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Standecco

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Posts posted by Standecco

  1. On 9/29/2020 at 6:16 PM, blackrack said:

    Btw, there is something strange about your KSP install, like you are using a different version of unity or C# or something: Unity is being a lot less permissive, it's throwing errors about built-in methods, and methods being called in constructors, which I don't have. Scatterer also seems broken on your install due to these errors. What are you doing exactly and is this not what is breaking your game? Is this because you are attaching a debugger?

    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.

  2. 10 minutes ago, blackrack said:

    Ah yes, the nullref spam is a known issue with Kopernicus (was reported a few days back), I haven't looked at it yet, but I suspect it won't be difficult to fix, will probably be fixed for the next version.

    Alright, thanks a lot for the help! I'm available to do more testing if you need more data when you'll try fixing the bug, just write here if you need.

  3. 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:

    Spoiler

    6Ddztr8.png

    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.

  4.  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.

    Spoiler
    
    private void TMProFromText(TextHandler handler)
    {
    	if (handler == null)
    		return;
    
    	//The TextHandler element should be attached only to objects with a Unity Text element
    	//Note that the "[RequireComponent(typeof(Text))]" attribute cannot be attached to TextHandler since Unity will not allow the Text element to be removed
    	Text text = handler.GetComponent<Text>();
    
    	if (text == null)
    		return;
    
    	//Cache all of the relevent information from the Text element
    	string t = text.text;
    	Color c = text.color;
    	int i = text.fontSize;
    	bool r = text.raycastTarget;
    	FontStyles sty = TMPProUtil.FontStyle(text.fontStyle);
    	TextAlignmentOptions align = TMPProUtil.TextAlignment(text.alignment);
    	float spacing = text.lineSpacing;
    	GameObject obj = text.gameObject;
    
    	//The existing Text element must by destroyed since Unity will not allow two UI elements to be placed on the same GameObject
    	DestroyImmediate(text);
    
    	PTTextMeshProHolder tmp = obj.AddComponent<PTTextMeshProHolder>();
    
    	//Populate the TextMeshPro fields with the cached data from the old Text element
    	tmp.text = t;
    	tmp.color = c;
    	tmp.fontSize = i;
    	tmp.raycastTarget = r;
    	tmp.alignment = align;
    	tmp.fontStyle = sty;
    	tmp.lineSpacing = spacing;
    
    	//Load the TMP Font from disk
    	tmp.font = UISkinManager.TMPFont;
    	//tmp.font = Resources.Load("Fonts/Calibri SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
    	tmp.fontSharedMaterial = Resources.Load("Fonts/Materials/Calibri Dropshadow", typeof(Material)) as Material;
    
    	tmp.enableWordWrapping = true;
    	tmp.isOverlay = false;
    	tmp.richText = true;
    }

     

     

  5. @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.

    Spoiler
    
    private void TMProFromText(TextHandler handler)
    {
    	if (handler == null)
    		return;
    
    	//The TextHandler element should be attached only to objects with a Unity Text element
    	//Note that the "[RequireComponent(typeof(Text))]" attribute cannot be attached to TextHandler since Unity will not allow the Text element to be removed
    	Text text = handler.GetComponent<Text>();
    
    	if (text == null)
    		return;
    
    	//Cache all of the relevent information from the Text element
    	string t = text.text;
    	Color c = text.color;
    	int i = text.fontSize;
    	bool r = text.raycastTarget;
    	FontStyles sty = TMPProUtil.FontStyle(text.fontStyle);
    	TextAlignmentOptions align = TMPProUtil.TextAlignment(text.alignment);
    	float spacing = text.lineSpacing;
    	GameObject obj = text.gameObject;
    
    	//The existing Text element must by destroyed since Unity will not allow two UI elements to be placed on the same GameObject
    	DestroyImmediate(text);
    
    	PTTextMeshProHolder tmp = obj.AddComponent<PTTextMeshProHolder>();
    
    	//Populate the TextMeshPro fields with the cached data from the old Text element
    	tmp.text = t;
    	tmp.color = c;
    	tmp.fontSize = i;
    	tmp.raycastTarget = r;
    	tmp.alignment = align;
    	tmp.fontStyle = sty;
    	tmp.lineSpacing = spacing;
    
    	//Load the TMP Font from disk
    	tmp.font = UISkinManager.TMPFont;
    	//tmp.font = Resources.Load("Fonts/Calibri SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
    	tmp.fontSharedMaterial = Resources.Load("Fonts/Materials/Calibri Dropshadow", typeof(Material)) as Material;
    
    	tmp.enableWordWrapping = true;
    	tmp.isOverlay = false;
    	tmp.richText = true;
    }

     

     

  6. 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;

     

  7. On 6/20/2020 at 6:06 AM, JcoolTheShipbuilder said:

    amazing mod! though it appears to have an issue with engines that have multiple modes, where one mode works fine with PT, but the other mode just doesnt work and just stops accelerating the ship.

