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Everything posted by Amedee
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Amedee replied to erendrake's topic in KSP1 Mod Releases
I started a new career game, this time with the objective "automate everything". Including science gathering. So I start with contracts to launch a sounding rocket to an altitude of over 2000m and gather some science. I have this in boot_sounding.ks FUNCTION do_science { SET P TO SHIP:PARTSNAMED("SR.ProbeCore")[0]. SET M TO P:GETMODULE("ModuleScienceExperiment"). M:DEPLOY. WAIT UNTIL M:HASDATA. M:TRANSMIT. } PRINT "Launch program initiated". do_science. PRINT "Counting down:". FROM {local countdown is 3.} UNTIL countdown = 0 STEP {SET countdown to countdown - 1.} DO { PRINT "..." + countdown. WAIT 1. } PRINT "LAUNCH!". STAGE. WAIT 10. do_science. WAIT 30. STAGE. STAGE. STAGE. SET CHUTES TO TRUE. CHUTES ON. SHUTDOWN. The rocket gets launched after a 3 second countdown, but No science (Analyze Telemetry) is collected or transmitted. The chutes don't deploy. That 3 times staging etc is my "panic mode". None of it worked. I verified that manual deployment (pressing space) works. The script doesn't output errors. How do I start to debug? EDIT: I am not near my gaming pc now so I cannot verify, but I wonder: I labeled the probe core "SR.ProbeCore", but maybe kOS looks at some other, internal name? What if it cannot find that part? Should it give an error, or just do nothing at all? I'm still clueless about the chutes (sounding rocket nose cone). -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Amedee replied to rbray89's topic in KSP1 Mod Releases
Uhhhhmm... I guess this topic has always been about the 64bit KSP? I have 8 GiB physical memory and KSP is consuming 10.4 GiB with 107 mods (I <3 planet packs and anything that adds science and contracts). I'm going to the pc shop soon to get a memory upgrade (to the max of 32 GiB for my motherboard) but meanwhile anything that reduces swapping would be nice. (Gotta love Linux memory management) -
In the kOS topic I asked a question about compatibility with SCANsat: The conclusions are that you can automate SCANsat with kOS to do the following: Start/stop scanning Analyze data to get science (you get a popup) Because of the way SCANsat is implemented, kOS cannot silently analyze and transmit data (without popup). My question (feature request) is: is there an interest to make SCANsat behave like the stock science system, thereby making it compatible with kOS? Would that even be technically possible? I'd like to understand the issues, even if the answer is no.
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
Amedee replied to erendrake's topic in KSP1 Mod Releases
I see. Well I'm already happy that it's already possible to start the scanning. I'll head over to the SCANsat thread to inquire about compatibility with kOS. -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Amedee replied to rbray89's topic in KSP1 Mod Releases
I know that it's Swedish (Svensk), but if I read that out loud, it sounds like a Dutch dialect, like West-Flemish. :-D -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Amedee replied to erendrake's topic in KSP1 Mod Releases
The documentation states that kOS is not compatible with SCANsat: https://ksp-kos.github.io/KOS/structures/vessels/scienceexperiment.html?highlight=scansat What does that mean in detail? What I want to do: Send a satellite to a planet or moon and get into orbit around it (I can do that already with kOS). Activate the SCANsat part (I don't know if I can do that with kOS). At regular intervals: activate a RemoteTech antenna and check for connection with the KSC (I can do that already with kOS). If there is a connection, transmit any science from the SCANsat part (I don't know if I can do that with kOS). Turn off the RemoteTech antenna, to save power (I can do that already with kOS). Are my points 2 and 4 inside the scope of this incompatibility? -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Amedee replied to rbray89's topic in KSP1 Mod Releases
Uhmm... sorry to be ignorant, but which long weekend would that be? My earliest long weekend is that of July 21 -> July 24, but that's only in my country (Belgian national holiday). EDIT: ok it's a US-centric thing. Which nobody else on the planet is familiar with. :-D #murricah -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
Amedee replied to RoverDude's topic in KSP1 Mod Releases
In my version of CKAN it is still marked as incompatible. -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Amedee replied to rbray89's topic in KSP1 Mod Releases
Do you need any help? What would be the most useful help you could get? Like extra developers eyeballing the code, CI infrastructure to run tests on every commit, testers writing and executing test cases,... -
For those wondering if it works for 1.1.2: I found a copy of this mod in a backup of my 0.90 directory, copied over GameData/DunaPlus, and it worked. The problem is, the only download location of this mod was KerbalStuff, and that website is dead and buried. So, what are the possible options? AstroGamer (who now goes under the forum name SnashingKirby148?) uploads the last release to Curse and/or Spacedock, as is, without any warrantees, use at your own risk. AstroGamer gives permission to someone else to take over maintenance of the mod. I volunteer as a tribute, however, this mod lacks a license, and I will not do anything unless is has an Open Source license, one that actually permits me to take over the mod. The same goes for the Eve+ mod.
