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KSP2 Release Notes
Everything posted by jrodriguez
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You are right. I think I haven't tested it lol. Is it not working fine after resuming the game?
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Uhm the loss of signal usually means that either the vessel was completely destroyed or it went out of physics range. So I haven't yet come across an scenario in which the signal can be recovered.
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Hi all, I'm glad to announce that I just did a new release of OCISLY. If you are using Scatterer, you should update it to the new prerelease version 0.0767! Changelog: Performance improvements: Up to 25% more FPS. Now OCISLY is prepared to use Scatterer 0.0767 pre-release, improved UI code. In-game Camera UI Minimalistic view: Now you can hide the buttons and telemetry by doing a Double-Click on the camera view Telemetry font changed to use Bahnschrift Semibold in both Desktop UI and In-game UI. https://github.com/jrodrigv/OfCourseIStillLoveYou/releases/tag/v1.0.100
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What do you mean with loading errors? On the KSP.log file there are some errors that are expected to appear like these: ERR 00:20:03.856] Failed to load assembly D:\GAMES\KERBAL\Kerbal Space Program_1112_dev\GameData\OfCourseIStillLoveYou\Plugins\grpc_csharp_ext.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadOptionalHeaders (System.UInt16& subsystem, System.UInt16& dll_characteristics) [0x00067] in <7a890c320a104d46b8776d7dd2bc4e65>:0 at Mono.Cecil.PE.ImageReader.ReadImage () [0x0007a] in <7a890c320a104d46b8776d7dd2bc4e65>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00007] in <7a890c320a104d46b8776d7dd2bc4e65>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00022] in <7a890c320a104d46b8776d7dd2bc4e65>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x0000a] in <7a890c320a104d46b8776d7dd2bc4e65>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00007] in <7a890c320a104d46b8776d7dd2bc4e65>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <06f13185617646e5bc801baeab53ab75>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00175] in <06f13185617646e5bc801baeab53ab75>:0 [ERR 00:20:03.948] AssemblyLoader: Exception loading 'Grpc.Core': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AssemblyLoader.LoadAssemblies () [0x000e6] in <06f13185617646e5bc801baeab53ab75>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. File name: 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' System.IO.FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. File name: 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' [ERR 00:20:03.951] AssemblyLoader: Exception loading 'System.Memory': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AssemblyLoader.LoadAssemblies () [0x000e6] in <06f13185617646e5bc801baeab53ab75>:0 But regarding the Server and Desktop Client, they are just separate tools to help streaming out of KSP all the camera feeds.
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[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Releases
PRE has a lot of issues and most part of them are due to the fact that it is trying to hack the stock ranges, during these years I have tried to prevent or minimize these side effects but as you have described there are several remaining issues. I will invest some time soon to prevent these scenarios but I can't do any promise to be honest. Finally, I can give some tips to minimize your issues: - PRE is not meant to be used as your daily driver mod, but as a mod that you use for specific scenarios like: Watching a launch to orbit from the ground Landing boosters while the 2nd stage goes to orbit Having two planes flying at 100 km. - There are some specific scenarios that can trigger physics issues and that are not recommended: Active vessel landed and a satellite enters physics range or goes out of range. This could end up deorbiting the satellite. Active vessel suborbital and a landed vessel enters physics range. High speed (> 1000 m/s) and great distance ( > 100km) difference with a vessel that is about to enter physics range Active vessel ascending suborbital about to change inertial plane and a vessel still landed on the ground when the inertial plane changes. PRE range to something greater than > 500 km and vessel distance is close to that number: things will get bad once the distance starts to go beyond 500 km, from flickering up to RUD. - My recommendation is to low the PRE range as much as possible (50km) when you don't really need it. And if you need 500 km or 1000 km for something specific then do it but ensure first that all your vessels are loaded from the very beginning. -
To be honest I'd like to use: Option 1: The same font used by SpaceX during the livestream (I tried to find it but I still don't know which font it is) Option 2: The same font used on the Of Course I Still love you - loss conection image (And the same here...)
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Mods in Stock
jrodriguez replied to Choctofliatrio2.0's topic in KSP1 Suggestions & Development Discussion
I'm totally against of reinventing the wheel. I'd prefer KSP dev team contributing to 3rd party mods rather than integrating them. Besides, from a Software Development pov, if a mod was already there doing the same thing ( eg: Robotics) then that should be a low priority for KSP Dev team, they should focus on adding value improving the core game or adding features that no mod is covering. -
Mods in Stock
jrodriguez replied to Choctofliatrio2.0's topic in KSP1 Suggestions & Development Discussion
Completely agree with you. No mods should be integrated in stock game. Only those things that can't really be tackle properly with mods and that would require the core of the game to be modified. Summary of things that just came to my mind: - Improve mod loading times, mmpatches parallel processing. - Render map view into a different screen. - Reflection probe boxes per vessel instead of just on the active vessel -
Sure. Read the Readme on GitHub, everything is explained there
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That's expected. It is mandatory to have Hullcam installed . Regarding CameraTool I suggest to disable the sounds effects for stationary camera. It is bugged
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@damonvv I have been playing with the waterfall config for the Superheavy Raptor Cluster to give it a more realistic touch instead of the sci-fi magenta - red . It begins with the initial blueish-white noozle then to yellow and ending with a green touch (the green is to represent what it is usually happening with raptors when they do a rich combustion and it starts eating the bell) EDIT- I forgot to mention that I also added Waterfall to the one-engine mode, the effects are exactly the same apart from the scale. The scale for the one-engine mode is 0.8 and the scale for the allengines mode is 1.2
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Hi guys! I recorded this epic video yesterday. I think you will love it
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Hi all, there is a new release available with an improved Desktop Client UI: https://github.com/jrodrigv/OfCourseIStillLoveYou/releases/tag/v1.0.99 Changelog: - Desktop client: Now it is borderless! All the controls can be hidden by double-click on the camera image - Documentation updated with Desktop client usage.
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[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
jrodriguez replied to jrodriguez's topic in KSP1 Mod Releases
Not sure if this is the case, but there is known issue in PRE in which if a Vessel X is entering the Physics Range but there is a Vessel Y that is within the physics range of X but is not in the range of your active vessel then...BOOM! There is no fix for this and my suggestion is to increase the physics range until all the vessels that you want to interact with are within physics radius -
Today I was playing adding cameras to my beloved modular missiles . BTW did you notice something different? The UI are now borderless!
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Yes. That's in my list of "nice to have" features
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It is strange, I just did a quick test using KSP 1.11.2.3077 and ModuleManager.4.1.4.dll and I don't see that error message. Can you try to clean the module manager cache?
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Thanks for the feedback. I will look into it
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Hi all, I just released a new version which will improve the massive performance impact in KSP when rendering multiple cameras https://github.com/jrodrigv/OfCourseIStillLoveYou/releases/tag/v1.0.98 Performance improvements: - Locking to 25 fps max the cameras rendering and streaming - Locking cameras FOV to 50 - Reducing desktop client refresh rate
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Thanks. Yes, I think that feature is feasible for future updates. Regarding the .NET 5 plugin, yes you need it. But to be honest .NET frameworks are very common and some of them are already installed by default on Windows. Most part of Windows apps require to have a .NET framework or Visual C++ libraries. It is like having DirectX installed.
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Thanks, I tried to optimize the mod as much as possible, but yes, there is significant performance impact if you try to display 2 or 3 cameras at the same time
- 131 replies