

Arugela
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Ye Olde file corruption issue!
Arugela replied to Arugela's topic in KSP1 Technical Support (PC, unmodded installs)
I don't recall. That may have been have been the 600 parts ship. I had to remove some stacked parts but that was a different issue(I assume). This ship actually only have a few stacked parts which are the engines. This ship is more struted to death and large. Did it corrupt the file for you when you removed that last radiator panel too. I put the save file in my more recent post with the pic that only has that one panel. The files in the OP have more parts and would be more difficult to work with. I was hoping that part just had some problem in the craft file and a variable could be tweaked or something! 8p https://www.dropbox.com/s/1hm1fq47wgj5jdu/The Orion V4 1_1_2 panel test final.craft?dl=0 <- ship file with only the offending radiator panel(large) remaining Code for original part without symmetry: PART { part = radPanelLg_4292270556 partName = Part pos = 2.407169,51.87187,3.217962 attPos = 0.07009262,-0.0463295,-0.01064336 attPos0 = 0.9299072,2.646328,1.610645 rot = -1.297192E-06,0.9659257,-2.89813E-06,-0.2588202 attRot = 0,0,0,1 attRot0 = 4.889806E-08,-0.9659259,1.824901E-07,0.258819 mir = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sidx = -1 sqor = -1 sepI = 0 attm = 1 modCost = 0 modMass = 0 modSize = (0.0, 0.0, 0.0) srfN = srfAttach,Size3LargeTank_4292290720 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleActiveRadiator isEnabled = True IsCooling = False stagingEnabled = True EVENTS { Activate { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Activate Radiator guiName = Activate Radiator category = Activate Radiator guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } Shutdown { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Shutdown Radiator guiName = Shutdown Radiator category = Shutdown Radiator guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleRadiatorAction { actionGroup = None } ActivateAction { actionGroup = None } ShutdownAction { actionGroup = None } } } } That is the code for the radiator from the most recent save. It should be the only radiator on the entire ship. Is there anything wrong with this? (crosses fingers it's this simple! ) Edit2: I just tried removing the panel and then putting it back on the ship in symmetry mode. I saved the file as a new ship and reloaded it. It did not corrupt the file on reload! But, then I saved it as a new file again and removed the new symmetrical version of the part. reloaded it again but this time it did load corrupt again?! So, apparently I can put the part back on but not take it off entirely. Is it something to do with the code for the heating itself underneath? It seems to break from a lack of heat panels. Maybe it's a carry over issue since the file was originally in 1.0.5 and earlier. Although I have put the large extendable panels on it and removed this part and it still happened in previous attempts to get past this. The whole point of this was to remove the large panels and put on large extendable ones. https://www.dropbox.com/s/vo8gepjs1eeo0e9/The Orion V4 1_1_2 panel test final 2.craft?dl=0 <- Same craft file saved after removing said radiator panel and putting it back on in symmetry mode. Sadly if you removed them in symmetry and reload it still corrupts the file/load. New code for radiator after replacing in symmetry: PART { part = radPanelLg_4292270556 partName = Part pos = 2.338424,51.90509,3.230069 attPos = -5.960464E-08,0,-1.192093E-07 attPos0 = 0.9309263,2.633629,1.61241 rot = -1.004001E-07,0.9659256,-6.487307E-07,-0.2588204 attRot = 0,0,0,1 attRot0 = 1.371132E-07,-0.9659258,5.117133E-07,0.2588191 mir = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sidx = -1 sqor = -1 sepI = 0 attm = 1 modCost = 0 modMass = 0 modSize = (0.0, 0.0, 0.0) sym = radPanelLg_4294468142 sym = radPanelLg_4294468094 sym = radPanelLg_4294468046 srfN = srfAttach,Size3LargeTank_4292290720 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleActiveRadiator isEnabled = True IsCooling = False stagingEnabled = True EVENTS { Activate { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Activate Radiator guiName = Activate Radiator category = Activate Radiator guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } Shutdown { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Shutdown Radiator guiName = Shutdown Radiator category = Shutdown Radiator guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleRadiatorAction { actionGroup = None } ActivateAction { actionGroup = None } ShutdownAction { actionGroup = None } } } } PART { part = radPanelLg_4294468142 partName = Part pos = 0.4765469,51.90509,-3.594746 attPos = -5.960464E-08,0,-1.192093E-07 attPos0 = 0.9309265,2.633629,1.61241 rot = 6.487307E-07,0.2588204,-1.004002E-07,0.9659256 attRot = 0,0,0,1 attRot0 = 1.371132E-07,-0.9659258,5.117133E-07,0.2588191 mir = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sidx = -1 sqor = -1 sepI = 0 attm = 1 modCost = 0 modMass = 0 modSize = (0.0, 0.0, 0.0) sym = radPanelLg_4292270556 sym = radPanelLg_4294468094 sym = radPanelLg_4294468046 srfN = srfAttach,Size3LargeTank_4292293972 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleActiveRadiator isEnabled = True IsCooling = False stagingEnabled = True EVENTS { Activate { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Activate Radiator guiName = Activate Radiator category = Activate Radiator guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } Shutdown { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Shutdown Radiator guiName = Shutdown Radiator category = Shutdown Radiator guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleRadiatorAction { actionGroup = None } ActivateAction { actionGroup = None } ShutdownAction { actionGroup = None } } } } PART { part = radPanelLg_4294468094 partName = Part pos = 4.819917,51.90509,-1.113242 attPos = -5.960464E-08,0,-1.192093E-07 attPos0 = 0.9309264,2.633629,1.61241 rot = 5.297155E-07,-0.4999991,3.877287E-07,0.866026 attRot = 0,0,0,1 attRot0 = 1.371131E-07,-0.9659258,5.117133E-07,0.2588191 mir = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sidx = -1 sqor = -1 sepI = 0 attm = 1 modCost = 0 modMass = 0 modSize = (0.0, 0.0, 0.0) sym = radPanelLg_4292270556 sym = radPanelLg_4294468142 sym = radPanelLg_4294468046 srfN = srfAttach,Size3LargeTank_4292292888 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleActiveRadiator isEnabled = True IsCooling = False stagingEnabled = True EVENTS { Activate { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Activate Radiator guiName = Activate Radiator category = Activate Radiator guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } Shutdown { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Shutdown Radiator guiName = Shutdown Radiator category = Shutdown Radiator guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleRadiatorAction { actionGroup = None } ActivateAction { actionGroup = None } ShutdownAction { actionGroup = None } } } } PART { part = radPanelLg_4294468046 partName = Part pos = -2.004915,51.90509,0.748582 attPos = -5.960464E-08,0,-1.192093E-07 attPos0 = 0.9309262,2.633629,1.61241 rot = 3.877291E-07,0.8660258,-5.297154E-07,0.4999996 attRot = 0,0,0,1 attRot0 = 1.371132E-07,-0.9659259,5.117133E-07,0.2588191 mir = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sidx = -1 sqor = -1 sepI = 0 attm = 1 modCost = 0 modMass = 0 modSize = (0.0, 0.0, 0.0) sym = radPanelLg_4292270556 sym = radPanelLg_4294468142 sym = radPanelLg_4294468094 srfN = srfAttach,Size3LargeTank_4292291804 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleActiveRadiator isEnabled = True IsCooling = False stagingEnabled = True EVENTS { Activate { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Activate Radiator guiName = Activate Radiator category = Activate Radiator guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } Shutdown { active = False guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Shutdown Radiator guiName = Shutdown Radiator category = Shutdown Radiator guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleRadiatorAction { actionGroup = None } ActivateAction { actionGroup = None } ShutdownAction { actionGroup = None } } } } I'm going to try to replace the part in other modes and see if anything does anything different. Edit3: Just added another radiator panel and tested it again. This time removing the old radiator panel. Still broke on load. So it seems to be this part specifically. I also turned on the radiator that I know is an issue and it did not do anything harmful. Edit4: Moved the offending panel to another part. Saved the file. loaded fine. From this new part removed the panel altogether again. This time it loaded corrupt again. I guess I could just leave the part on the ship somewhere now and keep working. But I'm curious why this is a problem and I'm a little worried it could cause more problems later. BTW I stuck it on the nose of the ship to cool the drills and gave it a friend! -
Ye Olde file corruption issue!
Arugela replied to Arugela's topic in KSP1 Technical Support (PC, unmodded installs)
Any idea what the issue could be with the radiator panel? -
Ye Olde file corruption issue!
