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Everything posted by linuxgurugamer
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Active vessels disappear randomly
linuxgurugamer replied to Mechanic's topic in KSP1 Technical Support (PC, modded installs)
You seem to have a few misconceptions about what "on rails" and "off rails", and about the active vs non-active vessel. When you are flying a vessel with no timewarping going on or with physics warping active, the vessel is fully functional, including all colliders, etc. When you do non-physics timewarping, the vessels go on "rails", which, among other things, doesn't have the colliders active. You can see this in action by putting a vessel into a low orbit with a cargo bay, have something in the cargo bay which is NOT connect to the main vessel, then timewarp. Then do a timewarp, you will see the internal item literally float through the walls of the cargo bay. Another thing you can do is to put a vessel into a highly elliptical orbit, where the PE is below the surface of the planet. Then start warping at a high speed, the vessel will just pass through the planet without hitting the planet. The only time a vessel will be removed when not active will be if it drops too low in the atmosphere (on Kerbin). I don't know the exact numbers, and there may be code to do the same for other planets. When a vessel is on rails, essentially all that's being done is the orbit is calculated. No colliders are active, no collisions happen etc. Vessels don't crash into the ground, they don't impact other vessels, etc. -
Active vessels disappear randomly
linuxgurugamer replied to Mechanic's topic in KSP1 Technical Support (PC, modded installs)
Is ot the active vessel, as in Time warping? -
Active vessels disappear randomly
linuxgurugamer replied to Mechanic's topic in KSP1 Technical Support (PC, modded installs)
That would only happen if the vessel was not on rails; in other words, the active vessel -
[1.9.x, 1.10.x, 1.11.x, 1.12.x] Mk-X Spaceplane Parts
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.3.2 Fixed wrong paths for model for CONFIG_OPR_OMSEngine.cfg and CONFIG_OPR_OMSEngineTwo.cfg Sorry about 0.1.3.1 not being available, I missed uploading it to Spacedock. -
I've got the Slowbies!
linuxgurugamer replied to KSPMoose's topic in KSP1 Technical Support (PC, modded installs)
Actually, it will spread it through all the cores. So, if you have, for example, 8 cores, some will be high, some will be low, you need to look at all of them to get an idea of how busy it is -
This is a small parts pack which provides a configurable computer core Originally written by forum user @CSVoltage back in 2014, original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/79489-modular-computer-package/ Then taken over by forum user @micha030201, who did a number of changes. Thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/114659-modular-computer-package-continued/ @CSVoltagehasn't been around since 2020, @micha030201 hasn't been around since 2013. I've updated all the parts for KSP 1.12 Follow this link to see a full Imgur album of many of the parts; https://imgur.com/a/DIE8S What it does 1.25m probe core The ultimate in mod integration for small vessels. Allows for "chips" to be attached that can have any number of gadget modules from other mods. Unfortunately the required factory form for all these modules makes it less than aero dynamic. With this in mind the outer radius is actually 1.23451m, not 1.25, and parts clipping & surface attachment are allowed. This way you can stash it inside a structural part. Stock structural will work fine but for access to your chips I recommend using either Service Compartments or Procedural Fairings Chip Each chip can hold the code for a different mod's particular gadget. Only chips for mods you have installed will be loaded. Their weight is negligable so the COM of your vessel wont be thrown off. Core Features Integrated Radiator If you are running KSP Interstellar, the radiator has the same stats as the small radial radiator. Chip Slots 13 slots using the size 0 attachment node Integrated RTGs If you are running KSP Interstellar, RTGs will also slowly generate waste heat. The integrated radiator will disperse most, but not all of this. Hard Drives This -UNMANNED- probe has hard drives for experiment storage. Using Ship Manifest, you can transfer science to this part