-
Posts
334 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Maelstrom Vortex
-
Which textures and visuals are these?
-
These are the top processors in the server and enthusiast class of processors for my motherboard. If I'm using a dedicated 1080 nvidia gpu, which would I see the better performance out of general gaming, and Kebal specifically? I am thinking that without the need for the on-board GPU the Ceon may be better. Appreciate your feedback/input.
-
I might have made the most aerobatic high-speed re-entry surviving submarine space-plane you may have ever seen:
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Maelstrom Vortex replied to Thomas P.'s topic in KSP1 Mod Releases
After switching to new koppernicus, getting some strange acceleration like behavior out of my station even when no engines are on? It appears to have been a time-warp artifact. Not certain is koppernicus related, it was when accelerating time while on approach to dock a vessel. -
I don't know enough of the code to try it myself, but I assume stars are represented by an XYZ position relative to the Sun. Shouldn't it then be as simple as determining the absolute summed difference between the craft and the star's XYZ co-ordinates, multiply that by the relative inverse magnitude of the given star (for energy output comparison purposes) and then pointing at the star that had the lowest distance calculation? Once you had angle for the nearest star by magnitude you could then calculate power output based on distance times luminosity? It sounds like this is a math problem, I can do the math if someone else can do the code. Something along the lines of StarX - CraftX = RelativeX StarY - CraftY = RelativeY StarZ - CraftZ = RelativeZ abs(RelativeX) + abs(RelativeY) + abs(RelativeZ) = |Relative Distance(StarA)| If RelativeDistance(StarA) > RelativeDistance(StarB) point(StarB); (do this comparison for all star relative distances til the one with he shortest route is evaluated in a string of else-ifs) And my geometry is kind of weak so I looked for information on a solution to eular rotations on stack overflow which gave the following formula set that someone may want to try: rotx = Math.atan2( y, z ); if (z >= 0) { roty = -Math.atan2( x * Math.cos(rotx), z ); }else{ roty = Math.atan2( x * Math.cos(rotx), -z ); } Source article: https://stackoverflow.com/questions/1251828/calculate-rotations-to-look-at-a-3d-point Nother reference regarding facings, but adding all the calcs here would consume a lot of space so I'll leave it to the author: http://mathworld.wolfram.com/NormalVector.html But basically, determining the best star by distance and magnitude should be relatively trivial, after that it's just the geometry of the facing from the craft's position relative to the star.
-
I noticed there is already a plutonium resource in my radioactive resources, is this part of your future planning? I was doing mining studies of the values of various materials last night and discovered 1 m^3 of Plutonium cost around 7 million, but could not find any way to extract or produce it. Not sure if this is a good idea given base KSP has a history of timewarp/power isssues and render/power issues.
-
That doesn't "fix" it. I've tried this repeatedly and the panel extend/contract is an obvious thing to try to fix the problem and trust me, I've been rigorously trying to resolve this for about a week now. I've shut and re-opened the same panels about 20 times, sometimes even switching craft between modes. It doesn't do anything to the bugged state.The panels might work for 5 seconds, sometimes they don't work at all and they definitely stop working again after a single orbit. The most common thing they do is point out into deep space exactly away from the sun without aiming at apparently anything in the distance. The game is seriously broken when other stars are present. The curator of IA might want to get with the Koppernicus curators and figure out what's causing this because if the behavior continues in the 1.3 release it will still make this mod practically unusable with solar panels other than the fixed variety. They say they have no tracking issues, and after I've played without IA this appears to be true, but there are no other stars present to validate. I just know it stops as soon as IA is gone. I would love to use this mod, and even feature it on the stream I do each evening, but I can't when it breaks key elements of game play merely by being present.
