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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. That is a result of the Linux mappings, nothing I can do to fix, I've tried. I play on Linux also, took me a while to get used to it. Sorry
  2. Why not upload to Spacedock right now? Should only take a few minutes, and then you can have CKAN install it. Otherwise, it becomes a real pain, getting lumped into those other mods which aren't on CKAN and which personally, I don't bother to install because I have too many mods to keep track of manually Thanks
  3. Let me add that this would be handy for KRASH as well (new sim mod).
  4. I like this. Avoids the need to have an antenna for short range communication, but you still need to provide a long range antenna
  5. Yes, next release, in a week or so Actually, once I get the costs into it, there really won't be much functional difference from what KCT does in it's simulation mode. The KCT author is thinking of replacing the KCT sim mode with this once I get that done.
  6. The following are the (current) known bugs. KNOWN BUGS In Career mode, after 1st sim, during subsequent sims the display of the costs during the sim will be overlayed when the pause menu is displayed If you are replacing HoloDesk with KRASH, you should edit your save file(s) and remove the following lines: SCENARIO { name = HoloDeck scene = 5, 6, 7, 8 SimulationActive = False } It will eliminate some errors in the logs. Likewise, if you remove KRASH, you should remove the following lines from the save file(s): SCENARIO { name = KRASH scene = 5, 6, 7, 8 SimulationActive = False } SCENARIO { name = KRASHShelter scene = 5, 6, 7, 8 SimulationActive = False (other lines here) } But Holodeck and KRASH both insert a few lines there, for persistent data, and if you remove the mod, those like will cause a few harmless error messages in the logs
  7. This mod includes version checking using MiniAVC (http://forum.kerbalspaceprogram.com/threads/79745) If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the full KSP-AVC plugin (http://forum.kerbalspaceprogram.com/threads/79745">KSP-AVC Plugin) KRASH lets you launch flights from the VAB\SPH, and when the flight is over, it restores the game to the exact state that it was in before the simulation started. It handles restoring the state of any mod which stores its data in the vanilla persistence file (basically any of them worth their salt), and even handles it if you exit the game during a simulation. Reviewed by KottobasGames The new version for KSP 1.4.1 has new dependencies: New Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. Mod available from: https://spacedock.info/mod/302/KRASH - Kerbal Ramification Artifical Simulation Hub (simulation mod for KSP) Source: https://github.com/linuxgurugamer/KRASH License: MIT, portions are covered by GPLv3 (specified in header) https://www.patreon.com/linuxgurugamer Instructions There is now a configuration screen. It is available both in the Spacecenter and the VAB/SPH. Click on the SIM button in the SPH, to access the configuration screen in the VAB/SPH right-click on the SIM button. It brings up the following screen: There are a number of pre-defined configs, associated with the type of career you are playing. The asterick to the left of the name indicates that it is a pre-defined config and cannot be changed. The first set have costs which are calculated based on the number of parts and weight of the vessel, and are the defaults used if you don't select a config. The second set (with the percent sign) calculate costs based on the cost of the vessel. While the pre-defined configs don't mix the percentage and per-part/per-ton cost calculations, you can use all if you like. Click the config you want to use. You can make adjustments before accepting & saving. The buttons do the following: Save - Saves the config using the specified name. You cannot save a config with an asterick in the first character, the button is disabled in this case Accept - Use the selected config without saving it. Note that if you selected one of the pre-defined configs and made changes, the changes will only be there for the duration of the current game, so be sure to change the name and save it if you want to keep it. Reset - Resets all the values to the last saved config Cancel - Resets and closes the screen Delete - Delete the selected config. You cannot delete a pre-defined config, the button is disabled in this case In the VAB/SPH, load the ship you want to simulate Click the SIM button, you will see the following screen: The buttons at the top select the starting location, and are as follows: Kerbin - The homeworld of the game. If you are running a mod which changes the homeworld, it will be shown here Landed - Start sim landed on any planetary body Orbit Selection - Start sim in an orbit around any planetary body In career mode, if you haven't reached a planetary body, you won't be able to start the sim there Starting sim at Kerbin You will be able to start the sim either at the Runway or the Launchpad. Selected which one you want,see this screen: Starting sim Landed There is a row of buttons which will allow you to filter the displayed planetary bodies by either planets, moons, or all. Select the planetary body you want to start the sim at from the displayed list. Also, enter an altitude where the vessel should be started at. You can also enter the Latitude and Longitude for the starting location. It will start there, and very slowly descend until it touches the ground. See the following screen for details: Starting sim in Orbit There is a row of buttons which will allow you to filter the displayed planetary bodies by either planets, moons, or all. Select the planetary body you want to start the sim at from the displayed list. Also, enter an altitude where the vessel should be started at. Note that when you select a body, the altitude will be automatically adjusted to be just outside the atmosphere if it has one, or at an altitude of 