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ShotgunNinja

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Everything posted by ShotgunNinja

  1. I'm looking for brave 'volunteers' to try this prerelease (link removed). MAKE A BACKUP OF YOUR SAVEGAME FIRST! I need feedback on these aspects in particular: - upon loading a savegame from 0.9.9.4, is there any undesidered behaviour in your existing vessels? - does food and oxygen resources scale up correctly, is your life expectancy the same? - try the barebone and snacks profiles, write your own, tweak the default one - try a resque mission, even one with the kerbal to be resqued on EVA - check if SCANsat sensors disable/re-enable correctly in background when out of EC - check if NearFuture reactors, fission generators and radioisotope generators work in background - that's it
  2. I believe the current 'strength' of the reaction wheels is a consequence of the instability of the physics in the early days of development, then they weren't changed anymore. I personally play with them reduced to 20% and it just feel better. Lower than that, and you have to make RCS earlier in the tech tree. The simulation is stable enough to nerf them a bit now.
  3. I think its not practical to assume most mods will use this feature if present, so that you can have a panoramic view of what's taking time. The unaccounted time will then be a problem in the analysis. Also profiling isn't cheap, the reason is for the time measurement you got only two choices at the end of the day: call QueryPerformanceCounter, or get the timestamp register value. The former is slow (in the realtime graphics sense of the term), the latter is faster but can't be interpreted as wall clock. If you get key methods (the most called, incidentally the ones you want t o profile) to open and close with a WINAPI call, or even rdtsc, you will just add a lot of overhead, I mean it, a lot. This is a common problem, many are just moving to external sample-based profilers for this. The best solution, in my opinion, is to make your own simple profiler and use it to profile your own mod, then disable it in release. Maybe we could collaborate to make one and share it with the community, to avoid reinventing the wheel? I like the API you proposed, I created and used something very similar for a long time. Regards.
  4. @Razorfang Absolutely. DeepFreeze call a small function in Kerbalism to 'disable' frozen kerbals. That way they are ignored by all mechanics, including radiation. As a little bonus the kerbal 'status bars' in the vessel info window turn light blue for the frozen kerbals.
  5. Delta-v should be available to all the players, it is an essential information. In the editors, it's fundamental. Launching without knowing dv is trying to brute-force a solution. Did that as a new player before discovering KER, failing and not understanding why was fun for some time but eventually got boring. In flight we can argue to put that or not, maybe if you get an enginner on board, ala KER?
  6. @dboi88 That's good to hear. 100h in last couple a weeks is really dedicated Both malfunctions and food/oxygen weights are being addressed in 0.9.9.5, to be released this weekend.
  7. @Gotmachine I'm not going to can't change the formula because its based on physics and most importantly its used by the stock game when the vessel is loaded, while I just implement it for the unloaded ones. So they have to be the same to make sure the EC production is coherent between loaded and unloaded vessels. If you want you can delete EnergyTweaks.cfg, I know those changes are opinionated and that's why I called them tweaks. You can delete it freely, the mod will keep working. I tested a lot the balance of EC in general before release. Never once I had more than 1 (one) battery, the best the tech could offer at the time. Same thing with the panels, I never had more that a few, usually just a couple. I think you are too early in the tech tree to do manned missions that far, send probes first and use the resulting science I welcome suggestions to the balance, but please do not simply suggest to revert to the stock EC rates. Because they are an unplayable mess of random numbers. EDIT small test in the planner:
  8. @Nansuchao What if I move the small fixed panel to, lets say, basic science instead?
  9. @BigFatStupidHead Its already like that, of course. The output depend on flux, and the flux is equal to solar_luminosity / (4PI * dist^2). I see what you mean, I guess that's relevant more on the balance between panels and EC consumers more than anything else. That's why I'm considering scaling EC production and consumption equally, to maintain this balance but avoid tweaking all other mods. But the ratio between panel outputs and consumers is maintained.
