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smokytehbear

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Everything posted by smokytehbear

  1. 1. Yes, I specifically tracked it in a separate notepad this time so I can give specifics, if it helps at all. 2: I will check what happens to the icons I hid at the KSC screen upon restart, but honestly I expect more of the same. Never wrote down which ones did which, but they seem to all come back each re-entry into the game. I will send you a link to my log file via a message.
  2. Rock on. Yeah, I can understand that. I think if done right it may not be so overwhelming though. It could only rarely come into play in actuality, but just being there in the back of your mind as one more thing to juggle could make things more immersive in my opinion. The idea of running out of food at the end of a 3 year, exhausting mission versus a 4 hour plane flight where they didn't serve you peanuts can have a strongly different effect on someone's stress levels/actual physical health. I see. Hadn't thought about the sun/shadow outside of physics range part. I'm not a coder at all, so most of it may not be too practical. Do you think just assuming an "average" of day/night being half while orbiting/landed on a planet, and additionally just taking the average distance of said planet from the sun, would be too simplified? Essentially what I mean is just a small table of values for "radiation coefficients" that just affect health at a flat, unchanging rate per day, such as: Moho orbit: -2, Moho landed -1, Eve orbit: -1.5, Eve landed: 0 (thick atmosphere), Kerbin orbit: -1.5, Kerbin landed: 0... etc. A basic framework number that you could then attach multipliers to for given situations like EVA is x5 for the duration of EVA-ing, certain altitudes or longitudes could be additional factors/divisors to tack onto that. I'm just brainstorming, so if none of this is practical at all just ignore me. Gotcha. I see that theoretically under nearly perfect conditions the antenna could actually give you a + as well, though unlikely. I don't have MKS MediBays (I don't think) so I missed that one. Honestly maybe I'm the one who's off on the perception of how things should be. I mean... we all die in the end. The concept of only being able to mitigate health loss is pretty true to life. Just give me the word. If I made a suggestion it would be a 2.5m First Aid Clinic module that can house a kerbal and slowly heal them up to a small amount, probably for the price of some resource. And then a 3.75m version that would serve as more of a Hospital for the very large space stations, complete with operating theater for more extensive healing capabilities, though again only up to a finite amount. Would put someone like me much more at ease for an interstellar mission having something like this available. I'll be sure to check out the MKS MediBays though. Could have fooled me. As a language student myself that is nowhere near this fluent in anything but English, props to you for your skills. Anyway, all these are just suggestions but of course it's your mod. More of these kinds of mods are exactly what KSP needs in my opinion.
  3. So I gave this a whirl. It's awesome but I have a few suggestions: Would you be able to add support for blizzy toolbar? My stock toolbar is out of control... An icon available in the map screen/tracking station would be very useful, so I can check what needs attention while switching between ships. A suggestion for integration with TAC-LS, if desired, is to have a modifier change health when a life support resource is depleted. While it's almost guaranteed that oxygen deprivation will have TAC-LS kill a Kerbal before this mod will, something like starvation might not, or a compounding of various different effects. I actually rather like the idea that Kerbals that are in dire straits to begin with could succumb to overall systemic health problems before technically dying from dehydration/starvation. You mentioned potential compatibility with Kerbalism in the future. Any plans to have any sort of radiation effects on health as a stand-alone for this mod? Even a very simple implementation could be a nice way to bridge the gap between Kerbalism (which isn't compatible with hardly anything) and the other LS mods like TAC. Perhaps just a quick modifier for health rates based on square of the distance to nearest star, and another just flat rate for EVA? To be honest, your mod isn't really even that much simpler to how stochastic effects of radiation are tracked and modeled in real life. Oh and additionally, various Kopernicus planet packs often include planets that supposedly have high radiation, but don't really have salient ways of implementing this. This mod could really give those a huge immersion boost. Any plans for any other