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Everything posted by Kobymaru
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Hi! I have done some mucking around with the construction ports, and I discovered several "sources of confusion". For reference, here is a quicksave file that you can use for testing: https://dl.dropboxusercontent.com/u/1414175/ksp/konstruction-ports-oriented.sfs Both vessels have an antenna to easily see where the UP direction (aka the black square direction) is, and they are both oriented to each other so that you only have to do a gentle Push with RCS after you've set your port settings. So first of all, turns out that *both* ports have to have Angle Snap enabled. If only one of them has the snap enabled (even if it's the currently controlled vessel), the ports will not ever acquire or dock, regardless of orientation. It has to be either both or none. Second, in order for the ports to acquire or dock, they have to be *both* set to the same Angle setting. Whether or not this is the intended behavior, that I cannot tell. But at the very least it should be mentioned in the Documentation, because I find that rather counterintuitive. Third, I finally understood what the "Angle" setting for Angle Snap actually does. I thought that it would provide one angle that the ports can snap to, and that is the angle that I set there. Turns out that this is not the case. The Angle setting is the angle interval between snap points. For example, if you set the Angle setting to 45°, your ports can snap to 8 different angles: 0°, 45°, 90°, 135°, 180°, 225°, 270°, 315°. If you set it to 90°, your ports can snap to 0°, 90°, 180°, 270°. On top of that, when Angle Snap is enabled on both crafts and the angle is set to 0 on both crafts, the ports "acquire" magnetically, but do not dock until the they both face the right way up (square is orientation). So far so good, this is expected behaviour presumably. However: when I turn on the roll force by setting "Port Roll" to a value, the ports start rolling alright - but in the wrong direction. When roll is enabled, they start rolling upside down towards the 180° position. If your setting was 0°, your ports will never dock, because 180° is not a possible snap setting. I find this particularly confusing, because the "port roll" does not roll towards an angle where it is allowed to snap - it rolls towards the rather arbitrary and inconvenient angle of 180°, which might not even be a snap point. It would be very nice if @RoverDude could confirm that these "confusion points" are intended behavior and this information should go on the Wiki and the KSPedia (shoutout to @dboi88), or if I should create GitHub Issues for them.
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[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
Like I said: suggestions are great, but if developer time is in short supply, one must prioritize. I think there is *also* an issue with the FAR-integration, but that is independent from the stock issue. Stock Aero prediction only uses Stock code, not FAR. -
[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
I tried to dig in the drag-calculation code, but that led to some serious confuzzlement Maybe I need to take a harder look. That is sad to hear, but I understand you very well. Good question, I will try to look into that. I have a "library" of KSP versions Let's not go the thread ownership route, since we did that already (back and forth ). Turns out that I am also somewhat prone to going MIA for some time periodically. But since I at least play the game myself, I guess it makes more sense for me to take over the maintenance. I would like to make changes to spacedock and AVC and preferably make releases on GitHub too, so shared ownership (if that is possible) would be nice. No worries. If it stops being fun, there's no point in doing that. This is a callout to everyone: Help is very much wanted. While I can not make any promises or ETA's on new features and bugfixes, I can make promises that I will try out and release the changes that are sent to me. So please, dear Trajectories-Users, especially the ones with Programming experience: if you want to keep this mod working, please take a look at the code and try to improve it No offense dude, but I think this is one of those times where people need to "read the room". As you can see if you read the last posts, we are struggling to keep this mods basic functionality afloat. Piling on Feature requests does not particularly help in this situation, because our priority right now should be: make it actually do what it's supposed to at its core. As I mentioned above, contributions are very welcome. So if you really need your CCIP functionality, you should consider implementing it yourself. I am very happy to merge good Pull Requests and create releases for new features. -
[old thread] Trajectories : atmospheric predictions
Kobymaru replied to Youen's topic in KSP1 Mod Releases
Sorry, which targeting bug do you mean? I'm afraid I didn't have time for implementation of those features, and I also can't give you an ETA. RL is in the way Nope, you are not the only one. Accuracy is broken. There is a bug report: https://github.com/neuoy/KSPTrajectories/issues/84 which shows that even "crafts" consisting of a single Mk1-Pod don't land at the predicted position. I'm afraid I don't have the in-depth code knowledge required to fix these kinds of issues. That's something that only @Youen can do, so we'll have to wait for him. I'd say the mod is still *somewhat* useful for getting a rough landing estimate - but definitely not as the spot on targeting system that it used to be. -
