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TheDog

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Everything posted by TheDog

  1. I hope there is no need to take over, as iamchais has already merged my changes into his repository... I am currently travelling, no access to ksp, should my preview above not work with current 1.1.1 patch, I'll be able to make a new one in about 1.5weeks...
  2. To my knowledge, on Windows thy usable flags are: - (none) = d3d9 -force-d3d11 = d3d11, in theory should give better performance than dx9 -force-opengl = old opengl2.x renderer, deprecated -force-glcore = new opengl 4.x renderer, can potentially surpass d3d11 performance wise and in features, however unity developers report various problems... Interesting would be to benchmark performance and visual quality on different sets of hardware (Intel, AMD, nvidia), to see what gives the best results...
  3. Patch 0.4.1-KSP1.1-Preview released: https://github.com/TheDogKSP/StateFunding/releases/tag/0.4.1-KSP1.1-PREVIEW1 I think I got the problem with the past reviews - showing them should work now even after repeated saving/loading.
  4. Since I also like this mod a lot, and intend to use it for a new career save, I have taken the liberty of updating this for KSP 1.1 (latest preview version). Unofficial 0.4.0-KSP1.1-Preview release here: https://github.com/TheDogKSP/StateFunding/releases/tag/0.4.0-KSP1.1-PREVIEW Since I was at it, I also performed a couple of changes to this version: 1) Saving no longer uses a separately maintained file in your save directory. Instead it uses the standard KSP way of saving into the persistence file (via ScenarioModule). Positive aspects: - reverting flights no longer messes with the state (no 'false' counts of destroyed vessels and dead kerbals) - loading a save sets the state to the correct one for that point in time - @Deimos Rast: I havent used KCT/KRASH myself, but I imagine their "simulation" of flights is also implemented via KSP's standard persistence. This version here might already solve your request for integration - maybe have a try and let me know... Negative aspects: - The previous .conf save-file is no longer read from and written to! Your old data in an existing save will no automatically migrate to the new persistence! One way to manually migrate the data might be: 1. let it create the default (empty) scenario module in your persistence file. 2. Then manually copy the data from the old conf save file into the scenario in the persistence file. The data itself should be fully compatible. Backup both files before attempting something like this... 2) some performance improvements (no more 'oneveryscene' addon) 3) added KSP-AVC version file, and a license file Known problems: - after saving/loading, past reviews cannot be shown. The data is actually all there in the persistence, but something is wrong with reading/presenting it. Might have been already broken before my changes, but I definitely introduced some problem here. I'll need a few hours debugging to see what is going on there... And finally: @iamchairs : of course I'll happily toss you a pull request on github if you want to use this version for your further development!
  5. No worries, I guess wen can forget about this one - I did some more in-depth testing, and actually: LifeSupport works totally fine on a new save. It even works fine on the SAME save, when starting with a simple vessel on Kerbin. Just for some reason it refuses to work on my minmus base. So I just went into the persistence file and manually set the Life Support Recylcers to active, and now... it works fine. Even repeatedly turning them on and off. In my top 10 of weirdest bugs, I guess...
  6. Help, what am I missing? ->I have Bob and Bill camping on Minmus, and the base is great. The only thing not working is the life support (USI-LS). From the modules (and looking at the pathfinder module manager patches) I have the impression that the Ponderosa Hab should act as a USI-LS Life Support recycler, that is I should be able to do "start life support", which drops my supplies consumption levels a bit. But looking at this base, my Ponderosa Hab module says "life support inactive". No button to activate in the right-click menue. Also no button in the "manage operations" menue. See base scresnshot here: http://imgur.com/NTeqD64 I am sure I am missing something, but what...?
