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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Currently investigating (and girlfriend upset ) Confirmed. Fixed and testing. -
[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
Nereid replied to Nereid's topic in KSP1 Mod Releases
Just open the configuration (button in the stock toolbar or blizzys toolbar). There is an option "Size (restart required)". You can choose 100%, 110%, 120% and 150%. Restart KSP and reset all gauge positions (if necessary, they may be drawn out of the screen otherwise).- 339 replies
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Well, checked KCT, but it's not working for me - or I do something wrong. If a build gets finished in the queue, the vessel is gone. Have you tried 0.7.8-969 ? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Try 0.7.8-969. If it's related to rovers or aircraft this release should fix this. - - - Updated - - - Try 0.7.8-969 anyway. But I don't know how to use KCT. I need a short advice what to do, to reproduce the issue. If it fails: Set the log level to DETAIL, do it again and send me the log. Or take a look for yourself: The vessel situation has to change from PRELAUNCH to !PRELAUNCH to detect a mission start. If KCT change this, we are screwed currently... -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
I'm aware of this. But I can't really completely solve this. The problem is: Mission starts if a vessel is launched (or a rover starts driving). Just doing some science don't count. This is KSP behavior. I can't do anything about it. FF calculated mission time as the time between launch and recover. So there need to be a launch (a point in time where a mission starts). FF can't use the mission time of the vessel, because a kerbal may have started his mission in a different vessel. To keep KSP mission time and FF mission time consistent, there we need actually a launch. Or some other event that starts a mission (time) as such things as driving a rover. So just doing science will never work. But I can do (and actually have done) something about the rover driving issue. Doing science without moving is technical not a mission and will never be. but a kerbal can earn some ribbions while not on a mission. Well, kerbals are silly. - - - Updated - - - I will check this. But maybe not today. EDIT: Was it an aircraft that is launched in the mission? (it suffers the same problem as rovers currently) I have never thought that detecting a mission start is that hard.... but obviously the OnLaunch-callback won't work... -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
No. If a ribbon is deleted, it is disabled. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Well, in my current build this is fixed. FF detects mission start (launches) by a change in the vessel situation from prelaunch to flying if current mission time is 0. Ingame the mission was recorded until the game was loaded, because the corresponding launch (in the save) was missing. But I'm still fixing some other issues before I will release the fix. - - - Updated - - - The undected vessel launches if done without hitting the space key are fixed in 0.7.7-956. Please try and report if things are working now. EDIT. the code gets more and more complicated just to work around some strange behaviors in KSP. If a vessel is launched with the keyboard activating stage 1 a launch event is triggered. If the vessel is lunched by activating the engine directly, no launch event is triggered... well... -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Just stumbled over this. This is far the best observation so far. And: I ALWAYS start a mission hitting space. FF is not directly relying on the staging system but on the event system. It seems the launch event is not triggered when a vessel starts without activating the first stage using space. So maybe we are facing two bugs here: One in the loading mechanism of FF (as reported by Troy) and another by "false launches". So a few questions: has anybody with this bug started his missions without hitting space? In the meantime, I will try my best, to catch "false launches" as regular ones. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Ok, maybe I have solved the issue. I still can't reproduce it. I will still do a few tests and release the new version. At least I have removed the tourists from the hall of fame. - - - Updated - - - Uploaded 0.7.6-949. Please report if there are still issues. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Well. I have tried to reproduce this with FF 0.7.5.-933 and KSP 1.0.2 without any other mods. And well... Valentina still has her mission count. Before the load and fater loading the game. But there are some very suspicious log outputs. Before I try this with all your installed mods, I will check the used dictionaries in my code. It seems that Valentina gets a record, but its not found in the dictionary anymore. Common coding mistake: wrong hashcode, wrong equals-method. But such errors shows up way more frequently if they exists. But anyway... horses before burning drugstores maybe... EDIT: The equals and hashcode methods are pretty fine. But I have found a potential problem in the hall of fame loading method (the method is, well, a bit quirky because of some feature requests I have included in FF in later development - FF was not designed at first for custom ribbons and such things). I'm not really sure, but maybe this happens: FF prefetches all kerbals