ecat

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About ecat

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    Sr. Spacecraft Engineer
  1. Profit and loss, smoke and mirrors. Musk is not an outlier : Amazon Never Makes Money But No One Cares N.B. this is not intended to divert this thread, just something I recalled from long ago.
  2. Some true monster craft to be seen in this thread. Love them all Flicking thought my scrap book I can find nothing of truly humungus proportions, but a small selection of interesting 'experiments' (Yeah, don't worry Jeb, it's just an experiment ) This one landed on Mun (from http://forum.kerbalspaceprogram.com/threads/22251-Showcase-SPACE-STATIONS!-Post-your-pictures-here?p=531483&viewfull=1#post531483 ) This was fun, I forget the part count but at 450 Ion engines and enough batteries to run for even a short while, it was far from trivial. Just lower left of centre you can see the launch stage, an Orion nuclear pulse drive (from http://forum.kerbalspaceprogram.com/threads/28428-Orion-aka-Ol-Boom-boom?p=498648&viewfull=1#post498648 ) One of my favorates and my only large, true SSTO (from http://forum.kerbalspaceprogram.com/threads/33503-Show-off-your-B9-Designs!?p=508910&viewfull=1#post508910 ) ... it was the culmination of experiments with jet launchers (from http://forum.kerbalspaceprogram.com/threads/35743-200-kerbal-tons-to-LKO-worth-it?p=463563&viewfull=1#post463563 ) ... and its humble beginnings (from http://forum.kerbalspaceprogram.com/threads/35743-200-kerbal-tons-to-LKO-worth-it?p=451799&viewfull=1#post451799 )
  3. Tried that last night just before bed, insufficient twr. I was thinking about the KF repulsors but they are just a little too much SciFi for my liking.
  4. Yes, the landing gear spam, appears to only happen when the legs are deployed. eg, started game, made a simple craft with legs attached to the appropriate module and deployed, launched on runway: [LOG 19:02:30.168] ------------------- initializing flight mode... ------------------ [LOG 19:02:30.670] Loading ship from file: F:/Games/ksp-win-1-0-4/KSP_win/KSP_Data/../saves/First-C/Ships/SPH/Auto-Saved Ship.craft [ERR 19:02:30.751] ModuleLandingLeg.cs :Failed to find suspension Transform [LOG 19:02:30.752] Untitled Space Craft loaded! [LOG 19:02:33.118] putting ship to ground: 9.139397 [ERR 19:02:33.120] ModuleLandingLeg.cs :Failed to find suspension Transform [LOG 19:02:33.122] [Untitled Space Craft]: Ready to Launch - waiting to start physics... [LOG 19:02:33.128] Crewmember Valentina Kerman assigned to K&K Planetary Cupola, seat # 0 (crew seat index: 0) [LOG 19:02:33.128] Crewmember Traliana Kerman assigned to K&K Planetary Command Module, seat # 0 (crew seat index: 0) [LOG 19:02:33.128] Crewmember Matsey Kerman assigned to K&K Planetary Habitat MK1, seat # 1 (crew seat index: 1) [LOG 19:02:33.129] Crewmember Dunberry Kerman assigned to K&K Planetary Habitat MK2, seat # 2 (crew seat index: 2) [LOG 19:02:33.129] Crewmember Williana Kerman assigned to K&K Planetary Greenhouse, seat # 0 (crew seat index: 0) [LOG 19:02:33.130] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- [LOG 19:02:33.131] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 19:02:33.132] Reference Frame: Rotating [ERR 19:02:33.140] InternalCameraSwitch: cameraTransform 'Window1EyeTransform' is null [ERR 19:02:33.140] InternalCameraSwitch: colliderTransform 'Window1FocusPoint' is null [ERR 19:02:33.141] InternalCameraSwitch: cameraTransform 'Window2EyeTransform' is null [ERR 19:02:33.141] InternalCameraSwitch: colliderTransform 'Window2FocusPoint' is null [LOG 19:02:33.147] stage manager resuming... [LOG 19:02:33.149] Vessel assembly complete! [LOG 19:02:33.149] stage manager starting... [LOG 19:02:33.149] all systems started [LOG 19:02:33.167] [SCANsatMechJeb] Starting SCANsat - MechJeb Interface... [LOG 19:02:33.196] [RESOURCES] - Error in - BaseConverter_SetupModule - Object reference not set to an instance of an object [LOG 19:02:33.266] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag [LOG 19:02:33.268] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Vessel Change from 'No Vessel' to 'Untitled Space Craft' [LOG 19:02:33.306] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Loading Textures [LOG 19:02:33.328] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Loaded Textures [LOG 19:02:33.339] [KAE] Registering field prefabs for version 1.7.5.0 (latest) [LOG 19:02:33.340] [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_5_0 for KSPAPIExtensions.UIPartActionFloatEdit [LOG 19:02:33.340] [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_5_0 for KSPAPIExtensions.UIPartActionFloatEdit [LOG 19:02:33.342] [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_5_0 for KSPAPIExtensions.UIPartActionChooseOption [LOG 19:02:33.342] [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_5_0 for KSPAPIExtensions.UIPartActionChooseOption [LOG 19:02:33.457] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 19:02:33.458] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered [LOG 19:02:33.459] Loading Depletion Nodes [LOG 19:02:33.459] DepNodeCount: 0 [LOG 19:02:33.459] Loading Biome Nodes [LOG 19:02:33.460] BiomeNodeCount: 