Yes, we have these issues - but unfortunately the info gets buried in this thread. For example, I posted this here: I was hoping that @RoverDude might take a look at docking ports in general. A consise write-up of bugs and problems might be helpful to him, unfortunately that turns out to be quite difficult, because there is general confusion of how they are actually supposed to work. @Jebs_SY you could scroll back a few pages, read our conversation and write up a nice Bug report that goes on GitHub.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
5km is too far. Scavenging works for everything with a logistics module up to 150m, with a Karibou and a pilot in it, this is increased to 2km. The KSP physics range is 2.3km, so everything outside of that will not even be loaded. Theoretically, you could use planetary logistics for transport (no range limit), but this is a bit awkward, because you would have to focus your farm station periodically. Additionally, RoverDude has mentioned a desire to rework planetary logistics, so I doubt you can rely on the feature to stay in its current form. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
I don't know about "normal" but it certainly happens to me too. Framerate goes down on time-warp, when you'd think it goes up because the part physics simulation is disabled. I think it might be all the converters and MKS modules running, but I can't say for certain because my base has a very large part count. Could you maybe upload your save? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Yes, there is a bug report about that: https://github.com/BobPalmer/Konstruction/issues/35 However, it seems that RoverDude has different priorities at the moment. ps.: You're in the wrong thread. There's a dedicated Konstruction thread -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
What I see is that you are trying to perform maintanence on your Habitat, not the Ag-Module If that's not the solution, then I'm afraid I'm out of ideas. Time to check your installation, because maintenance works perfectly fine on my install. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
I'm afraid I don't see anything. One more in daylight? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
go to http://imgur.com/ Drag your picture in there, let it upload Right click on the arrow in the top right corner, then on get share links copy the reddit link In your KSP forum post editor click on "Insert other media" -> Insert image from URL Paste your link, remove the syntax except for the actual URL Click on Insert. Wow, this is really complicated now that I write that out. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
In that case, please show a screenshot. It should work. Container with Machinery close by that has warehousing enabled, go on eva with an engineer and perform maintanence on the part. If that is what you did, I don'T see what could go wrong. Maybe just try restarting your game? That seems to "solve" problems sometimes. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
You need to enable local warehousing on the container. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Here's a video: Steps to reproduce: Have a vessel with a Duna Agriculture Module with organics (and maybe one Organics Kontainer) Have another vessel with an Organics Kontainer Disable the Local Warehouse on both Vessels Lock the Organics on the Agroponics Part Switch to the Second Vessel with the Organics Kontainer, enable Local Logistics Wait a few seconds, observe how some Organics appear in said container Switch back to the original vessel. Observe that 20 Units of Organics were stolen from the Agroponics Module. Stolen, I tell you! Stolen! These thieving Kerbals with their KolonySupplies-converters. @Gilph if you want to make a GitHub Issue, you are free to copy-paste any part of this post including the video. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
That doesn't work though. Even when locked, turning on Local Warehousing on *another* vessel, the Organics get pulled out. Machinery is a different topic, because it doesn't participate in Local/Planetary Logistics or Scavenging. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
I think there is a minor nuisance going on with scavenging and organics production. The situation: One vessel produces Organics with the MKS 'Duna' Agricultural Module (Agriculture (S) module), and another vessel consumes said organics. The transport works via scavenging. The problem: The organics are actually taken out of the Agricultural module part (Not sure how, I didn't know it even participated in local logistics/scavenging). This wouldn't be a problem, but the amount of Organics in the Module determine the speed at which the Organics are produced. The fewer organics in there, the fewer organics per time. This means that I can'T get the Agricultural module to operate at full speed (for some reason, 80 units out of 100 stay in the module). Not sure if that's a bug or by design, but either way this should be revisited. -
Right, but such announcements by SQUAD in the past years usually had something substantial in them. Remember Atmosphere Overhaul? Remember Resources? Remember Asteroid Day? Remember the parts they did with NASA? Those were all a whole lot bigger than this, and they still didn't need an announcement-announcement. So while it's true that we've been No Man's Skying it a bit, SQUAD has clearly also been Sean Murray'ing it. Is this the new SQUAD that we should get used to now? Teasing without any substance, being super vague about features, and simply promising things that aren't there?
