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damerell

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Everything posted by damerell

  1. Not really, no. The KSC could have an infinite-range antenna, and it still wouldn't be able to talk to a satellite half the time. Indeed, it's trivial to work around the KSC range limitation by the time it's an issue - park a craft next to the KSC with a few of your best antennae and a stack of solar panels and batteries. I really like the automatic-search idea mooted in the thread, perhaps with a Flight Computer setting to "start automatic comms search after X minutes". In my view, the difficulty in RemoteTech should be dealing with the comms lag and the actual restrictions of dish range and arc - not constantly sawing off the branch you're standing on.
  2. No. The vessel's surface velocity gives it kinetic energy; its height above the surface gives it potential energy. Display the total number of Joules which is the sum of kinetic and potential energy - a figure that will be zero once the vessel has landed.
  3. Quoting self, but you (the author) have been gone for a while - wondering if you saw this?
  4. Could this, please, gain a Hydrogen+Oxygen mode like the Universal Storage fuel cell? This one is otherwise very useful.
  5. This was a few days ago, but I feel like mentioning it now: There's a larger module in orbit with more fuel and an NTR to take them back to Kerbin. As it turned out, on the way home they misdocked with (crashed into) my LKO station, which - to my astonishment - destroyed said larger module, the station's spare fuel tanks and leftover engines, and... nothing else.
  6. The main Science Lab makes Eurekas. The Cyclotron and Zoology bay make extra inputs.
  7. I thought this was utterly hilarious; sadly, I fear Kasper should have anticipated that it would be the source of a number of kneejerk reactions.
  8. PA charged extra money (quite a lot) to get in early, even at points the game was barely a game, creating a situation where people were paying now for jam tomorrow. When the jam didn't materialise, they were upset. KSP is sold at a discount in advance and has been a fun game to play for some releases, bug comedy or no. I hope there's more jam coming, but it's quite a different situation - and that's why there's 4 years of review sites (well, RPS, yes) saying "actually, KSP is pretty jolly". It also means the people who found the idea interesting are much more likely to have tried it already - "free demo, try early, pay less" is a lot more attractive than "try early, pay more, trust us".
  9. Quite. KSP is a million miles away from the traditional situation where the game came out and you read an actual print magazine to find out if it was bobbins; it's quite a long way away from a triple-A game today where it comes out and then you watch Youtube videos ditto. From an extensive survey of games review sites (er, one) - Rock, Paper, Shotgun first mentions KSP in July 2011, frequently thereafter, generally positively. Even if they do hate 1.0, it's hardly going to have the same impact on the readership as if that was the first mention of it. KSP seems to me much more akin to a game like Dwarf Fortress where people are already reasonably well aware of what's on the table, whether or not they've ever tried it; there's a wealth of Let's Plays and the like to show what it's like; and any given version is never going to be taken as all that special, to be singled out as What This Game Is Like. That said I'd quite like the memory leaks addressed, ahem, and I think it would be terrible if Valentina got pushed back.
  10. The reply to http://forum.kerbalspaceprogram.com/threads/112774-CurrencyConverter-spam-in-debug-log seems to suggest an issue with Station Science is to blame for the issue described there, but I fear my understanding of the source doesn't permit me to verify that.
  11. Rock, thanks. It'll have to wait until I get some play time tomorrow, but I'll chase that up. (And thanks for Sane Strategies, for all it's not in the current game because I was chopping and changing mods to try and get to the bottom of this.)
  12. I have a station with Station Science and Orbital Material Science parts. When I load it, I get a constant flow of this in the debug log (circa 25 entries per second; in my most recent output_log.txt I have over 50,000 entries, and I was no more than fiddling with the station to see if I could permute things to make it stop). [CurrencyConverter for Patents Licensing]: 3.099442E-07 Science taken, yields 9.949208E-05 Funds (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [CurrencyConverter for Fundraising Campaign]: 0 Reputation taken, yields 0 Funds (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Destroying every kerballed module on the station, so that all is left is debris, makes it stop immediately. I know this request is short on detail; right now, I'm just at the "has this happened to anyone else, please?" stage.
