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Yski

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Everything posted by Yski

  1. So, it appears the missile gets the correct decoupling speed, but somehow loses it by the time I observe it in game. [FONT=Monospace][COLOR=#009695]if[/COLOR][COLOR=#333333]([/COLOR][COLOR=#333333]decoupleForward[/COLOR][COLOR=#333333])[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]rb[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]velocity[/COLOR][COLOR=#333333]+=[/COLOR][COLOR=#333333]decoupleSpeed[/COLOR][COLOR=#333333]*[/COLOR][COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]transform[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]forward[/COLOR][COLOR=#333333];[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#009695]else[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#3364a4]Debug[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]Log[/COLOR][COLOR=#333333]([/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#f57d00]Pre[/COLOR][COLOR=#f57d00]-[/COLOR][COLOR=#f57d00]addition[/COLOR][COLOR=#f57d00]velocity[/COLOR][COLOR=#f57d00]:[/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#333333]+[/COLOR][COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]rb[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]velocity[/COLOR][COLOR=#333333])[/COLOR][COLOR=#333333];[/COLOR] [COLOR=#3364a4]Debug[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]Log[/COLOR][COLOR=#333333]([/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#f57d00]decoupleSpeed[/COLOR][COLOR=#f57d00]:[/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#333333]+[/COLOR][COLOR=#333333]decoupleSpeed[/COLOR][COLOR=#333333])[/COLOR][COLOR=#333333];[/COLOR] [COLOR=#3364a4]Debug[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]Log[/COLOR][COLOR=#333333]([/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#f57d00]part[/COLOR][COLOR=#f57d00].[/COLOR][COLOR=#f57d00]transform[/COLOR][COLOR=#f57d00].[/COLOR][COLOR=#f57d00]up[/COLOR][COLOR=#f57d00]:[/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#333333]+[/COLOR][COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]transform[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]up[/COLOR][COLOR=#333333])[/COLOR][COLOR=#333333];[/COLOR] [COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]rb[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]velocity[/COLOR][COLOR=#333333]+=[/COLOR][COLOR=#333333]decoupleSpeed[/COLOR][COLOR=#333333]*[/COLOR][COLOR=#333333]-[/COLOR][COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]transform[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]up[/COLOR][COLOR=#333333];[/COLOR] [COLOR=#3364a4]Debug[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]Log[/COLOR][COLOR=#333333]([/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#f57d00]Post[/COLOR][COLOR=#f57d00]-[/COLOR][COLOR=#f57d00]addition[/COLOR][COLOR=#f57d00]velocity[/COLOR][COLOR=#f57d00]:[/COLOR][COLOR=#f57d00]"[/COLOR][COLOR=#333333]+[/COLOR][COLOR=#333333]part[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]rb[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]velocity[/COLOR][COLOR=#333333])[/COLOR][COLOR=#333333];[/COLOR] [COLOR=#333333]}[/COLOR][/FONT] Pre-addition velocity: (0.0, 0.0, 0.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) decoupleSpeed: 10 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) part.transform.up: (0.6, -0.8, 0.2) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Post-addition velocity: (-5.7, 8.0, -1.9) ==================================== Pre-addition velocity: (0.0, 0.0, 0.0) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) decoupleSpeed: 10 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) part.transform.up: (0.6, -0.8, 0.2) (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Post-addition velocity: (-5.6, 8.0, -1.9) The first missile happily zooms towards the target thanks to it actually getting the advertised decouple speed, the second one hits the launch pad and kills Jeb.
  2. Sounds like a plan. EDIT: There's nothing in the log files, and on closer inspection it turns out drop time does indeed work - it's just the decoupling speed that appears to be 0 when the missile is fired by the guard mode.
  3. Agreed, but I don't immediately see why. It's calling the same FireMissile() method regardless of how you fire it, and I don't see any obvious cause in there either.
  4. I noticed the same: manually launched missiles floated gracefully to freedom before flying off to do missile things, while guard mode launched ones never made it out of my cargo bay. Made for a nice explosion though.
  5. Baha, I sent you a pull request with the laser fix. It took two characters. I feel like I've made a huge contribution today I also closed some of the older outdated pull requests, because there really is no need to add laser damage scaling that is already in the mod, for instance.
  6. That's.. odd. The damage shouldn't drop off much at those distances. This is what it should look like from 0m to 1000m: http://www.wolframalpha.com/input/?i=plot+250%2F%281%2Bpi*%280.0001*x%29%5E2%29+from+0+to+1000 (I notice I had misstyped the formulae for the earlier graphs by the way, should be fixed now) I wonder if I sent you the wrong dll or something? I'll have to check.. EDIT: No worries, happens to the best of us.
