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Kamsko

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Posts posted by Kamsko

  1. Anyone know what is causing this crash? Is it just a memory issue or what is mono.dll?

    Unity Player [version: Unity 4.6.4f1_99f88340878d]

    mono.dll caused an Access Violation (0xc0000005)

    in module mono.dll at 0023:1011940a.

    Error occurred at 2015-05-14_191406.

    C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by Bolverker.

    35% memory in use.

    0 MB physical memory [0 MB free].

    0 MB paging file [0 MB free].

    0 MB user address space [111 MB free].

    Write to location 01000000 caused an access violation.

    Context:

    EDI: 0x00800000 ESI: 0xd0bfb338 EAX: 0x00020000

    EBX: 0x59cc55d0 ECX: 0x01000000 EDX: 0x00000000

    EIP: 0x1011940a EBP: 0x00f60304 SegCs: 0x00000023

    EFlags: 0x00010206 ESP: 0x00f602e0 SegSs: 0x0000002b

    Bytes at CS:EIP:

    66 0f 7f 01 66 0f 7f 41 10 66 0f 7f 41 20 66 0f

    I'm having this exact same problem. Happens mostly when going to or from the flight scene. Almost always when reverting to hangar or recovering a flight after a revert to pad/runway.

    I've gone through and tested it with and with out my mods to no pay out. Any work around would be nice.

  2. Mods are more than capable of implementing AI baddies. I don't see any issues stopping it. Many mods just do not have the scope to need it. Skillful is one of those mods that could make use of it and indeed I've pondered it in the past. However I'm only one person, so my idea was more of a very basic target practice AI. Have aircraft fly in to attack the KSC for example, with different modes:

    The catch is... these wouldn't be KSP vessels made of parts, just gameobjects that would register a hit and fall apart. And they likely wouldn't dogfight, just perhaps launch a few missiles or drop some bombs.

    In any case I'd love to do it... just a matter of the investment in time.

    IIRC, and this was at least a year and a half ago or more, Harv said in a Blog post he envisioned the end of the game being kicking back and watching your space empire run itself which in turn implies your kerbals being able to fly, drive, and crash all by them selves. Not sure if that is still the plan but that frame work could play wonders in the area of npc combat vehicles and bases. But even more so it implies with this mod and territory control, KSP could be the ultimate 4x type RTS multiplayer experience. Hopefully with more cooperative science and industry but there has to be a way to blow things up beyond kinetic kill vehicles.

  3. All of the following has been thought of on the spot, and due to the impulsiveness of it, may be inaccurate, implausible, or potentially insulting.

    I'm no good at backend or core programming. At best I can do meshes. I'm better at texturing, config tweaking, and brainstorming.

    As far as multiplayer goes, they're currently working on that, and a mod already exists for it. ID said he plans on adding multiplayer support once squad releases the official version of it. Once that happens, I can forsee it only being a short stint of time before people work on some crosspeak between the plugins. Realistically, there's a lot of code that would be needed before that vision could be realized. What I plan on doing is waiting.

    0.24 is promising to be a big update with plenty of fun stuff, so we've got that to look forward to. I'm going to wait until the multiplayer update, whenever that will be. Squad has already said that they plan on adding it because of how well-received the multiplayer mod was (not to mention it elegantly solved a lot of the reasons that were why they were against multiplayer modes in the first place) so once that happens the immediate next step will be multiplayer support for the mods.

    There's a mission mod that exists already which implements that money system. Kethane has the territories system hashed out and I've worked with their configs before. I've also worked with the launchpads mod (though with only marginal success) so what I'm thinking is that when that update happens and as the mods become multiplayer ready, I could work on compiling tweaks of them into a package that could make that territory capture system viable.

    Obviously things like contested territories and stuff are far beyond my ability due to zone and entity detection issues, but I could get a prototype out the door and show it to ID, Snjo, and the others to see what they think. Whether they like it or not is up to them, as I'm only one step above stranger to Snjo and I've never even spoken with ID directly. My goal isn't to make something like that myself (not like I could if I wanted to), just to get the idea into the heads of the guys who really can make it happen.

    So glad to see others like the idea. Territory control doesn't have to be fancy but it can open up a whole new aspect of the multiplayer game. Add in KAS, Interstellar, multiple systems, plus many of the other mods people enjoy and it becomes the space sim multiplayer game I have been thinking of since first being exposed to eve. I hope to run a large server one day using a compilation of these mods. Think of the awesome cooperative science or industry to be had, or glorious interstellar warfare.

