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Everything posted by Rakete
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Rakete replied to Poodmund's topic in KSP1 Mod Releases
Is this Mod compatible with Spectra? How much impact does this mod have on Framerate/performance? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
This sounds great. We have a saying in german: translated literally it would say "I draw a my hat" to your programming/fixing skills. Maybe it doesn't make sense in english, but let's just say I am very impressed how fast you dig through the issue. Does this solution also work with multiple displacement wave generator setups like a warp core and also a wave generator in case of bigger vessels? Do they all sync with each other? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Solved for my demonstration build is good progress marker. I am impressed of your speed. Wow! Yeah, this ugly testbuild was just a testbed to learn the basic mechanics of your mod. Somehow i tend to find bugs in such very ugly testrigs. I really got on nerteas nerves with all my bugreports, but in the end, it all turned out good. If the powermultiplier is below 1, can a ship then still go faster than c? Or will not overcharging affect the warp capability in general? Good night for today, as it is here right after midnight. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
I didn't mean to complain. Sorry, if i sounded impolite, as english is not my native language. Sorry if I did so. I just thought, these informations might help you to make this great mod even better. Somehow I am not sure if I understand, what you are going to do there, but it sounds very good. So there will be an overcharge button, which results in faster speed but more likely oscillations/stutterings and a not-overcharge setting, which will lead to slower speeds but more stable behavior? Seems logical. Go fast and maybe become instable or choose the stable conservative flight profile. Makes sense for me. If i understood it wrong, correct me if you like. Does this have effects on the design rules for a warp ship the player should know? Will the PAW maxWarpspeedprediction in the VAB consider the new setting option? Thank you so much for your efforts in providing great mods for KSP !! This can't be said enough. Warp Engineering is complicated. Zephram Cochrane would be proud... (Song of the day: Roy Orbison - Ooby Dooby... a glass of booze for all the guys who get the joke. ) And when the oscillations are gone: Steppenwolf - Magic carpet ride...because.... eeehm... you know, a warp engineer can't start up a warpship without it. sorry, too many movie references -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Hope you get well soon. I wish you all the best! @Angel-125 Impressive analysis. This is kinda what I had guessed. Mhhh... Since this is a getting out of sync issue, could this be maybe fixed by adding a gravitywave buffer to the parts as an invisible resource container? In a way, that out-of-sync moments are fed from the gravitywave buffer, if there are not enough waves from the core? (This would require the out-of-sync moments not being in a way, that whole wave generation loops are skipped in relation to their consumption, draining the buffer over time.) The idea is to buffer a fluctuating generation and a fluctuation consumption (which are in balance in an averaged calculation - or even better with an overproduction). Meaning, as long as the generator produces more waves, than are consumed, the buffer may cope with this KSP-simulation-increment generated fluctuation. Like you can smoothen the residual waves in a DC voltage with a capacitor (sorry, real life electrical dev. engineer...) after generating them out of AC.... Maybe a wave storage of 10x of the amount the generated waves/s of a core added to each warp core/generator config will do? What do you think? Could be a temporary fix, which would generate less fixing work instead of redesigning the whole mechanism. Is this a valid idea? Unpleasent side effect could be, that you could ride the vehicle after shuting down the core as long as there are still enough waves stored. But would be a minor issue to me. Sidenote: for the KSP simulation step issues of electrical charges @Nertea has done some impressive work with his dynamic battery storage Mod, which stabilizes the generation/consumption in relation to KSPs simulation algorithm. Maybe this can be an inspiration or synergy source if you may find the time to attack the root issue. -
[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Rakete replied to Lisias's topic in KSP1 Mod Releases
No I hadn't except from the autosaved craft, that gets built on every launch (is there a way to disable this?) I just worked on a lets say "Testvehicle 123" and saved it, tested stuff on it, reworked, saved, tested and so on. And then it happend that KSP didn't go to the flight scene upno launchbutton hit. It went to the KSC perspective. Reentering the vab resulted in finding the vehicle, in the loading window, but... ... how can i describe this ?!... The vehicle was loaded, but i could bot interact with anything, the loadwindow did not disappear after loading and all the stuff of the staging on the right was aligned horizontally in a pale green box. I couldn't do anything with it. I could only delete the destroyed craft file and go back to square one. Since then I try to save craft in different filenames in order to go back an interation instead of saving the vehicle over.- 633 replies
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125: Please let me know, if you haven't had the time to download the vehicle for reproduction of the issue (so that I will upload it again), since the download is only available for 7 days, because it's free. May I ask most politely and nicely, if it is possible to provide a fix/more robust calculation algorithm in the next iteration of Blueshift? (Sorry for any possible misunderstandings, I am no native english speaker). -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Rakete replied to TriggerAu's topic in KSP1 Mod Releases
Is this mod compatible with the community resource pack, that is used by many mods? Are the resouces included here? -
I am kinda hyped for the upgraded and balanced version for KSP 1.12.3. I really really appreciate the work all the modders put into these things. This can't be said enough.
