

Crimeo
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Everything posted by Crimeo
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Hm, yeah still none of the four of those suggestions give reasons why you'd make multiple groups. Which is odd. It really does seem like people's sole interest seems to be roleplaying? For example, in the versions where they're suggesting that within your group, your antenna would cycle through group members automatically in case of failure, it would be objectively most strategically advantageous to have one "group" with all antennas such that all antennas cycled through all options, effectively making all antennas into omnis. So again the mod is encouraging you not to use its own features. I can think of various ways you COULD make it matter (and think it's pretty cool if those are included), but was just confused why people are interested in it if not for such ways. For example: If you add in (invisible/storyline) civilian radio presence on certain frequencies, and certain contracts require you to maintain satellites in XYZ orbits on those specific frequencies (if you take it off the frequency or move out of orbit, you lose the contract money again). This would give an actual reason to use more than one frequency. If you made different frequencies have different physical characteristics. For example, IIRC visible and radio waves are the only ones that penetrate our atmosphere very well, so those might be best for KSC contact, with radio being the least affected, but also radio suffers from lower location accuracy (you cannot optically resolve details smaller than a wavelength of the light used, so radios with 100 meter wavelengths are bad for something like GPS I believe). Some might spread out more over distance, or have higher bandwidths for data, or blah blah, giving an actual reason to strategically use a mixture of frequencies for different tasks. If you add more mods or features for things satellites would be doing passively, then it can actually matter. SCANSat mod is a good example. I don'tremember if it scans while the vessel is not focused, but if it does/did, and if it took a lot longer than it does now to scan, then for example, that frequency would be "filled up" with constant streaming data, and thus would interfere with any other satellite trying to operate on that frequency (normally in vanilla or with most mods this is NOT the case, because you tend to only communicate with one vessel at a time due to how all comms happen in short bursts and since you only pilot one vessel at a time). Giving a real reason to use more than one frequency. If you had a mod where you could do more than one thing at once (like a mod that turns back the clock to let you pilot stage recoveries or satellite clustered releases), then frequency might actually matter, because KSC would need to communicate with more than one vessel at once. I'm not aware of any mod that does this though and it sounds very difficult. ??? Sure there are other reasons out there. But whatever it is, it seems like you'd reallllly want at least something like one of these.
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But as long as you can choose your frequency, it doesn't create more difficult network management. It only allows you to make decisions that actively screw you over for no benefit, but even if installed, why choose them during gameplay? It seems similar to if somebody made a mod where you could click a button and a random antenna would explode somewhere in the solar system. Would definitely make it difficult, but only in an unnecessary and opt-in way. Which would make it an odd mod, since the mod itself would encourage you not to use itself (just don't push the button and you're better off, even if installed) This is a good example to use to demonstrate the point: it does not actually encourage this. If you put both rovers and motherships on channel 1 together, you get 100% of the same benefits of putting mothership on channel 1 and rovers on channel 2, but also lose the small risk that for some reason, the intended antenna might at some point be blocked while the unintended one isn't. No additional benefits + extra risks = discouraged (by the mechanics) feature, not encouraged. That's why it's a bit confusing. I could suggest various different features that would change it INTO encouraging this, if anyone is interested! But as is, there seem to be none. Okay, is there a link anywhere (or just summary) to the discussion of what sort(s) of thing(s) RemoteTech folks wanted this for / how it would be eventually applied practically? That might definitely clear it up.