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I found yet another star system, that isn't mentioned in the first post: It looks like it isn't up to date yet with 1.1.2 and the mod may be abandoned by the OP, but seems like Sigma88 did a compatibility fix for 1.0.5. Since it's CC-BY-NC-SA licensed, there's a fat chance that someone will resurrect that star system.
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[1.0.4] [Kopernicus] Keridani star system [1.1.5] [10 nov]
Amedee replied to BlackTigerX's topic in KSP1 Mod Releases
Is this star system compatible with Galactic Neighborhood? -
I don't mean merging the two. I mean I'm offering to write a config (can't imagine it would be a full mod with dll files) that rips out the stars of KG and puts them in GN. Figuratively speaking, of course, but a certain Doctor Who episode comes to mind. About redistribution: nope. But am I allowed to write a MM config that has a dependency on GN and KG? My question really is: where do I start? Apart from the obvous things like having a Github acount, installing a text editor for software development, reading up on Sarbian's Module Manager. My first wild guess is that I need to take a look at the "MoveStar" configs of GN, and write one for each of the stars in KG, and then do something to eliminate the central black hole of KG. Oh and also get rid of the "Kerbol" system of KG. What I'm actually interested in knowing: where do all the planet pack developers hang out online? Or is everyone on their own little island? I hope not!
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I found a planet pack, Kerbal Galaxy, that adds a couple of stars around a central black hole, somewhat similar to Galactic Neighborhood, but the stars aren't clustered like in GN. What would it take to make Kerbal Galaxy compatible with GN?
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Cool planet pack! What would be needed to make it compatible with Galactic Neighborhood? Would that require changes here or there?
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As seen in the OP: MSI 3GB D5 X GTX780 Twin Frozr R My name is actually not Amadee but Amedee. Anyway, thanks for explaining the WHY. And I will reconsider overclocking, it's just that I feel more comfortable when I can blame someone else when something goes wrong with hardware. That would be the occasional video editing, and also some scientific number crunching that keeps the CPU at 100%.
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Unfortunately the Xeon E3 1241 v3 is not listed as a supported CPU on http://www.asus.com/us/Motherboards/GRYPHON_Z87/HelpDesk_CPU/ The i7-4770K, i7-4790K and i5-4690K are listed as supported CPU. My preferred shop has an i7-4790K at 379 EUR and an i5-4690K at 269 EUR. The Xeon E3 1241 v3 is 319 EUR, but as already mentioned, it's not listed as compatible. So depending on the price of the memory, it'll be either the i5-4690K or the i7-4790K. Why this particular shop? They assembled my rig and I want them to do the upgrade, so I can be assured that everything is still under warranty. Ignoring the CPU for a while, if I look at the GPU: I'm guessing that there is probably little sense in upgrading that part, because KSP is mostly calculating physics, not graphics, and because of the way Unity is used. Amirite or amirite?
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Maybe I also do other things with this rig than just play KSP? I prefer not to overclock. I lost more than one CPU that way in the past. I'm older and wiser now, I have learned not to tweak hardware to its limits. I pay others to do that, so I can blame them and have a warranty when it goes wrong.
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Yes, I am able to fill the RAM. Just try adding all the planet packs with all of their textures! :-D If I were to upgrade the CPU, I think I would go for an i7. I already have a Logitech G19 keyboard, Logitech G600 Mouse, Logitech G13 gamepad and Logitech G35 headset, so I think I'm good there. I do mostly rockets, very little airplanes. so I don't think a flightstick would be much use. But a friend has one, maybe I'll ask him if I can borrow it for a couple of days to try it out.
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Amedee replied to tomek.piotrowski's topic in KSP1 Mod Releases
I also experience this. I have changed the setting in the config file, but when I load the game and check the setting, it is set to 1, and if I verify the config, my manual change of 0.5 is also changed to 1. I don't know why you have put it in striketrough, is it because you had a workaround? Because the workaround doesn't work for me. Or should I just not ever open the setting screen in game? EDIT: never mind, already reported here: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/594 -
Hello fellow kerbalistas! Two years go I had a gaming rig assembled with these specs: GPU: MSI 3GB D5 X GTX780 Twin Frozr R CPU: Int Core i5-4670 3400 1150 BOX HD: SSD 500GB 520/540 840 EVOBasic SA3 SAM MB: Asus GRYPHON Z87 Z87 RG SM RAM: D3 8GB 2133-11 XMP Beast K2 KHX I have some money to spend to upgrade this rig. The obvious choice would be to add more RAM (moar mods!). The Asus Gryphon Z87 motherboard supports up to 32 GiB, so I was thinking about maxing that out. Any other recommendations that would make sense in the context of playing Kerbal Space Program? My budget is about 500 EUR (including the RAM upgrade).
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I'll try it as soon as it appears on CKAN!