

Daid
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Everything posted by Daid
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Running on a HP EliteBook 8560p, runs nice with medium to low settings, but some mods drag it to a crawl. A good laptop to game on is quite a difficult task, my desktop (not sure on the specs) runs KSP better, just because it has a better video card, the rest in my desktop is all worse compared to the laptop.
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Fun little game, also gave me some ideas for something I'm working on. The projected paths by "object of influence" are quite smart.
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http://wiki.kerbalspaceprogram.com/wiki/Setting_up_Visual_Studio should get you started. You cannot see the "base" code, only the functions you can call, not how they are implemented. But that is usually enough.
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Daid replied to asmi's topic in KSP1 Mod Releases
Actually, sounds pretty kerbal to me :-) But, in the idea of this mod, maybe converting CO2 to EVA fuel. Maybe pressurizing it using electricity first? CO2 is a "waste" material right now, except for re-cycling. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Daid replied to asmi's topic in KSP1 Mod Releases
Update everything once you notice a change in time acceleration. Else update the active vessels and only 1 on-rails vehicle at a time? This might give a minor inaccuracies, but nothing world-shocking. The reason why people (including me) are complaining, and giving suggestions here is simple. I have an 2.6GHz i5 with 8GB ram, which runs KSP quite nicely. But as soon as I add ECLSS I get slowdowns with only 2 satellites in orbit, and 1 vessel on the launchpad. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Daid replied to asmi's topic in KSP1 Mod Releases
Yes, I've looked at the code and it's definitely going over all the active and inactive vessels in every single frame. I'm not 100% if this is what is causing performance issues, but I'm hoping to test soon. I have an idea on how to improve this. Which would be a simple list of "vehicles that are on-rails and do not need to be updated as they do not have life support components", as soon as the code checks for an on-rails vessel and it finds out it has no kerbals, it can be put on that list. As soon as the vehicle is no longer on-rails it needs to be removed from the list as a Kerbal could board it. Should be pretty easy. (Now just to find time to actually implement this, test it, and send out a patch) -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Daid replied to asmi's topic in KSP1 Mod Releases
Question about the code, over here: https://bitbucket.org/asmi/ksp/src/c26648ef6f389ff36f1308611e91bcd07ab2eec5/KerbalPlugins/LifeSupport/LifeSupportController.cs?at=default#cl-68 You always get the amounts of life-support with GetVesselResource, and GetVesselResource seems to be a quite expensive function, as it iterates over all the parts. Bit of a waste to iterate over all parts multiple times every tick for very vessel without crew? (Just counting, I think I see 4 or 5 iterations or all parts) In the save that's causing performance issues for me the part count is pretty high on the probe ships. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Daid replied to asmi's topic in KSP1 Mod Releases
Just installed 1.0.10, and I just put 2 satellites into orbit with RT2. While I was putting the 2nd in orbit I was noticing a slight delay every second or so. Restarted the game, the delay was still there (even causes the music to hickup). Disabled ECLSS, problem seems gone... so there is still a performance problem I think? The problem seems to happen from the moment I load the save. I tried putting a manned ship into the game, did not help. (As I did not have any manned ships alive before) Downgraded to 1.0.5, problem was worse. 1.0.8, also did not help. Removed ECLSS for now, which is a bit of a shame. Let me know if I can be of any assistance. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Daid replied to asmi's topic in KSP1 Mod Releases
Link on the first page still points to the 1.0.9 release. (but I do love this quick releases for updates) -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Daid replied to asmi's topic in KSP1 Mod Releases
I got the "recovery but kerbal is not removed" when using the satellite map. I once went back to the main screen and tried again with the satellite map, no luck. Then I tried recovery from in-flight and that recovered Jeb for me. This was after an mun-flyby flight with EVA, a splash landing in water, an EVA in water with failure to get back into the capsule, at which point I recovered the vessel first from ingame, and then I wanted to recover Jeb from the satellite map. (ECLSS 1.0.5, RT2 1.2.7, DeadlyReentry v3) -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Daid replied to asmi's topic in KSP1 Mod Releases
As a professional developer I can tell you that you'll have to keep asking this, and that in 50% of the cases you'll never get them. I did install ECLSS, Deadly re-entry 3 and RemoteTech 2 yesterday on a clean install. No problems so far. Except for 1 thing, when I recovered a IVA Kerbal on Kerbin from the space center the Kerbal did not disappear and I could recover him again and again. Not sure if ECLSS or RT2 causes this, or even a KSP bug. Did give me a nice science boost. -
You cannot change the camera to first person, but, I once forced the game into IVA view with a mod all the time. This made the camera turn into a first person view in EVA, however, it made the kerbal uncontrollable, and you always looked up or something. I'm pretty sure this camera view could be fixed in some way.