  7. Issue "log spam in VAB" I noticed that when I add a command module (any module) in the VAB into the editor, then open the LifeSupport window, I get a massive log spam: [LOG 17:38:14.484] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport [LOG 17:38:14.485] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport [LOG 17:38:14.501] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport [LOG 17:38:14.517] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport [LOG 17:38:14.534] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport [LOG 17:38:14.550] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport [LOG 17:38:14.593] ERROR Object reference not set to an instance of an object IN ModuleLifeSupport Using the current version of USI-LS (v0.3.15.0). ... Oh, never mind, I just checked the github issues, and there is already issue #97 logged for this. If needed I can supply additional logs for this.
  8. Just installed and played with this a bit - best modification of the strategies system ever! Already love it! Finally the admin building feels useful again...
  9. I noticed that the latest update removed the custom category for SpaceY Lifters (only Lifters, SpaceY Expanded category still there). After changing the Category.cfg to correct the icons paths (SpaceY-Lifters/Category/SpaceY-Lifters instead of SpaceY-Lifters/Category/Icons/SpaceY-Lifters) I had the category re-appear.
  10. I agree, for the "vessel in flight" view it is a lot cleaner. However: I am still missing the "fleet management" feature - have the LS icon in the space centre and/or tracking station scene, and when clicking it see *all* vessels with their respective LS timers. So you can quickly see & check who is going to need a resupply mission soon... I swear it worked liked this before KSP 1.0.5..., then my LS icons in space centre and tracking station disappeared. Am I hallucinating, or can anyone confirm this?
  11. Dogged! I found the creator of all these asteroids: it's Squad's Asteroid Day mod. I verified with a clean save: with AD mod present, loads and loads of asteroids get spawned. Within one year around Kerbol, I had hundrets of asteroids between me and Duna. Worse, my frame rate degraded severly (from 45 fps down to 25 fps in the tracking station view). I removed AD and repeated the experiment, now very few asteroids are spawned (or already in the game from the start?), no fps degradation. I just cleaned up my main save by eliminating manually most asteroids from the persistence file (they are VESSEL{...} objects). Now the main save looks less interesting, but the "spawn of death" is stopped, and I have 40+ fps again in the tracking station. => I can highly recommend this if you are using Asteroid Day, and find you have way too much garbage in your system...
  12. Did anyone ever have such a massive asteroid belt? http://imgur.com/gLgwYR6 And where does it come from? This density I have never seen on stock KSP... I installed a couple of mods recently (adding to my already quite long list), such as CactEye Telescope, and Kopernicus with Outer Planets Mod. Does any of these influence asteroid spawning? From their descriptions I wouldn't guess so...
  13. Not sure whether this is related to 1.0.5 itself, or just due to the latest USI-LS update... I am quite sure I always had the LifeSuport icon in the aplauncher in the space center scene (or at least in the tacking station), giving me an immediate overview of all vessels and their LS status. Now I only get the icon in the applauncher when flying a vessel, which is somewhat inconvenient. Was this an intended change? Any chance of bringing back the icon to the space center and/or tracking station?
  14. WOW! I am somewhat struggeling with spaceplanes since 0.90, but I CAN get something into orbit. However - 40t and 8k dv with one rapier sounds impossible to me, do you have that craft on KerbalX or in here, I'd love to take a look at it (just curious for learning)... Regarding radiators - is (was?) there an exploit I am unaware of?
  15. not really opposed, just trying a pure spaceplane design here, to see whether its feasible so early...
