Jump to content

Nereid

Members
  • Posts

    1,043
  • Joined

  • Last visited

Everything posted by Nereid

  1. I will keep this feature [display supersede chain in tooltip] in mind for the next release. But I'm currently in the process of buying a new car and a bit busy therefore. So the next release can take a while (or not, it depends on time and weather).
  2. Thank you for the feedback. The next version of NG will include an option to disable the heat markers in flight. I knew there is another mod out there that does this. But its simple and the marker are annoying. So I will include it as an option, because I need it myself. 0.7.10 has a new hotkey for a quick hide of all gauges: NUMLOCK. It's currently not configurable. Maybee I will add this as an option, too. PS: If anybody has any idea how to get the Vt gauge to work again, please tell. SQUAD had changed some part of the API and my fix was more or less just a syntactical fix. The math seems to be broken now.
  3. There an EVA on surface ribbon for Kerbin. Because an EVA on surface requires a landing, the first one superseedes the later one. Due to a technical constraint (which I may change later), this is not the case for the "first EVA on surface" and the "first landing" ribbons. So it's not a bug, it's WAD. The previous ribbons are not lost. If you revoke the "EVA on surface ribbon", the "landing" ribbon will reapear. That's the reason why you still can see it in the log. But it seems I should add some additional info in the tooltip, which ribbons are truly superseeded. You may ask, why I have implemented it this way. Well, I wanted to remove unecessary spams of similar ribbons. But at the moment each ribbon can only superseede exactly one. Thats why it won't work for the "first ..." ribbions as described above. To answer the second question regarding non numerical ribbons: Yes. Each "first ..." superseedes the "non-first" ribbon. But that's a technical aspect of the implementation (this way you won't get the "non-first" if you got the "first" one already). And there may be a few others. But I would have to check the supersede chain, which I can't at work.
  4. Can you post a screenshot? Some ribbons get superseeded by others. If you have also done an ground EVA on Kerbin, it will replace the landing ribbon. (there is one exclusion: The First EVA Ground wont supersede the First Landing ribbon). Maybe I will add an option to remove the supersede feature. But this will spam quite some ribbons... UPDATE: I have done a bit research about the orange bas, but didn't found a solution to change the suit, yet. I think there is a mod out there that does this, but can't remember the name. - - - Updated - - - Turn the feature off in the config menu. But I will change it in the next release. BTW: The hotkey was added for those without blizzys toolbar. Now we have stock and its not of great usage anymore.
  5. Well I do not think FF is causing this directly. But maybe there is some kind of a bug; who knows. In the KSP main folder is a file called KSP.log. Start KSP with Final Frontier, wait until KSP is crashed and then send me the log and the save (and I need a list of all installed mods). I will send you a private message with an email address. Sorry for the late answer, but I was a bit busy with relaxing the past two days. - - - Updated - - - Hmmm. He said, he tested this at sea level. - - - Updated - - - This is not intended, but maybe we can nail this down together: This is the code for "dangerous EVA": class DangerousEvaAchievement : Achievement { public DangerousEvaAchievement(int prestige) : base("DE", "Dangerous EVA", prestige, false) { } public override bool Check(VesselState previous, VesselState current) { // only an EVA could be a dangerous EVA if (!current.IsEVA) return false; // vessel changes wont count if (previous == null) return false; // EVA starts from a previous non EVA; no new EVA, no danger if (previous.IsEVA) return false; // EVA from a vessel in orbit isnt dangerous if (previous.InOrbit) return false; // EVA in orbit isnt dangerous if (current.InOrbit) return false; // surface is safe, too if (previous.IsLanded) return false; // surface is safe, too if (current.IsLanded) return false; // a splashdown EVA is not really dangerous if( !previous.IsEVA && previous.Situation == Vessel.Situations.SPLASHED) return false; if (current.Situation == Vessel.Situations.SPLASHED ) return false; // danger ahead return true; } public override String GetText() { return "Awarded for executing EVA while not in a stable orbit"; } }