Arugela replied to Arugela's topic in KSP1 Technical Support (PC, unmodded installs)
It's more than just the undo. If I take off those radiator panels and save th file it will always corrupt the file. I was working in this craft just a day ago and this problem started occurring. I cannot proceed with modification at this point at all with my ship. And oddly I'm removing large ammounts of parts for this problem to exist. It happens without the undo every happening. I'm not sure how to get past it to keep modifying my vessel. This wasn't occurring just a day or so ago on the same version of KSP. Which is a fresh install too. So something odd happened since then and I'm not sure what. This ship file was from 1.0.5 at the least. Is it possible there is something about the radiator panels or the craft file that is causing problems from the upgrade that is just coming out? Or is it more likely just a parts count thing.(which I find odd since I'm reducing parts and not adding.) Or could it be anything with the auto save function. I just noticed it was a craft with 0 parts in 1 stage... And this is the only ship I have been loading and using and it was previously and auto save of this ship and has been since I upgraded the game to 1.1.2 on a fresh install. *** And I just tried something on a hunch. I removed just the top sets of radiator panels where those panels were that lost symmetry and it caused the corruption again. It may be related to just those panels. They seem to be causing the problem. I'll remove all but them and see if it's still uncorrupted and then upload a file with just them remaining. Edit: This one last radiator panel(Now the only one on the entire ship), shown in the pic below, seems to be the culprit. If it is removed and the file saved and reloaded the file will be corrupted like the pics in the original post. It is one of the radiator panels that lost symmetry somehow. The other ones were removed without problem. But this one seems to be causing an issue. Is there anything that can be done with the ship file or something to fix this simply? File: https://www.dropbox.com/s/1hm1fq47wgj5jdu/The Orion V4 1_1_2 panel test final.craft?dl=0 Pic: -
BTW I have gotten the ship into orbit once by flying from the runway and not the launchpad. Not sure why it mattered. I have not tried reproducing it yet to see if it works more than once. I also got a lucky one from the Launchpad once. this may or may not be reproducible. The glitch is reproducible however!
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I had this problem(or something similar) some versions back. but it's hitting me very heavily again. Every time I remove parts and/or save the file or after a CTRL-Z to undo stuff 1 or 2 times the ship in the VAB does the same thing. As long as I don't start with the uncorrupted file I can rename/restart over and over again since I'm using a base file and changing the name to modify(I'm praying to god that doesn't change.). The problem is that It is absolutely consistent and I can't find a way past it to progress with my ship design. I'm even removing a lot of parts(over 100) during these changes to get this file corruption. So it's sadly not just a matter of parts counts. I was changing the ship with no problem until very recently. The only thing I have changed is I set it to AMD mode and turned off the auto turbo boost on my AMD processor.(Edit: I've since set the hardware back to safe defaults and the problem seems to persist regardless of hardware or software settings!) ***There is also an odd problem with the terrain detail setting always setting itself back to high after I saved it on lowest. A similar problem exist and has always existed with saving kerbals to a vessel. It seem to hold onto a set of them and never change to the ones I select. At least when initially loading the vessel. Stats: KSP v1.1.2.1260 64bit Fedora 22 (unsure of kernel. latest I think.) Phenom II 1100t 560ti Fermi 1gb card. 8gigs 1600 ram SSD Files: Renamed File: (corrupted) Original File: (Uncorrupted) player.log Instructions: Open original uncorrected file in VAB. Amend name with v2 at end(or desired change) and save file. Remove all radiator panels from ship and save file again. Hit new and reload the V2 save and file should look like the pic below. The radiator panels are located around the center body in 4x symmetry(accept for one set on the top row). The rest are on the bottom around the engines(but are not in 4x symmetry.). If you accidentally remove a wrong part, hit ctrl-z and wait for it to reload. It may also cause the same issue without having to save and reload the file. The first or second ctrl-z usually does it. The save of the file with no heat panels seems to also always reproduce this problem regardless of if any ctrl-z actions were taken. Pic: Renamed and then corrupted file after corruption! Pic Before removal of large radiators panels!
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piping for radiator panels!
