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KSP2 Release Notes
Everything posted by philotical
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here some impressions from current dev version allready a little ahead of the released one above.. Considering the possibility, that I can add custom science to the tricorder, who want's to write science reports/texts for it? volunteers? I'm not good at this kind of stuff.. - if I do it, they will be boring and generic..
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not at the moment afaik... but you can copy the warp drive's module code in the cfg file to get it to work.. best is to reference the config of the USS-1701 - there it should work.. in my understanding, it is planned to have KSPI warp when it's finished..
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good point.. - but see below.. Scansat is looking bad.. an integration will only be as a convenience thing.. but it won't have a lot of use for the transporter.. even on Minmus, a full zoom pixel of a highres scansat map has a side length of approximately 120 meters.. So a positioning with this for transport won't work.. you try to beam a kerbal to the runway and it ends up inside the VAB.. - scan sat is moved to the end of my tasklist for now.. So - I decided to code an own system with highresolution positioning capabilities. First tests have shown, a max distance of 50 KM is given by KSP since at this distance, the KSC mesh dissapears.. I assume this includes anomalies. So beaming from orbit is not possible at Kerbin - but since we have a full halt button, that will not be a problem.. Just hold your position at 49Km above the KSC and you will (hopefully at a shining day in near future) be able to beam to any point - even the roof of VAB. For more info see the second part of the video.. The first part is: proudly presenting "PHOTON TORPEDOES" Hey StarVision, I have a mesh, a finished UV and a texture for a torpedo MarkVI - can I send that to you for "unity-fying"? http://i.imgur.com/AeN4MPT.png Would save me trouble (see below).. - but this time - really no hurry - it works also well with the RCS tank lol Never mind I got it.. http://i.imgur.com/cyH1ZQI.png http://i.imgur.com/76oFPvA.png have a look here: http://forum.kerbalspaceprogram.com/threads/57238 With that pic as reputation, you might have enough knowledge to just go through one or two tutorials and you are done.. All you do in blender, can go to KSP, simply pass it through unity as a middle step. I'm looking forward to huge battle ships as one part - I love the idea.. Make the galactica :-) - also that will be compatible with the impulse plugin btw.. Edit PS: The one that can tell me where I have stolen the blue texture for the explosions, will get a StarTrek-Fan-Coockie.. :-D
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[0.23.5] Planitron Reloaded - Update - (25th may '14 v0.3.7)
philotical replied to philotical's topic in KSP1 Mod Releases
as far as I can see by now, it uses on every start the settings file for position.. you can move it around with the mouse (grab it at the border) - but it will not save that position until next update.. So if you want a different start up position, the settingsfile is the way to go.. As a side note if you leave Kerbin SOI, the button (should) disappears - so it's just bothring on kerbin.. -
[0.23.5] Planitron Reloaded - Update - (25th may '14 v0.3.7)
philotical replied to philotical's topic in KSP1 Mod Releases
I'm so glad you reported this.. otherwise I would never have found out how inept I really am.. HAHAH The problem is - your screen is smaller than mine, my icon seems to forget to save any kind of position and in the download, the default setting places it at the lower end of my sceen's size.. so - the ugly truth is, the plugin works but you just don't see it - wow - the cause still sounds like the bug report in the first place hahah.. So until I figured out, why my button is stubborn, you can fix it by opening the config file at GameData\Philotical\Planitron\PluginData\PlanitronReloaded\config.xml and change the button position setting to something like this <rect name="buttonpos"> <xmin>153</xmin> <xmax>207</xmax> <ymin>[B]135[/B]</ymin> <ymax>[B]189[/B]</ymax> </rect> <ymin>135</ymin> <ymax>189</ymax> is the problem.. now it's 835 and 889 set them lower but reduce them the same rate or the button might be screwed.. so 35/89 is ok too.. Again: thank's for taking the time to report this.. I assume it bothered many but no one spent the time telling me.. I owe you one.. :-) Official message: The bug will be fixed in the next update... until then, please use the fix explained above.... -
[0.23.5] Planitron Reloaded - Update - (25th may '14 v0.3.7)
philotical replied to philotical's topic in KSP1 Mod Releases
thank's.. so far it's strange - let's hope the log will help a bit.. Otherwise, the "I can't replicate, so I can't fix"-constant (da one dat rulez da univerz, u no) will most likely take effect against our will.. Edit: I did not test with EVE - although I can't see a relation - but who knows.. Would you be so kind to move the EVE folder temporarly out of gamedata to see if it's that? If yes, I'll install EVE and make it work... - still I doubt it.. -
[0.23.5] Planitron Reloaded - Update - (25th may '14 v0.3.7)
philotical replied to philotical's topic in KSP1 Mod Releases
I did the same right now - new download from curse - install - all was working.. can I ask some questions.. - is the KSC planet name still "Kerbin" in your install? - did you install any universe changer or stuff like that? - did the log file show any errors? and finally.. - are you sure, you've installed it in: GameData/Philotical/Planitron/ ?? thank's in advance for the answers.. -