  6. Regarding RAM usage I have done some tests: Without Final Frontier installed Main menu: 1236 MB Space Center: 1401 MB Flight: 1317 MB With Final Frontier installed Main menu: 1257 MB (no increase if running for a while) Space Center: 1428 MB (no increase if running for a while) Flight: 1338 MB (no increase if running for a while) Done within a fresh game, sandbox, just a few mods and no launch. So memory usage of FF is about 20MB. Of course this may increase a bit if a few kerbals have done some missions, but I do not think it will ever go above 30 MB. - - - Updated - - - If you want to remove FF from your save, just search for this part in the persisence.sfs: SCENARIO { name = HallOfFameScenarioModule [...] and remove that part (until the closing brace) completely. But after I have taken a closer look into your logs: (forget it, the logs were submitted by KerbMav) @KerbMav then [ERR 19:26:39.183] Invalid parameter because it was infinity or nan. [LOG 19:26:39.276] Occlusion area test is NAN! Args 0.080769027562194 0.0807690385731906 NaN [LOG 19:26:39.277] part1: NaN [LOG 19:26:39.278] part2: NaN [LOG 19:26:39.278] part3: NaN I do not think this is related to FF. Check your other mods. At least, check if this is still present if FF is deleted from the GameData folder. - - - Updated - - - Maybe not. I will have to check this. - - - Updated - - - I have just checked the memory usage before and after checks for ribbon awards. Difference was 0 bytes (garbage collector forced). So I cannot confirm this.
  7. Oh? Really? Didn't know this yet. Thanks for clarify. Tomorrow begins a long weekend in germany. Because of the short week, there was not enough time yet, to implement anything. - - - Updated - - - FF may cost some memory. I can check the amount some day, but I would not think its quite much. But there is always the possibility of memory leaks... I'm checking my RAM usage regulary and try to get it constantly below 3GB (somewhere near 3.5GB crashes will come). But most of my previous games were quite short (less than 20 missions and less than two hours of play). And even if 3GB is listed in the taskmanager, it doesn't mean anything for a C# program (because we do know nothing about the time the garbage collector is called). If FF is suspicious: copy the save, remove FF, start the copy and observe RAM usage and if crashes are still common. ATM and/or half res textures helped a lot before 1.0.0. I have no experience with 1.0.x yet.
  8. Regarding the "orange bags". What do you think of 50 or more missions OR landed on any celestial body excluding Kerbin OR leaving the SOI of Kerbin, including all moons of Kerbin 50 missions seems to be a bit high at first. But 10 is way to low. I do not want to spam badasses. But this way we get an orange for real veterans (50 missions) and extraordinary achievements (landing, leaving SOI of home planet/moons). I'm not completely sure if I can implement this. But because other mods can change the "orange attribute", it should be doable if not very easy. - - - Updated - - - It's late, maybe I will answer in more detail tomorrow. But I don't think this will work. Why? Because it is an option an it could be changed. What if it gets changed? How do we detect first ribbons, if a female already got one? It is a different code so its not equal to the male equivalent. Ok, I can change the equals method... but wait? The hashcode is different because of the different code. And now we are screwed... ok, so we have to change the codes on load/ingame later on. But how can we detect those codes that have to be changed? ok, we need a mapping scheme... Things are often not that simple as they seem at first. I remember quite a few similar discussions with some project leaders in real life.
  9. Well, the idea in general is straight forward. But originally I had new ribbons in mind. If we use the same ribbons twice, maybe it's doable. Cloning the ribbons is not possible without changing the ribbon codes which introduces a very difficult problem later on. All ribbon codes must be unique; changing this would make a complete redesign neccessary that cost weeks of work with questionable success. But different ribbon codes for different gender are not a good idea. Gender specialized ribbon codes are not that easy to implement, because we just cannot clone them. Alternatively a second list for checking if a ribbon is already awarded is an option (a list for males and another for females); but then the check is done outside the achievement ribbon code and we can't change the wording by just changing the text. Ok, we can change the wording if we change the achievement class to generate the text for each kerbal. So wee need a class to generate the text and another to manage the two lists and the is-first-checks. And suddenly the simple idea turns into two evenings of work.
  10. I will add this the next few days. Added in 0.7.10. Please give me feedback if it will work.
  11. Maybe. But what kind of ribbons should qualify for an orange suit? I would think of landing on any celestial body excluding kerbin. - - - Updated - - - I don't think I will implement it. I liked the idea at first, but I have to do it gender neutral. And this is a lot of work and may introduce new bugs.