  7. The formula for calculating laser damage is [FONT=Monospace][COLOR=#333333]p[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]temperature[/COLOR][COLOR=#333333]+=[/COLOR][COLOR=#333333]laserDamage[/COLOR][COLOR=#333333]/[/COLOR][COLOR=#333333]([/COLOR][COLOR=#009695]float[/COLOR][COLOR=#333333])([/COLOR][COLOR=#3364a4]Math[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]PI[/COLOR][COLOR=#333333]*[/COLOR][COLOR=#3364a4]Math[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]Pow[/COLOR][COLOR=#333333]([/COLOR][COLOR=#333333]tanAngle[/COLOR][COLOR=#333333]*[/COLOR][COLOR=#333333]distance[/COLOR][COLOR=#333333],[/COLOR][COLOR=#f57d00]2[/COLOR][COLOR=#333333]))[/COLOR][COLOR=#333333]*[/COLOR][COLOR=#3364a4]TimeWarp[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]fixedDeltaTime[/COLOR][COLOR=#333333];[/COLOR][/FONT] laserDamage is the default damage at point blank range. tanAngle is the tangent of the angle of divergeance divided by two. Both are configurable from the part's config file, though tanAngle appears to be missing from it, so the default value of tanAngle = 0.0001 will be used instead. What the formula does is it scales down the amount of damage based on the increased surface are of the area hit by the laser - think the amount of wall lit by a flashlight. laserDamage is the brightness of the flashlight, while tanAngle controls how quickly it spreads. The bigger the tanAngle, the faster the area increases and the brightness decreases as you walk further away from the wall, the higher the laser damage the brighter the light is initially. I'm the one who added laser scaling a while back, and now that I look at the formula again, I see I made a mistake back then. My calculations assume the light originates from a single point, which is obviously not the case for a real laser, and results in the brightness of our proverbial flashlight scaling all the way to infinity at point blank ranges. Lucky for us, it's an easy fix. I changed the formula to [FONT=Monospace][COLOR=#333333]p[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]temperature[/COLOR][COLOR=#333333]+=[/COLOR][COLOR=#333333]laserDamage[/COLOR][COLOR=#333333]/[/COLOR][COLOR=#333333]([/COLOR][COLOR=#009695]float[/COLOR][COLOR=#333333])([/COLOR][COLOR=#f57d00]1[/COLOR][COLOR=#333333]+[/COLOR][COLOR=#3364a4]Math[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]PI[/COLOR][COLOR=#333333]*[/COLOR][COLOR=#3364a4]Math[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]Pow[/COLOR][COLOR=#333333]([/COLOR][COLOR=#333333]tanAngle[/COLOR][COLOR=#333333]*[/COLOR][COLOR=#333333]distance[/COLOR][COLOR=#333333],[/COLOR][COLOR=#f57d00]2[/COLOR][COLOR=#333333]))[/COLOR][COLOR=#333333]*[/COLOR][COLOR=#3364a4]TimeWarp[/COLOR][COLOR=#333333].[/COLOR][COLOR=#333333]fixedDeltaTime[/COLOR][COLOR=#333333];[/COLOR][/FONT] , in other words the area lit by our flaslight now scales up from 1 square meter, which means the damage at point blank ranges is now equal to laserDamage, and scales down from there as you'd expect. I made a quick test release for you here: https://github.com/Yskinator/BDArmory/releases/tag/fix1.0 Simply replace the .dll in your GameData/BDArmory/Plugins folder with the new one, and let me know if the damage still seems off. Note that it's not an official release - that's just my fork I use to send the occasional bugfix to BahamutoD. TL;DR: Fixed a bug, let me know if it works better now. Tweak laserDamage in the part's config file to tweak the point blank damage, tanAngle* for scaling. You'll probably need to bumb up laserDamage quite a bit if you want similar close range performance - here's a little graph for you so you can see the difference. http://www.wolframalpha.com/input/?i=plot+250%2F%28pi*%280.0001*x%29%5E2%29+and+250%2F%281%2Bpi*%280.0001*x%29%5E2%29+from+0+to+10000 *Missing from the configuration file, but it'll be read if you add it. The default value is 0.0001. (Source for the formulae: http://www.projectrho.com/public_html/rocket/spacegunconvent.php#id--Laser_Cannon--Equations)
  8. And fixed It was a legacy targeting issue - one else if had turned into an if, and as a result the missile was trying to use a non-existent radar instead of the old automagical target lock system. I'll send you another pull request with the fix. EDIT: Right, I sent you a pull request with the legacy missile fix, and another that added RCS missiles to SwitchToAirMissile() to make guard mode use them. It feels a bit silly adding vaccuum missiles to an air missile function, but I wasn't sure if you wanted to separate them. Shouldn't make any real difference, so I opted for the single line fix for now.
  9. Assuming they work like regular bullets, and I think* they do, they can go up to 5km. I just sent a fix to BahamutoD, so you'll probably be able to tweak that via the config file in the next release, or if you're really impatient you can download the source from github and recompile the .dll yourself. *Edit: I checked, and looks like I was correct. So 5km range for now (or your physics range, if it's shorter), configurable later on.
