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KSP2 Release Notes
Everything posted by Standecco
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Sorry for the extremely late response . Yes, I'm using a dev install which launches the Unity developmental build of the game, obtained with the method described in this thread. I had removed scatterer for the moment and forked EVE-Redux from your repo to fix those errors, and iirc I managed to fix most (maybe all) of them (I had added KSPAssemblyDependencies to all files, changed a logging method that wasn't working with dynamically loaded instances, fixed a MonoBehaviour that was initialized the new keyword through a static constructor method, and that is all I think), but I don't remember if it was enough to make EVE work . EDIT: I should add that this install (plus some other debugger installs) is what I generally use to develop mods in, and it has (so far) worked without issues. EVE and scatterer are the first mods that have caused me issues with it, but given their very different nature from "regular" ksp mods it doesn't really surprise me.
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I'm getting a loooot of errors with this build and scatterer 0.632. I'm using ksp 1.10.1, but I've tested this with KSP 1.8 too, and I had the same results. Both times tested with a light RSS+RSSVE install. The errors aren't asymptomatic either - here is the space center: Here is the log of me loading the game, opening a save and quitting after having waited in the space center scene for a few seconds: https://drive.google.com/file/d/19QQSjpgd6ZBn4MD_rRe3dlPSX_UnL-UK/view?usp=sharing The only anomalous thing I've noticed is that EVEManager and Utils fail to load, but after that I can't understand why I would get all these errors.
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I am trying to replace the Text elements in the UI of the Persistent Thrust mod with TextMeshPro elements; I followed Dmagic's guide on how to use Unity's new prefab based UI (in fact, that's how the entire UI was built) and I basically copied his code, but for some reason there is one thing that isn't working: text alignment. Every text field is reset to upper left alignment when converted to TMP. I've checked with the debugger, and the code to convert and assign the alignment style works fine, so there must be something between TMP component creation and UI initialization that is resetting the option; possibly TMP itself, but I have no idea. There's also a different issue, which is that TMP font size doesn't correspond to Text font size; specifically, TMP text is always smaller. This is a minor issue compared to alignment completely breaking, so I can ignore it for the moment. I the only thing I was able to find online was this thread (read the last answer, which seemed the most useful), but I wasn't able to set that field through reflection. It is indeed false at initialization and true when the UI is actually loaded, so it might have to do with the issue. The code is all available on github, but I'll post the TMProFromText method code here anyway, since I guess that's where the error lies. If anyone has any idea why this is happening, please let me know since I really can't find any error.
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Unity UI Creation Tutorial
Standecco replied to DMagic's topic in KSP1 C# Plugin Development Help and Support
@DMagic First of all, thanks a lot for the amazing tutorial. I was able to go from zero to an almost complete UI for the PersistentThrust mod with only this tutorial and your mods as references(alright, not only, but these were by far the biggest sources). But I have now encountered an issue with TextMeshPro: after including the code to replace the Text components, I can't find a way to make the text alignment option persist. Every text field is reset to upper left alignment when converted to TMP. There's also a different issue, which is that TMP font size doesn't correspond to Text font size; specifically, TMP text is always smaller. This is a minor issue compared to alignment completely breaking, so I can ignore it for the moment. I have double-checked the code you have posted here, and even copy-pasted the TMProFromText code from BasicOrbit (since I know for certain that it works), but to no avail. The code is all available on github, but I'll post the TMProFromText method code here anyway, since I guess that's where the error lies. If you have any idea why this is happening, please let me know since I really can't find any error. -
[1.8.x, 1.9.x, 1.10.x] Orbital Decay Updated
Standecco replied to linuxgurugamer's topic in KSP1 Mod Releases
Can confirm the issue: as @FreeThinker said, we've encountered it while updating PersistentThrust to work in background. I've upvoted the bug report and looked a bit into why it happens. It looks like they are ignoring all parts with no resources - that is, they are only counting the mass of the parts that contain at least one resource. The reported mass is therefore actual mass - base mass of parts with no resources. @linuxgurugamer your code will work, but I think you forgot a + in the 7th line: it should be num += (double)protoPartSnapshot.mass; rather than num = (double)protoPartSnapshot.mass; -
yeah, MultiModeEngine support is missing atm. I have a WIP version with it, but I don't have the time to finish it and release an update for the moment. Just know that it's eventually coming, a few weeks at most. Before anyone asks, I'm co-authoring this mod with FreeThinker. He's done most of the work up to this point though, since I'm the middle of an exam session.
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[WIP][1.3] SolarSailNavigator v1.0.9
Standecco replied to mrsolarsail's topic in KSP1 Mod Development
@nubeees I have a recompiled and updated version of the mod here on github, but I am now working on updating it to play with the new Persistent Thrust Continued mod by @FreeThinker (atm it requires my updated fork of the old PT mod, which has mostly the same code to the Continued version but lacks various features). The license allows everything, so you're free to work on your own fork, but it would be more productive if we joined forces. If you want to help in developing the new SSN (mainly fixing the preview to work with circular orbits and be less laggy in general), you can send a message to either of us or write here in the forums -
@tychochallenge I am responsible for that config and I fully take any support responsability. The "supported" part is in my readme, not in RN's mod, so it's me that you should ask to fix it. That said, I can't really help without more information. What is the capsule you're trying to use, and are you absolutely certain that you have installed everything properly? I never had such wild EC consumption, nor anyone ever reported similar numbers
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Anyone else think KSP 2 might be overly ambitious?