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Maelstrom Vortex replied to Thomas P.'s topic in KSP1 Mod Releases
Update: Isolated the problem and confirmed it's source as Interstellar Adventure. The old version of IA still loads on 1.2.2, but the light curvatures are obviously not presenting correctly. I will notify the mod administrator. Koppernicus is working normally without the extra stars. -
I've come to understand that star light curvatures may affect the tracking of solar panels. Wanted to let you know i'm using the 1.2.2 version of your mod for Koppernicus and all the tracking solar panels are having tracking issues. I don't know if these two are related, but I thought I'd let you know just in case, just make sure the panels are tracking right for 1.3
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Maelstrom Vortex replied to Thomas P.'s topic in KSP1 Mod Releases
Any possibility I could convince someone to give a look at sunAOA, I really think that's what's causing my directable panels to malfunction while all others work normal. I can be around Eve or around Kerbin and the panels will point away from the sun! -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Maelstrom Vortex replied to Thomas P.'s topic in KSP1 Mod Releases
Time to check your file cache, sounds like you have an outright game data corruption. That or you alt+tabbed while loading Kerbals. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Maelstrom Vortex replied to Thomas P.'s topic in KSP1 Mod Releases
Wouldn't PEDMAS apply though and the parenthesis be processed first resulting in a negative being assigned to the absolute value function? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Maelstrom Vortex replied to Thomas P.'s topic in KSP1 Mod Releases
Is this the error line? _sunAOA = (1f - Mathf.Abs(Vector3.Dot(direction, trackDir))) * 0.318309873f; and if so is the fix as simple as changing the - to a +? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Maelstrom Vortex replied to Thomas P.'s topic in KSP1 Mod Releases
I'm using Interstellar and near Future Solar, both of which whose panels have been rendered non-functional, but this isn't really a good solution for me. I need this to work with interstellar so I can travel to other star systems and have the panels work with their given stellar body. Is there no way to get the three into a compatible state? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Maelstrom Vortex replied to Thomas P.'s topic in KSP1 Mod Releases
Solar panels aren't tracking properly with Koppernicus installed and I was told it was most likely due to how Koppernicus tracks. Any one know a fix for this or what I need to do to get it adjusted? I'm assuming there's something about the config perhaps I missed. -
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
Maelstrom Vortex replied to blowfish's topic in KSP1 Mod Releases
Problem solved. I may have accidentally deleted a critical .dll file when trying to pair down my mods folder yesterday without realizing it.. woops. Good thing I keep extensive backup folders or that campaign would have been cooked.- 641 replies
-
- spaceplane
- parts
-
(and 1 more)
Tagged with:
-
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
Maelstrom Vortex replied to blowfish's topic in KSP1 Mod Releases
B9 confirmed not cause, reproduced with old patch therefore b9 patch is irrelevent, I'm going to get my logs and post them... finding the culprit is difficult. https://www.dropbox.com/s/xd184kww8ykitew/KSP.log?dl=0 There's the log, any help would be appreciated. I've got a few errors related to other stuff, but most of it's just stuff I've neglected to clean up because it really hasn't impacted performance. Why this one part though, so very bizarre.- 641 replies
-
- spaceplane
- parts
-
(and 1 more)
Tagged with:
-
[1.8.x] B9 Aerospace | Release 6.6.0 (Feb 5 2020)
Maelstrom Vortex replied to blowfish's topic in KSP1 Mod Releases
Blowfish. Getting some very weird errors with existing MK2 inline cockpits on existing craft after the most recent update, craft made before the update are having their cockpits mysteriously separate and drift away or are ejected at the speed of light when in orbit of a body. I am in the process of switching the current campaign back to an old saved back up copy of b9 pre-patch to confirm it's something with the patch. Weirder, there is no error or collision log about the event, and the craft is shown as having stayed together somehow. I want to note, new craft created with the mk2 inline, including those of the exact same model, have no problem at all. Only the existing craft created with that part. It begins to take effect on physics load. When I take the same save back to an old complete game backup copy, the save works fine and the craft works fine, it's only in current patches that the anomaly is occurring. I've never seen anything like it. It's like the nodes on the old mk2 inlines that were created pre-patch and were already deployed in game somehow cease to exist or function. I've confirmed no collider issues. I use about 53 mods, only a few changed in the past few days though so I've swapped them in and out, and they haven't affected the bug at all. So I'm thinking it's something in B9, but I'm not sure where to begin to look. I'm about to complete that test, I'll update to let you know how it goes with the old patch files.- 641 replies
-
- spaceplane
- parts
-
(and 1 more)
Tagged with:
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Maelstrom Vortex replied to sirkut's topic in KSP1 Mod Releases
I can actually confirm this issue with current linked downloads. Update: Could someone with 1.3 working with IR simply upload a zip of their functional directory for us to use? Be much appreciated since the provided links for assembly appear to be incomplete or perhaps dlls are out of place? Not sure, just know there is 0 gui functionality. Update: I appear to have it working, I'll upload later after I confirm in good condition.