Sophia
-
Posts
32 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Sophia
-
-
Every frame, PlayWarpAnimation calls GameObject.FindGameObjectsWithTag("Icon_Hidden") and then iterates over the results. This function is apparently "notoriously inefficient" so calling it every frame to get a result that could (and probably should) be generated once and then cached seems like a pretty quick fix to save some CPU cycles.
I've made this change in WarpShip, but haven't gotten around to submitting it as a pull request for this one yet, sorry about that. But I thought I'd at least mention it.
-
Nothing has been confirmed to work with 1.0.4 as I haven't gotten around to updating it yet. Sorry.
-
Exactly!Where is everybody?Playin' KSP... silly
No, seriously, I've been sort of busy lately, so I haven't really been around as much. I've still been looking in from time to time though.
That IVA looks really nice, Cholesterol. Do you mind if I integrate it into the main mod for version 0.4? (Whenever that is...)
-
Version 0.3.2 released!
I've been a bit busy lately, but I thought I'd at least push out the minor changes I've been implementing. The main things are that the lights in the Command Module can be toggled and multiple Develocitizers will now make develocitizing consume less power.
-
That looks really nice!
One thing I'll point out is that the default command module holds 4 kerbals, but you have 5 chairs. I'm not sure if this was an intentional change or not, but it clashes with the original version.
-
IVA isn't a huge priority to me because I don't personally use it and the stock IVAs I've chosen work fine for just showing the crew going about their business, but I'm certainly not going to say no to any help.Hey sophia, if i can get one of my good buddies to Help in making the IVA, would that help a bit with the progress of the mod?By the way, how'd you make those "nacelles" in your ship? The big strut to connect them and the nose cones on the front don't seem to be stock but the picture is kind of small so I'm not 100% sure what all the parts are.
-
Thank you! I really appreciate the help.I am happy to take that stuff off your plate so you can concentrate on making an awesome mod instead of the "paperwork" for distribution. -
To be honest, I don't know for sure. I agree with you that if it it's self contained (and it is) then there should be no reason why it would interfere, but I haven't (and can't) test the interaction between WarpShip and every other mod so I am not 100% sure. If it installs and runs just fine, though, that seems like a good enough reason to change what it says on CKAN. So thanks.FYI, I stripped out that bit about "conflict" and it appears to install and run just fine. Perhaps a change to that metadata? If this is truly self contained, then there is no reason it would interfere with any other app at all. If that's the case, I can put in a change request for that CKAN file for you if you like. I jsut need a message to reference because they will ask "what does the author say" -
Depending on how difficult it is to separate the window out from the base mesh (which might be rather challenging since I only have an aggregate .mu right now), this is something that could be doable or really annoying. I'll at least look into it, but I make no promises.Is it possible to make it compatible with WindowShine? From what I understand, the "window" portions of the part have to be defined as a separate mesh from the base part in order for it to work.
What is "kind of wonky" to you? My upgrades were incremental and I might well have thought I was improving something, so please be more specific and let me know what you see as a problem and maybe I can fix it.The placement of parts inside the hanger is kind of wonky right now, and has been for a long time. Could that be fixed so that it works the way Stevie_D's version did at launch?
I didn't actually add the mod to CKAN. I was looking into it, but I think some nice person beat me to it. So, whoever did that, thank you!So what is it that conflicts?However, that means I didn't add that entry so I can't really tell you. There are some conceptual conflicts with KSI-E, such as using some of the same models for different tasks, but as for hard conflicts, I don't actually use KSI-E so I don't know for sure.
That's actually not enough. It takes 8 EC per m/s of velocity, which isn't enough on Moho. I'm not 100% sure that this amount isn't too high, but that's the reason for now.The velocity nullifier is interesting, although sometimes it says no power (tried it on moho) even tho there is 40k electric charge.
