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Everything posted by Ziw
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[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
It is mostly due to not repainted tweak window. For unrestricted parts limits should not be shown neither in flight nor in editor. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
There is a warning about this in docs, all script names should obey the variable-naming rules, i.e. should start with a letter. http://ksp-kos.github.io/KOS_DOC/commands/files.html?highlight=run#important-exceptions-to-the-usual-filename-rules-for-run -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
Can you please post your output_log.txt for me look at? -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
We've fixed the leak in editor, we'll try to post a new pre-release or even a release soon. There are some other fixes too that might help. -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
Our editor windows should be click-through proof, i.e. clicking mouse inside our windows should not affect parts. Let me know if its not the case for you. There are a lot of UI limitations, but post the video, maybe there is something we can try to fix. As for joint rigidity - we are looking into it, but no solutions found thus far. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
Win 64-bit is unsupported by a lot of modders for a reason. Why not use 32 bit and OpenGL mode? -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
That is an awesome recreation already! I'm fastforwarding the kOS-IR integration project just for you! -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
Here's the sneak peek of IR API capabilities coming in the next release https://github.com/MagicSmokeIndustries/InfernalRobotics/wiki/Using-the-IR-API Please do not try to use it in your mods yet. EDIT: We've solved the memory leak, hooray! -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
Are you on Linux by any chance? -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
You can create a temporary preset, type in correct value and move parts to this value by clicking the Move-To button in Preset Editor window. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
It will. if you dont forget to turn on the RT light on the KOS panel -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
If you don't right-click the part after entering the correct value in the Servo Configurator window, it will stay as entered. The right-click menu seems to snap to nearest 0.05 as soon as you open it. I'll look into it, but for now you have a workaround. Edit: this will be fixed in the release. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
Ziw replied to erendrake's topic in KSP1 Mod Releases
Try Atom (http://atom.io). Install autocomplte-plus package and kos syntax highlight package (search by kos) -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
It is a problem currently with groups, we can try to enable Group Drag And Drop, but with recent discovery of memory leaks there it does not seem very prudent thing to do. Another issue with groups is that they are parsed from parts when the ship is loaded. Sometimes the parsing order does not equal the way you set the groups up in editor. I have some ideas on how to fix that, but it might be a breaking change, meaning some of the older crafts might stop working as intended. Memory leaks related to IR are substantial only in VAB/SPH, trust me I did quite an extensive testing of this matter. As for performance - our code is not very CPU intensive, especially when you're not moving the parts, so it is most likely something else. In my experience Ship Manifest was an unexpected reason to a very low performance on my quite beefy system and I had to delete it. Since then the author made some changes to the code, but I haven't tested them since. Problem with symmetry is known, and we're working on it. If you change the Limits via right-click menu all symmetry counterparts are updated accodingly, but in servo editor window you have to change them again manually after tweaks. Can you post a screen shot of weird actions for off-axis pivotrons? -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
Hmm, I see now, it is a valid request. Unfortunately this will have to wait until next week, as I need to consult with Zodius whether or not allowing Editor movement of uncontrolled parts can break anything and he is away. Uncontrolled parts are slightly different in handling from what I've heard. -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
It is uncontrolled, how are you supposed to rotate it? -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
Update on memory leaks: It is in the legacy code handling drag-and-drop functionality for servos. Problem is that I don't see anything wrong with it. It must be some weird Unity interaction, I need to read up on the problem. For now If the leak is too severe, we can disable it in an intermediate pre-release, while we try to fix it. Let me know how critical it is for you. -
[WIP] MSI's Infernal Robotics - Plugin Rework (Updated: 05/04/2015)
Ziw replied to erendrake's topic in KSP1 Mod Development
Thank you for comments! I have some vague ideas on what could be the the problem and will try to fix it for release UPDATE: after some brief experiments with GCMonitor I begin to suspect that memory leak is somewhere in TextField GUI element code and is outside of my reach. Our Servo Configuration window employs a bunch of TextFields multiplying the effect. I can try switching to TextArea and see whether it would help EDIT2: there is a Unity bug similar to what I see, but it is related to 5.0 beta http://forum.unity3d.com/threads/ui-text-memory-leak.289845/