  10. @Gotmachine The objective was to force the player to not rely on solar panels beyond duna, and use alternative methods of EC production. Up to duna, a single flat solar panel is enough to climatize and maintain the scrubber for 1 kerbal. About the scrubber: even at 50% efficiency, its still halving the oxygen required. I don't know how to incentive the player to use scrubbers more. They take a tiny amount of electricity. And you only need Miniaturization (that's early) to push efficiency to 60%. And the other ones aren't far either. I assumed interplanetary missions would be midgame at least. About the greenhouse: you aren't forced to set the lamps to the max but if you do, you should be able to maintain that with a gigantor up to dres. About batteries: you don't need much of them, just enough to cover the shadow time. Also in mid/late game the batteries size start becoming substantial. About ISRU: use fuel cells with that, if you want them solar-powered then you need an impressive solar panel array. For the reaction wheels I already removed the tweak in my dev version. On the inline oxygen I agree its desiderable, maybe it will come. In general I agree tweaks should be kept to a minimun and I'm slowly phasing them out. Also I'm considering scaling all EC consumption/production by 4 times. @mixalios Thanks, I'm glad you are enjoing it. The next version will bring toggable malfunctions highlights, so you don't have to click on all the parts... The greenhouse isn't growing it seems. The possible causes include: shutters closed, in shadow, way beyond eeloo orbit. If none of this apply, it may be a bug and in that case send me some more info. The experiments biome/situation has been tweaked, so that is intended behaviour. The gravity detector only work in space (biome dependent), atmospheric analysis only work in flight (biome dependent). The objective was to try to reduce 'spamming' research in every biome/situation combination. @CapitanMolon Please make sure you have ModuleManager installed, it sounds like its missing. I'm adding Shielding to every part that you can fit a kerbal into, so that's why you see the Shielding in the freezers I guess. I'll think of something to avoid that. @Nansuchao I'm already considering it, I'm thinking of adding 50 EC per-kerbal on all manned pods, what you think? @BigFatStupidHead See aswer to Gotmachine, I'll be repeating the same otherwise. Thanks for all the great feedback gents.
  11. @casper88 To remove the changes to techtree/science, just delete the file ScienceTweaks in KSP/GameData/Kerbalism/Patches/Tweaks. About water: yes you just need to add something like this to a .cfg file and store that file anywhere in GameData:
  12. Here is what I'm doing about CRP: - set food & oxygen properties to match CRP ones - keep defining them (with CRP properties) in the default profile, to cover the user that hasn't CRP (and don't read forums) - rename Waste into something else and keep CO2 (instead of CRP CarbonDioxide), because these are meant to be massless and not visible (they are just an implementation detail) - scale food and oxygen amounts on existing vessels appropriately, when the user load a savegame from 0.9.9.4 (if i manage to do it) Food per-day: 2.8 kg, 10 units Oxygen per-day: 1.41 kg, 1000 units
  13. @DMagic I agree, it seems to me this already happened in the past and the result was CRP. At this point better switch to CRP sooner rather than later.
  14. @Alkem For now, I'm just assuming the vessel is linked (so you get the call-home bonus even without any antennas), while RT will be managing all its own things (control locks, etc) as usual. In a later version I may grab the linked status from RemoteTech, eventually.
  15. @KhaosCorp Thanks a lot. Memory-wise this is quite lightweight. Computation-wise is not that heavy either. The first post has no screenshots (yet...) but there are some parts included and more are inbound! Contributions are always welcome We got some food containers: and an awesome gravity hab and more!
  16. @DasBananenbrot Thanks, another few days, hold tight
  17. The easiest way, by far, is to go download SharpDevelop (that also include the c# compiler/assembler). Then create a new empty project and add the reference assemblies for KSP and Unity: - Assembly-CSharp - Assembly-CSharp-firstpass - KSPUtil - UnityEngine - UnityEngine.UI Then take the default .cs file the project comes with, remove all the content and put this in its place: using System; using System.Collections.Generic; using UnityEngine; namespace YourStuff { [KSPAddon(KSPAddon.Startup.MainMenu, true)] public class MyMod : MonoBehaviour { // keep it alive MyMod() { DontDestroyOnLoad(this); } // called at every simulation step public void FixedUpdate() { print("hello world"); } } public class MyPartModule : PartModule { // this is loaded from .cfg [KSPField] public float my_value; // this is an event [KSPEvent(guiActive = true, guiName = "Click me!", active = true)] public void ClickMe() { Monobehaviour.print("stop clicking me!"); } // shown on the part tooltip in editor public override string GetInfo() { return "hello world!"; } } } // YourStuff Then, gets yours hands dirty Have fun