exposure risks? High heat/cold, high winds, water modifiers for temperature (and radiation if submerged, even), physical exhaustion from activity, sleep deprivation? Some of them might be sort of beyond the scope, but just curious. Is it intended for there to be virtually no way to regain lost health except returning to Kerbin? I might be missing something in the details, I'm not sure, but it seems like everything otherwise is just mitigating the loss of health. As an aspiring interstellar explorer, this sort of worries me, as .5 lightyears even with amazing technologies will still require a pretty substantial amount of time. The slightest discrepancy, resulting in an average of even -.1 health/day, could be lethal over the long term if I can't get it back in any way. You mentioned I think that you don't have any intention of adding parts, but I'm sure that there are other mods that might have things like clinics already in them that could possibly be compatible with this one. Even very late in the tech tree would be plenty to cover interstellar travel, shouldn't need much less before then. If you would in fact like to add parts, would you want some help with that? I have no experience with Unity's modeling program, but I have done plenty of modeling/texturing with other programs (namely Lightwave and 3dsmax). Would be very easy I think for me to export for Unity compatibility, or just to learn Unity outright. I would be happy to join and collaborate if you're interested. This is just me nitpicking and isn't a big deal at all, but the term "overpopulation" just seems a bit of a misnomer to me. Personally I think "crowding" could be a more appropriate term for all situations, particularly 1-3 man vessels. Overpopulation evokes more of an image of colonies, cities, or even civilizations and doesn't seem to fit with the scale of small manned rockets. Again I want to emphasize though this is purely my aesthetic opinion. In any event, I'm a fan. Hope to see this become popular and go places. Edit: Oops, that should be square root of distance to nearest star... Edit 2: That should actually be the inverse square of the distance (r^-2) to nearest star... early morning without coffee yet. Sheesh.
  4. Yeah, I am still experiencing the same thing even with the latest update. EL, Ground Construction, particularly in my case as I don't run many of those other mods. Most of them go away the first time, but results are fairly mixed and vary from mod to mod for icons. The one thing they all have in common though is that whatever I hide always gets undone whenever I restart KSP. This should be persistent even when re-logging right? I'll grab a complete list of each icon's characteristics when I sign back on.
  5. This looks like something I definitely need. I'm currently using TAC-LS instead of USI, but I've got all the other USI stuff. I'll let you know if I see any issues pop up though. Great to see more and more of these "human resources" type mods where the game's not just about managing fuel.
  6. I can get a full list of what I've seen in a few hours, but right off the top of my head I think that Kerbal Konstructs was one of those that left a ghost but the "real" icon moved to the folder, DeepFreeze and TAC-LS both seem to be completely immune. Bon Voyage goes away but comes back every time I re-log... It's a whole bunch of them to be honest, but I'm not sure they're random per se. I'll keep better track next time I log on which ones I can move so I can get you an accurate list.
  7. Gotcha. I usually only ever deviate from CKAN if I really feel I need the mod, as it keeps everything very simple to check for latest versions, uninstall if problems arise, and report major known compatibility conflicts between mods. Of course, that last part isn't always great for planet packs in general since a lot of them move one or two planets either into other packs' orbits or actually move the same planet the other one's trying to. In any case, I think I'll give this a go. Do you know if it's compatible with Kerbol Origins? I think it was Cerillion that gets a little close to some other planet in that pack, but I'm not sure.
  8. Any support for Final Frontier? I think I saw in another of your thread's that you know how to make ribbon sets for your planet mods, but just figured I'd offer my help if you'd like it. I'm in the middle of working through several other planet packs now but I have a sort of "pipeline" set up to streamline the process and can crank them out pretty fast actually. Just let me know and I'd be more than happy to add this set to the list. A planet pack just isn't complete without support for the best mod out there (FF). Additionally, I think I also might have just mentioned this in another of your threads, so I apologize for spam, but any chance of seeing this on CKAN?