YEAHH - It seems, I have the rotation issues cleared up about 90%.. I had to code a special GimbalDebug Class to be able to - but what ever get's the job done is the motto in my profession - right.... The ship will follow the gimbal - the more force, the more it will be pulled to the gimbal.. But it still needs a lot of practice to be a tractor-chief.. So situation is as follows: We have: - All main features.. (97%, 2 details in formation mode, one in height controll) - Subsystem Phasers (100%) - Subsystem tractor beam (~95-100% depending..) We still need: - Subsystem Torpedos (50%) - Subsystem Transporter (0%) - Subsytem Cargobay.. (0%) - Subsystem Resource Transfer (0%) - rework of power consumption so that not only propulsion but also the automatic assistants and the subsystem use power.. - I had an idea how to solve Energy Shields that protect the ship from weappons.. but without multiplayer, that can only be used for stuff like flying in to the sun's corona.. :-D Still - I think I like the idea.. Request to all: I guess it's time for a feature request round.. What ideas did you guys have - what would you like to see? It has to be somewhat star trek and it has to be usefull in some way! Wich details would you have done differently and how? Is something bothering right now? ok the last two question should probbably wait until you all got the beta update.. So those points will be open for a longer discussion.. Thoughts I had are for example - a scanner system.. but since KSP does not offer anything to scan (caves, monuments, resources, lifesigns), I'd have to invent stuff - and that is kind of boring.. or do you see an other option? Maybe the scanner could create a SCANsat map within seconds depending on the energy reserves.. Or it could simply show all celestial body info plus amount of ships/crew around it.. Like the target list in lazor system or so.. ..stuff like that - give me feedback if you have thoughts..
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What it does: It will draw a line from the origin of the GameObject/Vessel/Part along each of the axis x/y/z as seen in unity editor. It simulates a 3D-Gimbal. It might help to debug the common rotation issues by making them visible in game. Installation in your project: simply change the namespace to fit your project and you are good to go.. The code below should work as it is - but you may change what ever you need to fit your situation.. /* * GimbalDebug Class by Philotical is released as is with the license "Do what ever you want with it" * All code you see is a direct derivate of Unity-Docs examples - so a license other than the above is obsolete * Everyone can put that together on his own.. * * Version 0.1 - released 17.06.2014 * bugs report here.. * http://forum.kerbalspaceprogram.com/threads/83386-GimbalDebug-class-to-use-in-your-plugin * * Usage: GimbalDebug foo = new GimbalDebug(); foo.drawGimbal(nb.ship, 20, 0.5f); // and later.. foo.removeGimbal(); * There are overloads: * drawGimbal(GameObject o,int length, float width) * drawGimbal(Vessel o,int length, float width) * drawGimbal(Part o,int length, float width) * What it does: * It will draw a line from the origin of the GameObject/Vessel/Part along the axis x/y/z as seen in unity editor. * It might help to debug the common rotation issues by making them visible in game. * * Installation in your project: * simply change the namespace to fit your project and you are good to go.. * The code below should work as it is - but you may change what ever you need to fit your situation.. */ using UnityEngine; namespace YourCoolNameSpaceHere { class GimbalDebug { LineRenderer l1 = null; LineRenderer l2 = null; LineRenderer l3 = null; public void drawGimbal(GameObject o,int length, float width) { _drawGimbal(o.transform, length, width); } public void drawGimbal(Vessel o, int length, float width) { _drawGimbal(o.transform, length, width); } public void drawGimbal(Part o, int length, float width) { _drawGimbal(o.transform, length, width); } public void removeGimbal() { _removeGimbal(); } public void _drawGimbal(Transform o, int length, float width) { if (l1==null) { l1 = new LineRenderer(); l2 = new LineRenderer(); l3 = new LineRenderer(); } this.l1 = DebugLine(l1, o.transform, o.transform.up, Color.green, length, width); this.l2 = DebugLine(l2, o.transform, o.transform.right, Color.red, length, width); this.l3 = DebugLine(l3, o.transform, o.transform.forward, Color.blue, length, width); } public void _removeGimbal() { this.l1.SetPosition(0, Vector3.zero); this.l1.SetPosition(1, Vector3.zero); this.l2.SetPosition(0, Vector3.zero); this.l2.SetPosition(1, Vector3.zero); this.l3.SetPosition(0, Vector3.zero); this.l3.SetPosition(1, Vector3.zero); } private LineRenderer DebugLine(LineRenderer line, Transform origin, Vector3 transformDirection, Color color, int length, float width) { GameObject o = new GameObject("Test"); Transform transform = origin; o.transform.parent = transform; o.transform.localEulerAngles = Vector3.zero; line = o.AddComponent<LineRenderer>(); line.transform.parent = transform; line.useWorldSpace = false; line.transform.localPosition = origin.localPosition; line.transform.localEulerAngles = Vector3.zero; line.material = new Material(Shader.Find("Particles/Additive")); line.SetWidth(width, width); line.SetVertexCount(2); line.SetPosition(0, transform.localPosition); line.SetPosition(1, transform.InverseTransformDirection(transformDirection) * length); line.SetColors(color, color); return line; } } } In case someone might find it usefull... Screenshot: Bugs: report below... have fun..
