ...) KSP install: No matter what scene I'm in, my game freezes about once a second. I've bisected the issue and identified kRPC as the culprit. Which is quite unfortunate, seeing how I spent at least 10 hours writing my awesome launcher script (+infrastructure). How to reproduce: Install my collection of mods, launch KSP, create new sandbox game, enter tracking station, activate timewarp, watch the mun lag around Kerbin. Removing kRPC instantly fixes the issue. edit: upon further testing, it seems like for a sufficiently populated savegame, the issue happens even without kRPC installed :|
  4. Is there a way to determine the (cumulative) stage mass, e.g. the mass of stages 0, 1 and 2? I have a general-purpose launcher for which I'd like to auto-adjust the ascent profile depending on the payload mass, but I only see vessel.mass, which is not suitable for that purpose.
  5. Too bad. Is there a way to determine the surface/orbital velocity vectors as displayed on the navball? e.g. (0, 0, 1) would mean 1m/s to the east. unfortunately, vessel.surface_reference_frame moves with the vessel. edit: experiments have confirmed that the following hack does the trick: # surface velocity s.transform_direction(v.flight(v.orbit.body.reference_frame).velocity, v.orbit.body.reference_frame, v.surface_reference_frame) # orbital velocity s.transform_direction(v.flight(v.orbit.body.non_rotating_reference_frame).velocity, v.orbit.body.non_rotating_reference_frame, v.surface_reference_frame)
  6. BTW, is there any chance that KSP exposes the go-to functionality of its internal SAS system? If so, I think the autopilot should be migrated to use that system.
  7. I have only done the first two contracts (island airfield and pyramids), but IMO the rewards are far too low. I'd expect a science payout especially. Also, your description states that if I have SCANsat, I won't get the contracts until I have mapped the anomalies - are those two exceptions?
  8. I think so. This mod supports any part that implements ITargetable; among others, that should include every docking port.
  9. Many mods should, and need to be, and yet so few receive the honor @Kobymaru: Maybe you should re-name body-fixed mode to surface mode, that might remove some confusion.
  10. @Kobymaru, Skalou, 5thHorseman: Also see my post when I introduced the feature: http://forum.kerbalspaceprogram.com/threads/93685-0-24-0-25-Trajectories-v1-0-0-%282014-11-17%29-atmospheric-predictions-FAR-NEAR?p=1417155&viewfull=1#post1417155
  11. This config file should work properly with the current version of KSP/MM; however, KSP now provides its own slider to change the carreer mode balance, so I consider it obsolete.
  12. Independent of the actual solution to this problem, you should probably add a counter and emergency abort (printing a big fat warning message) to that while loop. I recall that it has caused lag issues in the past, and it probably will again in the future. Regarding the issue: I've only taken a short glimpse at the code, but I think the relevant questions are: - Will any save file that was created with FAR installed from the beginning cause this issue? - Can the issue be reproduced with the old version and KSP 0.25? - If not, what change caused things to break?
  13. Feature request great-circle distance from current navigation target, and bearing. This would also be useful for rendezvouz with landed targets, anomalies, the Space Center, etc.
  14. Try it yourself... you can always wreak havoc on parts safely, but I think deleting all the interiors works, too. It produces errors and breaks IVA, but if you don't need that it greatly speeds up loading. Also be sure to use a small plugin that lets you skip the menu and directly jump to the last vessel. This is what I'm using: https://bpaste.net/show/f18cc717d902 edit: Heh, nvm, I even stole that code from this very mod
  15. @Kobymaru: To increase the speed of debugging, make sure to remove all unnecessary mods from your GameData folder, and even delete some/most SQUAD assets; that will greatly speed up loading times. Then just sputter debug log messages _everywhere_; you'll find them in player.log. With a moderate amount of debug messages put in after every test, you should be able to determine the exact line that causes the freeze within 10 or so iterations.
  16. OK, so Tweakscale just decided to re-size a part in-flight. At the moment, I'm using version 1.48, but since the Changelog doesn't mention it, I assume the bug still exists in the most recent version. A 9-ton, 2.5m tank was re-sized to 0.625m when I docked my vessel to an other vessel. The radially attached RCS thrusters were moved inwards, but the rest of the ship remained unchanged. When I entered timewarp, the RCS thrusters were moved back out. The amount of fuel was properly scaled (divided by 64) (which is pretty frustrating). The tank was attached to a proper 0.625m Monoprop tank and a 1.25m Engine. I have no idea how to reproduce this. Here are images of the craft in the VAB and after the incident: No messages appeared in my F3 log; the full multi-megabyte player.log can be found here. I do have the following mods installed: DangIt 0.5.3.1 KAS Kerbal Isp Difficulty Scaler 1.4.2 PreciseNode 1.1.2 Trajectories 1.0.0 Deadly Reentry Kerbal Alarm Clock 3.0.6.0 Infernal Robotics 0.19.3 ProcFairings 3.11 TweakScale 1.48 Ferram Aerospace Research 0.14.5 Kerbal Engineer 1.0.13.1 Navball Docking Alignment Indicator 6 RealChute Parachute Systems 1.2.6.1 The fuel tank is the core part of the vessel; when I attached the tiny RCS tank on top of it, it was re-scaled to 2.5m (which I undid).
  17. Yeah, that's what I'm talking about... doing it _properly_, such that it doesen't break in future stock or with rescaling mods like Enhanced Navball, is hard... It'd probably be best to just use Hotkeys, and add the bindings to the (already-existing) conf file. Maybe I'll create a GUI configuration menu and add it to the Space Center's stock toolbar.
  18. KSP is one of those games where almost every key on the keyboard has some functionality assigned, so hotkeys would bear great potential for collisions with other mods/future stock functionality. The 'cycling' itself would be easy, I can simply harvest that from Navyfish's code
  19. @jlcarneiro: It _does_ make sense from the gameplay perspective, and sounds about right. I wonder how many mods will disable parts of their functionality depending on carreer progress...
  20. /me takes a look at CKAN What precisely would those buttons do? Cycle through all available docking ports on the selected target vessel? Modifying the navball by drawing additional buttons sounds really hacky, and I have no idea how to do it (properly), so I won't work on this. However, I'll gladly take hints, code snippets, or, best of all, a pull request on GitHub. Hijacking the heading display sounds like a great idea, but again, I don't know how to do it, and I hate spending my time reverse-engineering undocumented APIs
  21. Nice, thanks for the report I wonder whether the very first version still works.
  22. gavinZac: I'm talking about the toolbar's options. Every time I install a new mod, I need to manually enable it in the toolbar, in every single scene... in the process ignoring all of those other config options that surely are useful to some people, but which I personally will never need... I'd just prefer if the Toolbar displayed all mods that want to be displayed, allowed me to move it whereever I wanted it, and be done with it.
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