7 [LOG 19:02:33.460] Loading Planet Nodes [LOG 19:02:33.460] PlanetNodeCount: 5 [LOG 19:02:33.462] [SCANsat] SCANsat Controller: Loading 3 known vessels [LOG 19:02:33.462] [SCANsat] SCANsat Controller: Loading map for Kerbin [LOG 19:02:33.469] [SCANsat] SCANsat Controller: Loading map for Mun [LOG 19:02:33.476] [SCANsat] SCANsat Controller: Loading map for Minmus [LOG 19:02:33.483] [SCANsat] SCANsat Controller: Loading map for Sun [LOG 19:02:33.491] [SCANsat] SCANsat Controller: Loading map for Moho [LOG 19:02:33.498] [SCANsat] SCANsat Controller: Loading map for Duna [LOG 19:02:33.505] [SCANsat] SCANsat Controller: Loading map for Eve [LOG 19:02:33.513] [SCANsat] SCANsat Controller: Loading map for Ike [LOG 19:02:33.520] [SCANsat] SCANsat Controller: Loading map for Gilly [LOG 19:02:33.529] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize [LOG 19:02:33.529] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize [LOG 19:02:33.530] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Found 0 Maneuver Nodes to deserialize [LOG 19:02:33.530] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize [LOG 19:02:33.531] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize [LOG 19:02:33.531] 8/9/2015 7:02:33 PM,KerbalAlarmClock,Found 1 Maneuver Nodes to deserialize [LOG 19:02:35.393] 8/9/2015 7:02:35 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue [LOG 19:02:35.393] 8/9/2015 7:02:35 PM,KerbalAlarmClock,Skipping version check [LOG 19:02:35.443] 8/9/2015 7:02:35 PM,KerbalAlarmClock,Contracts System Ready [LOG 19:02:35.484] [PlanetariumCamera]: Focus: Untitled Space Craft [LOG 19:02:35.677] Flight State Captured [LOG 19:02:35.686] Saving Achievements Tree... [LOG 19:02:35.686] Saving Achievements Tree... [LOG 19:02:35.687] Saving Achievements Tree... [LOG 19:02:35.687] Saving Achievements Tree... [LOG 19:02:35.687] Saving Achievements Tree... [LOG 19:02:35.688] Saving Achievements Tree... [LOG 19:02:35.688] Saving Achievements Tree... [LOG 19:02:35.688] Saving Achievements Tree... [LOG 19:02:36.074] Game State Saved as persistent [LOG 19:02:37.072] [Untitled Space Craft]: ground contact! - error: -0.120m [LOG 19:02:37.073] Unpacking Untitled Space Craft [ERR 19:02:37.074] ModuleLandingLeg.cs :Failed to find suspension Transform [EXC 19:02:37.082] NullReferenceException: Object reference not set to an instance of an object ModuleLandingLeg.DynamicAnimation () ModuleLandingLeg.FixedUpdate () [EXC 19:02:37.103] NullReferenceException: Object reference not set to an instance of an object ModuleLandingLeg.DynamicAnimation () ModuleLandingLeg.FixedUpdate () [EXC 19:02:37.114] NullReferenceException: Object reference not set to an instance of an object ModuleLandingLeg.DynamicAnimation () ModuleLandingLeg.FixedUpdate ()
  5. Just a quick tyvm for all the time and effort expended in creating this wonderful mod. Love the concept, the IVA's, the attention to detail and all the parts - almost every time I've thought of a nice part I've found it to be already included One part I would like to see (or maybe I've missed it) is an in-line drill. Open a hatch, it rotates 90 degrees, extends and starts pounding rocks. I suppose I could tweak scale and IR something, oh well. Anyway, thanks again
  6. So many times the kerbal's facial expressions make everything worth while And sometimes ksp physics also plays a part From: http://forum.kerbalspaceprogram.com/threads/22251-Showcase-SPACE-STATIONS!-Post-your-pictures-here?p=531483&viewfull=1#post531483
  7. Many thanks for all your hard work sarbian On control issues: The only problem I've noticed was about a week ago, I had a nose cone attached to the top of my vessel via one of those small red and white decouplers - arrow pointing up towards the cone. Ascent guidance created the node for final orbital burn but when it came time to start the engines, nothing happened. If I disabled the engines the throttle jumped to 100% but re-enabling them the throttle jumped back to zero. The problem? It was related to the decoupler. I had decoupled the nose cone during ascent, the decoupler with arrows up had fired off the cone but whatever was left of it, the inert ring, remained attached and its image remained in the staging list as part of the current stage. Once I created a new dummy stage 0 and move the ghost of the decoupler into it the MechJeb burn executed without a hitch. As a further test I recreated the flight but this time the cone decoupler was placed with the arrow pointing down so it would fly off attached to the nose cone. This flight had no issues. Maybe this is a known problem, maybe it has been fixed, but given the number of 'no control' posts I thought it worth mentioning
  8. The quick and dirty method of experimenting with these things: 1) Create a wrapper function for each and every Unity function you wish to use 2) inside each wrapper create a critical section around the the Unity function call 3) Write the threaded code, it should work fine since everything is protected. 4) Start to selectively remove the CS protection. 5) profit Or lose a great deal of hair. Multi-threadding is great fun but can be tricky I may have some time at the weekend if you hit any problems.
