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Razhan

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Everything posted by Razhan

  1. @OhioBob @linuxgurugamer Yup, removing the Kerbal renamer did the trick. I didn't even had to start a new game, the same I have that is about to cross the Iota SOI no longer freezes when the renamer is removed, and I can see how the tourism contracts are regenerated with Kerman surnames
  2. The freezing bug bothered me enough to download unity and see what was going on. Good news, found the issue. The problem of freezing during (or close to) SOI change is caused by a problem in the contracts system. Specifically, the tourism contract. When you reach the SOI, the game refreshes the contracts and for some reason the TourismContract goes mad and keeps creating new Kerbals for the contract in a loop. Why is this happening with GPP? No idea, I didn't go that far. In any case, you can avoid the issue by disabling the Tourism contracts. You can do that for an existing save by setting: TourismContract = False In the StockContractParametersTemplate section of your save file. If you are starting a new game, just disable the Tourism contracts in the options This also explain why this was a career only issue.
  3. That took me totally by surprise, But damn, that was a good surprise. Made my day.
  4. Wow, being able to edit easily in game is awesome.
  5. I think I would go for something like this // // This file contributed by forum user @Gordon Dry to fix any science which // doesn't have a situation mask // @EXPERIMENT_DEFINITION:HAS[~biomeMask[]]:FINAL { @biomeMask = 0 } @EXPERIMENT_DEFINITION:HAS[~situationMask[>0],#biomeMask[>0]]:FINAL { @situationMask = #$biomeMask$ } @EXPERIMENT_DEFINITION:HAS[~situationMask[>0],~biomeMask[>0]]:FINAL { @situationMask = 63 } Now, my MM syntax is beyond rusty, so if anyone wants to review this, but my idea: If there is no biomeMask defined, define it with value 0 If the situationMask is not greater than zero (meaning it is null or zero) but you have a biomeMask that is not zero, copy that value (I wonder if anyone would define a biomeMask without defining a situationMask, but better safe than sorry) If you can't copy biomeMask, just say the experiment can be run anywhere (if it requiresAtmosphere, it will not be run in space anyway). I'm trying to mimic how KSP behave before they added biomes in 0.22 (and I feel old now)
  6. @Gordon DryNot exactly. The logic for situationMask seems good, but when it comes to biomeMask the only thing we should do is set if to 0 if not present. I got a weird interaction on my save with JNSQ, Kerbalism, Strategia, Dmagic and this (don't ask why it was there) that net me several million funds shortly after starting. And although the bug is in Strategia, this patch made it quite worse
  7. So I was playing the other day a modded game and I noticed that some of my experiments that used to ignore biomes like the Magnetometer Boom (that used to care only about spaceLow and spaceHigh) now did care about them, and I tracked this to the patch from @Gordon Dry that is included in the mod. I understand that it makes sense for situationMask not to be 0, but it seems to me that biomeMask being 0 is a legit value, not all science has to be biome dependent. I tried looking for the message that biomeMask had to be a non-zero value, but I didn't find it.
  8. When I'm glad steam can't track how many time I've played
  9. I am a software developer at one of the big ones I guess I am on it because besides software, I always like physics, space, explosions and all that stuff Sadly, no one else in my office or friend group plays (and every time I try to explain, I think I gain a few points on "weird" scale), although I know there are a few players in the company
  10. Apparently the Map view is the ideal output. Sadly, I doubt that one is feasible without using another instance of the game (like what basic.syntax and Kogster pointed out) or with direct Squad support.
  11. Hello guys, One of the things I realize while playing KSP is how cluttered my UI gets. With all the flight data, TAC Monitor, IR controls...Let's says sometimes I don't even see my own ship I am considering doing a "mod" that should allow to move reasonable amount of that info out of the main game windows. It will be based on the amazing KRPC from djungelorm. The main program will later load "modules" that will be draw in the second screen (this will be something in Windows.Forms or GTK#, not unity). With enough dev effort, many things can be done, both to the game and to addons. Not only request data, but also control the game/addons The problem is that it requires quite some work (many already done, many still pending). In my mind, the kind of things I would love to be able to do are: - Control my RT antennas - Have a copy of TAC Life Monitor - Be able to use TAC FB in that screen - Set the KAC alarms Wil you people be interested in something like that?
  12. If we go to the hours played per dollar, KSP is the second cheapest game I've ever bought (it's hard to beat Binding of Isaac when it cost me less than $2). I bought it when it came to steam, in a sale for less than $20 (I think it was the KSP Is available in steam sale, sort of). However, convincing someone to buy KSP for $40, I think it will be hard. And let's be honest, KSP is a game you either love or don't care about (hard to imagine, but shortly after buying it for myself I gave two copies away, and they didn't like it. Maybe I should ask them to try again, or maybe I shouldn't have tried to convince lawyers to play it (my bad). Anyway, $40 is a quite important prize in the PC world, and although once you bought it, if you like it, you will love it and consider it a steal, many people won't try
  13. Since I moved to Linux, not a single crash. My windows copy crashed all the time, but I have a crazy .... number of mods (In linux, I saw it once reach almost 8GB)
  14. Thanks for the warning. I was aware of the potential problem (I did not have any ship in orbit using KW parts, my save in 1.0.2 is quite fresh and I did wait until there was a save moment to do the change)
  15. Wow, did I said I love this community. Because I love this community I will test the new patch today, thanks Darkway
  16. I do not know if switched, but for engines the cost does not make a lot of sense. Checking the engines costs, for example the Maverick vs the Mainsail (both are quite similar): Maverick: Entry: 15900 Unit: 2650 Mainsail: Entry: 38000 Unit: 13000 Those prices are way to low on my opinion, it's ~20% the price of the mainsail for an equivalent engine Anyway, it's great to have this mod back
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