at startup from the roster. Then it loads the game. If a kerbal gets not prefetched (yet), the loading skips this log entry (a log entry is any action in a hall of fame entry (=kerbal) that is related to any FF data, such as begin a mission, end a mission, ribbon reward,...). At later time, the kerbal is found in the hall of fame, and things like ribbons gets loaded. This would be clearly a bug, because the prefetching is not required. But I remember that I have changed some getters for the HallOfFame and it seems in this case the entry is not created (it should, it's a bug). This could cause missing ribbons, too. It seems we have found at least one potential quirk, that could cause this. And because I do not really know when exactly KSP loads a kerbal in the roster... EDIT2: hmmm... to be honest, this cannot causing this. But I will add some log outputs. EDIT3: But there is another issue... if FF loads its data, there is no running game yet. So there is no crew roster at all. The loading operations were done for the old halloffame.ksp and just gets recycled for loading from the persistence file. This is suspicious at least. I will change the loading methods a bit (the will get a rework later). Maybe (but just maybe) this will fix some issues. - - - Updated - - - Ah, I see. This should be quite easy to fix. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
I do not really understand what you mean. But if any ribbon won't work: just delete it's graphics from the ribbon folder. - - - Updated - - - Thank you for this report. Please send me the log oft the game to the address you already know. Even missing log entries are helpful in debugging. And I will try to reproduce your description. But first I will have to check FF against 1.0.2. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Very simple. Just add another boolean to the signature of the callback and all schould be fine. There is a drawback: I have no clue what this boolean means and so I'm ignoring it. This could lead to problems with science ribbons or maybe not. But I don't have time to test this yet and so I was taking the risk. I'm still investigating what this boolean does... - - - Updated - - - Well... KSP 1.0.2 is out now. It's to late for me to test FF against 1.0.2 or to fix it, if it's broken. We have to wait until tomorrow... -
[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
Nereid replied to Nereid's topic in KSP1 Mod Releases
Well... KSP 1.0.2 is out now. It's to late for me to test FF against 1.0.2 or to fix it, if it's broken. We have to wait until tomorrow... It was way to late. This belongs to the FF thread... well..- 339 replies
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Uploaded a new update for 1.01 0.7.5-933. SQUAD had changed the parameter for a callback. The new version is not KSP 1.0 compatible and will only work with 1.0.1! -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
I'm currently looking into this... -
[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
Nereid replied to Nereid's topic in KSP1 Mod Releases
Due to popular demands I have implemented an option to resize the gauges. Well, they are not really resizable, but their size on screen can be set to 100%, 110%, 120% or 150%. You will have to restart KSP to see any effect. HEAT gauge is working on stock heatshields now. Some new gauges: Ablator, ORE, Drill Temperature.- 339 replies
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Just tested it: It works for me. I have even tried to recover a vessel in the tracking station. No issues at all. I just have to install all the listed mods and test it again a few times. But this is quite a lot work (and the version numbers are missing, so I have to assume current releases of all mods). There is only one way to analyze this: Set the log level of FF at least to DETAIL and send me the log if you are sure (!), you lost mission stats since KSP was started. Please include the time you have observed it, too. Don't start KSP again or the logs are lost. Don't disable logging in KSP, of course. And even then, I have to get a clue where to add more logging to nail this down. Same rules apply for the "lost ribbon bug". Both bugs are not that important if you make backups at least each time KSP starts. I will update S.A.V.E today, to make this a bit easier. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Thanks. This could be a quite useful info. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Most of the were given automatically. I do not plan to change this. Top priority on my list is solving the lost ribbons and lost mission stats bugs. I think both are completely independent. The lost ribbon bug were introduced by using the persistent file for storing the ribbon data. Because lost ribbons are eays to detect (all ribbons were gone), the mission stats problem is of more importance. But still no idea here what could cause this. Maybe the way FF starts up (it starts again each scene change) has something todo with this. Unfortunately it is not that easy to change. I will need a few hours without work or other distractions in between to change this or to try it at least. I was never very satisfied with the current implentation of this part in FF. But prior to 0.90 all attempts to change this failed. In S.A.V.E I have tried a different approach succesfully. It starts and awakens just once. FF is using some singletons to provide access to some kind of global data. Older versions of FF were not really