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You clearly do not have one of these: As they love to walk on keyboards and mess up launches. At which point the revert-to-launch is a welcomed feature. I did like to play "hardcore" initially in KSP, and it's fun. And a whole different play style, I recommend it to everyone who did not try playing that way yet. You learn to put docking ports on everything, and you'll learn to dock with odd orbits. Right now I'm doing it with quicksaves and reverts. Feels like a whole new game
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I think your biggest issue is that you went for the biomes on Kerbal. I unlocked the docking ports, and I only collected a tiny bit of science on Kerbal, just enough for decouplers, after that, I shot for the mun, collected science on the first shot only by passing over the mun, next launch I landed on the mun. Which unlocked more science experiments for me, so I landed on the Mun again, for science. And, if you can shoot for the Mun, you can shoot for Mimus. So, I have had a landing on Mimus next. Pretty much felt like a proper space program, exploring more and more of space. Now that I have docking, I can assemble enough fuel in space for a flight to Duna, which will be my next target, and oh boy, Jeb is excited for that mission. (Yes, you could do that without docking, but I'm not that good with large rockets launches for KSP) And, a big part of space is landing on other planets. Biomes would add a reason to land multiple times on the same planet, and having targeted landing. But I think you can pretty much max out the tree without landing anywhere. There is quite a bit of science to collect by just going high and low orbit on all planets and moons. Yes, the biomes on Kerbal are a bit silly IMHO. And the initial start feels a bit tough, initial science collecting for the first unlock felt a bit unreal/unrealistic. And I felt like cheating by collecting it on the kerbal surface around KSP.
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Mun... how on kerbal do i get there???
Daid replied to Ritiric's topic in KSP1 Gameplay Questions and Tutorials
If all else fails, you can still use the "old school" way of getting to the mun. Before we had the waypoint planner. When you have an orbit over kerbin, try to get a 100km orbit (if you cannot get this yet, practice orbiting first), then, wait till you see the mun rise over Kerbin, once you see this, fire your engines towards it. Switch to the map, you should see your orbit hitting the mun orbit at some point, kill your engines. Usually this makes you end up at the mun. Your first target, just try crashing on the mun :-) landing is a whole next step. (Took me quite a few tries to get a successful landing without blowing up Jeb the first time) -
I think the problem you have is that the orbits are relative to the "univeral time", and as the universal time has changed your orbit position has changed. So you'll have to adjust the orbit position to take away this extra time. It might be as simple as to generate a new Orbit with the epoch parameter (I think it was called epoch, the one before the reference body), and add the time difference between your stored moment and now.
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Storing extra data on a vessel?
Daid replied to Daid's topic in KSP1 C# Plugin Development Help and Support
Ok, thanks, adding a PartModule like TacLifeSupport does to a vessel might be the best step forward. My addon is quite invasive already, so that's no big issue. I'm tricking the of whole KSP to support multiple solar systems, requiring me to keep track of the system a vessel is in, and if it's not in the current system I need to "fake" the orbit of this vessel away and store the old orbit so I can restore it when you switch to the vessel. I actually have the random solar system generation parts working already, and the solar system switching. However, right now the vessels are not moved out of the way when you switch systems. Which will cause mayhem as I'm changing SoI and planet/moon orbits. It won't be perfect (a lined up SoI switch won't happen due to the faked orbit) but it will make inter stellar travel possible. -
Hi, I'm looking to store some extra information on vessels. I want to store some extra parameters on each vessel for something I'm working on. This really needs to be on the vessel. But I cannot find a proper way to do it. Right now I'm keeping a hashmap of the vessel.id with the information, but this won't work properly when quicksaving/loading. It also gives a minor issue when undocking/decoupling. For docking there is no issue, as I can just use the "primary" vessel information in case of docking and discard the other info. That's no problem. Any idea where I should start looking? Can I add a custom hidden part to a vessel at runtime which keeps my info? Any tips for this?
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You do not have any rockets on it? I don't think you can make it to orbit without any rocket engines on there.
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This is impossible. First off, getting an orbit from a "single shot" of the planet is impossible, because the orbit will always come back at the point on the planet, you'll need to make corrections in space. Secondly, drag makes it impossible to get enough speed on the ground to make it into space, the physics engine breaks before you do, I know, because I tried.
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Creating programmed flight
Daid replied to mejval85's topic in KSP1 Gameplay Questions and Tutorials
I think that will have to remain a dream for now. Running it on a detached assembly doesn't seem to work for now (outside of my capabilities) -
Controlling the ship from a plugin.
Daid replied to Daid's topic in KSP1 C# Plugin Development Help and Support
Thanks! Exactly the page I could not find. -
I'm pretty sure I've read this somewhere, but I cannot find it anymore. There was some way to inject control commands into your current ship so you could control it from a plugin. I've been trying to get control of the throttle, but everything I try doesn't work. So I just want to send throttle key presses and be done with it.
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I'm not using MechJeb, as it feels like cheating myself. I want to figure out myself. I managed to put my lander upright on the moon, with a silly trick. If you have a low profile lander (with the smaller large fuel tank), and you put 6 legs on it, then you can put yourself upright after tumbling over. Just close your legs after tumbling, and then open them up again. It's a bit of a cheat, but it worked I did break the ASAS from the top of my ship, and the parashute, so no safe return for those kerbals.
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Creating programmed flight
Daid replied to mejval85's topic in KSP1 Gameplay Questions and Tutorials
I'm working on an Addon that can do exactly this. I called it the "flight computer" The plan is that it executes simple statements like this: Wait 20 # wait 20 seconds before liftoff Trottle 100 #100% trottle WaitAltitude 10.000 #Wait till we reach 10.000km Trottle 75 #Trottle a bit down WaitTillStageOutOfFuel NextStage I'm still implementing most of the commands, and I'm still learning how to do some stuff like setting the throttle from software.