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Like the guy above, I also don't see why you would ever want to have more than one network as things are described right now. Agreed it seems to just increase your chance of having a comms blackout, with no tangible benefits in exchange. The main reason for this in real life, is that simultaneous traffic would interfere, but it's nearly impossible to have simultaneous traffic in KSP, since you have to manually click science to send anything, and all the mods I'm aware of that automate things stop working when you leave a vessel for another (for example, kos, or the flight computer on RT)
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[1.12.x] Near Future Technologies (September 6)
Crimeo replied to Nertea's topic in KSP1 Mod Releases
@Nertea Okay well that is disappointing there's no "cure" but huge battery buffers at least is a solution I can use to make it playable. Thanks! Especially the helpful equation, even. -
[1.12.x] Near Future Technologies (September 6)
Crimeo replied to Nertea's topic in KSP1 Mod Releases
Update: Actually apparently the using of ECs isn't even necessary. I took out cryotanks too--so just pure vanilla KSP + near future electrical and its dependencies--and make a ship that was only a command pod, reactor (the 400 ec/s one like above), and 3 medium radiators. It still does it even though nothing is using power. With those exact parts, it very consistently hits the following exact numbers, every time: from warp 1 to 5: temporarily becomes (0.05) EC drain, then back to 0 drain and full (or close enough to not show up due to rounding) from warp 5 to 10: temporarily becomes (0.06) EC drain, then back to 0 drain and full from warp 10 to 50: temporarily becomes (0.5) EC drain, then back to 0 drain and stays partially empty (849 / 850) from warp 50 to 100: temporarily becomes (0.63) EC drain, then back to 0 drain and stays partially empty (849 / 850) from warp 100 to 1000: temporarily becomes (11.25) EC drain, then back to 0 drain and stays partially empty (838 / 850) from warp 1000 to 10,000: temporarily becomes (112.61) EC drain, then back to 0 drain and stays partially empty (725 / 850) from warp 10,000 to 100,000: temporarily becomes (1126.5) EC drain, then back to 0 drain and stays completely empty (0 / 850) Clearly, the drain rate and the amount less than 850 ECs are both changing directly proportionally to the warp speed, at least for multiples of 10 (dunno why the 5 and 50 don't line up quite the same). Both numbers also appear to be the same, like when 11.25 drain during spool up, it's also about that much missing from the total EC battery at the end too. On the way back down, all of the same above numbers change from drains to recharges of the same rate (so 112.61 drain during spool up becomes 112.61 recharge during spool down, then stable at 849, etc.) I also tested the exact same setup using 3 gigantor solar panels instead of the reactor as a control, and saw absolutely no change to ECs during any time warping, temporarily or permanently. Just sat at full power the whole time. Next I tried a reactor + gigantor solar panels. Even without turning the reactor on, the warp shenanigans started happening again, though the numbers were slightly different than above. So maybe it's a problem with the battery portion / storage of the reactor, not the power generation part? -
[1.12.x] Near Future Technologies (September 6)
Crimeo replied to Nertea's topic in KSP1 Mod Releases
No no, it's not kerbalism CAUSING it, it was kerbalism (partially) FIXING it, although the problem is kerbalism wasn't completely fixing it -- it was just not allowing time warp so that you don't encounter the problem, which stops kerbals from dying, sure, but still doesn't allow going to high time warps... I mention it because if Ninja is detecting the issue, he might know what's going on, that's all. Anyway, in the meantime, I stripped out all my mods for debugging. So now I only have in my folder: Near Future Electrical B9 Part switch Community Resource Pack Cryo Tanks (just so I have something that uses a lot of passive ECs for testing, that's all) Squad ModuleManager I can still replicate the problem. I'm using this setup: It happens when there's a significant EC user (the cryo tank here). The reactor makes enough ECs to power it easily, and has enough cooling (at optimal 800 degree temp as shown, stable). But when you go into higher warps, the EC's bounce around erratically, temporarily hitting zero (which could kill everyone with a life support mod, etc.) Having tested it more closely now, the exact pattern is: 1) The ECs always start to drain while the warp is going up specifically. In other words, during the transition time when thewarp number is counting up on the screen, but before it hits the next incremental level. Such as when going from 100 to 1000, while it's still counting at 697 or 823, or whatever, the ECs are draining. This actually happens at EVERY warp increase, which I didn't notice before, because it's more minor for lower warps. 2) Once it gets to the requested increment (once the count up completes), it stops draining and on lower warp speeds, fills back to full again. On higher warp speeds, it actually stays partially empty, and sits still. In the above screenshot, EC was just sitting there at exactly 100 not going up or down, at full warp (but it had hit zero while spooling UP to full warp, which is when people die, etc.) 3) It also does the draining while counting thing on the way down too. Also notice that the liquid hydrogen levels are less than full: this demonstrates the fact that ECs temporarily hitting zero is not just a graphical glitch, etc., but is actually having effects on the spaceship as if out of electricity (in this case, causing boiloff to have started to occur during the count up, but in other mods, would cause kerbals to die, would cause vanilla drills to shut off, etc.) The console shows nothing at all for logging, just regular booting messages, then squat. -
[1.12.x] Near Future Technologies (September 6)
Crimeo replied to Nertea's topic in KSP1 Mod Releases
The kerbalism dude (ShotgunNinja) just added a feature that checks for this sort of thing and cuts off time warp if any parts are "acting incoherently in warp" -- in my case, when I have that feature on, his mod detects the near future reactors as such problem parts, cuts off time warp at exactly the point in time they were causing problems, and when turned off, re-allows time warp again. So he probably knows exactly what's going on in detail and is the most likely efficient person to ask, versus me attempting to isolate it out of a position of total ignorance. I don't think he made the feature specifically for these parts, it might just be generic to many mods, but still, he probably knows precisely what's up. My mod list is huge (though I did experience this back when I only had like 10, unfortunately don't remember which ones), I'm having issues moving them out of the folder due to being used by other programs right now. Will work on that and restart and give exact reproduction steps and stuff now, but wanted to post the above lead first. -
[1.12.x] Near Future Technologies (September 6)
Crimeo replied to Nertea's topic in KSP1 Mod Releases
Hi, I have ongoing problems with this mod, maybe there's a known fix: It routinely happens that at about 1000x time warp or above, reactors spontaneously stop producing EC for no clear reason. In stock this wouldn't be SO bad (although often very annoying, such as drills shutting off and having to be manually restarted), but with other mods, this causes lots of Very Bad Things (R) to happen, such as cryogenic kerbals to thaw out and die, life support systems to fail killing everyone, etc. Is there a fix to make reactors work properly at ALL warp speeds? -
Hi, I couldn't find a dev thread to post in for part tools, but have 2 questions (or feature suggestions if the answer is "not possible"): 1) I am wondering if there is any way to organize lists of props alphabetically, or to have a search feature, I have hundreds on here with almost no rhyme or reason, and 50% of modeling time is spent scrolling mindlessly through the list looking for whatever prop randomly showing up. 2) The UI window for part tools for some reason in unity will not expand horizontally more than a couple inches on my screen, so the "spawn" and the names of the props don't fit on the window together, requiring scrolling left and right every single click. What's up with that? Is this some some dumb setting I accidentally set on my own unity, or a restriction of the plugin? Thanks!
