Jump to content

Corax

Members
  • Posts

    615
  • Joined

Everything posted by Corax

  1. Would it be possible to have an option to use game time for triggering the screenshots? Sometimes it is desirable to have screenshots taken at an exact interval, and using game time should automatically account for any physics lag. Also, I'd like to ask for shorter, sub-second interval duration; if you deem it necessary, you could always "hide" that behind a warning, but I think it's self-evident that taking screenshots puts additional load on the computer and as such, should be avoided if performance is of the essence... Finally regarding your concerns about size, df reports about 2.5 TB free disk space, that should last a minute or two
  2. So, not arguing about Curse, how is the KerbalStuff link comeback going? I just donated a case of beer to the cause, to fuel your creativity. Believe it or not, some people do. With a passion. I won't be drinking a beer tonight, just happily sent it all the dev's way 8O EDIT: Just to clarify, I don't want anyone to feel under any obligation to continue this mod, upload it to KerbalStuff, or provide any other kind of favour. I just like the BoxSat, that's all.
  3. Just a heads-up, that's my impression as well. Although I've only been using the KAX sport engine so far, I routinely have to set the thrust limiter to somewhere between 10-50% to make it feel "right". That is with FAR, no idea about stock aerodynamics. Came here for KSC++, downloading latest SXT now
  4. I'm enjoying crashboombang in 1.0.4, but looking at the post before mine, that may depend on your definition of "works with"... Anyway, thank you so very much for this excellent mod ensouensou. It's hard to imagine how bland stock KSP doesn't sound once you get used to this
  5. I don't know that channel, but this mod needs every bit of advertisement it can get to finally catch Squad's attention! This needs to be an option in stock KSP.
  6. I didn't mean to imply you were specifically trying to blame ckan, that was not my impression, and if I came across that way, my apologies. I don't know what would have been a more appropriate way of putting it - I was using 'unfounded' as a very neutral expression; 'uninformed' or 'careless' sound more "actively negative", if that makes any sense? In my view, none of those are personal attacks, but I'm no native speaker, so I may be mistaken. IMO that statement had no foundation to stand upon, so... Certainly you, magico, and I, are capable of finding our ways around and getting to the source code eventually, but I felt it important to clear up regardless. All those rumours about ckan doing weird things have to have a starting point somewhere. Reading about ckan screwing up when it isn't screwing up will take root somewhere, and the more people read small things like this – and this is by far not the the first or only such instance – the more they are getting the impression that ckan is somehow bad, or doing evil things, and is best avoided, if not outright chased out of town with torches and pitchforks. Maybe I'm being overly sensitive in this regard, but sometimes browsing the KSP forums, I'm getting the impression there is a latent or even growing anti-ckan sentiment that is rooted in – unfounded – misconceptions or oversights that nobody took the time to clear up. Having been using literally scores of mods for literally years now, I've grown tired of manually maintaining them and think ckan is the right tool to take over this exponentially increasing, tedious task, and thus it pains me if prominent modders are threatening to take an active anti-ckan position just because people are unwilling or incapable, or simply too hurried or carefree, to look into their side of things first, before taking it to the mod author. Oh my, this has grown into such a convoluted mess, when all I wanted was to say "look, ckan isn't messing up, the source files are there alright if you just take a good look".
  7. True it filters (the reason being users who have to ask what to do with those .cs files if they do NOT install through ckan...), but no you don't have to get anything separately, you just have to extract it manually. Sorry for dragging this even further off topic here, but it's like going around telling people magico's modlets modify their screenshots and quicksave.sfs files; that is simply not true. A lot of people seem to think that ckan somehow installs obscure files from dubious sources when it does not. What ckan does is NOT install specific files, in this case the source file, if it is told so by the metadata. Still, the archive ckan downloads is exactly identical to what you get from Kerbalstuff, because ckan has to go through the very same URL. ckan does not modify the archive in any way. It simply does not extract (or probably extracts and deletes immediately afterwards, doesn't make a difference here) the files specified in the metadata file. Note I am not in any way affiliated with ckan other than I use it myself and think it is a good and mostly reliable way to manage modded Kerbal installations with more than just a handful dependencies. ckan is beta software like 99.9% of everything here, even if some people like to tell us theirs isn't... I think ckan gets a lot of flack it simply doesn't deserve, and much of that ultimately stems from unfounded statements like micha's; so I think it is important to clear that up immediately, before it grows wings and spreads any further I do not doubt or deny there are problems with – and arising from the use of – ckan, but dubious archive files are certainly not one of them.
