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[1.11.x] AmpYear Main & Reserve Power Manager (v1.5.9.0) 22nd Feb 2021


JPLRepo

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On 10/3/2021 at 3:04 AM, JPLRepo said:

I understand your pain, but I don't think I will be doing that. IT's because all my mods use the IMGUI method. Which unless I switch it all over to use a canvas can't be scaled with the rest of the UI.

The tl;dr version is: It's a lot of work, and I don't have the motivation to do it.

I'm sorry to hear that, but I understand. Your mods are awesome, but they'll be the only ones in my 100+ list I cannot properly read in the glory of 4K. :P  #FirstWorldProblems

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  • 2 months later...

@JPLRepo or Anyone else that can answer this.

I've been using this mod in stock KSP for a while and I tried it out in JNSQ which is about a 2.5x rescale of KSP, but i notice the darkside calcs are incorrect. (Usually short by about 20%-25% EC and dark side transit time)

SO my question. Does this mod account for the planets being larger than stock? for example RSS or JNSQ.

If not, is there a MM Patch I can create to account for the increase in scale?

Thanks for the help.

Edited by Shizen
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@Shizen

For scaling stuff to fit to planet packs I use a template like this:

	scalefactor = 1
	@scalefactor:NEEDS[SigDim] = #$@SigmaDimensions/Rescale$
	@scalefactor:NEEDS[!SigDim,RealSolarSystem] = 10.10625
	@scalefactor:NEEDS[!SigDim,JNSQ] = 2.7
	@scalefactor:NEEDS[!SigDim,GPP_Rescale_10x] = 10
	@scalefactor:NEEDS[!SigDim,JNSQ_Rescale_10x] = 10
	scalesqrt = #$scalefactor$
	@scalesqrt != 0.5

and then from within a patch node I refer to #$/scalesqrt$ to for example multiply with it.
In some cases I even use #$/scalefactor$ if I need the bigger number.

In a later patch I remove those temporary variables to unclutter the MM cache.

Edited by Gordon Dry
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  • 3 months later...
On 4/13/2022 at 2:18 AM, FasterThanFlourite said:

After some testing I found out that AmpYear sadly was a massive FPS drain. Removing it improved my FPS by about ~10-15.

quite likely given it was the first mod I ever did for KSP, and some of the features are very inefficient

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  • 11 months later...

Hi everyone, some of you may or may not know that I am a senior dev on KSP1 and now also on KSP2.
Unfortunately I am finding it harder and harder to find time to invest in my KSP1 mods as I would like to. Almost all of my efforts and time now go into KSP2.
That is not to say that I am giving up on my KSP1 mods, just that it is unlikely I am going to have much time to invest in looking at or fixing problems with them. I will find the time to fix some things but it is going to be a very slow road I'm afraid.
I will try my best, but cannot gaurantee anything. Instead - I am sinking all my time into KSP2 development in order to deliver all the exciting new stuff we can for KSP2 and opening up modding in KSP2 for everyone as well.
I hope you all understand. Thanks for your patience and support.

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