  16. Hi, I am attempting in one career save a very early spaceplane SSTO, without having the whiplash (and definitely not rapiers). OK, it's not THAT bad... from Bahamotu Dynamics' mod I have the XJ-48k, which has quite similar stats to the whiplash (I believe), just comes earlier in the tech tree. Anyway, it should be a small & light spaceplane SSTO, only requirement is to transport 4 tourists to an orbital experience, no cargo, no docking, ... Just orbit reliably & enough fuel to de-orbit would be great So far the best design after a few hours of flight testing is the "Hyper-X" (prototype, pending, use at own risk). Problem: when flown flawlessly it can make just barely into orbit, but very often circularization is short of a few m/s of delta-v... let alone enough fuel to de-orbit => Of course I could make it longer, larger, more fuel,... but: maybe someone here does have a brilliant optimization idea, keeping the genereal fuseage & shape. Anyway, I am grateful for all criticism and suggestions! Craft file and pictures here: http://kerbalx.com/TheDog/Hyper-X (parts mods: uses MK2 stock-alike expansion, Bahamotu Dynamics, and a fuel tank from KW rocketry)
  17. see original issue here: http://forum.kerbalspaceprogram.com/threads/126758-Docking-Port-within-cargo-bay-suddenly-explodes-do-not-use-time-warp%21 My mk2 spaceplane has a docking port jr inside the cargo bay to attach stuff. Despite closed bay the plane explodes on reentry immediately (after seconds) after employing physics time warp (shallow reentry, no temp gauges/warnings shown, bay closed of course). Previous unsuccessful attempts to fix: - delete physics.cfg and have KSP create a new one Install quite extensively modded (but stock aero, no FAR!). Particular plane does not use a lot of mods except MechJeb and KW rocketry, though. If requested I can provide either craft file or save game file. Edit: workaround is NOT to use time warp, of course. Play the reentry slowly at 1x time and the plane descends without any heat problems.
  18. OMG, found the cause... Using time warp within the atmosphere makes the docking port overheat and explode within seconds! Descending without any time warp -> zeor problem, no temp gauges, no heat warning, just a soft splash down. How annoying - will file a bug report for this (in support - modded installs).
  19. From the log file: [LOG 23:06:38.110] [00:09:29]: Clamp-O-Tron Docking Port Jr. exploded due to overheating. [LOG 23:06:38.110] dockingPort3 Exploded!! - blast awesomeness: 0.5 So it is actually the docking port exploding due to overheating. But again: inside a closed cargo bay? At 60km? at ~2300m/s??? This is not right for me - so anyone got an idea which physics parameters I can touch to revert to a more 1.0.2 style heating?
  20. wow, the new heating is somewhat... weird... at least for me. Mk2 spaceplane in LKO, some part still showing temp gauges from the ascend to orbit, but nothing serious, some bars slightly in the green. Always been this way (in 1.0.2). Attempting standard reentry - coming in shallow, hitting 60km at about 2300m/s. Out of the blue the docking port jr. INSIDE the CLOSED cargo suddenly explodes & rips the plane into 2 parts! WHAT THE ****???? No temp gauges, no warning, nothing - inside the cargo bay! At 60km shallow reentry?? So, whatever the intention of this heating changes was - I cannot let a crew of 4 die this way. Someone please tell me which parameters in the physics conf do I have to alter to bring the behaviour closer to 1.0.2? Thanks!
  21. Wow, thanks for the prompt response. Sure, here you go: https://github.com/TheDogKSP/RTContracts/releases/download/Files/persistent.sfs Be warned, I use a lot of mods, the probes might include parts from everywhere...
  22. I have exactly the same problem as Munitions, but for me it is not going away, unfortunately... I have put up 4 satellites into a 400km orbit, they all have stable connection between them and KSC. I verified in time warp, the network is stable for days. However, the timer does not start, the text also says something like "CommSat III (new): Vessel: not CommSat IV" (unchecked) See here: http://imgur.com/hJbJHwj http://imgur.com/Ha97Owj http://imgur.com/cZ80a7j I double-checked each satellite's orbit, inclination, PE, eccentricity - it's all fine. What might be missing here??
  23. Just installed the newest FAR, and now indeed stage recovery does not recover the stages anymore. As a background: the latest FAR comes with its own parchute implementation, based on realchutes ("realchuteslite"). In StageRecovery however, in the results message, I can see it says "using stock module". I guess something is not working well together - maybe installing the full realchutes solves the problem, I gotta try...
  24. Integrated in latest official download, please only use version from the front page.
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