  8. Just to clear that up, since people seem to attribute ckan with the wildest unfeatures: the source is in "the ckan download", just as it is in "the regular download", as ckan has to fetch its archive from the very same source you get it from if you download it manually. Both are exactly identical, only ckan boldly prepends the name with a hash of the source URL, so the file name may look different... just as it does when I download it manually and prepend the host address or date of download for simple archiving. Heck, people write mods to add vital information to featureless filenames, can you believe it... $ wget -O downloads/mods/1.0/KerbalStuff-Field_Experience-1.0.1.zip https://kerbalstuff.com/mod/505/Field%20Experience/download/1.0.1 - ‘downloads/mods/1.0/KerbalStuff-Field_Experience-1.0.1.zip’ saved [11765/11765] $ md5sum ckan/downloads/6C8F4E65-FieldExperience-1.0.1.zip downloads/mods/1.0/KerbalStuff-Field_Experience-1.0.1.zip 5c1eeff418f86df2b9ad798836688fba ckan/downloads/6C8F4E65-FieldExperience-1.0.1.zip 5c1eeff418f86df2b9ad798836688fba downloads/mods/1.0/KerbalStuff-Field_Experience-1.0.1.zip $ unzip -l 6C8F4E65-FieldExperience-1.0.1.zip Archive: 6C8F4E65-FieldExperience-1.0.1.zip Length Date Time Name --------- ---------- ----- ---- 0 03-31-2015 22:12 GameData/ 0 03-31-2015 22:12 GameData/FieldExperience/ [B] 2044 03-31-2015 22:13 GameData/FieldExperience/FieldExperience.cs[/B] 5632 03-31-2015 22:13 GameData/FieldExperience/FieldExperience.dll 22076 03-31-2015 22:12 GameData/FieldExperience/license.txt --------- ------- 29752 5 files Edith, the fourth: Oh, I see... ckan does not unpack the source file, since it has been told it is of no use to KSP; it does of course not know that you are one of the select few interested in reading the source code
  9. Another must-have! I will never understand how someone could even consider NOT having timestamps on things like save files, or screenshots was a good idea...
  10. If you reply to this post, please use spoilers if discussing the above. I mostly share your assessment of Squad's position. I reckon though if economic considerations were no issue, Harv would be more than willing to include submarine gameplay. I'd so love to see that happen. It could provide an early proving ground for EVAs and docking, without the risk of losing crew to the infinite void. It could provide educational tools about our planet, just as much as the spaceflight portion does - with the possible difference that we humans probably know more about the outer solar system than we do about what's below the surface of the pool Spaceflight on Earth is tightly linked to the underwater environment - there's the NBL (no, none of several basketball leagues named National Basketball League...), most prominently, but also NEEMO with the Aquarius underwater habitat that was originally an asset of NOAA - which again underlines how close the ties are between Ocean and Space. And that's only pandering to the "NationalTM" folks - Russia, Europe, and China all have their space-related underwater facilities and research programmes, and I suppose India's, Brazil's, and any other space programme do, too. Count me in as a submariner, Squad. I want to take mud samples from the floor of Laythe's deep sea trenches, and watch Eve's purple ocean waves breaking above my submarine!
  11. For me, it's an immersion breaking hickup. Add an option to disable specific ribbons - yes, please. And an opt-in for funny eggs.
  12. Useful bit of information, much appropriatedeciated Hmmm, it doesn't look like this module is used for anything besides the engine fairings, or is it? EDIT1: Even better, it is used for the heatshield fairings! Those are real eyesores in my opinion. Thank you so very much! EDIT2: [spoiler=Oh OK, so that's why it's necessary to retain the module... ] Might just as well get rid of it -MODULE[ModuleJettison],* {} Nope, the module's job is to actually hide the fairing model. Always so much to tinker... I haven't even found the time to test your mod yet.
  13. This definitely looks interesting, going to take it for a spin now. Do you see a way to give the engine fairings a PF treatment as well? Might be cool for some ship designs to be able to give them a non-standard shape, or omit them entirely.
  14. Thank you, subscribed. Using CKAN with FAR and about a hundred other mods, a handful or two of home-grown personal configs, plus legacy mods that aren't updated on CKAN, or even updated for 1.x at all, I'm not experiencing game breaking issues that could be blamed on CKAN specifically. It's not an approach I'd recommend for casual use though - I'm fully expecting to break things in the process, but then I know who's to blame and how to fix it too
  15. Thanks, good job! Just as the last of the mods I 'need' finally got rid of that Toolbar dependency though... oh well, time to reinstall it again
  16. Yes, it's a bloody forum. I know my apartment door safety lock can be opened without the proper keys, heck, I've done it myself. That's no reason at all not to have a door lock in the first place. It's not about a feeling of safety as you put it, it is a viable and effective measure to raise the effort for unauthorized entry (I can do that bold thingy too you know). Same here. And just for completeness: it wasn't I who put the door lock in place, it was the landlord. Just as I ask Squad to put some safety measures in place. It's still my responsibility to use the keys properly.
  17. It took nine months to get this on The ListTM, another eight and a half have passed since... how hard can it be?
  18. Nice mod, been looking for something like this. EDIT: Yes, that's right. When you control a manned vessel via a probe core you don't have any effects but you'll have them once you switch to the cockpit. EDIT2: Works wrong in some cases. So expect it to be corrected in next versions. *Woosh*
  19. I can't find the app launcher button. I know there was a working GUI back in KSP 0.90? pretty sure, but might have been 0.25. I installed Kerbanomics along with a bunch of other mods, so didn't notice immediately, only when a notification message arrived when the first payment was due. Editing the config file to autopay helped, but I still can't do any stuff that requires the UI. Confirmed the issue on a stock KSP 1.0.2 Linux-x86_64 with only Kerbanomics-0.2.0RC3. Boy does that load fast 8) Screenshots and logs on request, but I didn't find anything suspicious in there. A single NullReferenceException: Object reference not set to an instance of an object Kerbanomics.KerbanomicsMain.DestroyButtons () Kerbanomics.KerbanomicsMain.OnDestroy () on scene load each in the loading screen and main menu, when there is no active toolbar, and complaints about missing the settings file. Once the spacecenter scene loads, there are no more NREs, and the Settings.cfg and Financials files are created in the saves directory. [EXC 23:08:22.046] NullReferenceException: Object reference not set to an instance of an object Kerbanomics.KerbanomicsMain.DestroyButtons () Kerbanomics.KerbanomicsMain.OnDestroy () [LOG 23:08:22.481] AddonLoader: Instantiating addon 'KerbanomicsMain' from assembly 'Kerbanomics' [WRN 23:08:22.481] File 'Settings.cfg' does not exist [LOG 23:08:22.523] The