  13. It turns out to be (sigh) a bit more complicated than that. Something _else_ carries out these transactions on vessel load, over and over again, several a second. VOID unfortunately exacerbates the situation by faithfully recording them, causing persistent.sfs to grow without limit. So, sorry for the initial assessment being wrong. I suggest VOID should decline to record entries where all three Deltas are lower than some small value and/or throttle the rate at which transactions are being recorded. (FWIW, if anyone else is having the same problem and Google-chasing it, it's not Sane Strategies, but completely removing currency conversion strategies does put a stop to it, as one might expect. I now suspect ScienceLibrary...)
  14. I have circa 150,000 entries in persistent.sfs of this form: CURRENCY_TRANSACTION { reason = ScienceTransmission fundingDelta = -7.174909E-06 scienceDelta = -2.011657E-07 reputationDelta = 0 timeStamp = 2740906.0948175 } From the number, the recent RAM issues I've been having, and the tiny Delta amounts involved, I suspect some sort of "sorceror's apprentice" mode is multiplying these every time the save is loaded. I don't know if other people are affected. I used to use the "Sane Strategies" mod, which gives regressive gains at higher commitments - that might be what makes me unusual. But I suspect there's a bug at work here.
  15. I just hit it again, when a ship came within 2.2km of a station. (Not overall part count; switching vessels immediately improved matters). http://www.chiark.greenend.org.uk/~damerell/temp/ksp/ has KSP.log and output_log.txt - anything else you would like?
  16. Huh. Sorry for the spurious bug report. I must have completely forgotten how it worked before.
  17. Thank you. That is clear, if it's not what I wanted to hear. I'm sorry I was tetchy.
  18. But I don't want RCS balancing. I want RCS not to be used for rotation by MechJeb. I am happy to receive answers of that form, but only from people who read the question.
  19. I've got a bit of a problem with MechJeb. The "RCS balancer" window offers a "Smart translation" option. "Smart translation" doesn't seem to do anything useful, but instead makes RCS behave very oddly. However, if it's not turned on, all the other options vanish (there's an "if (balancer.smartTranslation)" in MechJebModuleRCSBalancerWindow.cs which hides them all), so there's no way to turn off RCS for rotation, which I'd like to both to save monoprop and because I'm, ahem, usually docking unbalanced vehicles and so RCS rotation also makes them translate. I would be utterly delighted if the answer to this question is "you missed an obvious tickybox, idiot".
  20. Not only can't I reproduce it in stock+ScienceAlert, I can't even reproduce it in my own game - under exactly the circumstances that reliably provoked it beforehand. Gah! If it happens again I'll squirrel away a complete copy of the KSP directory so as to be sure of being able to supply any information that will help. Sorry.
  21. I amended the script to dedupe X+ entries if they are entirely identical (and to make that actually work, sigh). I also wrote http://www.chiark.greenend.org.uk/~damerell/games/missioncount which adds M+ and L+ entries to fix the case where a kerbal seems to have taken off, or landed, twice in a row. If anyone else is trying to use these it's worth noting that if you run the script on Windows under Cygwin or similar, there are all sorts of MSDOS line ending issues, which I'm afraid are your problem.
  22. It'll have to be later than right now, but I'll do so. If I can reproduce the problem in stock+ScienceAlert, I'll produce logs from that. Thanks.
  23. I've got an interesting problem, which was entirely cured by removing ScienceAlert (and only that) from my set of installed mods, which is rather annoying given its considerable utility. Sometimes when I load a scene with more than one vessel in, or sometimes when a vessel is split in two (undocking, decoupler, etc), or sometimes when a second vessel enters physics range, and (as far as I can tell) every time when a vessel is split in two and the other part of it is then destroyed inside physics range (eg, decoupling a part which then splashes down hard), the frame rate drops to about 5fps regardless of the frame rate beforehand (which is sometimes quite respectable), and the UI is very unresponsive. Switching to another vessel in physics range, or EVAing a kerbal, usually cures the problem immediately. On the face of it this seems to have nothing to do with ScienceAlert, but that removing it cures the problem is suggestive. I'll happily supply KSP.log, try in a stock+ScienceAlert game, give a list of installed mods, etc - whatever you need.
  24. I'd like to request a gauge showing total orbit energy for descent purposes - kinetic energy based on surface velocity plus potential energy based on height. It's this that needs to be bled off during re-entry. It looks like an easy patch, but I have no idea how to compile KSP plugins, so I'm posting to the thread first...
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