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But what exactly did they expect from an english speaking Forum, with a community majority that speaks english? I agree, the fact that the game is now localized is great news. But they were trying to build hype without substantial features. Two things bother me the most. First, THE BIG ANNOUNCEMENT that was pre-announced a week beforehand is something that we know they have been working on forever? That's neither a surprise nor anything interesting for quite a large userbase. You know who does pre-announcement announcements? NASA did one to announce the press conference about the TRAPPIST-1 system. SpaceX did one to announce the announcement of the first Trans-Lunar flight in 46 years. SQUAD did one to announce the announcement of a localization patch without any additional features, and yet another marketing constest. I ask you this: Why make such a fuss about this? The second thing is the SOOPER SECRET FEATURE NOONE KNOWS ABOUT. What is this? Are we in Kindergarden? I think I did this kind of thing in Kindergarden. BTW, I also have SOOPER EXCITING NEW THING in development that will revolutionize the world, but I am not gonna give you any hints to what it is, no screenshots, and no timeframe. Are you now hyped for my sooper exciting new thing? Mentioning "I have been working on a secret feature" is not teasing. Teasing is when you actually give something, some information about the real product. But this is just annoying. Let's be clear about this: this is about Publicity, Marketing and eventually about money. Building ridiculous hype about nothing does not help the actual game or the players (probably not even the Devs), it doesn't make anyone better off except increasing their sales. SECRET CHANGELOG LEAKED FOR 1.3: ChangeLog: * Fix runway seams The end.
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What's even the point of that? Anyway, I'm afraid it's gonna be one of these: Console Release Localization (Relese) announcement The new Surface Sample Animation!!!!! (... yay?) A NEW CONTEST! Send in a picture of how you participate in SQUAD's viral marketing as a mindless KSP-vehicle. The user with the most Facebook-Shares of KSP-related content, the user with the most KSP-Stickers on their car and the first who legally changes their name to Jebediah "Moarcashforsquad" Kerman get a picture of a 3D print of a paper cutout of the old Mk-2 capsule sent to their E-Mail address. Cynical? Why would you call me cynical? Probably not: Multiplayer (they kept mentioning it before it went really quiet) New Planets I'm actually hoping for: PorkJet's Engine Revamp The "visual overhaul" pass that they wanted to do at some point Switchable fuel containers (it's been implemented by mods at least 3 times now, how hard can it be??) A shorter 3.5-to-2.5 Adapter As you can probably tell, I expect something rather underwhelming and the hype train does not stop at my station.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Yes, she is (see screenshot: there is a "Traedith's inventory" option in the Logistics Center, and if you look in her portrait, you see that she's a pilot) It is almost completely drained. Thanks, that helped me. Apparently I needed to restart my game - now it works as expected. Thanks, that was the case. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
So how do get my resources back out of the Planetary Warehouses? Screenshot: I have: A logistics Module A pilot An ISM with Planetare Warehousing enabled Plenty of Exotic Minerals, MetallicOre amd Metals in the Planetary Storage that I now would like to withdraw from my account What am I missing? ----------------- Working for me. I believe that's a bug with the Fuel Cell. Have you tried other modules for receiving electricity, such as the Duna modules or the Dedicated Microwave Power Tranceiver part? My fuel cells also don't see any PDU's, although all other parts that are nearby are perfectly happy with the one I have running. -
Thanks, I will try to do that. Which leads me back to my original question: how is it actually supposed to work? Is there supposed to be a roll force with both angle snap on and off? Or just when it's on? Am I correct in assuming that the 0° orientation is the one where the black rectangle in the docking port is "up" on both ports? Assume I set the angle to 90° on port A and I am looking from port A towards port B. Do I see the black rectangle of port B on the left, or on the right? What happens if I set angles on both ports? What does "Reset Acquire" mean?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kobymaru replied to RoverDude's topic in KSP1 Mod Releases
Woohoo, I'm self-sufficient!! Pics in a day or two. Now I have a question though: is it possible yet to create DYI-Kits in the field, or do I have to ship them for now? -
Here you go: https://dl.dropboxusercontent.com/u/1414175/ksp/quicksave-konstruction-headstand.sfs It's my main career save (hence the size), and I also have NFE parts strewn in there. However, those are not on the relevant for the issue at hand, so you can just click away the loading errors.
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