  9. From a quick look around it appears the Math functions are thread safe eg answers.unity3d.com/questions/754873/c-how-to-make-a-job-queue-for-noise-function.html I'm unsure of other functions but it would appear the main threaded concern comes about when two or more threads try to access the same object. tbh, most functions written in a stack based high level language are thread safe, it's only when accessing single shared resources that problems occur. Of course ymmv. Edit: Color operations could be safe too http://answers.unity3d.com/questions/486584/how-to-create-a-parallel-for-in-unity.html Some more info, mentions vectors and some custom helper code http://forum.unity3d.com/threads/multithreading-solutions.90676/
  10. If in doubt just wrap them up in a critical section, or whatever C# calls the exclusive access mechanism. It's best to keep such exclusion sections as short and fast as possible, for obvious reasons, it can also be tricky to debug any problems caused by shared resources that should be in a CS but for some reason are not. Still, iirc from my tests the gains were near linear (2 threads == half the time etc) so well worth investigating?
  11. Then do both? The main thread does exactly what it does right now and one or more background threads speculatively run around the cache and the uncompressed textures processing as necessary. Would need to arrange things so no threads try to process the same texture, including the temporary blocking of the main thread should it's target be one currently being worked on in background, but it looks doable?
  12. First up, many thanks rbray89 for the update. As I'm back playing KSP I'll be sure to try it out at the weekend Way back when I was playing with the cache demo I also spent some time experimenting with multi-threading the initial conversion process. Great gains are there to be had, though at that time the conversion was simple enough to be split into two ( eg thread1 did the top half, thread two did the bottom half ) or four regions. Not looking at the latest code, and since I have no knowledge of texture formats I cannot comment on the ease of multi-threading a single texture. Does the loading system process textures one at a time or is there some kind of 'list of textures to be loaded' that could be threaded and delivered in the expected order? On the very first texture load, could rbray89 scan the cache vs textures requiring compression/caching and process then all en mass in some threaded code before resuming the current loading sequence?
  13. ecat

    Processing of video on the computer

    @op Download the trial of Sony Movie Studio and test it for yourself: http://www.sonycreativesoftware.com/download/trials/moviestudio In an ideal world you may be best served by a 12 thread i7 processor but in my limited experience, i5 + amd hd6950, I gained quite an increase when using the GPU with certain codecs.
  14. Having looked through the latest IR release a complete rewrite will be required so the question is one of time. If all you require is Centre of Thrust adjustment I'd recommend taking a look at the thrust balancing mods mentioned here: http://forum.kerbalspaceprogram.com/threads/47780-PLUGIN-0-2x-x-Automatic-Centre-of-Mass-Tracking-0-01?p=989362&viewfull=1#post989362 Or looking at implementing a variation of the Gimbal adjustment I demonstrate here: The latter is especially appealing as it is inherently fully integrated with SQUAD code, will scale to any engine size without compromising joint integrity and while it may look a little strange at times is in truth no less realistic than moving a big engine along a little rail. I'll see what time I have this week and will update if I make any progress
  15. Do you have a full list of restrictions wrt docking ports and IR parts? The OP simply states I'm curious as I'm currently facing a different docking issue but will soon be venturing back into the world of IR. As for "preventing docking ports from connecting to certain IR parts", this sounds neither fun nor very Kerbal. If a set of restrictions can be worked out, just scan for them on the Launch Pad and set part.BigBaddaBoom = true, or whatever it is you youngsters do these days to blow stuff up Very Kerbal, very obvious, almost impossible to circumvent and best of all, fun