Standecco replied to Compsagnathus's topic in Prelaunch KSP2 Discussion
You seem to be very confused about the performance of the current game, and of games in general; what does the fact that it's SINGLEPLAYER have to do with its performance? And why are you implying that your gpu is what's bottlenecking the game? My current laptop has a Vega 8, and I run the stock game at 60 fps (1080p) with the gpu at around 70%. KSP is basically 3d chess for any gpu worth its name. You seem to be annoyed at both the fact that it's going to have good graphics AND that it's not going to have good graphics? What's the matter with that? Why has everyone gone crazy thinking that ksp 2 is going to be a "heavy" game? KSP uses technology from 10 years ago and was developed by an indie team. Modern games have much better graphics, and they don't require a "rtx 2080 SLI". And, even in the case that your rtx570 is terribly compromised and in constant thermal throttling, as it seems to be, you can always turn down the game settings. -
[1.7] [WIP] TD Advanced Propulsion Systems
Standecco replied to TiktaalikDreaming's topic in KSP1 Mod Development
It's a open cycle gas core engine, its Isp and thrust is going to be enormous compared to a NERVA anyway. It's an open nuclear reactor at tens of thousands of Kelvin, so its drawback (other than the enormous weight, justified by its efficiency) is that the exhaust contains radioactive particles with enormous velocities. Despite all this, it's still very impractical for interstellar travel. You need a couple more 0s of Isp to get anywhere outside of the solar system in less than thousands of years. -
List of new propulsion systems
Standecco replied to bartekkru99's topic in Prelaunch KSP2 Discussion
The metallic form they obtained isn't the only one possible, as stated in the paper: In the last paragraph, they explain that the metallic form they had obtained wasn't monoatomic hydrogen, which is a different matter. All metals are actually monoatomic, since you can't find a molecule in there, so the hydrogen they obtained wasn't a proper metal. That said, I don't really believe in this mythical metastable metallic hydrogen, but this isn't definitive proof. The paper itself talks about its possible uses, so the authors aren't ruling it out either. -
I would definitely notice! Finding this thread today was a very welcomed coincidence, since I learned what a Bussard Ramjet is only a couple of days ago. It looks amazing, truly interstellar scale! How big are those RCS pods? Anyway don't abandon this, the list of awesome unfinished mods is already too big
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(UNRELEASED) Komorfia : Eye candy in KSP! : Development Thread
Standecco replied to Heirloom's topic in KSP1 Mod Development
Nice, there you go on original features -
(UNRELEASED) Komorfia : Eye candy in KSP! : Development Thread
Standecco replied to Heirloom's topic in KSP1 Mod Development
May I suggest trying to get 3d auroras? The only mod that I've seen doing this was E.T.O for RSS, but results were incredible: -
[1.3.x-1.8.x] Real Expansion
Standecco replied to SystemPlanningCorporation's topic in KSP1 Mod Development
Nice, good thing about principia support! Just an issue though, the RealMoons zip seems to be empty.- 82 replies
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[1.3.x-1.8.x] Real Expansion
Standecco replied to SystemPlanningCorporation's topic in KSP1 Mod Development
I love this! Especially RealAsteroids and RSS patches, which I'm definitely going to try. But a few questions have come to my mind: will this ever support Principia? How would you get to those very far planets? Is KSPIE a non-official requirement?- 82 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Standecco replied to Galileo's topic in KSP1 Mod Releases
I'll try reinstalling the expansion, let's see.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Standecco replied to Galileo's topic in KSP1 Mod Releases
I swear this is my last request here, it's just that my ocd is really merciless. So, i fixed every other problem, including low fps; deleting old cfgs and manually reinstalling some mods did the trick. I "bruteforced" the kopernicus bug by simply deleting the SquadExpansion folder, since I didn't need the new parts or the mission builder, and that + @OhioBob's line fix solved the issue and eliminated the useless desert airfield. But now i have a weird texture bug in the space centre, appearing only upon returning from a flight and not after the first loading. It basically looks like there is a weird z-fighting occurring and the centre flickers heavily at every camera movement (hoping the album is visible). I also had this bug with kerbal konstruct almost all the time and I was forced to remove the mod to keep mental sanity while I was at the KSC (or every other launch site). Unlike the other issues some other people reported my exact problem, but i read all those threads and found only things related to scatterer's ocean shaders and disabling them didn't work. There are some similarities with the popular "line in the water" visual glitch since it also happens only under a line in the centre of the screen and while zoomed in, but I couldn't find a fix. EDIT: also found this- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Standecco replied to Galileo's topic in KSP1 Mod Releases
Yeah i noticed an even bigger drop with 1.4.3-1, but it was already there. I'll live with it even if it doesn't go away, ksp doesn't really need more than 30 fps. I can see your point, but i wanted to try USI and in my other playtrough with KPBS i felt that all those parts were kinda useless and that something was missing. MKS seems to be what I was looking for, since I always wanted to build those huuuuge ships allowed by karborundum torch engines and needed something to actually put in those ships (i built one with 1 single engine that could lift something like 2000 tons to orbit with 200 Km/s (!) of dv). I have another career with interstellar extended and OPM but that seems too complicated even compared to MKS, I'll need a lot of time to finish that save. SSPX is really nice on the other hand, I'm using it with station science and SXT and I'm really happy with this combo @OhioBob Trying this right now, thanks for your commitment in fixing this!- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Standecco replied to Galileo's topic in KSP1 Mod Releases
I removed the USI mods while testing to identify the recover bug, but I didn't notice much of a change; maybe I'll try reinstalling my visual mods. For bases you can try angel125's mods, they vaguely resemble USI but are a bit simpler and with a different aestethic and philosophy, but equally enjoyable. I'm using extraplanetary launchpads for constructing things, but since my pack is already quite crowded I may switch to ground construction. Have you tried both?- 7,371 replies
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