10000m. You can override it with whatever values you want. Click the big green button to start the simulation IMPORTANT NOTE: If you are running RemoteTech, be sure that ALL your antennas are set to start retracted, otherwise they will be ripped off during the teleportation process. During the simulation, everything works normally, except you can't go to the Space Center. Hitting the Escape key will bring up the Simulation menu, see the following screenshot: At this menu, you can either restart the simulation, or terminate the simulation and return to the editor. In the event of either a game crash during the simulation, or exiting the program, restarting the game will restore the game to the point just before you started the simulation. When the simulation is terminated, you will see the usual flight history dialog before the final revert. When playing in career mode, there is some additional functionality: Simulations now cost money (ie: computer time = money). The cost of the simulation consists of several parts: A flat cost, a per-part cost and a per-ton cost. These costs are calculated for an initial setup cost, and a per-minute cost. The costs for the simulation differs based on the level of game you are playing. Easy, Normal, Moderate, Hard and Custom. The costs are defined in the KRASH.cfg file, and can be changed if desired The estimated simulation costs are shown while you are setting up the simulation in the lower right-hand column. You can also enter an upper limit for the simulation costs. When the simulation costs equal the specified limit, the simulation will end. Simulations will terminate if one of the following situations happens: Simulation terminated due to lack of funds Simulation terminated due to cost limit reached Simulation terminated due to lack of science data Simulation terminated due to entering unknown SOI Simulation terminated due to landing on unknown body Simulation terminated due to vessel destruction The following image shows the entry field for limiting the simulation costs (at the lower-right): Changelog 0.2.0 initial release 0.3.0 Fixed Cancel button to cancel the sim Fixed "Simulation Active" message not being displayed during sim Disabled Quicksave and Quickload functions New Features: Simulation costs added for career mode Sim-to-date costs shown along left side of the screen Configuration file added. See the config file for explanations: flatSetupCost flatPerMinCost flatSetupCost flatPerMinCost perTonSetupCost perTonPerMinCost AtmoPerMinMultipler ContinueIfNoCash TerminateAtSoiWithoutData TerminateAtLandWithoutData TerminateAtAtmoWithoutData MaxAllowableSimCost DefaultSimTime Config file enhanced with with nodes for each career type. Top of the config file are the basic values, the values in the nodes override the basic values (if present). API added for modders Ability to limit total simulation costs Termination modes added for career: Simulation terminated due to lack of funds Simulation terminated due to cost limit reached Simulation terminated due to lack of science data Simulation terminated due to entering unknown SOI Simulation terminated due to landing on unknown body Simulation terminated due to vessel destruction 0.3.1 Disable view of costs when not in career mode Fix sandbox & science mode (wasn't starting at all) 0.3.2 When in Pause menu, game is not paused even though menu is up Switching to another craft causes Pause menu to fail In sandbox, go to another planet, then return and start career game, that last planet is still available Make simcosts text larger Decimal points not being accepted at end of number for lat/long 0.4.0 Reduced starting costs by 90% based on feedback Added % of initial ship cost to cost structure Added description to cfg file Added new cfg file for custom settings Added abililty to relocate running costs during sim, or not display altogether Added dialog to pause when ship lands Credits KRASH is derived from HoloDeck by enneract. Renamed at enneract's request Portions taken from Hyperedit by khyperia
  8. Just an FYI, another way you could have solved your problem would be to install HyperEdit, and then hyperedit the craft to a landed state, and then recover
  9. But the point is, that particular lab did not have hatches. It's small one, designed to be used and accessed from another attached vehicle. Whatever, I'm glad you fixed your problem
  10. I'm going to be releasing KRASH this weekend. KRASH stand for: Kerbal Ramification Artificial Simulation Hub; in other words, it's a simulation mod, based on HoloDeck. Magico13 may be replacing the KCT sim mode with this instead. The initial release will not have simulation costs included, but that is slated for the next release. Magico13 said that your needs for the sim costs would be different from KCT's needs. So, the obvious first question is would you be interested in calling KRASH from within the RP-0 mod. I'm working on an API now, and the costs I've identified as settable/configurable are: Simulation costs have several parts: Initial setup Cost per minute Restarting simulation does not have any additional cost, but cost per minute will continue to accrue Costs only apply to career mode, not science or sandbox The costs will be configurable via an interface. I'll have an initial setup of costs, but they will all be configurable via the interface. Costs will be based on one or more of the following: Fixed cost Cost per part Cost per ton Each one of the simulation parts will be able to have the cost basis set separately. This will allow, for example, an initial fixed cost, and then a per-minute cost based on the number of parts, etc. The API will include both setting and removing callbacks for the following events: Entering the KRASH window Starting the simulation Restarting the simulation Simulation termination and, while I haven't yet finalized this, additional functions may include: Get current sim costs Add specified amount to current sim costs Let me know what you think and if there is any interest.
