GrugInAus
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KSP2 Release Notes
Everything posted by GrugInAus
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[1.8.x] Contracts Window + [v9.4] [11/1/2019]
GrugInAus replied to DMagic's topic in KSP1 Mod Releases
Oh yeah, totally. I did a bit of considering before posting as I didn't want to sound like I was being demanding or anything. Apparently I failed. I'm quite happy to be patient. I see he has posted recently so hasn't gone away. I'll go back into my corner now. -
[1.8.x] Contracts Window + [v9.4] [11/1/2019]
GrugInAus replied to DMagic's topic in KSP1 Mod Releases
Along these lines, I expect the significant updates to the interface to have been done for 1.1 compatibility, thus not likely to be affected by 1.2. I didn't notice anything in the release notes for 1.2 regarding contracts that seems to have changed the data structure or anything that might affect this, but I could have easily missed something. I have tried dropping it into 1.2 and bumping the numbers in the version files, and it doesn't load (the icon doesn't display), which doesn't surprise me. I expect there is a limit in the DLL and I'm not going to bother trying to hack that. :-P Hopefully it just needs a version bump. -
You shouldn't need to change _any_ settings. Everything from the "-master" folder is uncompiled source code for development... it won't work in the game. You must only use what is from the download on SpaceDock. Once you have downloaded the file from SpaceDock, remove all other Scatterer directories from GameData directory the put the new Scatterer folder there and start the game with the default settings. If it doesn't look right then there is another problem. Once you have started it with the defaults and it looks ok, then you can start to change one setting at a time to customise it to your tastes, but it should look awesome without any changes.
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As far as I know, the ability to transfer a KSP store copy to Steam was a temporary option which is long since expired. I'd be happy to be proven wrong however.
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Mission Control Room
GrugInAus replied to Abhishek Adhikari's topic in KSP1 Suggestions & Development Discussion
How would it work? Are you controlling a single console at a time, or do you have different keys mapped for different consoles? What does each console control? Currently all that is needed in game is to set your throttle and trigger your first stage. Also, how would you control the rocket? Do you do throttle controls through a single console and yaw, pitch and roll at a different console? In real-life control rooms like that are simply for analysing the data coming back from the rocket (fuel levels, temperatures, engine performance, etc). Rockets are pre-programmed and not flown manually although when they are (something goes wrong) they are flown by people on the rocket, not by anyone in the control centre. If you could explain how you think it should work and what it should do, that would be helpful. -
It also isn't possible as Steam is able to do partial upgrades, upgrading only the files that have changed, whereas the KSP store only supports full downloads. No-one wants to download the full game twice a day for testing and Squad would be stupid to pay for the server overheads to support it. If they had an updater (that worked) and supported diffs, then it would make sense to enable pre-release versions via the Store. 1.1 experimental is only open for around 100 users so nowhere near the same amount of traffic. 1.1 pre-release will be available to whoever wants it, which is likely to be somewhere around 1000 or so users. Most will want to wait the extra 2 or 3 weeks for a stable version. Compare that to the potential million customers, and the levels of traffic will not be even remotely similar, even if Squad was doing full downloads for the pre-release version.
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It keeps happening because the oceans are rebuilt on every scene change and it is an outstanding bug... there are no settings that will help as of yet. Blackrack was previously unable to reproduce this bug and we weren't able to provide details of it so he hasn't been able to investigate it thus far. Apparently with his new graphics card he is seeing the bug so hopefully it will get fixed evenutally. Until then your choices are: 1. Deal with it as is. 2. Rebuild the oceans each time the scene changes. 3. Turn off the oceans until it is fixed.
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Yes, I realise that it saves the settings. My point is without changing any settings, just loading the dialog and pressing the Rebuild button (without changing anything from the defaults) I get different artefacts every time and usually around the 7th time (although sometimes the 2nd or 3rd) I get an ocean without artefacts. After rebuilding it around 17+ times it goes completely funky (as per pic) and never recovers. This makes me think that there is a variable that is being retained rather than the Rebuild being freshly from the settings supplied in the config. Yeah, I was meaning the computed ocean. Was wondering about the possibility of parsing the computed ocean to try to establish why the artefacts exist some times but not others from the same input values, but if its only runtime in the GPU then of course that won't work.
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Hmmmm, I'm on Linux so I hadn't updated yet as I knew it wasn't likely going to work properly, but I decided that I'd have a play and see if I could fix any issues and I've come across something strange. I was mucking about with the settings trying to work out what does what, hitting Rebuild Ocean after each change, but I've noticed reverting each setting individually and rebuilding doesn't actually return it to the original artefacts. So then I tried just clicking "Rebuild Ocean" without changing anything and it seems to rebuild with different artefacts each time. Usually around 7/8 rebuilds gives the most artefact free ocean and one time I got a completely artefact free ocean, although I have also had the best ocean either initially or after 2 or 3 rebuilds. Usually around 17+ rebuilds things get more violent (larger blocky waves) but it also breaks into a series of grids and other funky things. It doesn't seem to recover but I haven't tried beyond about 35 rebuilds. In addition, pressing either Load Ocean* or Load Backup and Rebuild doesn't repair the damage. Exiting the scene and re-entering seems to revert the ocean allowing for another test. * Loading the ocean shouldn't be messed up as I haven't pressed Save Ocean at all. /edit: And here is a picture boys and girls: