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I was mainly here trying to track down another bug, and was frustrated by the notion of jokes clogging up logs in general.
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Older versions of this mod relied on multiple different things to be tracked, but they were redundant and not very realistic. It used to be that ignition required some of a resource called "hypergolic fluid" along with some EC and an "ignitor." However, similar to how some life support mods combine concepts together to both make the mod easier to code/manage and also more streamlined for game play, the hypergolic fluid requirement was dropped. At the end of the day, for engines that have limited ignitions, what we really care about is how many times can it light? The EC requirement still serves as a check on if the craft should be able use it's ignitors (and I would be ok with this EC requirement also getting removed). Maybe try checking the mod Real Fuels, I'm not sure what all it can do, but it's certainly more than this mod can. Also, @linuxgurugamer, I made that pull request to enable ullage simulation on making history engines like you asked for..
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In my testing, this did not help, and some values that users can set Minimum Significant Body Size to will cause unexpected behaviors. My work-around solution so far has been to reload my vessel after using the map. For some reason forcing the game to re-initialize the physics sphere and vessel fixes it. You can do it either by: -quicksave and quickload -selecting another vessel to switch to from the map screen, then switching back to your first vessel either with key-binds or the map screen -going back to space center and then back to your vessel through the tracking station
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@610yesnolovely Hello, I'm using ckan to manage three separate installs. Two of them are completely fine, but one of them keeps saying that MM has 2 errors in Gamedata/Reviva/DE_MAS.cfg during loading of KSP. I've double and triple checked that install has all the correct dependencies, all through ckan. I've got over a hundred mods on that install, and this is driving me a little crazy, I really don't want to have to rebuild it from scratch. I managed to find this in my KSP.log, but I don't know what it means. edit: nvm found a conflict with another IVA patch that is WIP prerelease
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- bluedog design bureau
- airplane plus
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This is an interesting thought. I will repeat my tests from a higher altitude and see what I get. edit: Ok, so I just fired up my 'minimal' modded install and used the cheat menu to gradually increase my orbit until I was about halfway between the mun and minmus. I never saw any weird gray box appear around kerbin. It did seem like case 2. "When the Camera is looking into a Planet's illuminated side, the Sky shall dim" stopped working at a much lower altitude, and more suddenly than I would have expected it to, around 1000km altitude (circular orbit) the targetColorScalar number jumps from about 0.4xxxx to 1.00000...i need to repeat this in my clean install to see if it's the same. Also, when above this altitude, the targetColorScalar value stays at 1.00000 regardless of where the camera is pointed, and case 1. "When the Camera is looking into the Sun, the Sky shall dim" still works. edit2: Just tried repeating this test in my clean install and got the exact same results. Got a more precise altitude this time. The sudden jump from ~0.4 to 1.0 for targetColorScalar happens just before 1100km altitude.
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Precision mode disables rcs??
Errol replied to Errol's topic in KSP1 Gameplay Questions and Tutorials
Reaction wheels are not an option for me for the exact reason you listed. I also play with engine ignitor and ullage simulation. Anyway, upon further investigation I've figured out that precision mode doesn't actually cut all thrust for rotation. It just seems to reduce all rotation thrust inputs down to about 10% from what I can tell. I like precision mode for how it makes my aero-control surfaces handle when using the keyboard for input, but yeah, I didn't realize before that it was also going to nerf my RCS control so hard for when I reach space. Guess I just have to remember to switch out of precision control once I'm out of the atmosphere, and also maybe think about investing in an analogue controller, so that I'm not so heavily reliant on precision mode for aerodynamic flight. Thanks for the replies guys. -
I'm not sure if this is a bug or not, but it is certainly not what I expected to happen, unless I missed something. If not, is there any way to make precision mode not completely disable all my rcs thrusters?
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@Lisias OK, more big progress today (lots of uninstalling mods one at a time to check for compatibility issues/bugs). First, I have to say there was definitely some user error going on. Bit of a learning curve. I figured out a few things that were causing me issues. The DOE settings seem to save only when the DOE window gets closed; if you return to main menu with the dialogue still open your settings will not be saved. So, with that in mind, I also have no idea what the skybox dimmer options actually do. I had previously been trying all sorts of things with the sliders (max and min for each) when there were missing updated .DLLs in the first EXPERIMENTAL release. So at first I didn't realize that it was these extreme DOE settings I had that was causing the unexpected behavior in my modded install. Now that I have that figured out (and the settings returned to sensible values), I believe I've managed to get the rc-03 release (listed as 2.2.1.3 RC 2 in-game...) working the same in both my clean install and modded install. I will post my KSP.log after triggering the map view bug on github. As far as things that affect the sun and rendering, the modded install is tested with scatterer, deffered, parallax, kopernicus, shabby, shaddy, KSPBurst and texture replacer. To recap, these are the test results:
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I agree that this type of joke is in bad taste, ̷b̷u̷t̷ ̷I̷'̷d̷ ̷l̷i̷k̷e̷ ̷t̷o̷ ̷a̷d̷d̷ ̷t̷o̷ ̷t̷h̷i̷s̷ ̷t̷h̷a̷t̷ ̷t̷h̷e̷ ̷g̷r̷o̷u̷n̷d̷ ̷e̷f̷f̷e̷c̷t̷ ̷m̷o̷d̷ ̷s̷p̷a̷m̷s̷ ̷t̷h̷e̷ ̷l̷o̷g̷ ̷w̷i̷t̷h̷ ̷m̷e̷s̷s̷a̷g̷e̷s̷ ̷a̷b̷o̷u̷t̷ ̷i̷t̷'̷s̷ ̷s̷t̷a̷t̷u̷s̷.̷ ̷T̷h̷i̷s̷ ̷i̷s̷ ̷r̷e̷a̷l̷l̷y̷ ̷a̷n̷n̷o̷y̷i̷n̷g̷ ̷i̷n̷ ̷a̷ ̷h̷e̷a̷v̷i̷l̷y̷ ̷m̷o̷d̷d̷e̷d̷ ̷i̷n̷s̷t̷a̷l̷l̷ ̷w̷h̷e̷n̷ ̷I̷ ̷a̷m̷ ̷t̷r̷y̷i̷n̷g̷ ̷t̷o̷ ̷t̷r̷a̷c̷k̷ ̷d̷o̷w̷n̷ ̷e̷r̷r̷o̷r̷s̷,̷ ̷b̷u̷t̷ ̷m̷y̷ ̷l̷o̷g̷ ̷f̷i̷l̷e̷ ̷e̷n̷d̷s̷ ̷u̷p̷ ̷b̷e̷i̷n̷g̷ ̷m̷i̷l̷l̷i̷o̷n̷s̷ ̷o̷f̷ ̷l̷i̷n̷e̷s̷ ̷l̷o̷n̷g̷.̷ ̷I̷ ̷r̷e̷a̷l̷l̷y̷ ̷w̷i̷s̷h̷ ̷t̷h̷e̷r̷e̷ ̷w̷a̷s̷ ̷a̷ ̷w̷a̷y̷ ̷t̷o̷ ̷d̷i̷s̷a̷b̷l̷e̷ ̷t̷h̷a̷t̷.̷ ̷
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OK! This is feeling like some real progress now! Log spam is gone now. Just an fyi before I get to my test results; the version reported in-game and the label on the download .zip don't match: installed version: 2.2.1.2-EXPERIMENTAL-RC-3.zip version reported ingame: 2.2.1.3/L EXPERIMENTAL RC 2 Anyway, the targetColorScalar seems to be working now. Not sure if it is working as intended though, it does not seem to change with the skybox dimming, it reads 0.000000 when facing the planet and 1.000000 when facing the sun, with gradual decimal values in between. As for what the mod is actually doing...functionality seems to all be correct until you go to map view, then things still seem to be getting messed up. I also added an extra case to check for (landed on atmosphereless body and looking at sun) For freshly loaded vessels, seemingly from anywhere (VAB, tracking station, even from the map screen while controlling another vessel) appears to be fully functional! When the Camera is looking into the Sun, the Sky shall dim. Working on rc-3 When the Camera is looking into a Planet's illuminated side, the Sky shall dim. *WORKING* correctly on rc-3 When the Camera is looking into a Planet's dark side, the Sky shall be visible. Working on rc-3 When the Camera is looking away from the Sun and from any planet, the Sky shall be visible. Working on rc-3 When the Camera is "landed" on an atmosphereless body, the Sky shall dim when the ground is being illuminated. *WORKING* correctly