  11. Nope, it doesn't have a hatch. If you have a command pod attached, you can install Crew Manifest and then transfer the kerbal to the command pod
  12. I'll check and let you know this evening. My guess is that it does not have a hatch.
  13. Read my post above, which you replied to. Making a MM patch is intrusive into other mods, this is a SIMULATION mod, and will only run when requested. A MM patch is global to the game This is an interesting idea, but... I was looking at the RT code, and found where the problem is. I think it is actually a bug in RT. It's an edge case, so most of the time it won't be apparent. Hyperedit and my mod (KRASH) both are in the edge case. I created an issue on Github for this, detailing the problem and a proposed solution, will wait to see what the RT people say. For now, I'll just note in the instructions that if RT is being used, that all antennas should be retracted before starting the sim. https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/528
  14. $18-$20 is super expensive? I just did a 5 second search at NewEgg: http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&DEPA=0&Order=BESTMATCH&Description=wattmeter&N=-1&isNodeId=1
  15. But that 350 watts, is it while the system is under load? An overclocked cpu only uses the full power when it needs it. So if you take an overclocked CPU, add one or two GTX960+, along with a couple of drives, you really have no idea what load you will have. Better to have a larger PSU and not need it, than to have a smaller one and need to replace it
  16. Release for KRASH (Kerbal Ramification Artifical Simulation Hub) planned for Saturday evening (EST). All bugs squashed. Available here: http://tinyurl.com/gpex4o2
  17. I'm pretty sure it's a bug in RT, I found the code. I just opened an issue on this, with a proposed fix, https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/528
  18. I just opened an issue on this, with a proposed fix, https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/528
  19. I just opened an issue on this, with a proposed fix, https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/528
  20. I tested with the M700, no problem, even with RT installed. I also tested with Antenna Range, no problem with that either. It seems to be specific to RT
  21. Try what? I confirmed the issue with RT. I haven't yet tested with antenna range, will do that later this evening
  22. Crunchbank isn't being developed anymore. And frankly, these days, a lightweight OS won't have the tools or support for what I do. I'm fairly happy with W10 Pro, it's been rock solid. I was running 7 Pro for many years (never touched 8), was happy with that as well
  23. Maybe not a bug, but an incompatibility. Hyperedit is doing a teleport, there shouldn't be any dynamic pressure.
  24. I'm sorry, you don't understand what I'm doing. I've written a mod, which will do simulations. A simulation can start on the launchpad/runway, in orbit around any body, or landed on any body. A tester found this problem when he created a small probe, set the antenna to be extended at launch, and tried to do a simulation starting in orbit. Due to the way KSP does physics, the simulation first starts on the launchpad, then teleports the craft to the desired orbit. If the sim is a landed sim, it then teleports the craft to a short distance above the surface of the body. This is based on the Hyperedit code, and this problem also occurs if you use hyperedit to move a craft. If the antenna is set to start extended on the launchpad, the RT code thinks that the teleport exceeds the speed at which the antenna would be ripped off in atmosphere. So, what I am trying to do is to have some code which will tell all antennas to start retracted (or to retract on the launchpad) to avoid this problem. It would be nice if I could also then extend the antennas after teleporting to allow RT connectivity. This is only a problem with RT (I haven't yet tested AntennaRange). If I can't solve this, then I'll just have to create a dialog to remind people that antennas need to be retracted before starting the simulation, but I'd rather avoid that, if possible.
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