from your experiments. Chip Features B9: Info Drive Squad (stock): accelerometer, barometer, gravitometer Firespitter: move craft gadget, trim gadget Kerbal Engineer (KER): build engineer, flight engineer Kerbal Operating System (kOS) MechJeb Remote Tech 2: SPU, antenna-integrator KSP Interstellar: super computer TT-NeverUnload - (Seriously though, with the advent of 0.24, this is critical for vessel recovery) ScanSat: MapTraq I.D. Skillfull Weapons & Damage: FOF Tag Kerbal Attachment System (KAS) Each chip can be picked up and placed while on EVA with the use of the KAS plugin. Unfortunately nodes are not useable while on EVA so the collision mesh for the core extends all the way into each slot. Just stick'em in as close as you can. Texture Switcher Each Chip now has two texture switchers. The first changes the color of the circuit board, the second changes the label stenciled on the covering. You can now get boards in red, blue, green, and grey as well as labels for control, info, and sensors. Basic Chip I've included a chip that does nothing at all except allow pickup and suck power. Feel free to use this as a starting point for your own chips if theres something I've left out. Then, if you could upload or let me know in the comments, after reviewing it I'll include it in the next release. Mod Support Kerbal Inventory System Graphotron Tarsier Space Technology B9 Firespitter Kerbal Engineer Kerbal Operating System MechJeb Remote Tech KSP Interstellar (probably outdated) TT-NeverUnload (certainly outdated) ScanSat I.D. Skillfull Weapons & Damage (probably outdated) Chips: By original author: Accelerometer - Stock experiment in new form factor Barometer - Stock experiment in new form factor Gravitometer - Stock experiment in new form factor FS trim - FireSpitter trim module RemoteTech antenna kOS module B9 info module SuperComputer - Some KSP Interstellar stuff ScanSat tracking module KerbalEngineer build module KerbalEngineer flight module MechJeb core Some outdated stuff By micha030201: Battery Graphotron graph plotter TST hard drive Science Storage - in case you don't have TST Advanced SAS Basic SAS Science processing computer - uncrewed lab Stock antenna Dependencies FireSpitter plugin - for texture switchers ModuleManager - for mod configs Availability Source: https://github.com/linuxgurugamer/ChromaWorks Download: https://spacedock.info/mod/3099/ Modular Computer Package Revived License: CC-BY-NC-SA CKAN soon Changes Added bulkheadProfiles to all parts Removed BreakingForce from all chips Added tags to all parts Merged in a number of MM patches to save time Added Readme.md Added version file
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New release, 0.5.7.5 Fixed memory leak caused by a typo in the OnDestroy method name, which prevented GameEvent callbacks from being removed Some minor cleanup
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[New] Space Launch System / Orion Discussion Thread
linuxgurugamer replied to ZooNamedGames's topic in Science & Spaceflight
Everyday Astronaut -
[New] Space Launch System / Orion Discussion Thread
linuxgurugamer replied to ZooNamedGames's topic in Science & Spaceflight
From what I just heard, that was resolved -
I've got the Slowbies!
linuxgurugamer replied to KSPMoose's topic in KSP1 Technical Support (PC, modded installs)
Ummm, I think your problem is mod overload I lost count, but it looks like you have at least 320 mod DLLs, and at least175 mods, and since I don't know your system specs, it's somewhat hard to have an idea what might be the issue, other than too many mods, not enough memory and too many parts on the vessel. Other than that, nothing really stood out, there are a number of exceptions, but they don't appear to be too bad -
[1.10.x] SafeChute v2.1.20 (continued)
linuxgurugamer replied to hab136's topic in KSP1 Mod Releases
No idea. It works in 1.12.3, but always nice to get these things fixed. @hab136 is around, and he did merge in the PR, but other than that, I have no communication with him. It's up to him to decide to do a release -
Orange text is (probably) warnings, I'd guess you have the setting set to show warnings on screen. They will also be in the log file Not sure, I'll have to take a look. What auto-science mod do you run, and what experiments do you have on the vessel to get 1700 science? Also, is the amount what's reported after the mission, or before the mission ends?
