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KSP2 Release Notes
Everything posted by ShotgunNinja
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@Stone Blue This is a simple mod: I do not plan on adding any other features.
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@beanic Look at the requirements in the OP: you need ModuleManager and CommunityResourcePack. @steve_v Yes, solar panel orientation is evalued for unloaded vessels, for the fixed panels. But not for the tracking panels, that's their advantage. @inigma If you flagged that vessel as debris (or asteroid, or flag), then the mod ignore it completely. If that is not your case, it could be some exception thrown when simulating that vessel. Send me the log. @lajoswinkler You need to add a module Emitter to the part, some documentation is here. Example: @PART[my_nuclear_engine] { MODULE { name = Emitter radiation = 0.0000027777 // radiation in rad per-second tooltip = This engine emit ionizing radiation. // tooltip shown in the editor } }
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@Kerbos If you type 'list' without arguments it will show a list of directories, don't know if you were aware of that. @theSpeare I'm not changing heat in any way, except for the engine malfunction causing it to overheat faster. But I don't think it is your case.. @SmarterThanMe 90% of the parts are shown in the first 3/4 screenshots on the OP. @BashGordon33 Atmosphere already block radiation. It is called 'gamma transparency/opacity' in the planner and body info panels. @DarkonZ waste_ratio is the ratio of waste produced, in relation to resource consumed. So it doesn't need to change. For the degeneration, you are right I forgot! I'll fix that and add your tweak for the small radial oxygen tank in next version. @kR105 Send more information: log/savegame/etcetera.
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I will not be very active here in the next month or so, possibly not active at all. If you find bugs or other undesired behaviours, please report here or on github and include the following: description of the steps required to reproduce it the log file, that you can find in KerbalSpaceProgram/KSP.log a copy of the savegame a list of mods used name of the vessel that are causing the problem and the list of part mods used in that vessel, if applicable whatever else you think it may be useful Also if somebody has suggestions on how to improve or refine this mod, feel free to post it here.
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Version 1.1.3 released - do not use an EVA module anymore, to avoid triggering Kerbal duplication bug - rescaled geiger counter part to half size - clarified scrubber tooltip description - fix: exception in computer system when two networked vessels have the same name - fix: correct lifetime estimates during simulation steps when meals are consumed
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Unfortunately the stock search-by-tag system stop working as soon as you set 'category' to 'none' for a part. That is also the only way to remove a part from one of the stock categories. So you can retain search-by-tag functionality by not setting the 'category' to 'none', but that will mean the parts will be present both in the custom category as well as the stock one.
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@Bellicosity Could you send me log, savegame, and the list of part mods I need to load the vessel that is showing the problem?
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@Torih It is mentioned in the OP:
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User "Warsoul" on spacedock has uploaded mods, but these are in his own words "donators exclusive", and the zip only contain a text file with a link to some crap where you have to pay to actually get the mod. I don't know if this is legit, but I just wanted to make spacedock maintainers aware of it.
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- totm july 2019
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Well, Vall doesn't look like neither of them, but Io is the first major moon of Jupiter in order of distance. Excluding that abomination of Laythe, Vall was the only one I could use as Io. Honestly Eeloo seem to look like Europa, don't know why. That experimental file wasn't meant to be included in the release... Yes, you got it. (A) It does, all values are in planetary radii. (B) The dimensions adjust automatically to planerary radii, if you want a different shape you'll need to use a different model. That should not happen, and I don't see it in my tests. Can you send me a savegame where one of your vessel is actually consuming more oxygen than it should?
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@Jimbodiah That's some impressive productivity. For the icons, there is this site that may be helpful. Choose 32x32 pixels, black, then invert the colors in an image editor to get the '_selected' version. probe cores antennas solar panels
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@aluc24 Ok, I'm assuming the vessel in question is 'KSS Science Module'. I see the values of food estimate changing, while oxygen ones are very stable. I know what happen: during 'meals' the consumption of food jump because it is detected twice for the estimate. That's okay, it has no consequences on consumptions. It is also unrelated to timewarp speed, you can see it happening even at 1x, at the exact moment the meal is consumed. I'll try to fix it in future.
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That's why you do a binary search, because it is faster than alternatives. In your example, did you sense there is too much EC being consumed? Halve it. At the same time, is the heat production too high? Halve it. Is the TWR too low? Double it. At the same time. I'm not commenting on the specifics of what you are trying to balance. Prior knowledge of the right values is not required (of course, else you wouldn't need to search in the first place). Experience with the matter in question is only desiderable to choose a better initial guess, but otherwise is completely optional. You could choose random initial guesses and still reach some sweet spot after a while. That's the spirit.
