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KSP2 Release Notes
Everything posted by sarbian
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It uses a numerical solution.
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Do you have a general analytical solution to the 3-body problem ? If not then I do not see how using 3 bodies will make anything easier.
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No, because as you can read in the replies to the link in your quote this is not a bug on MM side. But instead of changing his code or asking us for a simple way to call DatabaseReloadWithMM from an other mod he choose to fork. We had similar exchange in the past. He does not hear us plebeian from his throne high in the sky. And he is the one and only person I blocked on the forum because reading him does not bring me joy and I read Marie Kondo book. And that's from the guy who deals with horde of angry people who are triggered by a cat with a rainbow trail on their screen twice a year.
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MM was created by @ialdabaoth but with far less functionalities. The purpose was to easily change the value of part. At that time you could only edit part by name and make simple change to the value. It could be used to make a quick adjustment to the difficulty. I wanted to apply the same changes to a lot of parts (Most likely to add Mechjeb to all pods at that time) so I created an extension for MM that could edit more than one part with one patch. My mod to the mod was successful and I took over MM. It quickly became a monster with an dubious syntax that could do a lot. Then @blowfish came along and rewrote most of the code into something clean that could be extended with less hassle. More function were added, threaded patching made things a lot faster and of course there were cats. lot of cats. And drama because of the cats. Twice a year. Which reminds me that I need to add more cats.
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I will need far more information because I tested the Landing Guidance before releasing and it went fine (well, it crashed the ship but that's not out of the ordinary). Did you add the part to the ship ? If not do you have ModuleManager installed ? And if yes then do you plan to share your KSP log so we can see what is wrong ?
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Here is the official release for KSP 1.10 : MechJeb2-2.10.0.0.zip Compact UI now the default Spanish translation Russian translation Updated Chinese translation Principia node execution (WIP) Many PVG updates Plane Landing and autopilot improvements Stuff I missed in the commit logs Various fix and improvements
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[1.4+ & 1.8+] Hyperspace - Load KSP faster on HDD (or not)
sarbian replied to sarbian's topic in KSP1 Mod Releases
As far as I know this has been fixed a long time ago. And KSP does not uses Unity Asset loading mechanisms for 98% of its loading. Only the Kerbopedia and a couple of DLC related stuff is loading with Unity assets. I doubt this will have a significant impact with an SSD. Some in the thread posted an improvement but that may be related to how they test. Or I am THAT good I am quite certain that KSP loading speed could be significantly improved but it is something that would be a lot easier to do for Squad than for us. But I will have an other look since it is a cool puzzle. -
[1.4+ & 1.8+] Hyperspace - Load KSP faster on HDD (or not)
sarbian replied to sarbian's topic in KSP1 Mod Releases
I have rebuilt it for 1.8+ to be sure : Download for KSP 1.8+ -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
sarbian replied to politas's topic in KSP1 Mod Releases
Best of luck !