  12. Adding them in the RibbonPool.cs without compiling a new dll will of course not change anything. Give me a few days and I will include them.
  13. Maybe a bug. I will examine this. Until then: Close it before recover or disable it.
  14. It' s already on my list. I'm using S.A.V.E quite a lot myself for development purposes and have fixed a few more or less minor bugs in the meantime. I will see what I can do next weekend (it is a long weekend here in Germany). BTW: don't restore backups of fresh games. The folder is empty and KSP may get get crazy then.
  15. Any other issues like this? If not, I need the KSP.log and a list of all installed mods. To be honest I didn't test it with any solar system altering mods. EDIT: caused by a system out of memory error... strange.
  16. Yeah... like my car. And for those who are still using KSP 1.0.0: Final Frontier 0.8.2 for KSP 1.0.0 EDIT: The difference between 0.8.1 and 0.8.2: I have removed two suspicious load/save calls from the old game events. They are not used anymore but I forgot to remove them. Because all my tests were fine on 0.8.1 I don't think they do any harm anyway.
  17. Ok, I have uploaded 0.8.1 0.8.2. The persistence is redone and it is using a ScenarioModule like all other mods do. But it was not possible to load the old data just by resuming a game. I have solved this by writing a check for old save games at startup and the option to convert those save games. After two days of frustration, I decided to go this way. And the code is ugly; very ugly. But the converter is simple: load all nodes, load data, delete old node, save nodes. Most is done by using KSP methods to do this. So I don't think it will do any harm to a game. But I cannot guarantee for this of course. Conclusion: Make backups before you start FF 0.8.x! (or just take the risk) And feedback please, if it works for you. I have tested 0.8.x by a short checklist and I think it will cover all important aspects. But I may have overlooked something... EDIT: I will take a break now... over 200 times I have started KSP for testing purposes the last four days. :confused: I do not want to see those pesky little green men anymore for a while.
  18. If one of you that have lost ribbons has backups or an older quicksave, I can help. And patience. I think 0.8 is ready in a few minutes...
  19. Personally I do not like the idea of tweakscale. So yes: smaller parts for those of us without tweakscale installed.
  20. I know this. But well, it's some kind of abstract guide. But a documentation? Maybe it's 0.1% finished then. But no pun intended. I don't think we get something like the Java documentation for KSP... EDIT: Things are not going that well. No release today. EDIT2: I finally got it to work. But all save games have to be converted on startup. Still not ready to release. I will have to test it carefully and I will add a simple dialog at startup.
  21. I meant: Extract the FinalFrontier-Section from the old save and copy it into the new save with a text editor. But I'm glad to hear, you find a solution yourself.
  22. Thanks. I'm on it the last two or three days. The good news: maybe today it's ready. The bad news: It's impossible to fix for 0.7.x without using a ScenarioModule and without introducing new bugs. So I will skip 0.7.16 and release a 0.8.x. But the difference is just the method the data is saved (and it should be compatible to old saves). Most of the time was spend for just testing how all fits together... as you may know there is no real documentation about some classes and concepts in KSP (at least I found nothing that I would call a "documentation"). But the fact that we can write mods this easily without any complete docs proves that SQUAD did a good job.
  23. But it's incredible hard to fix. There is a strange behavior of KSP when loading from another file than from the persistence.sfs. The OnGamestateLoad event will always give me the data of the persistent.sfs. That was the reason I moved this to GameStateCreated (and have to work around other issues that were caused by this) - but then we have the lost ribbons syndrome,because it is triggered after the save event, which writes the new ScenarioModule and thus discarding all ribbons. . And I will have to preserve the current data of course. My headaches are growing at the moment...
  24. If you want ScanSAT and FF together, try to copy the FF data from the old save to a new one saved AFTER ScanSAT was installed. Well, or wait a few days. I will continue my work this evening a bit. I will have to change a few parts in the code, because the old ones rely on an existing game. But at the point in time I have to load the data to avoid the bug, there is no game.
×
×
  • Create New...