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ASET Props Pack. v1.5 (for the modders who create IVA)
Crimeo replied to alexustas's topic in KSP1 Mod Development
Ah, thank you! That did help. My problem was I was loading the underlying IVA models directly, i.e. from Blender, and not using the IVA spawn feature of part tools. Thus, that all-important "save to config" button did not exist / did not know that was a thing, which takes care of the quaternion calculations. Everything is working fine now, except one occasional problem: A FEW of the props, only a small number of them, when "spawn" is clicked, fail to load a prop, giving the error "NullReferenceException: Object reference not set to an instance of an object" -- so far I've only seen this happen for 1) All of the primitive props, like the boxes and triangles, and 2) Most of the rotary switches, such as "FDAI_ErrorScaleSelector-01", "RES_DISP_ModeSelector" and the other props next to that in the list that are also rotary switches. I thought maybe it was anything that shared one model with many versions, but not so, because, for example, all of the individual retrobutton SAS props work fine. Looking at folder, all the config specified models and textures are right there, can't figure it out. -
Aha! Sneaky sneaky. Thanks! And yeah, I definitely like this mod's science much better than the other science mods tried. The radiation is pretty cool too, but if it doesn't work without the survival meh. Oh speaking of which, a feature suggestion: Make radiation permanent per kerbal (i.e. persist between missions) if possible, that would be cool and change design considerations a lot. Or even more realistic I suppsoe would be two values, an acute radiation that relaxed back toward zero gradually whenever radiation is less than X, but otherwise goes up rather quickly, and a much more slowly building up, but never degrading, even between missions, lifetime radiation value. May not be possible to store values on kerbals though outside of missions, I dunno.
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I know, I am looking at the config, it does not seem to have any option for toggling the survival features, like use of oxygen, etc. I'm more so wondering if there's another way like "delete X folder(s)" that would work, due to lack of a config. (I know I could also just set everything to "zero oxygen needed, 100,000 degree comfortable range of temp, 100% radiation proof, etc. But that would still cause the unnecessary UI, and still possibly cause conflicts with whatever other survival mod, it would be time consuming and error-prone to redo it every new version, blah blah)
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Hi, how can I turn off the survival part of kerbalism, and keep the awesome science hard drive and transmission portion? And/or is there another mod that only does that sort of thing (storing experiments and letting you transmit them over time)?