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I've got the Slowbies!
linuxgurugamer replied to KSPMoose's topic in KSP1 Technical Support (PC, modded installs)
First, I'd suggest installing the KSP Community Fixes mod, it can help Then, you can post a link to your log file (see my sig for info on that) so someone can look to see what might be going on. How did you install your mods? -
[1.8.x] Targetron (continued-bis-wathever) 1.6.3 2019/10/23
linuxgurugamer replied to agises's topic in KSP1 Mod Releases
I've adopted this mod, new thread is here: -
Originally written by @Jarcikon, original thread is here:https://forum.kerbalspaceprogram.com/index.php?/topic/43297-023-targetron-target-or-command-vessel-from-a-list-of-active-flights/ Maintained by @jinks and @agises for a while, thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/105730-18x-targetron-continued-bis-wathever-163-20191023/ I've adopted this and made a number of fixes, see complete list below This plugin displays a window listing all vessels in flight (including debris) in a convenient list, and allows you to target or take control of any vessel quickly. The list can be sorted by distance or vessel name and filtered by search text or vessel type. You can also right click a listed vessel to rename or, if close enough, target available docking ports. The title bar displays the current target followed by an icon to change the sort mode (right click to cycle through sort modes in reverse). On the far right the green icon will minimize the window to a small placeholder when you are not using Targetron. Click the green icon again to restore the window. Below the title bar is the target list. This list shows all available flights based on the search/filter critera. Each vessel name is listed followed by the distance from your current location. Your current target is listed in orange. Vessels which are controllable are listed in green. Debris is listed in gray. The target icon will set the listed vessel as your current target. The rocket icon will switch control to the listed vessel. The bottom bar contains a search box. Only vessel names containing the search text will be listed. To the right of the search box is a series of icons to filter by vessel type. Only vessel types with icons activated (disabled icons are grayed out) will be displayed. Pro Tip: Right click a vessel type icon, then left click another icon and it will enable/disable all vessel types between the two. Right click any vessel (or left click when inside your ship) to open a context menu. Here you can rename the selected vessel as long as you are close enough (within a few km). You will also see available docking ports, which can be targeted when you are within ~200m. To help identify each docking port, the actual part will highlight red as you hover over it's listing. You can resize the window by clicking and dragging the bottom-left or bottom-right corners. When you hover the mouse over the corners, the mouse pointer will change when resizing is available. Unlike some other mods, there is no visual identifier of resizing location. Availability Source: https://github.com/linuxgurugamer/Targetron Download: https://spacedock.info/mod/3095/Targetron Adopted License: GPLv3 Now available via CKAN Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary Changes Changes related to my build environment Added VS files Added AssemblyVersion.tt Added InstallChecker Added local deploy scripts Added jenkins control file Changes related to improvement using my normal support mods Added .version file Added support for ToolbarController Removed ToolbarWrapper (not used) Added support for ClickThroughBlocker Changes related to possible bugs, optimizations and some general cleanup Changed the OnDraw to be the OnGui (saves an unnecessary call from the old OnGUI) Changed hard-coded version info to get info from AssemblyVersion (now generated by AssemblyVersion.tt) Replaced all uses of the deprecated WWW class to load textures from files with ToolbarControl.LoadImageFromFile Removed unnecessary reassignment of GUI.skin at end of method Moved all initialization of textures into RegisterToolbar Removed the DontDestroyOnLoad from Awake() to avoid unnecessary calling in scenes not used Moved Target and Filter classes into their own files Capitalized first letter of all methods Updated README Merged changes from royyi's repo filter icon behavior act like stock map limit list number to improve performance Add filter for DeployedScienceController, DeployedSciencePart Drop out LegacyInputModules Limit vessel list to 50 to improve performance New Icons Merged in new icons from github user @hashashin for toolbar buttons (reduced size)
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Janitor's Closet is smart enough to re-prune parts which were pruned after the mod is updated.
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[1.12.x] Vessel Notes & Logs - Full Release
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.0.2.2 Fixed nullref in InfoDrive when initializing Fixed memory leaks caused by not releasing GameEvents -
New release, 0.0.3.4 Fixed deletion of older partVolumes cfg files (was leaving the previous one)