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@aluc24 Unfortunately, no. I'll need to replicate it myself with your savegame. Could you give me a list of part mods you are using in that space station? The minimal set I need to load it.
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Does it happen only for the active vessel, and not for unloaded ones? Can you confirm this? That was 'normal' in the past, but I went to great lengths to fix it and it is not supposed to happen anymore. However I only have total control over the background simulation, while for loaded vessels I only have control of my own modules. During timewarp blending (immediately after the user change warp speed) there is instability in the simulation of stock resource consumer/producers. So you get the estimates to 'dance' a bit, as they are reflecting exactly what's happening to the resources (during the instability). What I do then is this: I detect when the timewarp is blending and wait for it to stabilize before updating the estimates, 'hiding' this whole shebang from the user. Try this other DLL that increase the time I wait after blending and tell me if the estimates appear more stable. (I'm totally abusing you now )
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@aluc24 If two vessels had the same name, and were connected to another vessel, two files with the same filename were generated in the vessel computer as 'net/{vessel name}'. That in turn caused an exception in the middle of the main loop, that in turn prevented the simulation of most stuff. Replace the Kerbalism.dll with this one.
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@aluc24 Ok I found an issue with the computer system. Probably that's the cause for the problems with background simulation. Stand by for a debug build so we see if that fixes it.
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Balancing something in a game in general is a trial and error process. You are essentially exploring a solution space. The best strategy is to start from an initial guess value and test it for some time. If it seem too low, double it. Repeat until you reach a point where you start to feel it is too high, and then go back halfway between previous value and current one. Keep repeating the process until you feel satisfied. The same apply in the other direction.
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Thanks, btw is that related to Unlicense? I didn't use Filter Extension myself, but from what I read the differences should be: add category icons in the 'Filter by Function' section of the editor abuse the tag system to associate a part to a category
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@Jimbodiah I'm glad you find it useful. The category Electrical is more an example of how to use the mod, and incidentally is also one that I wanted to use for myself. I don't plan to add more in the download. But I could add links to third party curated 'category packs' in the OP, absolutely. The problem with a "standardized set that everyone agree on" is that nobody agree on anything... I think the best way is for each part pack to add its own category, instead of grouping by functionality. It is simpler for the author to write, simpler for the player to find the parts, and some mods already do it.
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You could try CameraManager.GetCurrentCamera() and manipulate the near/far clipping panes and the field of view. Thanks, I found a solution. Writing here as it may be helpful to others. The max camera distance is stored in PlanetariumCamera.fetch.maxDistance, and the zoom speed in PlanetariumCamera.fetch.zoomScaleFactor. Is possible to set an arbitrarily high max camera distance, but at some point the background cubemap start to flicker.
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@kR105 Thanks, here is what I've found. First, exceptions are thrown inside the stock KerbalEVA module when re-entering from EVA: Then, some time later there is some issue with module indexes on the pod in question, probably related. Now I believe the problem is related to mods adding custom modules to EVA Kerbals. In the case of this mod that can be avoided (with some work...) so in next version I'll do that and see if the reports of this issue related to Kerbalism stop.
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Indeed. Maybe it is possible that he's not using the sun_dir / sun_dist returned from the raytracing functions for the solar panel calculations. Another option may be that the workaround stopped working in 1.1.3, or even that it work 'most of the time'. As this GetWorldPos3D() business is fundamentally a SQUAD bug, I'm creating a test case and submitting a bug report to the SQUAD tracker, lets hope they fix it for 1.2...
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Oh sorry @JPLRepo, didn't know an official jamespicone version for 1.1.3 was released on spacedock.
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@Uldis Unfortunately this bug is related to combinations of some mods such as: KIS, KRASH, Kerbalism, and others... At some point it was happening in unmodded stock games too. Some of the report, such as yours, seem to indicate that the general act of updating mods trigger it in some circumstances, and that make no sense. I'll be damned if I have an idea of what cause it, but I can tell you the day it is discovered we will all go out and drink 500$ Oban Whiskey bottles. Anyway, do this: use version 1.1.2 start the game, go on EVA, trigger the bug close the game go in KerbalSpaceProgram directory, there is a file named KSP.log upload that file to this site post the link here