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Dunbaratu

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Everything posted by Dunbaratu

  1. "Why" as in "What is the mechanical difference in how the game implements them?" or "Why" as in "What was the reason for choosing the implementation that has this limitation"? I can answer the first, but the second is harder as that requires dev insider knowledge. The mechanical difference is that Gilly, being a moon, is modeled as a kind of CelestialBody, while asteroids are a type of Vessel, much like flags are a type of Vessel and Kerbals floating in their EVA suits are a type of Vessel. The game does not calculate the effects of a vessel pulling on another vessel due to grav
  2. Update: I found a way to identify which of the thrusterTransforms are actually present in the current part variant and which are not, so I made a PR about it.
  3. @garwel I had some time today to look at the problem and I think I know what's wrong. I don't know how to fix it yet, but I know the cause of the problem. The problem also occurs in stock, not just restock, BUT it is slightly exacerbated by restock. But what *is* relevant is that the problem is caused by changes in KSP 1.11.x versus KSP 1.10.x. It was correct before KSP 1.11.0. Specifically it did this: KSP RCS part modules have an array of all the rcs thruster transforms (position plus orientation) for the part. i.e. the one-nozzle RCS thruster has just one thrust transform
  4. This seems to be only happening during scene setup, and only with people who have lots of mods. Once scene setup is done the messages stop. I don't know the cause but it is harmless at the moment. It seems kOS is being told to start running FixedUpdate() before the scene is done being set up, so kOS hasn't initialized everything yet. It may be a race condition that only occurs when there's a lot of mods so scene setup takes longer than normal.
  5. Okay I had a look at this today. First I started by recreating your vessel in pure stock without Restock, to see if Restock was doing anything funny to it. I got the same thing in pure stock that you were getting. Also, you didn't tell me the reason it was taking 40 seconds was because it overshot the setpoint and kept oscillating back and forth across it. That's relevant. The picture I had in my head was that it was taking 40 seconds to turn agonizingly slowly toward the target, not a mere 3 seconds plus another 37 seconds wavering around before settling down. That's a very differe
  6. I had a brief window of time to test this today but this information wasn't true. The save file is for KSP 1.11.2, not 1.11.1 so I have to re-download a fresh copy to perform the test on KSP 1.11.2, and that means I'll try tomorrow. (I barely had an open window of time today and having to prep a different install of the game with the right mods etc pushes me over the time limit.)
  7. That should only happen when the total rotation time it takes to get aligned is less than 4 seconds. The description says it's longer than that even in stock SAS.
  8. I don't see this when I try it in stock so I'm going to have to try your exact mods and your exact save to see if I can reproduce it. I'll try that tomorrow.
  9. It was never something I worked on. Not using a controller myself it's not a thing that's really on my radar much.
  10. That makes me wonder if it would be worth it to have kOS spend a few clock cycles copying the vectors it receives into a normalized form when doing LOOKDIRUP() and VANG(). With VCRS() and VDOT() the magnitude is relevant so it can't do it there, but for LOOKDIRUP and VANG the magnitudes don't matter. (VXCL() could do it to the first argument (the normal vector of the plane being projected onto) but not the second.)
  11. That is really strange. Can you try this experiment: normalize the m and k vectors into unit vectors first, before you pass them into LOOKDIRUP(). Is the mun one still zero if you do that? LOOKDIRUP() is letting Unity do the heavy lifting under the hood, and a lot of Unity's stuff only uses 32-bit floats. It might be that the mun angular velocity is just too small to survive the floating point error in the underlying Unity call. As a rule of thumb, if you are doing an operation where you don't really care about the magnitude of your vectors, only their aim, then getting your vect
  12. The new contracts introduced in KSP 1.11 were quite bugged. They keep consistently having contract parameters with weird wrong values for the ID number of the parts and vessels you are supposed to repair, so that when you repair them it doesn't recognize that as being the correct vessel that went with the contract. Here's 3 issues in the bug tracker about them: https://bugs.kerbalspaceprogram.com/issues/27308 https://bugs.kerbalspaceprogram.com/issues/27203 https://bugs.kerbalspaceprogram.com/issues/27020 It would be entirely justified to pull open the Alt-F12 menu an
  13. Thanks for the information. I'm taking further conversation to the github issue about it.
  14. Well, it sort of does... but ... the reference frame SHIP:RAW that all the velocities are returned in is the reference frame the main game uses, which is centered around the active vessel's current Sphere of Influence body. In other words, if you are currently orbiting Kerbin, then you are getting Kerbin's velocity relative to itself, which is why it's zero. If you want its velocity relative to the Sun, you can just not care what's the reference frame it's using and just explicitly subtract one velocity vector from the other, like so: print "Kerbin is orbiting The Sun at " + (ker
  15. LaserDist v1.4.0 for KSP 1.10x. and KSP 1.11.x The only real change here is compiling against KSP 1.10.x DLLs and support for putting LaserDist parts inside the new KSP inventory system. The parts are defined to have a very small volume, in keeping with other very small parts in Stock that are about the same size. The KSP 1.11.x updates added an EVA inventory system for parts and they require parts have a new "ModuleCargoPart" section added to its Part.cfg files to use it. This release also works on the previous KSP version, KSP 1.10.x too, but it may cause a startup comp
  16. Go to the github page and see the "releases" link. It should have older versions there.
  17. Not automatically, but you could write your own wrapper function that does something like this: function warn_message { parameter text, col, row. hudtext(text, 5, 2, 20, white, false). print text at (col, row). }
  18. I can't comment about the MFD, as I don't use Rasterprop monitor, and the kOSPropMonitor mod is done by someone else. But I can answer this: kOSProcessor is the type returned by the bound variable CORE. So for example: print "The core is currently " + CORE:MODE. print "The core's boot filename is currently " + CORE:BOOTFILENAME.
  19. I can't imagine how it could be. exceptions thrown in kOS tend to get caught and just ruin kOS, not the whole game. And even if they're not, the stock game itself tends to catch exceptions mods throw, in general. But it's impossible to prove where it crashed without a post-mortem crash file to load into a debugger, and try as I might i have *never ever* gotten debugging to work right with KSP. (As in, trying to look at the kOS code in the Visual Studio debugger.) There were some instructions how modders can attach the debugger to a running process of KSP, but following them led to ... not
  20. While probably not related (since your thread spans several days you probably already did this by now) I found that in 1.11.0 (haven't tried 1.11.1 yet) all rover repair contracts required me to save and reload from the save before the rover would be controllable. Switching to the tracking center and back again would also fix it. Basically the scene had to be reloaded somehow to break out of the bug.
  21. I wonder if it would be helpful, as a mandatory field in the bug tracker, to make people have to tell you *both* the KSP version they're playing on now *and* the KSP version their campaign started with. Some bugs may require going through the version upgrade path to exist, and don't exist on games newly created from scratch. Such bugs would be impossible for the devs to re-create (and thus impossible to solve) if the reporting user never mentioned the crucial fact that it happened on a game that spanned a version update.
  22. You have a zillion mods installed, if I remember. Can you reproduce the problem on a stock install with just kOS and no other mods? It would make it a heck of a lot easier for me to look at. I spent a heck of a long time with people who using all kinds of realism settings and play in RO/RP-1 to get the new steering to work for the case of heavy ships that only have RCS for rotation and they've reported much improvement over the old steering. You're the only one who said it got worse than it was before. There's got to be something different about your test case from what I was test
  23. Since it's talking about plugin configuration in XML format it's probably talking about having trouble loading this file: GameData/kOS/Plugins/PluginData/kOS/config.xml That file contains your global kOS settings that are not savegame-specific (mostly the stuff you see in the toolbar panel for kOS). There might be something corrupt in that file. Have a look at it. If you can't figure it out you might be able to just wipe that file with a new copy taken from the kOS ZIP file (it will lose your kOS settings but you should be able to put them back like you had them after that)
  24. That might be my fault, indirectly. I complained about how a spambot was able to deface someone's issue (not just append a comment or make a new issue, but actually wipe out and replace someone else's existing issue report with an ad.) This turned out to be because ALL users had permission to edit ALL other user's issues, so any rando account a spambot makes could do it too. It seems they might have "fixed" it by making so that now NO users have permission to edit ANY issues, even their own.
  25. Dangit I had a long reply but lost it because of the forum's editor. (It pulled focus out of the text area for some odd reason, changing the meaning of backspace to the browser's default "prev browser page" meaning instead of the textarea's "remove a letter" meaning.... grrr.) Anyway, the gist of it is this - regardless of WHY, the fact is that when kOS queries the reaction wheels for what torque they are able to provide, the answer they get back is the stock value, and this is at the core of why kOS is steering all wrong in this case. Whatever MandatoryRCS is doing to change the reaction
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