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Gordon Dry

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Everything posted by Gordon Dry

  1. see the quote of my post on top of this page (page 4) in blue font. A stock bug is triggered.
  2. For some weird reason scatterer does not only help against that stock flickering issue but on my potato machine it also provides a higher fps when launching a small sounding rocket compared to the same environment without scatterer. It always helps, but with the small sounding rocket the difference is much more obvious.
  3. I also updated https://github.com/Gordon-Dry/HabTech2/tree/merge-for-playtest which is the combination of all pull requests. Edit: darn, cannot use it in KSP 1.10.1 because of DragCubeSystem: Part 'ht2.solarArray.duo' has more than two IMultipleDragCube part modules. You should consider procedural drag cubes. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) DragCubeSystem: Creating drag cubes for part 'ht2.solarArray.duo' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at ModuleDeployablePart.AssumeDragCubePosition (System.String name) [0x00088] in <c1858a3f77504bd1aaa946fdccf84670>:0 at DragCubeSystem+<RenderDragCubes>d__34.MoveNext () [0x001de] in <c1858a3f77504bd1aaa946fdccf84670>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5aeafee3fea24f37abd1315553f2cfa6>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <c1858a3f77504bd1aaa946fdccf84670> Line: 0)
  4. This is the most common case that does not work: 1. my patch that fits to the circumstances @Kopernicus:AFTER[SSCEP] { // rock planets or moons without an atmosphere @BODY:HAS[@PQS,!Atmosphere] { @PQS { @Mods:HAS[!LandControl] { LandControl { name = Scatter Scatters { Value { name = boulder Components { ScatterColliders {} } } } } } } } } 2. the original config I want to tinker with @Kopernicus:FOR[MPE] { Body { name = Lint-Mikey cacheFile = MPE/Cache/LintMikey.bin Template { name = Gilly removeAllPQSMods = true } Properties { displayName = 68P-Lint/Mikey^N description = Lint Kerman discovered an object wondering in an elliptical orbit which took it out past Jool. The object was confirmed by Mikey Kerman, who also discovered a small coma around the object. The object now bares both of their names, and was the first short-period comet ever discovered. Due to it's (relatively) close nature many agencies believe that it may be a good target for exploration, at least robotically. It has been warned however that microgravity may make navigation difficult. radius = 550 geeASL = 0.00015 isHomeWorld = false tidallyLocked = false rotationPeriod = 18000 timewarpAltitudeLimits = 0 5 10 15 20 25 30 35 inverseRotThresholdAltitude = 3000 maxZoom = 10000 ScienceValues { landedDataValue = 13.5 inSpaceLowDataValue = 12.5 inSpaceHighDataValue = 9.75 recoveryValue = 12.25 spaceAltitudeThreshold = 7500 } biomeMap = MPE/MPE_Textures/PluginData/Lint-Mikey_biomes.png Biomes { Biome { name = Lowlands displayName = Lowlands color = #38466d value = 1 } Biome { name = Midlands displayName = Midlands color = #5d70a8 value = 1 } Biome { name = Highlands displayName = Highlands color = #85a0ef value = 1 } } } Orbit { referenceBody = Sun semiMajorAxis = 51806000000 inclination = 7.0405 eccentricity = 0.64102 longitudeOfAscendingNode = 122.11 argumentOfPeriapsis = 12.780 meanAnomalyAtEpoch = 303.71 epoch = 1 color = 0.239,0.239,0.239,1 iconTexture = MPE/MPE_Textures/PluginData/Small.png } PQS { minDetailDistance = 8 fadeStart = 100000 fadeEnd = 135000 deactivateAltitude = 135000 Mods { VertexHeightMap { map = MPE/MPE_Textures/PluginData/LintMikey_elevation.png offset = 0 deformity = 1800 scaleDeformityByRadius = False order = 1 enabled = True } HeightColorMap { blend = 1 order = 3 enabled = true LandClasses { Class { name = Lowlands altitudeStart = 0 altitudeEnd = 0.5 color = 0.259,0.184,0.129,1 lerpToNext = True } Class { name = Highlands altitudeStart = 0.5 altitudeEnd = 0.7 color = 0.647,0.566,0.498,1 lerpToNext = True } Class { name = Peaks altitudeStart = 0.7 altitudeEnd = 1 color = 0.573,0.408,0.345,1 lerpToNext = False } } } VertexHeightNoiseVertHeightCurve2 { deformity = 110 ridgedAddSeed = 1 ridgedAddFrequency = 12 ridgedAddLacunarity = 3 ridgedAddOctaves = 4 ridgedSubSeed = 1 ridgedSubFrequency = 5 ridgedSubLacunarity = 3 ridgedSubOctaves = 6 simplexCurve { key = 0 0 0.1466263 0.1466263 key = 0.7922793 0 0.6761706 1.497418 key = 1 1 6.106985 6.106985 } simplexHeightStart = -8000 simplexHeightEnd = 1000 simplexSeed = 1 simplexOctaves = 3 simplexPersistence = 0.3 simplexFrequency = 8 enabled = true order = 4 } } } ScaledVersion { fadeStart = 9000 fadeEnd = 8900 Material { shininess = 0.0 specColor = 0.0, 0.0, 0.0, 1 } OnDemand { texture = MPE/MPE_Textures/PluginData/Lint-Mikey_Color.png normals = MPE/MPE_Textures/PluginData/Lint-Mikey_Normal.png } } } } 3. the result in the MM cache Body { name = Lint-Mikey cacheFile = MPE/Cache/LintMikey.bin Template { name = Gilly removeAllPQSMods = true } Properties { displayName = 68P-Lint/Mikey^N description = Lint Kerman discovered an object wondering in an elliptical orbit which took it out past Jool. The object was confirmed by Mikey Kerman, who also discovered a small coma around the object. The object now bares both of their names, and was the first short-period comet ever discovered. Due to it's (relatively) close nature many agencies believe that it may be a good target for exploration, at least robotically. It has been warned however that microgravity may make navigation difficult. radius = 550 geeASL = 0.00015 isHomeWorld = false tidallyLocked = false rotationPeriod = 18000 timewarpAltitudeLimits = 0 5 10 15 20 25 30 35 inverseRotThresholdAltitude = 3000 maxZoom = 10000 biomeMap = MPE/MPE_Textures/PluginData/Lint-Mikey_biomes.png ScienceValues { landedDataValue = 13.5 inSpaceLowDataValue = 12.5 inSpaceHighDataValue = 9.75 recoveryValue = 12.25 spaceAltitudeThreshold = 7500 } Biomes { Biome { name = Lowlands displayName = Lowlands color = #38466d value = 1 } Biome { name = Midlands displayName = Midlands color = #5d70a8 value = 1 } Biome { name = Highlands displayName = Highlands color = #85a0ef value = 1 } } } Orbit { referenceBody = Sun semiMajorAxis = 51806000000 inclination = 7.0405 eccentricity = 0.64102 longitudeOfAscendingNode = 122.11 argumentOfPeriapsis = 12.780 meanAnomalyAtEpoch = 303.71 epoch = 1 color = 0.239,0.239,0.239,1 iconTexture = MPE/MPE_Textures/PluginData/Small.png } PQS { minDetailDistance = 8 fadeStart = 100000 fadeEnd = 135000 deactivateAltitude = 135000 Mods { VertexHeightMap { map = MPE/MPE_Textures/PluginData/LintMikey_elevation.png