Mihara Posted May 24, 2013 Share Posted May 24, 2013 (edited) Some things are clearly not working though. It consistently missed SOI change alarms for me several times in a row now.It could be because the configuration got screwed up in the noise, though, let me doublecheck...P.S. Well, my configs are certainly intact and are in fact copied between PluginData and Plugins\PluginData, so that's not it. Edited May 24, 2013 by Mihara Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 24, 2013 Author Share Posted May 24, 2013 Some things are clearly not working though. It consistently missed SOI change alarms for me several times in a row now.It could be because the configuration got screwed up in the noise, though, let me doublecheck...P.S. Well, my configs are certainly intact and are in fact copied between PluginData and Plugins\PluginData, so that's not it.Thanks Mihara, I do certainly need to rework and retest all of it for 0.20 due to the significant changes in the plugin loader and other code. v1.4.1.0 was simply to get it loading in 0.20 - now comes the "fun" part . Quote Link to comment Share on other sites More sharing options...
RPharazon Posted May 25, 2013 Share Posted May 25, 2013 Well that sucks a bit more. Playing without this mod makes me realize how much I depended on the maneuver node restoration functions, as well as the apsides notifications.I do hope you don't lose patience in updating this mod. I can't speak for others, but I'll have patience in this. You haven't pushed out a bad release so far, so I'm confident you'll be able to give 0.20 a good kick in the pants in due time. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 25, 2013 Author Share Posted May 25, 2013 Well that sucks a bit more. Playing without this mod makes me realize how much I depended on the maneuver node restoration functions, as well as the apsides notifications.I do hope you don't lose patience in updating this mod. I can't speak for others, but I'll have patience in this. You haven't pushed out a bad release so far, so I'm confident you'll be able to give 0.20 a good kick in the pants in due time.Have you tried 1.4.1.0 RPharazon? I kludged an interim version while I try and work out the gamedatabase and plugin stuff. Quote Link to comment Share on other sites More sharing options...
RPharazon Posted May 25, 2013 Share Posted May 25, 2013 Yeah, but I ran into much the same problems as Mihara. The plugin tends to overshoot or entirely miss set alarms about one in four times or so. The maneuver node restoration works, but I'm getting a few errors that change projected apsides and inclination a bit. Probably just floating point errors or some wonkiness from the game itself, so nothing too big to worry about. The error margins themselves tend to be on the order of a km or two, sometimes more, sometimes less, depending on the scale of the maneuver and projected orbits. Manageable, but I didn't get it with 1.4.0.0 and 0.19. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 25, 2013 Author Share Posted May 25, 2013 Yeah, but I ran into much the same problems as Mihara. The plugin tends to overshoot or entirely miss set alarms about one in four times or so. The maneuver node restoration works, but I'm getting a few errors that change projected apsides and inclination a bit. Probably just floating point errors or some wonkiness from the game itself, so nothing too big to worry about. The error margins themselves tend to be on the order of a km or two, sometimes more, sometimes less, depending on the scale of the maneuver and projected orbits. Manageable, but I didn't get it with 1.4.0.0 and 0.19.OK, Thanks, I guess its not really usable yet then. Thanks RPharazon Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted May 25, 2013 Share Posted May 25, 2013 What's with the added part? Quote Link to comment Share on other sites More sharing options...
johnpoz Posted May 25, 2013 Share Posted May 25, 2013 ^ yeah very odd? Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 25, 2013 Author Share Posted May 25, 2013 What's with the added part?Looks like the way they've changed the loader means that one of the methods for a plugin loading seems to create a psuedo part. No need to add it to the ship, and I'm working on the real v20 version today. The bits that seem out of whack are:The funny part.The recalculation of Flight plan nodes seems to be off by a little - thus the missing of times every now and then.I'm putting some time into it today Quote Link to comment Share on other sites More sharing options...
Simplicity Posted May 26, 2013 Share Posted May 26, 2013 Grabs the popcorn, loads KSP and plays with trying to build a new ship while keeping half an eye open on this thread Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 26, 2013 Author Share Posted May 26, 2013 v2.0.0.0 Is now on SpaceportThe following has been updated and changed:Rebuild and rewrite for 0.20 Game Database Loading StructureAlso fixes for - only recalc alarms when under Physwarp or nowarp - stops creep at high warpReset Defaults for autocalc to prevent creepReset Defaults for Transfer ModeAdded position of icon to config.xml so people can move it around as neededMan that took more than I thought Now, back to a form of distance based alarm, and remembering an alarms target... Quote Link to comment Share on other sites More sharing options...
