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1straycat

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  1. Why does performance degrade so much then in anth's tests? The vessels in his tests were made of one probe core and a bunch of truss segments to reduce strain on the resource system. The only resources present are the EC for one command pod per vessel(10 pods total in his biggest test), and they weren't changing. Is there some thermal calculation being done despite thermals not being implemented yet? I would struggle to understand there being separate orbital calculations per part rather than per vessel. What is being calculated, then, if not the physics? I also find it curious that the way KSP2 frame time scales per anth's tests for parts on different vessels looks very similar to the way they scaled in KSP1 with one x-thousand part vessel rendered in in the scene, per stratzenblitz's benchmarks (and that was with engines running and fuel drain, vs static truss segment vessels in Anth's tests).
  2. T_T I guess I'm one of the three people that really liked that mechanic then, particularly with trimodal/bimodal nukes. Coming back to the game after that was patched out, I tried to recreate that functionality but haven't been able to figure it out.
  3. Hey, my main career save is on exactly the same KSP version with JNSQ and Parallax too! o/ So I found there's a pretty easy gameplay fix for flares, just open map view and they'll display properly when you switch back. You do have to do this each time you load a new scene though.
  4. I've loved this mod for years, but recentlyish realized that I was not seeing planetary flares anymore... they would only appear at the far right or left edges of my screen, as seen in this vid with Duna: https://i.imgur.com/xOggZ1s.mp4 I spent a few hours tinkering, tried messing around with all the settings to no avail, but incidentally discovered that disabling Dynamic Skybox Dimming makes it so the flares don't ever appear. It seems that something in Parallax does this; as I've been able to replicate with only DOE and parallax installed, while it was working normally with all my other usual graphics mods installed. It occasionally works normally even with parallax installed, but I haven't been able to find a pattern to this, and changing the scene makes it broken again.
  5. I made a little MM patch to add BV controllers to every command module, but then had the problem that my Bon Voyage control panel was full of irrelevant craft, as all the modules start out active. I eventually found with a small addition I can make it so the pods initialize with the BV controller inactive: @PART[*]:HAS[@MODULE[ModuleCommand]]:AFTER[BonVoyage] { //gets rid of existing BV modules so you don't end up with doubles !MODULE[BonVoyageModule]{} //adds BV controller to every part MODULE { name = BonVoyageModule } //makes it so it starts out inactive @MODULE[BonVoyageModule] { shutdown = True } } I already had many craft with their modules active, but was able to fix that without too much trouble with multiline find and replace in notepad ++, changing all the shutdown = False in the BonVoyageModules to shutdown = true. Just posting this here in case anyone else runs into the same issues.
  6. Any idea if it's possible to disable the stock alarm clock feature? It's inferior to KAC and its buttons often get in the way when I'm trying to make nodes. Also, would it be possible to disable this maneuver thing which I believe was introduced with the maneuver tool. They always pop up over the Pitch/Yaw/Roll indicators, which I never want covered up
  7. I've noticed that I don't seem to be getting mach effects (besides sonic booms) in this release. Like, if I take off with the camera locked in front of the craft and accelerate past mach 1, in the previous version, the sound would weaken and disappear almost entirely at mach 1. Now it seems unchanged. Same for crossing into and out of the sonic cone when flying at supersonic speeds, I'll hear the boom, but there seems to be no change in sound otherwise, whereas it previously would be the transition either between engine sounds and silence.
  8. Did it ever play nicely with water? I don't think there's been development on it for years, people just take it as is.
  9. Anyone have a good control scheme for a custom Starship-like reentry with airbrakes? Ideally, I'd use normal procedural wing flaps as airbrakes, but I don't know how to get them to respond that way to control input or SAS, rather than as normal control surfaces, even if I have the control point facing the right way. And breaking ground robotics work badly with FAR.
  10. Thanks so much! I'm pretty sure this update fixed a weird, fatal bug that caused consistent crashes and had halted my heavily modded career game.