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Craft: See here for download: https://www.filemail.com/d/zvceznxosbhdxux As simple as possible: only stock, blueshift and a required Liquid Deuterium (from Far Future Tech by Nertea) tank as it is required to run the warpdrive. Needed Mods: Nerteas Far future mod (my other mods are only visual: Waterfall, eve, spectra). further nertea mods (Near future Suite, Spacedust, Systemheat, dynamic battery storage, cryo tanks, cryo engines, kerbal atomics, deployable engines, SSPXr etc.) are also installed in my install, but should not have any effect on your plugin, I guess. I use the full cabinet of Nerteas Mods (except Restock/Restock+) Steps to reproduce: Take the vessel out of Kerbins SOI into a solar orbit of Kerbins Stock Solar system. Set e.g jool as target, set SAS on target mode (pointing to jool) The vessel has 8 s1 coils, which should not eat all of the s2 core's waves (demand 40, generstion 150) 1. Activate only one coil, watch the maximum warp factor, set throttle to 100% )do not change it in the following steps. Turn up your audio output. 2. Activate a second coil, watch the maximum warpfactor. Step 3 to 9. Activate further coils and watch the maximum possible warp factor with each activation (it does not increase with every activated coil. It goes up/down/oscillates/flickers). At some point in the coils switching on process, the sounds starts to makes bumpy sounds (ksps flameout sound, but crippled to only being cracking sounds).,the warp factor calculations show flickering/fast oscillating results. If it does not, throttle down to 0% and re-accelerate. 10. Activate the additional displacement generator: The sound disturbances and the max. Warp factor oscillations are gone, the ugly test rig ship now goes much (!) faster (which it shouldn't, as the s2 warp core should generate 150 waves/s and the 8 coils should only need 8x 5 waves (so... 40) .. so it should be more than enough waves without the additional generator active. Interestingly this does not happen in Kerbins SOI. I guess there is some stepsize issue in the simulation causing oscillation in the internal calculations of the warp system supply values (waves or warp capabilities). This causes sound symptomes (KSPs flameout sound crippled to bumpy cracks), weird behaviour in terms of change in max warpspeed if you de/activate further coils, and a ride with weird warpvelocity changes (depending on the grade of oscillations). Adding a (not needed) s2 displacement generator solves the issue, but it should not be needed according to the part values in terms of produced and consumed gravitic waves. The issue occurs when you have a ship with a multitude of small coils in a Kerbol Orbit. It did nit occur e.g. with a single bigger S2 coil -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Yes, the build works in general - but shows strange not understandable behavior in terms of max speed and flameout-sounds if you play around with different amounts of activated warp coils of the build in solar orbit (not Kerbins SOI). I guess the LqDeuterium is only needed, if you have FFT installed. (In my install the warp drive does not run without it). Otherwise it seems not to be needed. But my issue was the strange behavior, not the general function at all. That (!) was my point. There seems to be a vulnerability against calculation oscilations in the calculation plugin itself / KSP itself. This is an issue, that happens quite often to iterative algorithms. (E.g. one Nerteas mods had those iterative oscillations in Systemheat/NFE as well. But the issue was tracked down and fixed.) I'd be glad, if @Angel-125 could have a look at it in more detail. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Unfortunately not. as I am not on my Computer today anymore (and might not be in the next days due to work) But it consisted of the following: (top to down) 1. Mk1 command pod, 2. 4x battery Z-1K 3. S2 displacement generator (belongs to this Mod!) for testing reasons 4. graviolium tank (belongs to this mod) 5. a LqDe-Tank of your choice (required to use the warp core from this Mod. In this Case I used one from Nertea - anyone will do) 6. S2 Warp core (belongs to this mod) 7. 8x S1 Warp coils (from this mod) - attached to the auxillery thing - experiment with several of them on and off out of Kerbins SOI (solar orbit) -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 I think I found a bug / simulation issue: I used this ugly testcraft: https://www.filemail.com/d/zvceznxosbhdxux for testing reasons. (includes an LqDe-Tank from Far Future Mod by Nertea, as I had no other LqDe at hand). In case you can't load it: Mk1 command pod, 4 or so batteries in size of the little stock command pod, gaviolum tank, S2 Core, an additional S2 Displacement generator for testing reasons, 8x S1 coils, LqDe tank. As soon, as the vessel leaves Kerbins SOI using Warp the sound of the game makes cracking bumpy noises. As soon as I activate the additional S2 displacement generator (for testing reasons, to track down the issue) the noises are gone. I guess it's KSPs flameout sound triggered overlapping and aborted during the ride. As you can see in the test vessel, there is enough gravitic waves for the vessel in comparison to the installed warp coils (demand is 40 due to 8 S1 coils , generation is from the s2-warpcore is 150). I guess it has to do with the different simulation timesteps as soon as you leave Kerbins SOI to an interplanetary SOI. No rescale or something like this envolved - KSP's stock solar system. Cheat for test enabled: infinite Electricity. Hope it helps with debugging. Edit1: I did some further investigations. Seems these cracking sounds appear if you have multiple smaller coils on your craft (-> StarTrek typical nacelles). Maybe some kind of kind of bigger buffering of the gravitic waves or something is needed ? If I deactivate