offset = 0 deformity = 1800 scaleDeformityByRadius = False order = 1 enabled = True } HeightColorMap { blend = 1 order = 3 enabled = true LandClasses { Class { name = Lowlands altitudeStart = 0 altitudeEnd = 0.5 color = 0.259,0.184,0.129,1 lerpToNext = True } Class { name = Highlands altitudeStart = 0.5 altitudeEnd = 0.7 color = 0.647,0.566,0.498,1 lerpToNext = True } Class { name = Peaks altitudeStart = 0.7 altitudeEnd = 1 color = 0.573,0.408,0.345,1 lerpToNext = False } } } VertexHeightNoiseVertHeightCurve2 { deformity = 110 ridgedAddSeed = 1 ridgedAddFrequency = 12 ridgedAddLacunarity = 3 ridgedAddOctaves = 4 ridgedSubSeed = 1 ridgedSubFrequency = 5 ridgedSubLacunarity = 3 ridgedSubOctaves = 6 simplexHeightStart = -8000 simplexHeightEnd = 1000 simplexSeed = 1 simplexOctaves = 3 simplexPersistence = 0.3 simplexFrequency = 8 enabled = true order = 4 simplexCurve { key = 0 0 0.1466263 0.1466263 key = 0.7922793 0 0.6761706 1.497418 key = 1 1 6.106985 6.106985 } } } } ScaledVersion { fadeStart = 9000 fadeEnd = 8900 Material { shininess = 0.0 specColor = 0.0, 0.0, 0.0, 1 } OnDemand { texture = MPE/MPE_Textures/PluginData/Lint-Mikey_Color.png normals = MPE/MPE_Textures/PluginData/Lint-Mikey_Normal.png } } Ocean { maxQuadLengthsPerFrame = 0.03 } } Or check this way: Base https://github.com/Gordon-Dry/Minor-Planets-Expansion/tree/master/GameData/MPE/KopConfigs Patches on top (beginning at line 373, the generic patches) https://github.com/Gordon-Dry/Stock-Scatter-Collider-Enabler-Patch/blob/attempt-to-add-a-generic-patch/GameData/SSCEP/Stock-Scatter-Collider-Enabler-Patch.cfg Edit: I will give it a try replacing SSCEP with ZZZZ_SSCEP in the patching order. (that did not make any difference but it's still a good idea to have the patch late but avoid FINAL)
  5. Did you try to work with Github and the Desktop App of it? You can always create branches and fiddle within them and commit changes from one branch to another. I'm not sure what you mean.
  6. I gathered all the stuff together and created my own repo, please check it out: https://github.com/Gordon-Dry/Minor-Planets-Expansion It's the same MIT license, I just added the names of all the involved providers prior creating the Github repo:
  7. What do the contents of GameData\Trajectories\Plugin\PluginData\Trajectories\config.xml say? Is there a <bool name="UseBlizzyToolbar">1</bool> inside? If yes, open that xml with Notepad and change the 1 to 0.
  8. @darkplasmaray Well, see the mouse over info that appears when hovering over the button: Right-click et voilà:
  9. @darkplasmaray Why you link that post of mine? It has nothing to do with your issue. And btw, you're wrong. It does not break it.
  10. How do I handle nodes without 'names', like I try in a @BODY patch @BODY:HAS[@PQS,@Atmosphere,!Ocean] { @PQS { @Mods:HAS[!LandControl] { LandControl { name = _LandClass Scatters { Value { name = boulder Components { ScatterColliders {} } } } } } } } The patch does not add the 'LandControl' node.
  11. :NEEDS[Modname] scrap Check for some common info like the mods' author in the part configs. Some mod authors do a good job and always use a prefix in the part names and the filenames as well. Example: "bluedog_" for all parts of Bluedog Design Bureau. And ofc there is author = CobaltWolf in each part config.