on rc-3 When the Camera is "landed" on an atmosphereless body, the Sky shall dim when looking at the sun. Working correctly on rc-3 But as soon as you switch from the flight scene to the map screen and back (without switching vessels), the behavior changes to this: When the Camera is looking into the Sun, the Sky shall dim. Working *partially* (stars still faintly visible, they still do some sort of logarithmic dimming) on rc-3 When the Camera is looking into a Planet's illuminated side, the Sky shall dim. *WORKING* correctly on rc-3 When the Camera is looking into a Planet's dark side, the Sky shall be visible. Working on rc-3 When the Camera is looking away from the Sun and from any planet, the Sky shall be visible. Working on rc-3 When the Camera is "landed" on an atmosphereless body, the Sky shall dim when the ground is being illuminated. *WORKING* correctly on rc-3 When the Camera is "landed" on an atmosphereless body, the Sky shall dim when looking at the sun. Working *partially* (stars still faintly visible, they still do some sort of logarithmic dimming) on rc-3 ̷W̷o̷u̷l̷d̷ ̷y̷o̷u̷ ̷l̷i̷k̷e̷ ̷a̷ ̷l̷o̷g̷ ̷a̷g̷a̷i̷n̷?̷ EDIT: Ok, so I was optimistic and decided to do some testing in an install with more other visual enhancements, and I immediately noticed some weird behaviors. For case #3 before looking at map, it was not working UNTIL I opened the DOE dialogue window(?? very weird thing to see). And then when I opened the map and went back case #2 was screwed. This install has over 100 mods though, so I wouldn't be surprised if there is a conflict somewhere...
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@Lisias Ok, started testing today and clearly something is off between our setups. I'm using a freshly unzipped copy of ksp 1.12.5 (new sandbox save), module manager 4.2.3 (from ckan), windows 11, AMD64 (smt turned off) and an nVidia GPU. All drivers are up to date. I'm manually installing DOE 2.2.1.2 from zip, then manually installing rc-01 from zip and replacing the .DLLs the version for DOE listed in-game is 2.2.1.3/L EXPERIMENTAL RC-0....I even removed toolbar and clickthrough blocker so now it's literally just DOE, squad and MM in my gamedata folder. In game I am able to open the new debug window, but the targetColorScalar stays at 0.000000 no matter what is happening. Behavior is the same as I described in my last test post where I discovered the map screen breaks the functionality partially. Since the debug window output isn't working for me, here is an imgur album to show all the states. In the that previous test post I made a couple of mistakes, I've corrected them in that post for clarity as well. https://imgur.com/a/VtWeoZd I've noticed some log spam as well. [EXC 18:23:56.220] AlreadyLoadedException: The Assembly SolarSystemStock is already loaded! KSPe.Util.SystemTools+Assembly+Loader.LoadAndStartup (System.String assemblyName) (at <afd2f6694f9b4edcab4e21c3406dce44>:0) DistantObject.Contract.SolarSystemEngine.Create () (at <238038e99bd849ee843bb5a00531d699>:0) DistantObject.Contract.SolarSystemEngine.get_Instance () (at <238038e99bd849ee843bb5a00531d699>:0) DistantObject.DarkenSky.Update () (at <238038e99bd849ee843bb5a00531d699>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ̷H̷e̷r̷e̷'̷s̷ ̷a̷ ̷s̷n̷a̷p̷s̷h̷o̷t̷ ̷o̷f̷ ̷t̷h̷e̷ ̷b̷e̷g̷i̷n̷n̷i̷n̷g̷ ̷o̷f̷ ̷m̷y̷ ̷K̷S̷P̷.̷l̷o̷g̷ ̷u̷p̷ ̷t̷o̷ ̷t̷h̷e̷ ̷p̷a̷r̷t̷ ̷w̷h̷e̷r̷e̷ ̷t̷h̷e̷ ̷e̷x̷c̷e̷p̷t̷i̷o̷n̷ ̷s̷p̷a̷m̷ ̷b̷e̷g̷i̷n̷s̷.̷.̷.̷.̷t̷h̷e̷ ̷.̷t̷x̷t̷ ̷f̷i̷l̷e̷ ̷i̷s̷ ̷a̷b̷o̷u̷t̷ ̷2̷5̷0̷m̷g̷b̷
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