  10. I gave it a try, but that didn't seem to fix it. I do see some null reference exceptions though, so that might have something to do with it. Going to try with a .dll I haven't tampered with, just in case it was something I did, before I take another look at the code to see if I can do anything about it. In the meanwhile, I noticed the AI would never pick a HEKV, so I added RCS missiles to SwitchToAirMissile(), so that they too can release null ref space debris while I stare blankly at the code. So, that's at least one more single line pull requests coming your way once I get my beloved vaccuum missiles working again EDIT: Yup, even with unmodified dll. That's good news as far as I'm concerned, since it's likely the cause of missiles not working, and I now have a stack trace to follow as opposed to blindly stumbling around unfamiliar code
  11. In case you missed it, there were two separate pull requests - the one to remove the hard coded 8km bullet range limit is still there. I'm still having some issues with missiles: HE-KV fired at a target using legacy targeting seems to just float around as opposed to doing missile things. Without a target it flies off as usual, so it probably has something to do with the guidance system. Once I get that fixed I'm going to slap some guns on this thing and have a proper space battle
  12. Right, my guards are now happily firing guns at each other on 10km+ ranges. Sent you another pull request for the guard mode changes - namely that the max visual range is read from the config file and guards will check for long range turrets on 10km+ ranges if no missiles are available.
  13. From what I've been told, Blender is free and gets the job done.
  14. Hey Baha, I needed longer than 5km ranges for my space battles, so I made a few adjustments to allow that. I made it so that MAX_BULLET_RANGE is read from the config file as I imagine it was intented to be, and removed an arbitrary hardcoded 8km max range limit from PooledBullet. I sent you a pull request in case you'd like to include it on the official release, for all the other long range maniacs out there. It seems guard mode has something similar limiting it to shorter ranges, so I'll see if I can give it the same treatment.
  15. Great, thanks. As a side note, I'm loving the fact you can tweakscale these things. Instead of the 7 minute burns with enough stock radiators to half my fps I get an hour out of this beauty with yours (Orange tank for scale) http://imgur.com/vwPx2nJ/
  16. Could you add a small sections to the OP that tells what the mod actually does? You can sort of piece it together seeing as you explain how the heatsinks and AHMS units work, but I know I love to be explicitly told that this mod includes heatsinks and radiators, for example. Something like a small checklist of all the goodies would be nice, so it's immediately obvious if the mod has what you're looking for
  17. Have you tried removing FAR? Apparently there's a stock bug that has to do with parts clipping into other parts, and FAR makes it worse. Looking at the FAR thread, someone mentioned that avoiding stock batteries might help. I also recall reading that you could edit the savefile to replace an infinite with a zero somewhere on the overheating craft and that should stop the overheating, but I couldn't find that particular post for you.
  18. I just got wrecked. One of my kerbals tossed all my supplies out of an airlock, and my entire space program now consists of a grand total of two kerbals. RIP Mun station
  19. That's what I did, or, well, the linux equivalent. Works like charm.
  20. I had the same issue on my Ubuntu install, and you just saved me hours of trying to figure this out on my own. Solved by adding "cd path/to/ksp/" to my launch script
  21. ...Am I missing something here? The exact same way you would do that on windows should do the trick: right click, copy, right click, paste, or Ctrl+C, Ctrl+V. Alternatively you could use the command line, but I imagine that's not the kind of advice you are looking for.
  22. I wouldn't be too worried. All ckan does is keep track of where mods can be downloaded from and then downloads them for you. If you're suspicious, you can take a look at the metadata and see exactly where it downloads the mod from - in case of CollisionFX the download link is (https://kerbalstuff.com/mod/381/Collision%20FX/download/3.2), which is the same as clicking the download button here: https://kerbalstuff.com/mod/381/Collision%20FX
  23. That's odd - I've just successfully installed mechjeb on ksp 1.04 using what looks identical to your command. The message you mentioned happens when ckan can't find the mod (typo?), but you seem to have spelled everything correctly as far as I can tell, so I'm not sure what's going on with that. Copy-pasted directly from command line: ckan install MechJeb2=2.5.1 In my case ckan is an alias for "mono path/to/ckan/ckan.exe" to save time, so ignore the lack of .exe.
  24. As it turns out, you can install incompatible mods through ckan if you're not afraid of using the command line interface. All you have to do is specify that you really want to install this current incompatible version of the mod by typing "ckan.exe install modName=versionNumber" as opposed to just "ckan.exe install modName", for instance scatterer would be "ckan.exe install Scatterer=0.151". The one problem I'm having with this approach is that "ckan.exe available" only lists the compatible mods, so I'm currently using the GUI to check the mod's latest version number before installing it via command line. Does anyone know if there's something like "ckan.exe available --all" that would also show the incompatible mods on the command line?
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