  18. Great work with spacedock. It work flawless and it also looks great. About pink ponies, well...
  19. Guys I appreciate the support @Fraz86 I through RESOURCE_DEFINITION couldn't be changed using MM patches. The reason, I think, is that ModuleManager kicks in only after the resources have been compiled and just before the parts are compiled. I could be wrong here, please correct me in that case.
  20. @nosscire Somehow missed your last post... Yes low_threshold is for the message about resources getting low on a vessel. The value is the proportion of amount against the capacity in the vessel. Likewise empty_* and refill_*. The warning/danger/fatal/relax_* instead refer to the 'property' per-kerbal (eg: starvation for food, etc...)
  21. @Fraz86 The default profile does indeed define the resources, but the CRP ones have priority (because they are parsed first, the .cfg parsing order is alphabetical per-directory). So you get the densities and costs of CRP resources. I'm still unsure how to solve this, I think this refactor make the problem 'obsolete' in a certain sense (now only the profile conflict). Meanwhile I don't want to switch to CRP resource definitions now because I don't want to break savegames. After the next release, I hope to create a profile that requires CRP (especially if somebody send one to me ) and ship it with the mod, so people that want can just enable it. At that point I can even consider making no profiles the default one, so this can be used by people that only want background simulation, or as a dependency for third party profiles. I could even split this project in two, one for the engine proper and one for the profile + parts, and make the former a dependency of the latter... As you may have guessed by now, I'm still trying to figure out how to best organize this.
  22. @nosscire Thanks for your interest. I am definitely adding some documentation to the wiki about this, after the release: rate: consumption per-second, or per-interval if interval is > 0 interval: if > 0, the time between consumptions in second, else it indicate that consumption is continuous degeneration: the rate per-second at which the 'property' of the kerbal degenerate when there isn't a resource some temporary documentation about this From 0.9.9.5, if the user do not use a profile that explicitly enables the signal mechanic or RemoteTech/AntennaRange is detected, that mechanic is disabled. This mean all vessels are assumed to be linked, no Antenna module is loaded at all, the Signal panel from the Planner is removed and the Signal icon in the Monitor is removed. You got it But really, it just emerged a pattern in code. All kerbal-related mechanics were doing similar things, under the hood, and I just made that data-driven.
  23. They are doing the underwater rendering using the 'fog technique', that essentially mix the pixel color with a constant one blended by distance from camera. This is bad for multiple reasons and was probably hacked together in an afternoon, giving the focus of this game is space. What you need to do for good looking underwater renderings is taking into consideration the absorption coefficients and the length the ray travel inside water. You can use something as simple as this, as a postprocess: vec3 water_extinction(const vec3 clr, const float depth) { return clr * clamp(water.extinction / depth, 0.0, 1.0); } where clr is the pixel color on the screen, depth is the distance from camera (reconstruct it from the z-buffer or whatever) plus distance from point to water surface in direction of the sun, and extinction contain the absorption coefficients for red, green and blue. (default for 'average' ocean water: [4.5f, 75.0f, 300.0f])
  24. @cicatrix The consequences are either Kerbalism or the mods using CRP get the wrong parameters for the resources: density, costs, etc., depending on order of load of the .cfg files. (CRP get loaded first). 0.9.9.5 will ship with a default profile that reproduce the current behaviour. That profile will be defining the resources, so in fact the profile will be incompatible with CRP. But others will be provided, for now: Barebone (only quality-of-life) & Snacks (mimic snacks, mostly as an example). If you run without a profile, you only get background resources simulation and an ui to monitor/plan your vessels EC consumption. You can also just make your own profile (its very easy), for example you could make one that not only is compatible with CRP but actually REQUIRES it. Or you could make one that mimic another life-support mod. Here is the Snacks profile, to see how it looks like:
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