  11. Funny, I'm having a different issue when Kopernicus spawns an asteroid. It closes my FAR UI window, with no fps impact afaik. It doesn't seem to have anything to do with IVA for me. My log does this when it happens: [LOG 06:48:32.579] [Kopernicus] New object found near Kerbin: Ast. FBA-905! [LOG 06:48:32.591] [FAR v0.16.1.1]: FARVesselAero on Ast. FBA-905 (unloaded) reporting startup [LOG 06:48:32.607] [PR] Generating data for Ast. FBA-905
  12. So I have a very weird one, pretty much just hoping someone's run into the same and knows what it is because it's so nonspecific. At seemingly random, but specific "fatal" ingame times, KSP will freeze and just stop responding, with the cursor turning into the windows progress circle like this. It doesn't seem to correlate with any system stress, can happen when I have plenty of CPU, GPU, and, RAM to spare, and I haven't found any pattern in the game logs (but they don't seem to capture the cause of the crash). I've tried leaving the game open for an hour and coming back with no changes; after it happens I can only end the process. But it happens at a certain ingame time consistently, which I've noticed because I left kerbal alarm clock open and noticed the same time left to an alarm at the moment of freeze. Once this happens, it will reliably happen again at the same time (or the frame after it if timewarping) once I restart the save. It doesn't matter which vessel I'm on, or if I'm in the KSC or tracking station. If I restart the game, enter the save, and time warp straight to the fatal time, I will crash right away. Or I can do other things in the save for hours no problem until I hit the fatal time. I can eventually get past the fatal time by using time warp, but this seems to fail 95% of the time. I've had it happen in the middle of a spaceplane reentry and was eventually able to physical timewarp past it. Once I'm past it, I'm usually fine for days of gameplay before it happens again. Anyone seen anything like this? 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  13. After playing around with this a bit, I have to say incredible job to all of you! As someone recently trying to get the ideal setup playing at various scales (2.5x, 3.2x, 6.4x, 10.625x) most of my KSP time, I'd say you've gotten the balance just perfect for a great experience with stock parts. There are some subtleties I've noticed that make it better than any of those rescales. I had thought 2.5x was ideal until I played 3.2x, which was better (but also starting to get dreary timewise) but this scale manages to take the best of both worlds, as while worlds are smaller than 3.2x, the flatter atmosphere height (at 85km, it's less deep than 2.5 or 3.2x) makes for harsher reentries, so your mk1 pod NEEDS a heat shield to survive, which was not the case in either of the above. I'm now struggling to figure out how to reenter a craft holding 3 kerbals in early career without exploding. It's also a perfect scale/shape for more realistic rockets with stock parts; my assessment generally involves building some test endgame rocket and spaceplane SSTOs and seeing what's possible. A Twin Boar stack can barely SSTO an mk1-3 command pod, and surviving reentry is out of the question. While a mammoth based rocket might have the margins to SSTO a single mk1-3 command pod and return, surviving reentry would probably still be a problem. On the spaceplane side, a stock refueling SSTA (minus Eve, of course, maybe Moho, and dunno about the new Tylo or other new worlds/changes) is much harder but still possible, so my spaceplane love will still be satisfied :D. I love the trend toward realism graphically; it's especially refreshing not to have to deal with the scatterer artifacts with rescaled worlds, or clouds poking through terrain in rescales. The graphics quality is an obvious upgrade, but the more realistic look with flatter land just looks gorgeous (and that crazy new sunflare), and allows for lower orbits as well, which feels more realistic/majestic too. I haven't explored more than a bit of Mun and Minmus, but love what I've seen. Overall, extremely well done. Compatibility with all the major mods out of the box is a nice bonus. This is of a quality like the NF mods and Restock. It's so nice to be able to start a career without having to spend a week tweaking and making things compatible/balanced, or with the confidence that major things won't break halfway in, and explore a largely new system while at it. My only question/suggestion for now is why does Kerbin have no rivers? I think they would go along with the realistic design direction while also being very interesting to fly in/around.
  14. That sounds awesome! Rescue contracts were somewhat doable in 2.5x but instafail half the time in 3.2x I can't quite figure how to do what you did. Mind breaking it down for dummies?
  15. I've found that changing it in the settings.cfg file (the one in GameData\TriggerTech\KerbalAlarmClock\PluginData) does the trick: SelectedSkin = Unity Dunno about the toolbar, never used it.