Lots of backup EC, Plasma Reactors and/or ZPG's. You might want to consider not running at full throttle, too. These engines are rather overpowered compared to stock so I wanted to make the electrical demands pretty massive in order to balance that; let me know if you feel like I went overboard.How are the thrusters supposed to be powered? The main hull dosen't make enough, plasma reactors help but are costly and heavy. -
I played around with the idea of an expanding/animated spacedock but, honestly, with a model converted back from a .mu it was rather difficult to manipulate (lots of triangles all in one huge mesh) so I couldn't get any animations that looked at all worthwhile. If Stevie_D is willing and able to share the original models with me, I can revisit the issue, but probably not until then.
Usually these freezes are caused when there's an uncaught exception during loading. I don't have this issue and that screenshot doesn't tell me much; what would really help would be a few lines of a KSP.log generated during the freeze, showing what happens when it tries to load MPDEngine.Okay for some reason, I am unable to start the game with this mod.
Yes. The texture has been converted to DDS, it's now set to a nicer looking IVA, and it now uses modules within WarpShip.dll instead of needing FireSpitter to also be installed. Some numbers have also been tweaked.Has anything been changed with the command module itself from the Stevie_D version? -
Trying to avoid causing problems is why I forked my own version, actually. I don't want to impose my own vision on any of you, nor do I want to compromise my ideas when our opinions differ.I think... you should take RoverDude up on his offer for assistance and add what you need to this WarpDrive so long as it doesn't cause problems, then we all benefit from it. Also then don't have to worry about mod fragmentation.I made a few minor bug fixes and improvements that I believe could be passed upstream without much difficulty (and I'll certainly do so when my code is a little more stable) and I've made some cosmetic changes that can be hacked in as options without much trouble, but some of the other changes I've made are rather major and significantly change the structure of the mod, perhaps more than you guys would like. For example, my module does not need or use an underlying ModuleEngines, which also means that I've come up with my own formulas for how much ElectricCharge and WarpPlasma to use. It also includes the ability to expand the warp bubble via another part, which is something RoverDude has said he's against, I believe. Then there are just all the little details like how I changed the failsafe altitudes and how the drive reacts when it flames out and stuff like that, which admittedly could be all put into if statements, but it makes the code longer and uglier.
So, basically, avoiding mod fragmentation and working for mutual benefit are definitely worthwhile goals and I support them, but I have some pretty strong opinions about how I want my idea of a warp drive to work and I don't want to clash with anyone.
-
Sorry, I'm not sure what you're getting at, here.2 people responded to my request to have the CCTV have longer range.Seems the limited range of these signals is embedded in the games code which explains why Remote Tech utilizes the relay system
-
At least one of your propellants has to have mass.
The Quantum Vacuum engine in my mod runs primarily on ElectricCharge as well, but to make it work I had to add a small amount of another resource called VirtualPlasma, used in a very small ratio. There's a ModuleGenerator in the engine that ensures it always has some available.
-
It should be one of the "Toggle" action groups, actually.There seems to be 2 "toggle" options but neither are for the bay doors.I'll try to make this more clear in the next version.
-
Making the screens do that would require tighter integration with the CCTV mod than my current level of expertise would allow.Is it possible to make those 2 non-functioning screens in that bay do that?and a minor request..
can the interior lights be toggled?
Toggling the lights is definitely something I can do, though.... so consider that done.
Wow, thank you!Great stuff, Sophia, really great!Of all the possible endorsements I could've gotten, this one means the most to me, I think.
And thank you for licensing it under terms that allowed me to continue your excellent work, too.
If at any point in the future you have more time and feel like collaborating, feel free to let me know.
(Also, I do have to ask, since you're here... if you happen to still have any of your original models or .unity files and are willing to share them, that would make things a lot easier for me!)
Warp Plasma is by design not that easy to recharge, because budgeting it is supposed to be part of the mission. You can use an Antimatter Collector to gain a small amount, though, as long as you're in a place where you can get it. High equatorial orbits work best, especially around a big radioactive planet like Jool.how do i recharge my warp plasma? -
That's something I'll have to learn how to do... seems worthwhile, though.Hey Sophia, any plans for CKAN availability?