all but two, the cracking sounds (flameout sounds) are gone. Other option for bugfix: Disable the flameout sound for all warp engines/cores/etc (doesn't make sense anyway) - this might be the easiest way of fix. ---> It is not the root issue, as i found out in Edit 2: so this is just a symptome, so deactivation of the flameout sounds does not fix... see below Edit2: Also: I am not sure why this happens: With the abovementioned craft in solar orbit: activate only one coil: Max warpfactor 0.29 .... activate a second of the coils: it drops to 0.09 (flickering) activate a third: the max warpfactor rises to somewhere between 0.74 and 0.43 (flickering in the rhythm of the bumpy sounds (KSP's flameout sound crippled, I guess, due to multiple triggering)). Activate a fourth one -> Warpfactor drops to 0.29 flickering (in the rhythm of the cracking sounds from the above mentioned issue (Now I am pretty sure it has to do with each other)... Somehow I feel, that the vessel's nacelles are not constantly supplied with energy/waves, causing these strange oscillations in the calculations. Maybe the calculation plugin needs could need an robustness fix? Issues are gone if you activate the additional S2-displacement-Generator. Then the warp factors increase to 2c and above (as written above the S2 core should deliver more than enough waves for 8 active S1 coils. But the S2 Core should be enough for the a S1 coils and works like that as long as you stay in Kerbins SOI. The oscillation issue starts even with less then 8 and more than 2 active coils in a solar orbit).... So I am sure now, it's all about the same simulation issue when you have multiple coils active (for a real star trek feeling). maybe some big buffer/storage for the waves are needed? Or it might be the issue in the warpcore, that might have a problem with coping more than one coil delivering warp capacity? Maybe a warpcapacity buffer/storage in the code might solve it... Just speculation, as you know your code best. Just wonderingof different root issues. I am pretty sure, there are simulation/calculation oscillations. Maybe buffers can kill them. Please feel not offended, just trying to provide help to further optimize this great mod! -
Thank you so much for this input. This will help. So I would use the lightweight ones for Duna and Laythe and the heavier ones e.g. for Eve (if I manage to place a base and an ascender there ). Jool wouldn't be one of my targets, since building bases on a gas giant might be a bit tricky without solid ground How is the "maximum Wind %" rating to be interpreted? Does it tell how stormproof they are? Can I approximate the to be anticipated maximum wind of a destination planet? E.g. some are rated for 1000% wind. Also the min. wind. Can I somehow aproximate what is to be expected e.g. on... Duna? For realisms sake I tend to not cheat a vehicle to the target and test it beforehand. I rather plan a mission in detail with my pocket calculator in the hand, like NASA did in the old days.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Rakete replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude What is the current max. Warpspeed ( in c)? is there a way to limit/tune down the max Warpspeed by the configs ? Does warpfactor 6 mean 6c? -
Just a question. Can I somewhere look up, what the maximum wind percentage to anticipate for a certain stock planet is? Somehow I am not sure how to choose a good wind turbine e.g. for Eve or Duna? Yes, Eve has a thick atmosphere and Duna a light one... but how can I engineer my craft beforehand matching the expected environment? And a second question: does the new androgyneous docking port dock to the stock docking port/shielded port? or does it just match an equal partner? P.S.: I love these new parts from this mod. Great work! @benjee10
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Looking forward to an actualized release of Airplane plus. Is it yet on the horizon or still far far away due to being a whole bunch of work?
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Again: it were just proposals as I tend to be a fan of your efforts to fix that bugmonster KSP. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Alright, it was just a proposal. Maybe the other proposals are more interesting for KSPCF? -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
QoL-Proposal: The stock burntime-calculator needs a switchbutton (not in the menue. Rather directly in the flight scene) to calculate burntimes only for active already staged engines (Usecase 1) and all already staged engines (Usecase 2). Usecase 1: SSTOs where you intentionally shut off e.g. the rapiers and only leave the nerv engines on. Here you need only the calculations for active engines Usecase 2: The Far future engines by Nertea, where some of which are always offline until ignition (e.g. the antimatter ones). This can currently only be worked around by using KER... but KER doesn't function in Usecase 1. So an all-in-one-thing would be good. Here you'd need the burn time calculations for all (even offline) already staged engines. Also: the stock dV calculator is subject to incorrect dV calculations for some mods. E.g. I could provide a craft with e.g. some engines from the Nertea cosmos, where the stock system says e.g. 100 m/s dV, but KER does correctly calculate 7.xxx m/s dV for the stage. So the stock calculations in flight are not as robust, as KERs calculations are. Funnily KSP calculates the dV in the VAB correctly for vacuum, but not in the flight scene. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Bugfixproposal: Runway/Launchpad-UI only lists Vessels in the root directory of the VAB/SPH. Vesselfiles in subdirectorys of KSPs own 1.12-vessel-directorysystem are not found. Usefull would it be to have a similar UI Loading window for Launchpad/Runways as in the VAB/SPH with shown directories -
Thanks, this should help.