thread safe in using them (but I don't think they need to). I have changed this a while ago, but well... no luck. Bug is still reported. It's very frustrating for me, because I have never ever seen it myself. Log outputs to check if the singletons were created multiple times were added, but again no luck. All logs are clean so far. I got a report of other things vanishing not related to FF in career mode. I'm not playing in career often. Maybe the bug in FF is related to a strange bug in KSP that happens sometimes just in career mode. The strange aspect is: I'm doing quite a few strange things in my tests. I'm using HyperEdit, changing orbits on the fly, quicksave, quickload, save, load, kill KSP, restart KSP, ... all this with only very few other mods (HyperEdit, KSP-AVC - nothing else most times). And there are no problems. But in a regular game (maybe because KSP runs for a while?) the bug seems to occur infrequently. Sorry guys, but at this point I just need more information. We need a pattern, a hint in the log or a way to reproduce this bug at least more often. Or we will have to wait until I will face it myself. - - - Updated - - - Currently I don't think so. Prior to 1.0 I have used quite a few mods myself but it has never happened to me. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
It's really strange, because I have still never noticed this myself on any of my tests. And I'm starting missions, recover missions, save, load, quickload,... very often. Because it was reported I keep an eye on mission count and mission time and have never seen this so far. PS: I'm playing sandbox most of the time. And I'm testing in sandbox, too. Maybe that is the clue we are looking for. We need a strategy to get more information when this happens (well... that is a major part of my work in real life; but I do not have to do it by forum/mail and not in english most times). My suggestions if some wants to take part in the analysis: Make a backup of a save everytime KSP starts or more often (but keep track of time and date of a backup). Set the log level of FF at least to INFO (better: DETAIL) If this bug happens quit KSP (in the main menu and NOT by closing the window) and make a copy of the KSP log. Try to remember was was done at the time the bug occurs (recover, load, quickload, launch, return to space center, kerbal promotion , whatever...). A very important question: did it happen in Sandbox, Science or Career? Make a backup of the current game. Restore an old save/backup and check mission times/counters (or ribbons). If the mission time/counts are ok in the old save or backup, send me a private message and if I ask send me the KSP.log and both save games (backup before the bug happens and the current game after the bug happens). Include a list of all used mods (including version). That would be my first try for a strategy to solve this. But every other useful idea is appreciated, too. -
[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
Nereid replied to Nereid's topic in KSP1 Mod Releases
The heat shield temp gauge was designed to work with Deadly Reentry. And because 1.0 uses the same resources it will be enabled but it may not work. There was no time to check all gauges yet. The implementation of the terminal velocity gauge is suspicious, too. I have changed it to get the code compiled again, but I'm still not sure if it works. Well, I can disable suspicious gauges, because they may not work with 1.0 yet or I can take the risk and if it won't work somebody will tell meat least. I have decided to go with the second decision. To check all addon specific gauges is on my list. EDIT: Strange, the heat shield gauge should be enabled because KSP 1.0 and De do not share resources: [LOG 16:33:09.753] NG: defining Deadly Reentry resources [LOG 16:33:09.754] NG: optional resource 'AblativeShielding' not found Ah! ok, heat shield temp, not heat shield. I will check this... EDIT2: Ist because DE and 1.0 do not share resources, too: foreach (PartResource r in part.Resources) { if (r.info!=null && Resources.ABLATIVE_SHIELDING!=null && r.info.id==Resources.ABLATIVE_SHIELDING.id) { EDIT3: fixed. I will just add the SHIELD gauge for stock heatshields and release then.- 339 replies
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[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
Nereid replied to Nereid's topic in KSP1 Mod Releases
Fixed in 0.7.6-859. Thanks for reporting.- 339 replies
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Calculating the correct altitude over water
Nereid replied to Nereid's topic in KSP1 Mod Development
Ah, ok. If this is true than we have a very simple way to calculate the true (radar) altitude. Thanks -
Calculating the correct altitude over water
Nereid replied to Nereid's topic in KSP1 Mod Development
This will only work if no celestial body (with .ocean=true) has terrain below 0 without an ocean. But to be honest I don't know if KSP supports such strange terrain. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
The ribbons stats are not saved in this file. They are saved in the persistent file in $ROOTPATH/saves/$GAME. The file $ROOTPATH/GameData/FinalFrontier.dat just stores general settings of FinalFrontier. Such as window positions, window names, etc. All those things you can change in the configuration window. if you lose it, all ribbons are still there. - - - Updated - - - Unfortunately that's the problem. We are missing the clue more often than some ribbons at the moment.