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prestja

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Posts posted by prestja

  1. 6 minutes ago, ShadowZone said:

    I might have missed something, but can somebody please explain to me what "non-impulsive maneuver planner" means? For me, "impulsive" is usually a character trait, but I guess that's not it...

    Correct me if I'm wrong here, but I believe when it comes to maneuvers, "impulsive" means that over a long period of time, the maneuver can be considered an "impulse" because it takes a short amount of time to impart velocity on the vehicle. A non-impulsive burn would be a Brachistochrone  trajectory, because it's not a short blip of impulse but potentially a years-long burn.

  2. 8 hours ago, Intercept Games said:

    In KSP2 these issues are no longer a problem/restriction due to the KSP2 Resource System being Architected and built from the ground up. All of the components of the Resource System live and execute in the Simulation side of the KSP2 Architecture which means they are independent of physical objects and parts.

    In what ways will these improvements be applied? Will colonies have full background simulation even when out of focus?

  3. 4 hours ago, Papa_Joe said:

    @prestja  you still maintaining Planetshine?  Would you like me to resume maintenance again?  Let me know.

     Given that the last update was in 2019,I've gone ahead and built a new version of the mod for KSP 1.12.3. Unless I hear otherwise, I'm going to assume that I'm resuming maintenance of PlanetShine.

    Further updates can be found in my original thread here:  https://forum.kerbalspaceprogram.com/index.php?/topic/173138 

    Either's fine by me, but good to see you on the forums again!

    FYI there are two withstanding issues: debug mode was disabled in my last re-compile, and Kerbals in EVA mode do not receive planetshine.

    I'd fix both, but I've been unable to compile DLLs with Visual Studio on my new machine for some time.

  4. On 8/18/2021 at 10:30 PM, DeadJohn said:

    Another reminder: CKAN still says 1.10.

    Thank you. Will be updating that this weekend, hopefully.

    54 minutes ago, Annastasya said:

    I'm also seeing an issue with KSP 1.12.2.3167. The loading bar will not go past "Loading part upgrades" and the log shows an error regarding a NullReferenceException: Object reference not set to an instance of an object GameDatabase.CleanupLoaders... I have seen it stated that this is often caused by a DLL assembly missing information that KSP now checks for in 1.12+, most notibly something in regard to "file version" info not being found within the DLL which causes KSP to spin its wheels. With this mod and ModManager only loaded, the issue shows up. Without this mod the issue vanishes.

    Thanks for the report, I haven't even attempted to spin up PlanetShine in 1.12. Will take a look soon.

  5. 2 hours ago, Johannes said:

    For example using jobs allows PQS+ to be considerably faster than the original system in KSP1

    I'm very excited for this. Terrain resolution changes in KSP1 were the number one cause of stutters.

    2 hours ago, Johannes said:

    The Unity Jobs System has been a part of our codebase since fairly early in development

    Unity Jobs is fairly mature and enjoyable to work with. I wish the Entity Component System framework was more mature, there's a clear use case for PartModules where MonoBehaviour just doesn't cut it.

  6. 24 minutes ago, Incarnation of Chaos said:

    I've been hearing about DOTS for almost 2 years at this point, but as far as how far along it is from a production/usability standpoint you'd have to ask someone far more familiar with Unity specifically than me.

    DOTS is far from production-ready. It's still a preview package and there are occasional game-breaking API changes, and I believe custom serialization is still a pain.

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