    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.

  8. @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

  9. 2 hours ago, tychochallenge said:

    Fortunately, my electricity problem has been solved, however the mass issue hasn't, in the linked photo, the Mk1 pod without the habitat is 900kg, but with the habitat it's 8700kg.

    https://imgur.com/a/icuJY7n

    I think thats a little screwy since I also tried launching a TKS module from raidernick's soyuz pack and the proton launcher couldnt even lift off the launchpad cause the habitat added so much mass...

    There must be an issue with the Atmosphere resource definition: as you can see, its mass is 100% of the difference between the 2 values. Do you happen to have WBI installed? I remember that mod having conflicting definitions with kerbalism that should be the problem here.

  10. @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

  11. 1 hour ago, k00b said:

    my rx570 starts stumbling already @ 30 fps lock, low settings SINGLEPLAYER (2560 x 1440), as above.

    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.

    1 hour ago, k00b said:

    oh; it's a game exclusively for people who have rtx 2080 SLI then....

    1 hour ago, k00b said:

    (i am annoyed because it is seemingly going to tarnish the reputation of a great game / people are going to be butthurt when it looks NOTHING like the video.)

    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.

  12. 15 minutes ago, Space Nerd said:

    For gameplay reasons, maybe you should give it higher isp and thrust than the stock nuke, so it can be used for interstellar travel.

    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.

  13.  
    On 8/29/2019 at 1:59 PM, KerikBalm said:

     

    Note how all their observations that they used to convince people that the hydrogen had in fact become metallic reversed when they released pressure... they got it metallic at 427 GPa, and the reversals were evident at 415-410 GPa.

    They had cooled it down to 80K (-193 C), and even at over 400 GPa, it wasn't staying metallic upon pressure release.

    Its not metastable for any significant length of time.

    Experimentally confirmed. Of course, this is the first report, but I suspect other labs will confirm these observations in the near future.

     

    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.
     

    Quote

    Following the DMC calculation, the atomic metal should be observed above 447 GPa, but its characterization is beyond the capability of the infrared approach used.

    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.

  14. 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 :(

  15. 1 hour ago, "Our Benefactors" said:

    Thanks!

    To answer your questions:

    Yes, Principia support is coming. It will come with RealPatch, and other configs will come with any other packages

    Honestly, i have no idea how to get to the further planets. It is entirely possible with stock, but would require thousands, maybe millions of parts and unless you are using summit, it will be the slowest thing ive ever seen. To answer your question, you could get to the very far planets with great difficulty or mods

    I mean, i guess the modpack is up to the user. Use it if you want. It isnt directly required, but recommended

    Nice, good thing about principia support! Just an issue though, the RealMoons zip seems to be empty.

  16. 53 minutes ago, Pleb said:

    @Standecco This may be from you deleting the SquadExpansion folder. I don't know of this is accurate but with Steam I found that in order to not have the expansion I had to uninstall and reinstall KSP but not install Making History. However this was different as I was trying to install 1.3.1 which obviously can't have the expansion (as at that time all the mods still ran on 1.3.1). Now I've got 1.4.3 I have the expansion back and it all runs fine.

    I'll try reinstalling the expansion, let's see.

  17. 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).

    Album QmxzRvY will appear when post is submitted

    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

    X4d1P78.png

     

  18. 5 hours ago, Galileo said:

    Kopernicus 1.4.3-1 has a huge impact on FPS due to how the on demand loading was happenening. It was improved with 1.4.3-2. 

    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.

    4 hours ago, Pleb said:

    I'm currently using Kerbal Planetary Base Systems, Ground Construction and Snacks for a simpler game. I may try the USI Constellation again in the future but I found it was slowing down my game and I wasn't using much of the parts, as I hadn't ever built any bases at that point and was mainly using it was USI-LS. However I think I prefer this simpler game I'm playing for now!

    Also I'm using SSPX by Nertea for my space stations!

    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!

  19. 3 hours ago, Pleb said:

    I don't have much of an FPS drop but it is a bit more than stock, which is to be expected. I do have OPM and GEP installed as well so my system is massive! I haven't measured the FPS though so I'll have a look next time I play and see. I found that once I removed the USI mods my game ran faster, although now I'm actually building a base part of me wishes I'd kept it! I've had to put the Ground Construction mod in as it's near impossible to get the parts for my base into orbit. Perhaps I'm just trying to do too much at once but it would seem ferrying the pieces in boxes from the GC mod over and then constructing them on Iota is much easier!

    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?

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