Arugela replied to Arugela's topic in KSP1 Suggestions & Development Discussion
I'm not saying all of it would be manually piped. I'm saying add a pipe so you can do it if you need to for no extendable ones and distribute heat more. I'm suggesting it because I could use it on my own ships. -
https://youtu.be/kWXgfrdCu_c?list=PL8E4CC853AD46B738&t=1325 Near the end of this episode on safety there is a man talking about new technology for safety at NASA there is a pic of a ship with a lot of tanks taking off into orbit above kerbin somewhere past the second takeoff area on the little island. My question is what on gods earth is that doing in a video dedicated to "Safety" in NASA and who thought that was funny. >< And is anyone else scared by that? Is this a *wink*wink* meaning that NASA's new safety approach is the kerbal method?! Mind you the shot of the kerbal ship is right after and during the man saying, "Not only is it a set of number for the type of structures we are building now, but it is actually a methodology that's being defined so that it can be applied to any future constructions or(KSP shot becomes the schene) whatever future material come around.. There is a lot of work being associated with that but we've at least shown a path forward(end of KSP shot) on how you can design test and analyse these types of structures at a very high level of fidelity. Cut Schene: woman starts talking: The NESC is working on many ways to make NASA safer. And as is the norm with NASA, often this safety that is highlighted for NASA trickles down into products that can be used by the general public as well." Is this a warning sign from NASA engineers screaming for help that they are all going to die? Are they saying von braughn and Jebediah are at the helm and they are in terrible danger!!! >< Me senses purposeful contradictions about the norm in NASA's history as a giant Red Flag!! Lol That man is screaming quietly for help!
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piping for radiator panels!
Arugela replied to Arugela's topic in KSP1 Suggestions & Development Discussion
But it would be nice to be able to custom pipe to the static ones. Even at parts count cost and a little mass. Save on deploy space and could help with custom cooling. Having something like a strut bridging the heat and allowing you to connect more parts to the no deployable parts could be helpful for spot heat removal, aesthetics, or space issues in case the panels don't fit to deploy conveniently. It could also help with testing heating and how it works and give more things to design around for fun. -
It would be nice to have piping for large and other radiator panels. This would/could allow them to be connected to parts directly and let you use them over the extendable panels when you need them for specific parts that are hard to get to. This can be good for both aesthetics and when you can't get enough extendable panels for space or other considerations. if it could span across parts to the ones you like, perhaps like struts/fuel pipes, they could be placed to allow more variation of cooling systems. And please make double sides struts.(IE ones that recognize the exact part on both ends so if parts are stacked it goes through the other parts and knows which one to attach to. Regardless of where on the second part it places itself. I would assume it would use LOS.
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https://www.dropbox.com/s/yhu9ocibaanva6x/The Orion V3 1_1_2 boosters2.craft?dl=0 <- redid the struts! Same problem. And it blows up at 6km at approx 275m/s. If you fly it without the boosters it goes quite a bit faster and does not have the problem. It seems to be the parts count and maybe what my system can handle together or something I'm assuming.(if that is related to the bug you mentioned.) And the explosions happen in the upper main part of the ship both ships share. I even had this problem when the boosted ship was only 3009 parts. I added struts to get it to 3329 and the 3331 parts of these two boosted versions. Unless that extra thrust is causing strain on something there is something else wrong besides normal structural problems. It even crashed my game this time. I'll have to upload the crash log. *The unboosted ship is only like 2600-2700 parts and does not explode with greater velocity and resistance going up. Albeit it is only pushing approx half of the thrust of the boosted version(144k vs 288k thrust) and some of that thrust is not on the 4 pylons.(AKA it's more widely distributed.) Another odd part to note again is that if the game doesn't crash after the explosion(aka catastrophic failure!) the F3 log is not visible even if I can go back to the pad, or vab, etc. the F3 log is always viewable atleast at launch and during parts of flight. I haven't tested it all but I would imagine it goes with the explosion. ***Where is the crash log located! 8) Or the output_log.txt for that matter. The only one I know how to find is the player.log one I uploaded above. https://www.dropbox.com/s/x6oiquels3ghfnp/NewPlayer.log?dl=0 <-Updated player.log with the newest crash/explosion. ***Apparently I just got lucky with that one flight of the boosterless version. Now it can't get it past 6km either. It is now acting the same as the boosted version and I cannot test my craft. I was so close to finally getting to fly my ship around the solar system!! 8(...