  12. I guess it would be possible to make this patch generic, so compatible to all planet packs. When I'm not wrong than these generic assumptions would be a rule of thumb to identify the type of an not-yet patched celestial body (AFTER the dedicated patches): it only works with rock planets and moons, not with gas planets, so make it check for HAS[@PQS] planets or moons without an ocean but with an atmosphere get LandControl { name = _LandClass planets or moons with an ocean and an atmosphere get LandControl { name = _LandClassOcean planets or moons without an atmosphere (and so without an ocean as well) get LandControl { name = Scatter the default minimum set for generic patching of not already patched celestial bodies would be Scatters { Value { name = boulder Components { ScatterColliders {} } } } How about this? Edit: Check out https://github.com/Gordon-Dry/Stock-Scatter-Collider-Enabler-Patch/commits/attempt-to-add-a-generic-patch I will test it now.
  13. @darkplasmaray for me it's not easy to read. I prefer a list of text, but with Windows board software not easy to accomplish. As I use Total Commander instead of Windows Explorer for any file handling related stuff, I can easily provide a list of mods in my GameData folder which is easy to read:
  14. @darkplasmaray is this the content of your GameData folder? Just a humble question...
  15. This is necro, but I just stumbled upon this. A launch clamp with ModuleGenerator which is set isAlwaysActive = false will not have a button to toggle in VAB to consider. This must be a stock bug. Still. In KSP 1.10.1 Edit: I found it - darn, the good old AFLC patch did this mistake (never put FINAL on legacy-type patches - some old config suggestion from an old forum post was in my copy): https://github.com/Galileo88/AlmostFreeLaunchClamps/pull/1
  16. Yes, new formats need a long time to come by - people are used to old stuff. (irony mode on: Unity is always outdated, so it is literally always old stuff :ffo edom ynori) Like video compression in HEVC aka. x265 - is there for over ten (!) years now but only the last 2 years or so people start using it. Same quality, half the file size. On a 4k video. I mean, come on ...
  17. Same question here. I searched all configs, also those in my RO backups, and did not find anything helpful. Edit: Perhaps it's necessary to patch away the boiloffconfig block and then patch a weird ResourceConverter into the tank, that converts LqdHydrogen to Hydrogen when no EC/s is used, and does NOT convert LqdHydrogen to Hydrogen when EC/s is used. So a "negative" power consuming resource converter that needs electric power to NOT convert.
  18. ^ I guess I made it, please may someone test my branch on stock and on rescaled planet packs as well. Edit: Well, now "everything else" is finally okay, but now the ratio of the tank contents does not match anymore... On hold.
  19. This pack needs its own repository for easy contribution of fixes. Even it there is no release for months there will be a fork with a branch with all fixes to be downloaded in one .zip for everybody, instead of digging the forum page by page to gather thoses fixes. You should contribute that as a Kerbalism support patch to Kerbalism itself to unclutter the mod folder. My contributions so far (see, we need a Github repo): GameData\MPE\Localization\ResearchBodies.cfg Localization { en-us { #autoLOC_RBodies_discovery_Archae = Archae gibberish. #autoLOC_RBodies_discovery_Crokslev = Crokslev gibberish. #autoLOC_RBodies_discovery_Edas = Edas gibberish. #autoLOC_RBodies_discovery_Ervo = Ervo gibberish. #autoLOC_RBodies_discovery_Flake = Flake gibberish. #autoLOC_RBodies_discovery_Geito = Geito gibberish. #autoLOC_RBodies_discovery_Havous = Havous gibberish. #autoLOC_RBodies_discovery_Kal = Kal gibberish. #autoLOC_RBodies_discovery_KiKi = Ki'Ki gibberish. #autoLOC_RBodies_discovery_LintMikey = Lint-Mikey gibberish. #autoLOC_RBodies_discovery_Lon = Lon gibberish. #autoLOC_RBodies_discovery_Mracksis = Mracksis gibberish. #autoLOC_RBodies_discovery_Soden = Soden gibberish. #autoLOC_RBodies_discovery_Vant = Vant gibberish. #autoLOC_RBodies_discovery_Zore = Zore gibberish. } } GameData\MPE\Patches\MPE_ResearchBodies.cfg RESEARCHBODIES:NEEDS[ResearchBodies] { loadAs = mod name = MPE ONDISCOVERY { Archae = #autoLOC_RBodies_discovery_Archae Crokslev = #autoLOC_RBodies_discovery_Crokslev Edas = #autoLOC_RBodies_discovery_Edas Ervo = #autoLOC_RBodies_discovery_Ervo Flake = #autoLOC_RBodies_discovery_Flake Geito = #autoLOC_RBodies_discovery_Geito Havous = #autoLOC_RBodies_discovery_Havous Kal = #autoLOC_RBodies_discovery_Kal Ki'Ki = #autoLOC_RBodies_discovery_KiKi Lint-Mikey = #autoLOC_RBodies_discovery_LintMikey Lon = #autoLOC_RBodies_discovery_Lon Mracksis = #autoLOC_RBodies_discovery_Mracksis Soden = #autoLOC_RBodies_discovery_Soden Vant = #autoLOC_RBodies_discovery_Vant Zore = #autoLOC_RBodies_discovery_Zore } IGNORELEVELS { // body = easy normal medium hard Archae = false false false false Crokslev = false false false false Edas = false false false false Ervo = false false false false Flake = false false false false Geito = false false false false Havous = false false false false Kal = false false false false Ki'Ki = false false false false Lint-Mikey = false false false false Lon = false false false false Mracksis = false false false false Soden = false false false false Vant = false false false false Zore = false false false false } } @PART[TrackBodiesTelescope]:NEEDS[!OPM,MPE,!GPP]:AFTER[ResearchBodies] { @MODULE[ModuleTrackBodies] { showUpgradesInModuleInfo = true UPGRADES { UPGRADE { name__ = RB_Upgrade scienceReward = 50 difficulty = 6 minAltitude = 500000 maxTrackDistance = 9E+11 @maxTrackDistance *= 13.44 electricChargeRequest = 75 description__ = Upgrade for ResearchBodies Telescope. } } } } @PART[TrackBodiesTelescope]:NEEDS[OPM,MPE,!GPP]:AFTER[ResearchBodies] { @MODULE[ModuleTrackBodies] { %showUpgradesInModuleInfo = true @UPGRADES { @UPGRADE:HAS[#difficulty[6]] { @maxTrackDistance *= 13.44 @electricChargeRequest = 75 } } } } PARTUPGRADE:NEEDS[!OPM,MPE,!GPP,ResearchBodies] { name = RB_Upgrade partIcon = TrackBodiesTelescope techRequired = artificialIntelligence title = Discovery Telescope Upgrade basicInfo = Upgrade ResearchBodies Telescope description = Increases the telescope's range to ~12.1 Tm, roughly 302.4x its original range and nearly 26.9x Plock's distance from The Sun. entryCost = 3375000 } @PARTUPGRADE[RB_Upgrade]:NEEDS[OPM,MPE,!GPP]:AFTER[ResearchBodies] { @techRequired = artificialIntelligence @description = Increases the telescope's range to ~12.1 Tm, roughly 302.4x its original range and nearly 26.9x Plock's distance from The Sun. @entryCost = 3375000 } I also put that Kerbalism patch there for now and renamed it according the same pattern.
  20. @Someone2018 are you still there? Could you or @anybody @Nightside* tell me how to tinker the patches to tune them down for stock solar system? * I ping you because you also posted above and perhaps™ you are more familiar with REFUSE now On the Github repo it says: For SMURFF I can easily create patches to tune it up for SigDim rescales or planet packs. (check GameData\zFinal\zzz_SMURFF.cfg in my linked archive in the signature) But how can I tune down REFUSE for stock or better, have patches that also can recognize SimDim values or planet packs? Which 2 or 3 variables I need to tinker with? I'm actually working on this: https://github.com/Gordon-Dry/REFUSE/tree/some-fixes-and-MethaLOx-additions
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