Interesting suggestions. I'll certainly keep them in mind. The cargo bay in particular is something I'm also interested in.Two things I'd like to see
Thank you!Here's a patch that should add the launchpads to the spacedocks
Some/most of the parts should already have one. Before the next version, I'll double-check and put in any that I've missed.Also, adding bulkheadProfiles to the parts would be great. -
Ok, thank you.
-
Who, aside from RoverDude of course, are the authors of this mod? I have a derivative version and I'd like (as well as being obligated to by the license) to properly credit all authors, but there doesn't seem to be an actual list anywhere I've found.
-
Version 0.3.1 released!
Both bugs have been fixed. The all black texture was a result of converting the texture to DDS. I'm not sure what went wrong; for now I'll just include a TGA. The explosion was because I typo'd the max temperature as 200 instead of 2000, so it instantly blew up from overheating. Which means it must have been a hot day on Kerbin...
As for leaving out the ExLaunchPad module, this was by design. I don't use it and I didn't want to make WarpShip require it.
If you do want to use it, for the time being, you can stick this into the Spacedocks' cfg files:
MODULE
{
name = ExLaunchPad
SpawnTransform = LaunchPos
}At some point I'll learn how to properly write a ModuleManager config and just provide that, or anyone else willing to could.
-
Version 0.3 released!
Well, there shouldn't be any game-breaking code clashes, given that I've renamed everything. I'm not 100% sure on that, though, because I haven't actually installed a 1.0.2-compatible version of KSP Interstellar... so don't try it on your favorite save file.How can I make sure that this mod doesn't clash with KSPI and USI warpdrive?However, a certain amount of conceptual clashing is basically unavoidable, given that this mod, KSPI, and USI all offer their own varied implementations of an Alcubierre warp drive.
-
It is standalone. You don't need other mods, and, in fact, Interstellar might clash with WarpShip.Do you have to also have Interstellar and USI WarpDrive? Is this completely standalone?
You don't need Firespitter, because the necessary Firespitter code is duplicated in WarpShip.dll.I already have Firespitter core installed as required by another mod.That's all I'd need for the doors to work on the Command Module, correct?
However, if you aren't using any of WarpShip's unique parts and want to economize on memory, you can edit your cfgs so you use Firespitter's DLL instead of WarpShip.dll.
To do so, go into the IXS Command Module's cfg file and replace "WSXFSanimateGeneric" with "FSanimateGeneric".
-
I hope it doesn't seem less kind if I admit it was something I was considering doing anyway, and your request just pushed me over the edge.That's remarkably kind of you to even consider making a change to your mod based on a single request.
I actually forgot about the Spacedocks because I personally don't use them. I'll make sure to update them for 1.0.2 (if needed) and put them in the next version.Does this mod offer the Spacedocks as well as the Command Module as a solo download?
Not at the moment. The mod is still a WIP so I'd rather not have multiple different downloads to worry about. That said, the overall mod is not a huge download so you could always just delete all of the parts except IXSCommandModule if that's the only part you wanted. You'll still need WarpShip.dll to make the doors function, unless you change it back to using Firespitter by editing the cfg file. Let me know if you need any help, of course.Would it be possible to get just the command module as a seperate download? -
Version 0.2.1 released!
You make a persuasive argument, but I rather like the green effects.I think the glowing bits should be blue instead of green.So, in v0.2.1 I've just made it configurable via the right click menu.
Fixed!Hey- just a note, the quantum vacuum thruster doesn't allow objects to attach on the bottom. -
Version 0.2 released!
Among other things, it includes a Quantum Vacuum Generator, which I made myself.
I'm far from an expert at 3d art, so it's not up to the excellent quality of the rest of the parts in the mod, but it looks decent as part of a whole ship, so I'm satisfied.
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
in KSP1 Mod Development
Posted
I have plans, yes... but I'm afraid not much has come of them so far, so I'm not going to set an ETA or get anyone's hopes up.
I am still sort of around, though!