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So I'm working on my ship again because the game has better performance. And this thing so far should be able to get into orbit. But I'm running into this one issue.... It always explodes at the same altitude no matter what. And the F3 log to show aht exploded is always invisible after the explosion(just installed truetype fonts but haven't tested again, or am about to/am as of this writing. Note thought that the F3 stuff is usually visible before this explosion as far as I can tell. I'm not sure of the cause. The ship after some time also starts blowing up similarly on the runway after the has run a while. I must restart the game to correct this. And I just reinstalled and dragged my save file with just the craft needed. So it's a clean install. No mods obviously as per the forum. Stats: KSP v1.1.2.1260 64bit Fedora 22 (unsure of kernel. latest I think.) Phenom II 1100t 560ti Fermi 1gb card. 8gigs 1600 ram SSD Files: player.log <-Last flight was the successful one. The previous one(s) was the booster version. Warning: 3000+ part ship! https://www.dropbox.com/s/bmizrnozbkadfm6/The Orion V3 1_1_2 _w boosters.craft?dl=0 <- To launch: turn on SAS; Max thrust; hit space bar once. Fly straight up to potentially reproduce the issue. Edit: https://www.dropbox.com/s/3cb9zdgkan0tiil/The%20Orion%20V3%201_1_2.craft?dl=0 <- Same ship without boosters. Just got past the 6k mark and no explosions with this version. I wonder if this is a parts count issue or a struts issue. Maybe I need to redo the struts on the boosters?! There are a lot hanging out. I guess I'll have to remake the boosters and see if the problem persists. BugTracker: http://bugs.kerbalspaceprogram.com/issues/9717#change-44058 <- If anyone wants to follow!
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I would prefer realism with kerbal being a tiny planet in a tiny solar system and working up in difficulty from there!
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My Orion is 2300+ parts. Not sure which ship was 365 parts. I don't make many of those. OOhh. Nvm. I'm refering to another ship I made outside of this thread. It has a similar parts count to yours. But more stacked. It always took me forever to get into orbit. I was curious how your 2300 part ship performs for you. I think I was getting 20 realtime seconds per ingame second in my personal main mothership(not this one.)
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Now you know what my Orion mothership vehicle is like. How did you edit it succesfully. Mine starts going grey on the parts(The normal green highlight disappears.) and you can't edit them anymore. and it takes me hours to get into orbit. Can you fly this anywhere near normal speeds/fps?
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Maybe he meant including solid fuel. Or first stage?! We need a rules clarification OP! 8) And it only says launch. Not into orbit. So, are we just supposed to get it into the air... That is a little easy. I think we need it to say orbit or the moon or something else. And more specifics on the hard versions SF stuff. Edit: BTW, I'm trying to do hard mode, but I don't understand the rules completely. SSTO Medium/Hard?!: (Depends on how hard works. I can add SF rockets to get into the air quite a bit pretty easily.) 100crew with escape pods/all science. I could get more fuel if I didn't push the one side so far. And SF would give me alot more to possibly get to the moon or minmus. Refueling would make it reusable and an explorer. Craft file: https://www.dropbox.com/s/8jcbb7bf7zu89rz/100 Crew hard mode.craft?dl=0 I think my escape vessels make a pretty good space amusement ride!
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When you say only Solid fuel for launch. Do you mean the initial launch or the entire initial circularization around kerbin?! When can you ditch SF?
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Display/Science window!
Arugela replied to Arugela's topic in KSP1 Suggestions & Development Discussion
You don't need "backend work" or a "UI overhall" to add a display in the UI. That is completely insane and you have no idea what that or anything else in programming means. Don't bother people if you are just using your imagination. Especially not correcting people like that. You add one and reference a variable that is already exist. Learn some basic programming. People make those all the time in mods. They do make those but I have no interest whatsoever in making a mod. And It IS insanely simple to make. Don't be argumentative with people about stuff you don't know the first thing about. It's very childish and annoying and counterproductive to a discussion. And yes, there are potentially things stopping me from doing so. One of which is my lack of desire. I don't make mods for games! Nor will I. And when you argue with people you need to first understand what you yourself understand. If you don't know anything don't tell people they are incorrect. Especially not this forcefully. Learn or ask about it instead. A lot of people in games like this know how to program. It's normal. it does not mean they feel like putting the work into a mod. Even if it's 5 lines of code. Some people don't like to do stuff like that for stuff they paid for. Or just don't in general. This game sadly and badly needs fundamental stuff done to it. I'm not in the mood to do the programming for people I spent money for a service or product from(Or even if It was free.). Anything beyond that is not your business and you should not expect an answer too. Nor should you be asking anyone about those sorts of things! -
That has wing surfaces. The MK2 body has lift and I wonder if the part of the Goliath engine is.