SpaceNavigator driver is a Windows-Only feature at the moment. [LOG 23:08:23.594] Agent: Found 18 agent mentality types [LOG 23:08:23.596] AgentList: 27 agents parsed and loaded. [LOG 23:08:23.598] 6/20/2015 11:08:23 PM,Kerbanomics-KACWrapper,Attempting to Grab KAC Types... [LOG 23:08:23.970] [CelestialBody]: Kerbin's solar day length is 1d, 0h, 0m long. sidereal day length is 5h, 59m, 59s long [WRN 23:08:23.977] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. [WRN 23:08:24.001] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [EXC 23:08:24.231] NullReferenceException: Object reference not set to an instance of an object Kerbanomics.KerbanomicsMain.DestroyButtons () Kerbanomics.KerbanomicsMain.OnDestroy () [LOG 23:08:24.440] AddonLoader: Instantiating addon 'KerbanomicsMain' from assembly 'Kerbanomics' [WRN 23:08:24.440] File 'Settings.cfg' does not exist [LOG 23:08:24.491] 6/20/2015 11:08:24 PM,Kerbanomics-KACWrapper,Attempting to Grab KAC Types... [LOG 23:08:34.464] ExperienceSystem: Found 0 trait types [LOG 23:08:34.465] ExperienceSystem: Found 9 effect types [LOG 23:08:36.973] ScenarioTypes: List Created 13 scenario types loaded from 2 loaded assemblies. [WRN 23:08:36.986] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) ===================== [LOG 23:08:37.359] AddonLoader: Instantiating addon 'KerbanomicsMain' from assembly 'Kerbanomics' [WRN 23:08:37.359] File 'Settings.cfg' does not exist [LOG 23:08:37.398] 6/20/2015 11:08:37 PM,Kerbanomics-KACWrapper,Attempting to Grab KAC Types... [LOG 23:08:38.072] AddonLoader: Instantiating addon 'AddScenarioModules' from assembly 'KSP' [LOG 23:08:38.073] AddonLoader: Instantiating addon 'ContractDefs' from assembly 'KSP' [LOG 23:08:38.089] AddonLoader: Instantiating addon 'KerbanomicsMain' from assembly 'Kerbanomics' [WRN 23:08:38.089] File 'Settings.cfg' does not exist [LOG 23:08:38.989] 6/20/2015 11:08:38 PM,Kerbanomics-KACWrapper,Attempting to Grab KAC Types... [LOG 23:08:39.601] ContractSystem: Found 15 contract types [LOG 23:08:39.602] ContractSystem: Found 38 parameter types [LOG 23:08:39.603] ContractSystem: Found 5 predicate types [LOG 23:08:39.619] StrategySystem: Found 0 strategy types [LOG 23:08:39.620] StrategySystem: Found 4 effect types [LOG 23:08:39.628] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 23:08:39.630] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered [LOG 23:08:39.633] Loading Depletion Nodes [LOG 23:08:39.633] DepNodeCount: 0 [LOG 23:08:39.634] Loading Biome Nodes [LOG 23:08:39.634] BiomeNodeCount: 0 [LOG 23:08:39.634] Loading Planet Nodes [LOG 23:08:39.634] PlanetNodeCount: 0 [LOG 23:45:30.044] Flight State Captured [LOG 23:45:30.048] Saving Achievements Tree... [LOG 23:45:30.052] Saving Financial Data [LOG 23:45:30.052] Saving Settings [LOG 23:45:30.059] Game State Saved to saves/default/persistent [WRN 23:45:30.070] [HighLogic]: =========================== Scene Change : From SPACECENTER to MAINMENU (Async) ===================== [LOG 23:45:30.815] AddonLoader: Instantiating addon 'KerbanomicsMain' from assembly 'Kerbanomics' [WRN 23:45:30.815] File 'Settings.cfg' does not exist [LOG 23:45:30.854] 6/20/2015 11:45:30 PM,Kerbanomics-KACWrapper,Attempting to Grab KAC Types... [LOG 23:45:31.487] AddonLoader: Instantiating addon 'KerbanomicsMain' from assembly 'Kerbanomics' [WRN 23:45:31.487] File 'Settings.cfg' does not exist [LOG 23:45:31.520] 6/20/2015 11:45:31 PM,Kerbanomics-KACWrapper,Attempting to Grab KAC Types... [LOG 23:45:31.563] [ScenarioUpgradeables]: Back to Main Menu. Clearing persistent data. [LOG 23:08:21.838] Loading Systems: Elapsed time is 9.98722s
  20. Probably another oversight; this is the only part that has a density defined, and didn't have it before 1.0.0. Might be they had a feature during testing that didn't make it in.