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Thanks... :-) I have a few ideas in mind: Multiplayer, Roleplaying, Movie making, debris removal.. ..other than that - you are right - completely useless in a KSP carrier game.. But it was fun to code it.. ..but it's not the sunbeam - just to mention - it's custom made all original - no stolen code.. Honestly - these shuttles with impulse are so far the best KSP ships I ever had - I just love them.. You might consider adding the small one eventually to the download package - people will love it. Did you like the episode? Currently digging through DS9 once more.. - but the 4 seasons of NX-01 is still my favorite though.. It was admittedly something completely else and hard to get used to it - but on the long run, more "living characters" than for example Voyager where they had the order to not portray any human emotions if possible.. Still - I love Voyager - just to prevent a false impression lol you mean the beta - the alpha you have already.. I will pack a new DLL with the working features and the fixed leak soon, so StarVision can include it in his next update release.. For news: I added sound to phasers and tractor beam, tractor beam is still bugging me with unity-rotation problems.., Photon Torpedos are flying but are missing the target by now - also a rotation problem like the tractor.. The Phaser and tractor are two colored now.. - Oh and yesterday, I was able for the first time to haul a shuttle in the launchbay with the tractor.. Wow - I love it.. Exams: Let me give you some advise from a friend! 28 years ago, I said the same - I still regrett it every day.. You will too.. - trust me.. Voyager can wait..
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The Test Objects are more than perfect and exceeded all expectations.. You can admire them in the following video.. Tactical Subsystem: The WeaponSystem called Phaser Banks got installed today.. Splendid - as Piccard would say.. at least one thing that works more or less than expected hahah.. tractor beam is more troublesome.. Still to come: - Soundeffects for at least Phasers, maybe also the engine, the subsystem panel if it opens and closes and stuff like that - depends on how well it integrates.. - Torpedos - Photon.. They will be equipped with impuls and autopilot.. and sound effects offcourse.. - after that, the cargobay system is on the desk.. but firts about a dozen small fixes for laser, rewrite of tractor and transparency.. have fun..
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I ment "in general" - I hope you didn't take it personally.. As I said english is not my nativ - so it might have sounded unfriendly.. Not allways so sure about that.. ..and you were right after all.. yeah - me too.. These corners will be fixed - I don't give up with my transparency :-) Parts: No hurry - the tractor beam is still making me crazy.. ..I can wait for your planned schedule...
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I found the leak - it was a gui.skin instance now i need to find an other way to make my gui transparent again.. TractorBeam in action: If she wasn't so big, I could pull her right in..