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Craft save management
Arugela replied to Keymaster89's topic in KSP1 Suggestions & Development Discussion
I think filters would be nice and some auto backup features that use the games file system well to make potential recovery possible for whatever the games system design is like. That is usually not complicated. -
Display/Science window!
Arugela replied to Arugela's topic in KSP1 Suggestions & Development Discussion
Making something display something and adding buttons is generally excruciatingly simple in programming. All you do is reference a variable and do the same stuff that is available with objects in all languages. Buttons are not the hardest things in the world. It's literally the same coding for the already existing object in game. But in a different location. It's a very simple thing to add. That is why I suggested it. There is no complicated amount of coding to add that sort of thing. Even if they decided to do it the hard way and do low level programming for the fun of it it's not that hard. They should know way beyond that to even begin thinking of writing a piece of software let alone sell it. And any language or tool in existance will have easy ways to make these things. It's probably something they can grab in a few minutes from the tools they use and implement. -
We need a window like the resource window (That can also be permanently left open) that will show all active displays from science equipment. Fairly simple. We can turn them on and transmit but not see them without clicking on them or opening a bunch of annoying windows with Superkey... The display should also have a button next to it to activate the button to start the experiment. Just a little box next to the display information. Maybe even a toggle to turn on the display. It have a slot for every display capable item and maybe individual science piece. Also potentially to activate the other things on the science items like experiments. Call it the science window! This could also be used to save alot of keybindings for satelites and stuff if people use them. You could also have a similar window for satelites from the map window and or from the radar map from the space center. then you can do stuff with satelites remotely.
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Having too many radiators does hurt. If you have too many it starts to reduce the heat and you are below max efficiency. You want the exact max. If you are above or below it is the same. Or did they change this recently. And none of the values are fixed. If you are at 50% efficiency you are changing 50% of the max ore into 50% of the given item. Ore input to output is always the same ratio. The electricity should always be the same to this also. I believe the only difference is which ISRU you are using. The big one is more efficient than the small one. The point in mining is to get the exact heat needs and then keep the electricity going while trying to get max out put(This only reduce via fuel cells). Anything besides fuel cells only lose you time(Besides the small ISRU's inefficiency that is). Fuel cells reduce actual final output a small amount. Matters for asteroids long term but not for planets. Overheating only happens when it gets so far above optimal. It is a cap. If you are between optimal(100k or whatever it lists) then it stop at the value it can hold the heat for. and it will change your max output etc based on how far off optimal it is. If you are above it reduces and if you are below it reduces it. The only other thing affecting it is while it still heating up or cooling down. That or adding something to the max heat for the ship and overwhelming the radiators. You have to target the correct heat output. The rest is figuring out if you have enough input and electricity. It takes a tone of Drills to meat one 250 ISRU. I have 8 of them on a ship with one big ISRU and barely dent it. Which gets into which type of refining setup. You can collect large ammounts and refine with lots of ISRU or even the input to output or a few other things possibly. Depends on the desired outcome and the vessels purpose. It's a bit late and I'm tired so I'm not sure how clear this is. But if you get too much thermal it will go back below optimal heat and reduce your max output again. Just as if you never cooled it enough.
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I may be missing a setting, but I activate the game manually because I have to keep steam online if I start through steam because it will auto shut it down or won't shutdown if it recognized it running via itself. So there is technically a DRM or something equivalent for online with steam. That or I need to start it in offline mode. But I still can't exit steam and leave the game up. I usually do this for a little extra resources in game as I use a lot of big ships. It's like PlayOnLinux's annoying problem with shutting down all programs it has up if you shut the background app down...(Literally) 8\ Very annoying when a game on steam breaks but is still running and I can't even find the system process to shut it down afterwards... They should rethink those designs.