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zalzane

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Everything posted by zalzane

  1. wait so let me get this straight - he's keeping the mod open source, but with all rights reserved, and doesn't want anyone to build on it? jesus christ it's like a high school programming course
  2. People won't lighten up about this, and telling them to will just make it worse. Anything that people invest a lot of time into, they will be passionate about. KSP is a huge timesink, so its players are typically very passionate about how they feel about the game, ranging from addon preferences to the brag threads that someone just accomplished something cool. Telling them that it's just a game does nothing to undermine how they feel about the game, and may even be considered an attack by some. The argument that it's just a game is something that originated over people getting mad over sports and board games, not something like a full fledged hobby like KSP can be.
  3. people start to care when mechjeb users tote around a return laythe mission/whatever like a badge of honor. There's a ridiculous difference in difficulty between doing things manually and using mechjeb. I think it's only natural that manual players get upset when mechjeb users post about their accomplishments, expecting the same level of recognition as manual players. It's like beating a game on easy mode and going to a forum full of people who play on hard mode, and expecting recognition for your accomplishment despite beating the game on a much easier difficulty. Nobody actually cares that they're using mechjeb, they care when those people post on the forum expecting recognition.
  4. yes, this is standard for almost all of my tank->tank / tank->sepatron connections you can even see it on the big rocket above if you look closely
  5. This design reliably lifts 50 tons to any planet's SOI. I've been able to use it to launch >130 ton loads to minimus, havent bothered to find the upper limit yet. However, the latest patch did something with the physics engine, so it's been having issues with breaking up halfway through the atmosphere despite how many struts i use.
  6. chasm city revelation space the moon is a harsh mistress ringworld if you want something a bit more out there, but for the love of god don't read the other novels in the series
  7. with a 3k budget he probably will get the best gaming laptop, but that's pretty much just burning money. A 3k gaming laptop probably has the same performance as a $800 self-built PC, with maybe half the lifespan, if not less.
  8. Don't be too hard on yourself, I mean, at least all your code is split into logical classes/sections. I even saw some Hashset/foreach usage which is pretty impressive for a beginner project. The only 'gotchya' I saw was that SupportClasses.cs didn't actually contain support classes. Generally the term 'support/helper class' refers to a static class that has helper methods that take and input and return an output. For example, you might have a support class that contains different kinds of pathfinding functions that just take an input and return a result. Generally for everything else, every single enum/class/struct gets its own file. That way it's easier for a maintainer to visualize the flow of your program by just looking at the filenames in the project. If you're like me, the transition between C++ and C# will be absolutely euphoric. It felt like I was literally jumping 20 years into the future of programming. I had no idea how _awful_ C++ was until I had used C#. At this point I'll probably never go back. Hopefully the experience will be just as interesting for you.
  9. Confirming that the issue is with ISA MapSat. The lag only occurs when both a remotetech instrument and an isa mapsat dish are on the vessel. I couldn't tell you whether ISA is causing something in remotetech to lag up the place or vice versa because ISA's sourcecode is in one 1300 line file, and I'm way too inebriated right now to profile the crawling chaos that is a beginner programmer's project.
  10. I found that virtually all of the pathfinding stuff only eats about 15ms every 5-10 seconds, so you were right that it's not the issue. I found that the drive method of the flightcomputer class was eating 5ms every time some event was calling it (every tick maybe), but commenting out that jazz didn't really affect performance as much as I thought it would. Gonna go pull the mapsat/kethane/mechjeb sources and see if there's a conflict of interest somewhere.
  11. just ran another handful of trials - the lag occurs at the moment the path length to KSC is >6.00km. Ran a trial with debug console open and there wasn't anything terribly suspect.
  12. https://dl.dropboxusercontent.com/u/6789520/output_log.txt Steps to reproduce: -Have at least 6 probes with omnidirectional antenna on or around kerbin, I have tested with a set of probes in orbit, the debug log above is 6+ of those all in one satellites strewn around the space center. -Have a medium sized ship with 2 or more omni antennas on it. I used this ship; which was built on a game that included the isp mapsat and mechpleb addons in addition to remotetech. https://dl.dropboxusercontent.com/u/6789520/Rover%20Delivery.craft -After the first 2 stages, the game's fps drops from around 35 to 6ish. I'd say it typically happens around 5 to 12k in altitude. -Lag disappears if there are zero antennas on the ship. Lag is slightly reduced if there is only one antenna on the ship. Everything about it irks of pathfinding overhead issues, I might crack open the source later to see if I can see any useful tidbits.
  13. Are there any plans to fix the lag bug that occurs when you have more than one remotetech antenna on a ship? The last time I tried this mod a few months ago it was pretty much the only reason I didnt use it, kinda disappointing that it still hasn't been fixed.
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