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Everything posted by linuxgurugamer
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Ok. Regarding the change you did to the NIC, I was going to say that wasn't a great idea, but since you obviously are connected to a 1gbit switch, it's fine. Speed tests are fine, but are limited. You should try something else which would give you a real performance test. For example, if you were to instal World Of Tanks or World Of Warships, these are free-to-play games, and each install involves downloading over 1 gig of data (the installer is small). So you can try to install either of these two game for a test. Another test would be to download a large video from YouTube using Twitch Leecher and download a large VOD from any Twitch streamer. If you don't know of any, then you can (small plug here) download one of mine, they tend to be 4-6 hours long and between 2 and 4 gig. If either of these tests show similar download problems, then there might be some throttling going on at the ISP level
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First, what sort of service do you have? iSP, promised bandwidth, etc. second, do you have anything else running on the system?
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[1.12.x] ModuleSequentialAnimateGeneric
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
A single animation can't have the individual animations individually adjusted by the player -
Nice to see yet another shuttle style vessel.
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[1.12.x] TRP-Hire (formerly KSI Hiring)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Not a problem. It is not obvious, but essentially you have to do a GUI.enable = false before the button, and then a GUI.enable = true after the button. I'll review. Thank you both for your work. Given my current workload, it may be a few days before I can review the PRs -
@SuicidalInsanity recently made a set of new parts for the Mk2.5 Spaceplane Parts mod. A late addition is the Beluga nose, which lets the nose of the shuttle open up and down, and then a ramp comes out. These are three different animations, and they needed to be spaced out; ie: the top needs to open first, then when it is 80% open, the bottom starts to open, and when it is >50%, the ramp can start to come out. Closing does the same in reverse. This mod is targeted at mod developers, more specifically, developers who make animated parts. Advanced players using the UbioWelding mod may also find this useful This mod provides the ability to control multiple animations in a single part. The animations are performed sequentially for each animation, there is a setting to specify at what point during the current animation's progress to start the next one. The idea for this mod came from the necessity to control animations in a new part for the Mk2.5 Spaceplane Parts, the Beluga nose parts. One part has three animations, the other has two (second and third combined into one). The following discussions will be referring the the one with three animations: Each animation in a part has a ModuleAnimateGeneric; this is the stock mod and is configured normally. However, the three events: openEventGUIName closeEventGUIName actionGUIName will not be used, there will be a set of events provided by this mod. An interesting quirk is that the animations in some parts have the part initially open, and some initially closed. There is a setting to specify, called closed. For sanity's sake, the mod works on the assumption that the part when closed is the beginning of the animation; this option tells the mod to reverse that. This mod is called (oddly enough): ModuleSequentialAnimateGeneric, and the config starts like this: MODULE { name = ModuleSequentialAnimateGeneric openEventGUIName = #autoLOC_502069 //#autoLOC_502069 = Open closeEventGUIName = #autoLOC_502051 //#autoLOC_502051 = Close actionGUIName = Toggle Doors Each animation has a corresponding stanza called a SEQUENCE The following is one sequence from the complete module, with each line fully annotated: SEQUENCE { seqNum = 1 // a sequence number, should start at 1 and count upwards animName = BelugaDoorsal // Name of the animation // the mod thinks of 0 as closed, and 1 as open // Since many part seem to have that reversed, the // following tells the mod what the animation value is // when closed closed = 1 // The following specifies the progress value for the animation // to be for the child's animatinon to start, // When the progress has reached this level or higher, // start the child animation. This value goes from 0 to 1, // any value outside that will be clamped to the nearest // allowChildAnimAt = 0.55 // Since this is the beginning of the sequences, the following is unneeded // and commented out. // The following specifies the progress value for the animation // to go below, at which time the parent animation will be started. // Value range is the same as the "allowChildAnimAt" // //allowParentAnimAt = 0.2 // The minDeployLimit specifies the minimum percentage that the animation can be adjusted to. // If the player attempts to move it below that, a message will be displayed and the value reset. // Also, for this value, you can use either a whole number between 0 and 100, or a normalized // number of between 0 and 1. The mod assumes that a value of 1 is == 100% // The following two lines are identical minDeployLimit = 50 minDeployLimit = 0.50 } Availability Download: https://github.com/linuxgurugamer/ModuleSequentialAnimateGeneric/releases Source: https://github.com/linuxgurugamer/ModuleSequentialAnimateGeneric License:Attribution-NonCommercial-ShareAlike 4.0 International CKAN: Available