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General information about memory leaks in Unity/KSP.. on this page: http://docs.unity3d.com/Manual/UnderstandingAutomaticMemoryManagement.html I found a lot helpfull information - I was able to track down a few possible leak causes - a confirmed one was the power-calculation. The impact of this fix still has to be determined. General info: if you have a function that returns something into a variable once per frame, this variable will not be "overwritten" but will become dead. A completely new variable (with the same name) will be created and allocated in memory. This is "normal" but if you fly for a long time, that counts up and can cause problems. The Garbage collector runs in intervalls behind the scenes and tries to clean out dead allocations. So far so good. Where do the problems start? If the dead data amount exceeds the so called "heap size" the GC stumbles.. Some stuff that wasn't relevant in my case is worse than what I had in place - see more info in the link above.. What here the problem was is: the Power calculation was called like this MyArray = powerstats(); The function returned List Directory - much bigger than a var and the old directory was dead on each frame. The Garbage collect was not up top the task - at least that is what I got from the docs - maybe I'm wrong.. However - to fix it, they suggest to reference the array in the function call and do not return it as value. The new call for the void function looks like this. powerstats(MyArray); charge = MyArray['charge']; The referenced array is populated but the same memory allocation is used.. Additionally you can use this call in Update(): // run garbage collector every 30 frames if (Time.frameCount % 30 == 0) { System.GC.Collect(); } I hope I got this right and this info is helpfull - if anyone stumbles over it by google.. Thank's michaelhester07 for the heads up.. back on topic - I hope these changes will fix some of the leaks.. still, I don't experiance any lag spike on plugin start though.. - not sure if that is really realated to my plugin or something else.. But for me to claim or you to assume, that this plugin does not have a footprint would be naive though.. After all it calculates dozens of physical values, positions, angles, distances and rotations each frame, to perform what it does.. If more than one ship is loaded, only one plugin calculates those values for all of the ships.. The other plugins are sleeping.. - also to increase performance However - on activation, a second class the ImpulseVesselManager is called and the ship announces it's presence - maybe that singleton call is what lags for you guys.. Here it does not happen - other than that, the first fram is identical to every other frame - no additional load on start at all.. Well - It is still a physics heavy plugin and every feature or activated subsystem will add to this. It does the same or even more than a full fledged 5 Stage Rocket combined with burn together, some MechJeb tools, Vertical Velocity Controll, DavonTC and FAR(as example for the physic load) and it will even break the laws of kerbal physics for your conveniance.. We can't have that with no footprint.. I must acknoledge and confirm this fact.. Further.. To give you some unconvenient truths: Comments like "I only want this or that" will be ignored for the time being.. The plugin comes "as is" and what's in it or not is currently my decission alone (as discussed with StarVision).. So I decide "officially": It's a continuing developpment and things might change over time but I can't accommodate wishes for special versions with less features at this time. Not even settings to deactivate stuff are planned right now - currently the core-feature-optimization, KSPI integration and the subsystems (tractor/weappons/tranporter/cargobay) are main focus - the rest will have to wait. In meantime, I suggest the following: If someone has problems with lag and ram: - buy a new computer/GFX-card/RAM - remove some mods - use active texture management. - try the 64bit workaround... I have 2 computers and an identical installation of KSP produces completely different RAM values while playing the same save game. That is caused by different architectures and versions of GFX drivers, cards and mother boards.. Maybe you don't need 16GB Ram - you only need a "non-outdated" grafic hardware.. At least that is what I experianced here - Both PC's have 8 GB ram - one almost dies at 3.2GB (with strong but 5 year old graphic card) the other runs the same with 1.8GB (with onboard GFX card from last year).. Same save, same mods just different hardware.. - KSP is on a USB-drive and I can plug it in both PC's to test that.. I can't see how I could adress/fix these differences in my plugin - honestly.. Most likely if you have problems like these, they come from causes like described above.. However - optimization is on the list - what can be fixed will be fixed.. If that sounded unfriendly or so, it's a missunderstanding created by language issues on my end - I just felt it had to be said once.. better early than late... :-) I hope you get the notion because I still appreciate all inputs..
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good luck.. so does the 64 thing work? I guess you missed my question 2 pages back.. Can you do those for me?
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Thank's for the explanation - I think I somewhat get it.. will stay on it.. Thank's for the code check.. too.. I can think of one or two spots, where a list set to 0 might do some good.. Just have to go through all loops I made and see if I can clean up stuff.. Is anyone here a transform.rotation expert? I'm glued down to a stupid unity transformation that does not want to work..
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can you specify "links to data still up"? I'm new to c# and game coding - no clue what you mean.. My coding background is PHP - no leaking there.. I have a singleton that is called by every ship - this data is "still up" if you mean that - but the contents is just a list of still active ships - get's cleaned up every 10 seconds or so.. other than that, I use the same vars on every loop and on every update.. can you give me an noob example? Oh btw - the source is up now.. https://github.com/philotical/StarTrekImpulseDrive So, if you know how to spot them, please have a look and let me know of any leaks you find..