  21. (Emphasis mine)You got that mostly right, but... no mod developer is under any obligation to fix anything. This can not be made clear often enough. Mod developers do their thing because they want to do it, for as long as they want to, for whomever they want to. Not because they have to. Making them listen to crap they went out of their way to avoid is usually not a good way to keep them wanting to do their thing, at least not for the general public...
  22. yup, of course. but i thought only this is only for final code. for release. i'm wrong?Yes. If you actually follow that link and read the terms, there is no mention of any special state of development. As electroconvulsivo mentioned, the purpose of this requirement is code review, which is supposed to happen at any time, not limited to some arbitrary definition of "finality". The moment you make your plugin available to others, you have "released" it.
  23. I'd like to suggest a slight modification to the way the app launcher button behaves: Right now, no matter which mouse button you click, it opens the Historian config UI. I think it would be improved if one mouse button opened the UI just the way it is now, while clicking with the other would toggle the 'suppressed' state - this would reduce the number of required mouse clicks from three down to one for the one function I use the Historian UI the most, and even more importantly, mouse mileage (move top right, click to open UI -> move center, click to toggle state -> move top right, click to get rid of UI. Screenshot. Rinse and repeat). Configuring the plugin is usually done only once initially, and IMO there's no need for the interface to get in the way after that. Come to think of it, a configurable keyboard shortcut... maybe in the long run? Anyway, nice plugin.
  24. Same here. Considering this mod under heavy development, and the stock configs new and experimental, here's what I did: // massively increase long term part reliability and amount of // attainable test data, markedly reduce amount of initially // available data if available @PART [*]:HAS[@MODULE[TestFlightCore]&@MODULE[TestFlightReliability]]:FINAL{ @MODULE[TestFlightCore]{ @startFlightData = 1000 @maxData = 1000000000 } @MODULE[TestFlightReliability]{ @reliabilityCurve{ key,2 = 100000 0.000001 key,3 = 10000000 0.00000001 key,4 = 1000000000 0.0000000001 } } } // generic patch for all (most?) engines // LFO, Jets, Nerva: ModuleEngines, MultiModeEngine, ModuleEnginesFX // RCS: ModuleRCS // beware of engineer* etc., otherwise @MODULE[*engine*] could have // been so simple... // maybe HAS[[@MODULE[*engine*]]&[!@MODULE[*engineer*]]] might work @PART [*]:HAS[@MODULE[ModuleEngines]|@MODULE[MultiModeEngine]|@MODULE[ModuleEnginesFX]|@MODULE[ModuleRCS]&!MODULE[TestFlightCore]]:NEEDS[TestFlight]:FINAL{ MODULE{ name = TestFlightInterop } MODULE{ name = TestFlightCore //startFlightData = 10000 maxData = 1000000000 } MODULE{ name = FlightDataRecorder_Engine flightDataEngineerModifier = 0.25 flightDataMultiplier = 5 } MODULE{ name = TestFlightReliability reliabilityCurve{ key = 0 0.0005 key = 10000 0.0001 key = 100000 0.000001 key = 10000000 0.00000001 key = 1000000000 0.0000000001 } } MODULE{ name = TestFlightFailure_ShutdownEngine REPAIR = None weight = 16 failureType = software failureTitle = Engine Shutdown duRepair = 50 duFail = 100 severity = failure } MODULE{ name = TestFlightFailure_ReducedMaxThrust REPAIR{ canBeRepairedInFlight = False canBeRepairedOnSplashed = False canBeRepairedByRemote = True repairChance = 50 } weight = 32 failureType = mechanical failureTitle = Loss of Thrust duRepair = 250 duFail = 100 severity = failure } MODULE{ name = TestFlightFailure_Explode failureTitle = Explosion! weight = 2 duFail = 400 failureType = mechanical severity = major } } That should take care of most engines. I haven't looked at the tanks yet, and I guess other parts could have failure modes as well, such as parachutes, or even structural elements. But this works for me as a first step.
×
×
  • Create New...