  9. To the mod creator: I noticed you said your schedule is busy, want some help making this guy's request come true? I'm already in the process of making ribbon packs/FF compatibility for a few other projects, could easily add this to my list.
  10. So just to confirm, Final Frontier ribbons for this are implemented within the game or just custom ones available to hand out? Any chance we can get this on CKAN?
  11. So having a bit of a hard time following some of the... controversy over the last few pages but it's known that this is having problems keeping track of what experiments you've already done, right? Each time I log back into KSP all (or at least many) of the KSC experiments are available through KEI again, even if I've already gotten science from them the last time. I am using the version currently on CKAN.
  12. As someone who has 178 (usually large) mods installed, this tool isn't just fantastic. It's necessary. So first off, thank you. You are a Godsend. I am however, unfortunately having some issues like those Svm420 mentioned, where buttons that are hidden and then unhidden remain in the Closet, some buttons seem unable to go into the Closet completely, and then other buttons go into the Closet but also leave ghosts behind that don't function but still clog the UI. If there's a way I can help, just let me know what info/logs you need and I'd be happy to send 'em your way.
  13. Will do, I'm actually trying to track down a particularly insidious performance issue that I can't seem to tie to anything salient while actually playing, like a specific part or engine effect for instance. This seems a good place to start. Thank you.
  14. I actually tried to intentionally reproduce it, via what I thought went wrong, but this time it actually clicked for me. It seems if that was the case, that only happened occasionally. Hopefully this fix will take care of it though for anyone else in the future. Anyway, great mod. Love actually feeling like there's a direction in KSP instead of just random mercenary work.
  15. Here is a link to the image gallery, credit to the amazing Automated Screenshots mod. I took hundreds over the short time I was running the test, but this selection I think shows the general idea of what's happening visually. http://imgur.com/a/V5J8L As for the log, I've sent you a link in a message.
  16. Would love to, but I have no idea what I'm doing. I know where the KSP.log file is but I'm not sure what steps I'd need to enable debug via cfg file. If you could point me how to do that I'll get right on it. I think I noticed the effects fast enough to cancel warp just in time. Definitely scared the bejeebers out of me though. Was careful never to go to the map view while warping after that lol
  17. So something I noticed was that when near a planet and hitting high warps, I guess I had enough "centrifugal force" that the redout effects started materializing. Even had the whole screen go at one point I think. Jeb survived, but I didn't think this was supposed to happen. I see this hasn't been brought up in the thread yet, so I'm thinking it could potentially be a compatibility problem with some other mod I have? Particularly ones like persistent rotation/thrust that allow forces during warp. Does this seem like it would cause an issue?
  18. So here's the basic set, starting with Valentine out to the farthest satellite with moons accompanying their respective planets: Just in case I screwed up the order, from top to bottom, left to right: Valentine, Heba, Serex, Vedre, Solyth, Hauna, Semth, Fust, Mir, Lomina, Maol, Javine, Deemo, and finally Ucella I made a few brightness changes to make the center mark easier to spot, giving it some distinction from the stock planet ribbons at a quick glance. I mean, if you go this far... that should be slightly more noteworthy than just flying to Minmus. Also made Valentine brighter in general but I still feel it may be too empty. I don't know, I'll consider like a central starburst or some other flourish to make it fancier, or it could just also have the same Valentine system marker like all the others. Let me know what you think of the palette in general. Would like to finalize the appropriate colors before moving on to the pins and making a final, PNG for each one for the game. With pins being the next step, I suppose it's also appropriate to ask if there's any special requests for unique missions. I know FF has a "Close Solar Orbit" for Kerbol and a "Deep Atmosphere" for Jool. No reason we couldn't do copies of exactly those for their counterparts here. If anything else comes to mind, like a depth record below sea level on one of the worlds with liquids present, or maybe one with a giant mountain if there is one, just let me know and I'll make the pin for it. Edit: So a proposed centerpiece for the actual Valentine orbital ribbons: a small bright red push pin accessory If it's that good even, could replace the previous stripe design with this for all of them. Just not sure how I feel personally.