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[1.12.x] TRP-Hire (formerly KSI Hiring)
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
@Tonka Crash do you feel comfortable enough to take a stab at implementing these suggestions? -
[1.9.x] OSE Workshop Reworked - KIS Addon
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you, I'll review these later -
As @5thHorseman mentioned, there already is one
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@Snark this sounds like it might be up your alley
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Looks like for some reason the camera wasn't initialized. Changing to map mode and back initialized it. I'm working on an update, which includes UI scaling. Interestingly, your video shows that it does work in map mode, so I'm going to have to take another look at that. I'll be working on this during my stream this evening on Twitch, starting around 7pm Eastern
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No mods in EVE, which means that the developers don't have to worry about an unknown mod doing strange things. The client is just that, a client, which can do nothing by itself. EVE Online has a backend of servers, which from the accounts I've read is very impressive; and that is where all the CPU power goes. The client is nothing more than a display client which communicates with the servers. All models & textures are in the client, optimized by the developers because they know exactly what environment they are targeting. And there is where the big difference is. In EVE Online, a ship is a single point, which moves as if it was in soup, with top speeds limited, etc. Well, you said "40 gig", and either you have a humongous number of part mods or something else going on; last night with 114 mods installed (including EVE, etc) my game was using about 20 gig. Why don't you provide a list of the mods you have installed, maybe someone can make a suggestion to help alleviate the memory issue. With that little memory, you really shouldn't be using that many mods. And you should not be using the swap, that is causing your extreme slowdowns. You should minimize the swap usage as much as possible. Most mods which work on 1.6 will also work on 1.7 unchanged. Well, in the early days the engine and environment were being changed constantly. However, since 1.4.5, it's been very stable. Most mods for 1.4.5, 1.5.1, and 1.6.1 will work on 1.7. As they make changes and improvements (and yes, bug fixes), sometimes things need to change. If you want a fixed environment, then the game will never progress And my understanding is that many other games do the same thing, especially when in Early Access. This is the only game I've modded, so I can't speak from experience. But after seeing similar questions (and answers from others) many times here, the general answer is that this is not uncommon. Maybe someone else who has some knowledge in this can reply with some more detail. See the message from @5thHorseman: The complaint from most mods is the KSP-AVC,or MiniAVC mod bundled with many mods. It's informational only, and is based on a text file in the mod's directory. In fact, you can now get rid of those by installing the latest KSP-AVC and ZeroMiniAVC mods, there is an option in KSP-AVC which you can mark mods as good for the current version; ZeroMiniAVC will delete all MiniAVC.dll files it can find. This is a hard question to answer, because I can't answer it. Anyone who gets advance knowledge of a game usually has to sign an NDA, which says they can't talk about it, and shouldn't even make people aware that they do have advance knowledge. So of course I'll answer NO, but ask that question of other people, and you will have no way to know if their "NO" is real or is the result of an NDA which they can't say they've signed. That being said, I'll say that I'm still using 1.6.1 as my development target for most mod at this time. I usually don't switch over to the next release for a few months.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
linuxgurugamer replied to sirkut's topic in KSP1 Mod Releases
Your money, your opinion, your choice. IMHO, the DLC is very reasonably priced, and enables Squad to continue development and bug fixes. -
spacecraft recovery challenge
linuxgurugamer replied to slav_king's topic in KSP1 Challenges & Mission ideas
You A better way would be to use FMRS Really should flesh this out a bit more. Rules (for example, stock only, mods, etc). Scoring system, and you are supposed to have an example to show that it's doable -
Plain, vanilla KSP only uses 3-4 gig. If you are using 40, then you have a LOT of mods installed. Some things are impossible to change. For example, memory & cpu management are a combination of both C# and Unity. Regarding mods, it's rather late, but in general, if a set of modding standards had been made and published, then the modding landscape would be easier Just an FYI, I run about 250 mods, and only uses about 20-25gig. And regarding Eve, mods are forbidden in Eve. If you are going to make a comparison, make a valid comparison
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[1.7] KVV - Kronal Vessel Viewer = Exploded ship view
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It's DX11, KVV does not support that. Sorry I'm aware that it may be possible, but that's something I can't do.