RPharazon Posted May 26, 2013 Share Posted May 26, 2013 Tested it out and everything looks pretty great. Things are a bit slower to react to being clicked on, but otherwise the plugin isn't overshooting or missing its time-warp stops. It does tend to come out of time warp rather faster than before, so it freaked me out the first few times.I haven't encountered the slight maneuver-node restoration errors too, so that's definitely a plus!Thanks a bunch for all your effort and for your upkeep of this mod. Quote Link to comment Share on other sites More sharing options...
John Nowak Posted May 26, 2013 Share Posted May 26, 2013 I think this is easily the single most useful mod I have installed -- many thanks for providing it. Quote Link to comment Share on other sites More sharing options...
Simplicity Posted May 26, 2013 Share Posted May 26, 2013 v2.0.0.0 Is now on SpaceportThinks spaceport gonna be busy today Many thanks for this update, I love my little alarm clock cause my kerbals have a habit of missing important things happening Quote Link to comment Share on other sites More sharing options...
Technical Ben Posted May 26, 2013 Share Posted May 26, 2013 Thanks! About to attempt some planned concurrent missions, so will be a real help. Especially as my original lander, the prototype recovery and now the upgraded version are all on Moho recovering the stranded crew. As they have 1 lander each, I've decided to give them a race back to kerbin! Quote Link to comment Share on other sites More sharing options...
Domesicabbage Posted May 27, 2013 Share Posted May 27, 2013 I'm really sorry for being stupid. How do i install this? I've got all the folders and files but it's quite confusing. Sorry :[ Quote Link to comment Share on other sites More sharing options...
simplemunrockets Posted May 27, 2013 Share Posted May 27, 2013 IIRC, all you do is copy and paste the 'TriggerTech' Folder into the 'GameData' folder. Quote Link to comment Share on other sites More sharing options...
razark Posted May 27, 2013 Share Posted May 27, 2013 For some reason, the new version seems to have the fuzzy filter turned on.Previously:New version:The only difference between the two is the mod version. It's still useable, just not so nice on the eyes anymore. Quote Link to comment Share on other sites More sharing options...
RPharazon Posted May 27, 2013 Share Posted May 27, 2013 For some reason, the new version seems to have the fuzzy filter turned on.The only difference between the two is the mod version. It's still useable, just not so nice on the eyes anymore.Amusingly, I can reproduce this. It's not really the mod's fault, but the game's fault. If you set texture sizes to anything below Full Res, you get those blurry icons, probably because the game applies the texture resolution settings to everything in the GameData folder. At Eighth Res the icons become solid blocks of colour. Quote Link to comment Share on other sites More sharing options...
razark Posted May 27, 2013 Share Posted May 27, 2013 It's not really the mod's fault, but the game's fault. If you set texture sizes to anything below Full Res, you get those blurry icons...I figured that might have something to do with it.Curse my old computer! Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 27, 2013 Author Share Posted May 27, 2013 I'll see if there's something I can do - maybe increase the texture sizes so when they downsize they still look OK, but yeah the new loading system is still a bit of a black box Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 28, 2013 Author Share Posted May 28, 2013 Amusingly, I can reproduce this....I figured that might have something to do with it....Can I get you guys to let me know which graphical setting(s) seems to be doing it - I've tried a bunch and it seems to stay unblurred - I'm testing on Windows. Quote Link to comment Share on other sites More sharing options...
razark Posted May 28, 2013 Share Posted May 28, 2013 Can I get you guys to let me know which graphical setting(s) seems to be doing it - I've tried a bunch and it seems to stay unblurred - I'm testing on Windows.Running Windows, 1152x864, windowed, half-res, and fastest rendering.Edit:Changed it to full res, and that does fix it. Quote Link to comment Share on other sites More sharing options...
TriggerAu Posted May 28, 2013 Author Share Posted May 28, 2013 Running Windows, 1152x864, windowed, half-res, and fastest rendering.Edit:Changed it to full res, and that does fix it.I can replicate it now, no issues - have no idea why I couldn't do that before .Will see if there's a way to mark those textures as always full res, or some alternative. Some of the screen obviously is not affected. Quote Link to comment Share on other sites More sharing options...
Black-Talon Posted May 28, 2013 Share Posted May 28, 2013 v2.0.0.0 Is now on SpaceportThe following has been updated and changed:Added position of icon to config.xml so people can move it around as neededYou continue to impress and your upkeep is deeply appreciated. Thanks!! Quote Link to comment Share on other sites More sharing options...
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