  19. Hey guys, more of a general question here, not so much a bug report or support request. I've got 170 or so mods installed, ranging from the minimalist Quick Exit to Blue Dog Design Bureau and stuff. For the most part my performance handles alright, and I don't mind dropping into the teens for FPS with megaton, several-hundred parts rockets trying to dock with each other. But recently, in what seems like almost entirely random instances that I can't pin down to a single or even multiple causes, my FPS just tanks to 1 and kills even the in-game time progression to where I can't even click on stuff. Is this the fabled "RAM leak" that I hear about occasionally? So I'm not a complete dolt with technical stuff but I'm no genius either. I know the standard trial and error troubleshooting method is to isolate each mod with clean installs until I can pin down the culprit, but I'm assuming there must be a better way. Are there recommended error reports, additional tools, console menus, or just general tips anyone has on hunting down specific causes of huge lag spikes? Thanks in advance everyone.
  20. Already about 75% of the way through it actually. Should be shipping the images off to you by the end of the day. Made a template and all so now its just palette-swapping. I'm planning on following Nereid's lead and just making essentially an icon for everything on each body, if I'm even slightly unsure. So you might wind up with an Atmosphere on Maol ribbon, but who knows, you might end up needing it some day. Anyway, I don't know jack about programming but I get the impression it's almost just plug and go with the mod to support planet packs, just because of how KSP handles the planetary data logs. If you'd like I can look into the implementation as well though. Cheers. A quick screenshot for some examples, from left to right: First EVA in orbit of Valentine, put station in orbit around Lomina, and planted flag on Solyth's moon Semth: Starts to get a tiny bit busy there at the end, but overall I think it looks pretty congruent with the regular ribbons they already have. Also to note, although many of the planets in the system are comparatively dark, most of the ribbon colors are closer to that of Valentine's not the other two. I guess I chose bad examples. Anyway, should be finished with all the photoshopping shortly.
  21. So I tried a few searches on the site and particularly this thread to no avail. Read about the first 20 pages carefully but still didn't find what I'm looking for and I confess I'm just too lazy to go through 98. Is there a PNG or photoshoppable layer file to get the sweet beveled edge and threaded texture effects? I can just back-hack it with adjustment layers if not, but something like this could streamline modders to put together additional ribbons supporting their creations in almost no time. Hoping it exists, currently working on putting together the standard "Landed on X" type ribbon pack for the Extrasolar system pack. Oh and one last note. This mod is my favorite mod out of all the ~170 I use. KSP's lack of steam achievements was always my biggest letdown with this game, but this right here is 100x better than that ever would have been. A big thanks to everyone who contributed to this mod. Edit: So some deeper digging, and I found SmarterThanMe's blank white template available in the first post of this thread here: Just in case anyone else was looking for this like I was.
  22. So I was looking through the available Final Frontier ribbons in my game with this installed, and only the Deep Space Ribbon mentions it at all. Would it be possible to have the standard "Landed on X" and/or EVA assortment that goes with all the stock planets for each of these? If you're looking for a hand, I think I could easily get to photoshopping those from the existing textures based on the colors of your planets/moons. I also have no idea if that's allowed since I'm not the creator of that mod. But anyway, offer's there if you want.
  23. So I'm either having some issues or just confused about the Luna 3 mission. I did the initial portion, launching a satellite into a <600km trajectory, sent back a temperature report from there, then expected to get the contract after escaping Mun SOI. The "Return to Kerbin" portion never triggered, so I thought it might be because I would eventually re-encounter the Mun weeks/years later. Burned at Kerbin Periapsis to put myself back into stable orbit, but still didn't trigger and now it's saying that ship never encountered the Mun at all on my contract info. Do I have to stay in control of the same vessel the whole time? Thanks in advance.
  24. Like this right? I got them to start flashing the lights, but still no actual dock, they just won't click in.
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