  4. I like this idea. Though it seems no one can really agree on the pilots role, or span of ability. Clearly no skill of any role should effect ship stats of any kind though boosts in related science fields and repairing certain parts as an engineer sounds reasonable. I believe a long time ago Harv mentioned end game being a time where you look back at your space empire and watch it go on it's own. This implies Kerbals flying with out your help and thus where the piloting skill come into play. A Kerbal pilot could at the very least act as a sort of mechjeb but with varying degrees of maneuver accuracy based on skill level. At most you can give it a set of directives such as launch into LKO, then make a Munar transfer and circularize at x alt, then proceed to meet up with a station and dock. Hopefully this pilot skill can be a way for things to happen with out your direct intervention so your entire space agency isn't sitting in vast immobility.

    Secondly, Kerbals should not be jammed into classes. There is no need for extra clarification other than the various skills that will no doubt be a part of this concept, and ship stations, which I will explain below.

    Ship stations are already in the game, we can put what kerbals we want in what ever seat we want. But this could use a little more defining. It would prove useful to rename seats on a per craft basis, to give more defenition on what station is meant for what. This way you can have a medical Kerbal hang out in the hitchhiker storage bin but the seat he occupies will be labled as "doctors office" or what ever. Clearly labeling that kerman as a doctor so that when the vessel is viewed from the tracker it will show who is assigned as what. Combine this with the RastarPropMonitor mod for custom IVA stations and we have a whole new level of vessel customization. Think IVA screen readouts of science sensors only on certain seats where the scientists can see. Navigation data in front of the pilots. Fuel, and electricity levels, and overheat/damage warnings for the engineers. I could go on but that would stray from the Kerbals and skills point of this post. Of course Red, Gold, and Blue uniformes wouldn't hurt either.

  5. This is a plugin initially conceived to handle the internal monitor displays of the ALCOR capsule, with the intent of supplanting MechJeb/Engineer windows when flying from IVA. It evolved to the point when it's quite a bit more than that. While it's not that much of a product for an end user, it's mostly for other modders to use in making neat IVAs, this here is a canonical package which adds a simple monitor into certain stock capsules, which I'm sure many people will find useful exactly as presented.

    Enough to actually send me bug reports, you know, because I'm pretty sure some of these things are not computed sensibly and I definitely missed something.

    -snip-

    Wow dude this is exactly what I had in mind when I think of the first step to "improved IVA" from the features list. You made the monitors happen, all that is left is wandering around inside your ship, and changing ships by going through the air lock. You sir have my props! Bravo!

  6. That's the point: money isn't a reward, it's a means to an end. That's why I'd hate to end up being limited by timewarping for cash.

    Why would any one pay a space agency to hold the fast forward button on the VCR? I don't think time warping for free cash would be a game play problem in the end, and if it was it would just be a huge gameplay oversight I don't think even the most amateur game dev would make. However here we are discussing it like it could actually happen.

  7. Did a quick search about it and found nothing so here is this thread.

    Calling home about science give a discount on the return and rightly so. Not like returning a Mun rock the first, okay fourth try is all that hard.

    So what about other planets? It takes a considerable amount of engineering and tech to return safely with science so we can call it in for a discount, grinding the science down to nothing before a live sample is studied in person.

    would a science lab meant for stations and bases be a good idea to mitigate that reduced science output? It has to be manned of course. The more the better? Perhaps an IVA crew station to do science on? Just looking ahead on the improved IVA concept.

    There are mods that deal with tech/science/experiments that deal with this. However I assume squad is not done doing what ever they have in store for stock science. So go forth and discuss. Unless this has already been talked about. what ever.

  8. You are all so negative, this aint how things get done, im going to go learn unity and make Ryu's idea, To hell with what is taboo to discuss, this will be made

    Woah you necroed my thread. You also have my full support in your efforts there.

    Back when I posted this it was all about ideas of how MP might work out but back then we didn't know as much as we do now about the resource system and astronaut complex, and the hint hint wink winks about Kerbals being able to take on tasks them selves.

    My ideas and hopes aside, I believe the end product of this game would be pretty close if not better than what ever it is I was talking about if there were a multiplayer side to this, third party or otherwise.

    Is there a no bump feature? I feel sort of bad keeping this on the front page for now as I think crafting a multiplayer any thing would be sort of a useless effort until the game is closer to completion. Regardless hats off to you on this. If I had the time to learn my self I would help but I can offer my services as a tester down the road.

  9. Basically what the title says. Can we KSPers get around the whole thing about an acidic atmosphere and lots of volcanoes and lots of pressure and how hard it is to get beck, etc.? We will find out. Also, feel free to add whatever near-future tech you may wish.

    First, I think we need to come up with a proper material. I would say diamond, but really, have you ever heard of a rocket made out of diamonds? Keep weight in mind, too.

    Begin!

    So if we aren't taking into account literally every Venus defining feature, are we not landing on Venus?

  10. Voted no - other. Because the moon is like, right there in our face, and it wouldn't be all so different from Mars as far as bringing life support goes. Plus if some thing super important breaks then it's an easy few days trip home. On Mars you would just kinda be **** out of luck. Walk before running, tread water in the shallow end before belly flopping off the high dive.

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