  16. I started out using the latest version and never reinstalled. I did change the game settings in the middle of this game, but all currently crewed flights were launched after those changes (this was not true of the first time it bugged out). I've tried reproducing the bug with no luck, both in continuing the backup game and in a new sandbox.
  17. I've been having a weird issue where suddenly all assigned kerbal's health drops hugely in an instant. The first time I ended up cancelling a mission because of it, I thought it was a fluke, or maybe there was an event with no notification. This time I wasn't doing anything unusual as far as I remember when I got all these messages: MESSAGESYSTEM ... message = y1, d29, 1:31: Eilmund Kerman's health is dangerously low! message = y1, d29, 1:31: Arnie Kerman is exhausted! message = y1, d29, 1:31: Arnie Kerman has acquired Exhausted condition!~n message = y1, d29, 1:31: Bill Kerman is exhausted! message = y1, d29, 1:31: Bill Kerman has acquired Exhausted condition!~n message = y1, d29, 1:31: Dufal Kerman has died of poor health! message = y1, d29, 1:31: Arnie Kerman's health is dangerously low! message = y1, d29, 1:31: Bill Kerman's health is dangerously low! message = y1, d29, 1:31: Dufal Kerman is exhausted! message = y1, d29, 1:31: Dufal Kerman has acquired Exhausted condition!~n message = y1, d29, 1:31: Dufal Kerman's health is dangerously low! message = y1, d29, 1:31: Lucal Kerman has died of poor health! message = y1, d29, 1:31: Aldous Kerman has died of poor health! Taking a screen of my health monitor there: And opening a backup save less than an hour earlier, I could see something weird clearly was going on, with health losses all around which couldn't be explained by accidents. It doesn't seem consistent either, with different kerbals losing different days' worth of hp, and different raw values. I also found that the kerbals who had died in this way were actually still alive, but weren't being tracked by KH and had become permanent tourists, with their trait information replaced by Tourist also. Dufal Kerman didn't die, but also disappeared from the health monitor and lost his crew trait information as a tourist. All my craft have 3.4% recuperation, btw, which is why they have such long time left with low hp. I wasn't in debug mode and probably miss other info needed, and I have a bunch of mods, so I'll probably spend a while trying to figure this out, but thought I'd ask if there are any such known issues. I'm using USI, but none of the settings turn them into tourists. The only other thing I could think of possibly being a cause is that I play a 2.5x rescaled game, with longer days and years. KH does display the proper days but maybe that's involved? It calculates based on seconds, right?
  18. I was referring not to kerbals at KSC, but assigned kerbals on ships/stations/bases other than the one you're focusing on. For example, let's say in late career I have self-sustaining refueling/resupply bases on the Mun, Duna, Moho, Eve, Laythe and Tylo. I've built them big enough and with enough recuperation and facilities that their residents' hp will stay fairly high and almost every problem will solve itself without my attention. Any base on a planet outside Kerbin SOI basically has to be self sufficient anyway. I'd want a way to ignore these bases, maybe only getting alerts if they have serious conditions or hp reaches some threshold, so I can focus on my more active ships. Ah. I thought it was just the thick mass, as with heatshields and water and structural panels giving shielding. The MK3 ramp door should still qualify! Not a big deal anyway, as it's so easily configurable.
  19. I'm experimenting with adding recuperation to every module, which kind of gets at the behavior I wanted (replacement for USI's habitation). With 3.5% recuperation on every capsule and the hp bonus per level reduced to 5, a craft under typical conditions full of lvl 0 kerbals lasts a few weeks before they become exhausted and stabilizes around 0% hp, with which it would theoretically be possible to survive a long transfer as a tourist, but any accident or disease will kill. A craft full of lvl 5 kerbals stabilizes around 20% hp, at which any adverse event will exhaust them and quite easily kill as well. Much easier than default, as not much more room is needed for comfortable interplanetary transfers, but I feel USI's lifesupport already forces enough lead blocks on my craft Just tested and confirmed it does indeed work that way. I think it would be extremely useful. After all, those quirks can significantly impact how long your kerbals stay in good health and should be something one takes into account for planning and crew assignment. I have no idea how hard or feasible it would be, but it would be awesome if one could see hp, quirks, and conditions upon mouseover the way USI shows its kolonist info: Just using the health monitor shown in flight and space center would be good, too. A few other observations/suggestions from my testing and tinkering: 1. Warp gets disrupted a lot if you have many assigned kerbals. An interplanetary transfer can take several minutes of just dismissing alerts and restarting warp. A way to disable the warp stopping would be great. Some finer control there might be even better besides just disabling all; perhaps dividing them into urgent alerts (kerbal has sepsis, low health, death) and less urgent (negative condition ends, panic attack, accident at high hp). And maybe allow one to disable alerts from non focused ships, as one can do with kerbals in the KSC. Or maybe even decide which vessels to track or not? It's hard to see an easy solution here, as the micromanagement is both the point and the problem. Ideally, one's stations or planetary bases should be stable for long periods so you can focus on other things. 2. The MK3 cargo bays provide rad shielding, but the cargo bay ramp does not. No idea if it's intentional, and I just tweaked the config for myself, but you might want to do that in the mod itself, and perhaps add shielding to MK2 bays, service bays, and fairings, too. 3. The wiki health factors page shows the old values for confinement and EVA hp loss.
  20. Love the mod, I foresee a lot of drama coming out of the events it'll create. I also love the idea of "training" kerbals: hiring/rescuing and leveling way more than I need and visiting anomalies to get more quirks, then picking the cream of the crop for my deep space missions. By the way, am I correct in understanding that anomalies only give quirks when your space agency first discover them? So if I discover an anomaly with a probe, I miss out on quirks that I could have gotten if I did it with a kerbal? Also, is it possible to edit how health factors work or add new factors? I see the cfg file for quirks and conditions but not one for factors, and I only see the options ingame to make the effects bigger or smaller. I was thinking of changing the system somewhat so that it wouldn't be possible to die from crowding or loneliness alone, but a ship without proper amenities would turn kerbals into tourists and leave their hp low enough that accidents or disease could kill them. Maybe giving all kerbals some baseline recuperation, so that their hp would naturally settle around tourist level if cramming them into pods with nothing else, or making the nonlethal negative health factors based on decay. Anyhow thanks for the wonderful mod and detailed documentation Edit: also, is there a way to see a kerbal's quirks when in the VAB/SPH?
  21. I loved this mod as I'd been playing on 1.3.1 for a while. Recently started a 1.6.1 save and realized it was mostly integrated into stock. I assume you've figured it out by now, but it sounds like your issues are with the priority slider causing your issues. I had a test station with a bunch of different docked things using the stock system, and both naming and pod typing seem to work perfectly, without some of the PDPN bugs I had in 1.3. The only major problem is that you can't change your naming priority outside the VAB/SPH, but you can change that in your settings.cfg file: SHOW_VESSEL_NAMING_IN_FLIGHT = False Change it to True and you can resolve those issues in flight. As far as I can see, the only thing missing from stock is configuring naming templates, which would be nice, but not a huge deal if missing. Anyhow, thanks, LGG for your awesome work. Not a bad way for this one to go.
  22. Thanks for the explanations! And also thank you so much for your awesome spaceplane guide. It's the one that really made me understand how ksp aero works, how to optimize with it, and the one I link to everyone. I've had so much fun with spaceplanes since then and learned a lot from seeing your other designs too I actually found building with FAR much weirder when I tried. But it's not quite fair, as I feel like I know stock aero very well thanks to the above and have gotten used to relying on indicators and CorrectCOL. Alas, FAR has taxed my framerate too much to really be viable, so I've given up on it for now. It'll be on my list for when I get a decent PC. While you're here, do you know if there are any other mods or if it's possible with cfg editing to make the MK2 parts' drag values more reasonable? It was a large part of why I wanted FAR in the first place.
  23. I mean I did try a bit, but realized it would take a long time to master anything, so I want to have some idea of what's possible before committing a save to it and maybe finding out much later that nothing I wanted to do works.
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