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ASET Props Pack. v1.5 (for the modders who create IVA)
Crimeo replied to alexustas's topic in KSP1 Mod Development
The problem is that Unity displays all the rotations in 3 number Euler notation, but the configs require quaternions. I've looked up all the conversion calculators I could find and tried all kinds of intuitive guesses at how to convert as well (such as "use the converter, but maybe the first number in the config is supposed to be w thrn xyz instead of xyzw, etc) Nothing ever works, items that I try to calculate the rotations for (euler to quaternion) always end up basically randomly rotated unpredictably. As in, in game, they look nothing like how they did in unity if I try any rotation on my own. Not even a clear consistent pattern to the errors... I have had success for instrument panels by simply copying the initial rotations in the starting config before deleting those props. But if I want to add anything not perfectly aligned with a panel (like fire extinguishers, rescue beacons, crew manuals, cargo, etc), thrre is no existing reference, and I need to be able to calculate rotations. The POSITION numbers unity gives all work perfectly, so I know my unity space is oriented correctly. It must be a fundamental euler to quaternion issue. How do you guys come up with your quaternion values, basically? -
ASET Props Pack. v1.5 (for the modders who create IVA)
Crimeo replied to alexustas's topic in KSP1 Mod Development
Hello, your mods are epic and I am having a ton of fun with them. I have a couple of questions and suggestions Question: How in the ever loving hell does one make any sense out of / convert to these horrible quaternion rotations? I have the basic euler rotations from Unity, but the configs require quaternions, and I've tried EVERY online conversion calulator, tutorials, trial and error, and no matter what, not one thing ever works out remotely as intended, other than straight up and down or front/back, or copying the numbers from an existing config (which has been good enough so far, but I want to get into environmental ambiance like weirdly rotated cargo bags, etc., and isn't good enough for that) Suggestions / Ideas: 1) A button or some such prop for changing the computer orientation of the pod in IVA (as in, the way that SAS and so on behave differently when a pod is placed sideways/upside down. A button similar to having clicked “control from here” on a differently facing part) 2) A Mercury-style periscope prop would be wonderful. Could work almost identically to the CRT monitor under the hood, but without the grainy image, or green tint, and with the zoom and pan and so forth mapped onto props that look like physical mechanical levers, + big metal circular pressure bracket. 3) Is it possible to make a pull-tab prop that fires a single direction of RCS (also Mercury-style) when activated? Such as when a tab is pulled, it acts as if you are holding down “W” only, until pushed back in. For really low tech pods or escape vehicles etc. 4) It would be awesome if there were a way to click and swap out the globes in the IMP(act?) indicator during flight, switching to another image in the folder. Then you could have the actual globe show you where you can land on the moon, or wherever else, and if implemented, this would inherently allow a great synergy with scansat, since you could export maps from scansat, toss them in the IMP folder, and get a globe with your current kerbal space program's actual level of knowledge of that celestial body for landing, as has been collected by scan probes! 5) A hatch handle prop to go on the docking node portions of the interiors, that when clicked will transfer the crew member into the connected living space if any. 6) This may already be a thing, but if so I can't figure it out: Is it possible to have the RCS joysticks actually draggable by mouse to control RCS? Similar to how the throttle works when dragged. Whenever I install RCS props, they look cool but are static. -
The "mouse info" part doesn't make much sense honestly, why would you ever need heading to your MOUSE? Do pilots in real life have headings to their eyeballs? No. For everything else just download the rasterprop monitor, and ASET instrumentation mods. It has every gaugue you'd ever want times 50. Specifically "flight systems redux", you can get pretty hardcore into it..., e.g.: There's even vintage apollo style options, without computer multipurpose displays: Check out 2:36 on that video in particular. This is currently what I get in my game right now with above mods and then some, for my Mk 1 plane cockpit for atmospheric flight:
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It does not lower performance to have multiple landing sites hundreds of kilometers away from one another..., I don't understand what guy above is worried about? KSC already de-renders after something tiny like 3 km. So another space launch site 85km away would be totally irrelevant to your framerate unless you were launching from it. I do agree that cities are not a good use of time, but multiple launch sites is a much easier and more relevant and productive use of time.
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[1.12.x] JX2Antenna v2.0.5: Giant 1000G antenna for big solar systems
Crimeo replied to Snark's topic in KSP1 Mod Releases
Edit: nevermind I'm a dumb idiot. Great mod thanks! -
[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Crimeo replied to SpaceTiger's topic in KSP1 Mod Releases
Suggested feature: add a box for a lead-by time, where the mod will trigger science experiments X many seconds or minutes BEFORE you are in or above a given biome. In order to provide compatibility with remotetech signal delays, without having to bother with actually integrating ongoing support for that mod (manually copying over current signal delay into that box would be trivially easy for a player, thus no formal mod communication would be necessary to make this work perfectly with it anyway) -
[1.11.x] AmpYear Main & Reserve Power Manager (v1.5.9.0) 22nd Feb 2021
Crimeo replied to JPLRepo's topic in KSP1 Mod Releases
Does this mod do anything to address the incredibly annoying stock bug where you have enough power production but if you time compress to a certain speed it magically drops to zero and screws everything up, then going back to 1x makes the ship remember it has plenty of power? Main reason I'm looking for a power management mod to fix that, but not clear if this is an included feature here.- 606 replies
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Sweet you're a champ JPL!
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Okay I eventually deorbited the other station, then looked in the KSC view deepfreeze menu, where inexplicably there WAS a thaw button, but when pushing it, it thawed them into the astronaut complex. Lol? This seems like 6 bugs in a row or something. I guess I'll maybe just use the parts for roleplaying and ship manifest people back and forth.
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Only that one, is all I have, but it definitely is the one with the empty 4, because that's the name it lists on the deepfreeze menu (incorrectly so) as the one they're frozen at. I loaded it up and it seems empty on the part too though.
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Ohhhh I didn't notice that the vessel name was wrong... Yes I have one vessel in orbit back home with 4 slots (all in one planetary base freezer building), empty, justlike 4 slots on this mission. The one at home is the one that it is listing on the deepfreeze menu there. So they got listed as frozen on the incorrect ship? How did you fix it?