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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. No, sorry, I just saw this. I need the files KSP.log and output_log.txt files I'm actually looking into something related, I'll include this in my research
  2. Fuel type, yes. Each fuel/resource type has it's own line Tanks, no, other than you being able to lock tanks and have it ignore locked tanks
  3. There is a whitelist file in the current release of SXT
  4. Not a bad idea, it could go along with an automatic detection of engines being active. In fact, you could have both configurable, so the player could choose either, both or none to play with Best place to put that would be in a stock settings page IMHO
  5. New release, 1.4.6 Fixed the longstanding bug of recovering a vessel via the SPH would rotate it by 90 degrees
  6. I do, but this is going to take some investigation. I believe you are correct in the memory; the extremely high garbage collection indicates that the code is rather wasteful. I have been concentrating on a different bug (which I JUST fixed) which affected vessels/planes recovered via the SPH being rotated 90 degrees. I'll be able to start looking into this now, but it's probably going to take time
  7. I finally got it working properly, thanks to you. Turns out that there were two problems. The first was that I was setting the rotation in one place without realizing that further down in the code, it was resetting the rotation. The second was that the original code for this was from a very old mod called InflightShipSave, by Claw. In that one, he doesn't bother to check to see if the vessel is a plane, and this mod and another, the Ship Save Splicer, both use the same bit of code For anyone who might be interested, here is the method in question: private ConfigNode FromInFlightVessel(Vessel VesselToSave, KCT_BuildListVessel.ListType listType) { //This code is taken from InflightShipSave by Claw, using the CC-BY-NC-SA license. //This code thus is licensed under the same license, despite the GPLv3 license covering original KCT code //See https://github.com/ClawKSP/InflightShipSave string ShipName = VesselToSave.vesselName; // Debug.LogWarning("Saving: " + ShipName); ShipConstruct ConstructToSave = new ShipConstruct(ShipName, "", VesselToSave.parts[0]); Quaternion OriginalRotation = VesselToSave.vesselTransform.rotation; Vector3 OriginalPosition = VesselToSave.vesselTransform.position; if (listType == ListType.SPH) { // This first line is from the original mod: //VesselToSave.SetRotation(new Quaternion(0, 0, 0, 1)); //TODO: Figure out the orientation this should be // This is the updated line, thanks to @Taniwha VesselToSave.SetRotation(new Quaternion((float)Math.Sqrt(0.5), 0, 0, (float)Math.Sqrt(0.5))); } else { VesselToSave.SetRotation(new Quaternion(0, 0, 0, 1)); } Vector3 ShipSize = ShipConstruction.CalculateCraftSize(ConstructToSave); VesselToSave.SetPosition(new Vector3(0, Math.Min(ShipSize.y + 2, 30), 0)); //Try to limit the max height we put the ship at. 60 is good for the VA but I don't know about the SPH. Lets be conservative with 30 ConfigNode CN = new ConfigNode("ShipConstruct"); CN = ConstructToSave.SaveShip(); SanitizeShipNode(CN); VesselToSave.SetRotation(OriginalRotation); VesselToSave.SetPosition(OriginalPosition); //End of Claw's code. Thanks Claw! return CN; }
  8. What about the stuttering? And for simplicity's sake, let's only talk about your minimal install, so that way I'll know there is nothing else to ask questions about. I'm testing on an install with about 25 mods installed. I did see that the memory increased when going into the editor, looks like it went from about 2 meg to 16 meg on the stack. I'm not concerned about that, it's reasonable that the mod uses memory, and a 14 meg increase isn't that bad. I'm not seeing stuttering, but I do see the increased garbage collection. The difference may be the computer, I see from the log that you are running an nVidia 960, but can you please describe your computer's specs? Specifically cpu, memory, disk and whether it is a laptop or not , I have a two other computers available for testing, I'm going to want to select the one which most matches what you have
  9. @JeromeCareebo @SpacedInvader Could I ask you both to make a minimal install with KCT and see what happens?
  10. The file provided via CKAN is the same as the Github release for 1.6.1 What happens if you disable the mod in the settings? Also, when you are in the editor, is the KCT window open or closed?
  11. But I don't want the parts. The whole idea of putting the vessel on rails is to only change the vessel's rotation.
  12. This is very interesting, but I would like to make a suggestion (not sure how easy/difficult it is): If in the middle of maneuvers it shouldn't matter what the roster is, the kerbal should stay awake until the maneuvers are completed. One way to check would be to see if any engines are currently active and firing. When the maneuver is completed, the roster should take affect, and some penalty should be assessed against the kerbal, as well as shifting his/her on/off time by the amount of the overage. Maybe an extra period of rest? I'll be following this with interest
  13. Following up on this, I've gotten the following code: var vessel = FlightGlobals.ActiveVessel; vessel.GoOnRails(); var originalUp = FlightGlobals.getUpAxis(); var newUp = new Vector3(90,0,0); // Get the vector of the rotation, I suppose it could be 1 here // adjust vessel rotation based on how much the up direction changed var diff = Quaternion.FromToRotation(originalUp, newUp); vessel.SetRotation(diff * vessel.transform.rotation); vessel.GoOffRails(); which is being run just before the vessel gets recovered. Unfortunately, it's not doing anything that I can see. Right now, I just want to see it rotated in any direction, once I have that, it will be easy to get the correct rotation.
  14. Read the first post, you need to install the dependencies
  15. I can't believe I'm necro'ing such an old thread :-) Anyway, I'm wondering if any mods use this, or if there is even a released version anywhere. There isn't a released version on Github. I need to add threading to at least one mod, (coroutines aren't cutting it for this mod) and rather than reinventing the wheel, I'd like to use this. @ferram4 The license currently prevents me from distributing this (it's an ARR). Can we discuss this via PM if you like?
  16. I'll look at it this evening. Looks simple enough. KCT is launching vessels from anywhere except the editor screen. Totally different environment. I'll have to take a look to see if this is doable, but it's not going to happen right away
  17. Thank you for clarifying. With this, and another previous message, I now understand and have fixed the problem: New release, 1.9.6.2 Fixed Collect All button to be visible whenever any science container has spare capacity (note that most science containers seem to have unlimited capacity)
  18. Yes, but the problem is that profession is based on a hash of the name. I can think of several ways to get around that
  19. Unfortunately not. This is a function of the ModuleScienceContainer in KSP itself. The Collect All button merely activate the same button on the PAW, if no science container has it active, then there is nothing that I can do about that. The most I can do is show the button in a disabled state That is what is happening.
  20. Thank you, but I'm not so what I can do about it now. I'll ask couple of questions. @HebaruSan any ideas?
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