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When you say Warp, do you mean the KSPI warp drive or do you mean the engines you have in the nacells? Just to get that confusion out of my head.. So there is no plan to remove the nacell engines? good.. than that is settled.. KSPI integration - I will see what I can accomplish.. :-) "super-futuristic KSPI" - I feel flattered, that you put such high hopes in me.. I do my best to not dissapoint you guys.. So - I'll code the plugin as I see fit and you continue to creat magnifficient ships.. Ok with me :-D Would you allow me to make some requests for test objects I'd like to have? to start, simple plane boxes are good enough - just the dimensions count.. - Some shuttle-kind of thing - 1 or 2 white boxes in the right dimension is ok.. - maybe one shuttle and one little larger.. - A 450mL x 80mH x 120mW Box with a launchbay thingy.. Just make it open on the back and let 30% inside empty - no door needed right now - just so I have something to fly in and calculate coordinates for it.. => Not sure how to recognise the ship that flew in by now.. With these, I could start coding the cargobay idea with no lag at all.. fast loading models, just a small white texture - you get the point.. Would that be possible? Sure I can do it my selfe - but I'd rather not learn Unity-Editor right now.. 2 days of tutorials would be a waste of time right now.. You might have that done in 20 minutes.. But no hurry - still working on TractorBeam and Weappons for a while. BTW: Beam is stable now - just adding new features for better controll.. Edit: Leak.. I don't have those issues.. The game allways grows in Ram over time - when you move around, it loads new terrain details .. In my opinion, that is what you experianced.. Here that happens too if I fly the Aris 3A.. But maybe I'm wrong - forther feedback from beta testers will show... I code in C# - online they say, c# has a garbage collector and it's hard to make it leak.. I've checked the code - I didn't find anything Only thing I could see, is that my singleton is no singleton but hides it well :-D
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Ok jinks here it is - The Worlds most messy Git - proudly presented by me here is the currnt working version: github.com/philotical/ResourceRecovery/tree/master/ResourceRecovery/NewFolder1/version-0.1.11 The rest is outdated.. - so just ignore it all.. but you'll find all my previouse toolbar tests there too.. here are the icons hidden I made once.. github.com/philotical/ResourceRecovery/tree/master I made 2 one for flight and one for space center.. ok ok - I promise I wil clean up the Git as soon as I find out how lol Edit: ok I cleaned up a bit allready.. Current Dev version: https://github.com/philotical/ResourceRecovery/tree/master/ResourceRecovery/DEV/version-0.1.11 Icons: https://github.com/philotical/ResourceRecovery/tree/master/old_stuff this file has the monobehaviour: ResourceRecoveryController.cs
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intresting project - good luck.. once more I don't know if there is a better way.. but I'd try the part module approach.. I guess you have same issues like DavonTC - each engine there can be assigned to groups - he wasn't able to make those settings available in editor either.. I guess there too it lost the settings on flight.. however - complicated work arounds are allways possible.. for a "formation mode" to allow vessels to fly together, I had to write an independent manager last week, that was created as a singleton and called by each vessel's partModule So each vessel announced it's presence and the manager remebered all settings per vessel GUID to pass along to the other vessels if needed.. I could imagine creating a strut-manager, that remembers those settings by assigning an id based on partinfo and position to the data set.. Later you could read that out and parse it with the active vessel.. I hope you got the point - it's complicated stuff to explain..
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Thanks.. License: yup OS Source: yup will do.. - might take a few days though.. I'd rather take the link down now than unloading the impulse drive project from my IDE - "tunnel" you know.. Toolbar: please do - I had it working as hardcoded - but the wrapper does not work - I get reflection can't find type exceptions all over the place.. I thought I might try at a later date once more - but if you contribute that part - you earn my undevided gratitude :-D So, please bare with me until I get the git done.. About defaults: Sure didn't think of that - you can incooperate all fixes you deem necessary in a factory file and post it here so I can adapt your suggestions.. :-) Thank's.. Or if it was just the Cryostat, than never mind.. As a general info: The factory settings file is a community project - I am fully aware, that it's important and that it's not in the least perfect now.. Every input that is reasonable and conforms with the general idea of the plugin will be implemented..
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just for reference.. It's in part Part.isPersistent I thought it might save the added modules with it.. but never tried.. Malkuth is a better source right now..
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Oh I see lol So you can Add the module by code, but it does not stay persistent.. Actually I never expected it to stay.. AddModule is from my understanding a virtual thing.. So I suggest the following without having it tested.. loop through the parts, find the part that should have the mod, add it - do that in onStart or if that is not enough in FixedUpdate. But onStart should be enough in my understanding.. I don't know your requirements to select the part - but I hope you got the point.. If you want some additional script complications, you can indeed add stuff to the VESSEL section of the persitent file - just make sure it does not get overwritten by the game itselfe on scene end - so the timing is crucial there.. But if you manage that part, the modules should be loaded on scene change as if it where in cfg at beginning.. A third option (iirc there is something like this) - did you experiment with the "IsPersistent" thingy that is around in partModule? That might do the above part for you - but I never used it.. btw - if you are from austria, we live close and could talk german aswelll..