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Nereid

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Everything posted by Nereid

  1. It's already on my todo list. Thanks for reporting. It seems my 64 bit development install has some mod incompatibilities...
  2. Yes. The numbered halloffame.ksp are just backups.
  3. Well, I don't think I call the Clouds.Update method. But maybe loading FF caused a different order how plugins are loaded and Clouds Update method is called before it's ready.
  4. The link works for me. nereid42.de is my private home page. If you really want to use FAR, wait until weekend. I will publish a version without those FARadapter.dll then. Thanks for reporting. I will fix it in the next release. I have added all currently known and approved bugs on the first page.
  5. Thanks. It seems that another mod is causing this. At first I had absolutely no issues with 64 bit but after adding a few mods to check compatibility with FF I got corrupted saves every few game starts. had no time to analyze what mod is causing this yet. But this was very annoying so I decided to switch back to 32 bit. All issues were gone then.
  6. No. If you delete the ribbons, FF will crash. But maybe I can add such a feature as a intermediate solution in the next release. Wait until sunday.
  7. I have found one bug myself: Landing a vessel in water will give the Mach 10 ribbon. It seems that any altitude below sea level will give weird mach results if FAR isn't installed. Fix should be ready this weekend.
  8. Ok, I have found the bug, but no solution yet: public override bool Check(VesselState previous, VesselState current) { // we need a previous vessel state if (previous == null) return false; // only new orbits count if (!current.InOrbit || previous.InOrbit) return false; // only orbits around kerbin count if (!current.MainBody.IsKerbin()) return false; // mission take too long... if (current.MissionTime >= value) return false; // orbit established around kerbin in less than <value> seconds return true; } It seems, that decoupling starts a new mission and resets the mission time for that vessel. I will check if I can use Vessel.launchTime instead. But this has to wait until weekend.
  9. Thank you. They are working great so far. 0.24 is playable again.
  10. Not at the moment. But you can change the graphics easily (some of the ribbons are just placeholders). EDIT: And its not the right moment to implement this. Let's wait how things are evolving with 0.24 and fix any bugs first (like the one you have reported). If you need more custom ribbons, I can add another 10 or so in the next release.
  11. Well, the revert flight crash was caused by Infernal Robotics. It's there in vanilla and DirectX, too. And the amount of RAM saved is impressive: 3,4 GB just before crash with Direct without ATM, about 2 GB with ATM and 1.2GB with ATM and OpenGL. Frame rates seems to be a bit lower, but still quite good. Shadows are there. I'm tempted to include all mods I ever wanted and run KSP in OpenGL with ATM now.
  12. I have tracked down a strange behavior of KSP on my system. I'm using KSP 0.24 32bit, IR 0.18. I have tested this with my game and vanilla and it's completely reproducible. Just start a launch directly from Space Center; then revert back to vehicle Assemby Plant and KSP hangs and load forever. Removing IR and all is fine. Last lines from the log: [WRN 23:39:43.295] [HighLogic]: =========================== Scene Change : From FLIGHT to EDITOR ===================== [LOG 23:39:43.886] [PlanetariumCamera]: Focus: Kerbin [LOG 23:39:43.896] [IR GUI] destroy [EXC 23:39:43.906] NullReferenceException: Object reference not set to an instance of an object [LOG 23:39:44.059] AddonLoader: Instantiating addon 'MuMechGUI' from assembly 'InfernalRobotics' [LOG 23:39:44.061] Parsing rect [LOG 23:39:44.061] Parsing rect [LOG 23:39:44.062] Parsing rect [LOG 23:39:44.062] Parsing rect [LOG 23:39:44.063] [IR GUI] awake [LOG 23:39:44.989] [Progress Tracking]: Posted anonymous data to server successfully. Server Reply: KSP PROGRESS DATA OBTAINED
  13. Thanks. That is a really useful observation. I will try to prevent this kind of "cheating" in the next release. EDIT: I have found the mod that causes my issues with 32 bit (not 64bit thats another story): Infernal robotics from magic Smoke Industries. If this mod is installed, any launch from space center that will be re EDIT2: My fault. Curse has given me an outdated version. :-\verted to assembly platform will cause KSP to hang. Now I try this with vanilla and if this happens in vanilla too, I will report this to the author of the mod. About 2 hours of work just because of this...
  14. The classes are not perfect yet. I know this. I had a lot of trouble to get them to work at the beginning (Unity is really weird in some aspects) and I have just not done some kind of overhaul of the class hierarchy. I have some other gauges with other sizes in mind, so the magic numbers must be replaced soon. But the current version is working and this kind of "redesign" of the code is a boring task. Because of the constants in the textures and in the scale-drawing-algorithm, apllying new sizes would not be that easy at the moment. Some magic numbers are from my spreadsheet. They create the mapping to the logarithmic scale. This is not a pretty way to make the scales work, but it had worked for the first and it's easy to apply without doing to much math. Until I get rid of some magic numbers, you will find resizing the gauges to be a hard task. Doable, but really no fun.
  15. A report would be appreciated. I'm currently tracking down some problems with my 32 bit installation. Vanilla works, with my regular mods installed KSP hangs very often. And FF is not causing this (removed first). I'm not using 64bit at the moment. Until the crashes I had used a 64 bit version for testing. Unfortunately I'm out for business fromfriday to end of next week. Maybe on weekend I would be able to give support if FF creates some issues with 64. My issues with 64bit are save game related and FF isn't altering the save game in any way (but it may do things that cause a corrupt save in some other way; I don't believe so, but I can't 100% sure about this).
  16. Won't work for me. The ram savings are incredible (over 1GB), shadows are existent, too. But reverting a flight will crash the game - it just loads forever. So Open GL is one-flight-only for me. Not usable in any way... EDIT: No. That was caused by an outdated plugin. Testing again tomorrow...
  17. Not that soon. Because of a mistake I made most of the skins are undersized anyway. They should have 100x42 pixel, but the skins are only about 80x42 pixel. But its rarely noticeable on screen (Unity does a good job on rescaling). And at the moment all skins are derived from a skin that's a resample of Buckys Instruments. Maybe some day I will use only one skin with individual text painted on runtime over it. Or I will write a small generator for the skins. But at the moment this would be too much work. My eyes are not the best, but I can read the gauges very well and resizing them would cover to much space on the screen. This is a personal opinion of course and if someone else would upscale the skins and scales, so that they look well in their current and their native resolution I can implement an option for larger gauges. I have to get rid of a few magic numbers in the code of course, but this is doable. But I will accept the skins and scale only, if the look the same or better in the current small resolution. No compromises on this.
  18. No problem. We can't be sure its caused by FF without analyzing it. Sometimes, I can't reproduce an issue and than I can't do much, but I will try.
  19. Well no. It has a major drawback: Not that easy to edit for the user and for me. This make debugging way more complicated. Perhaps if it supports some kind of fast indexed and versioned access and the option to save load in and out XML files it would be sufficient. Second, for the normal usage I really dont want a save file integration. May this is an option later on (but it would always be an option). But I need an easy way to restore a hall of fame a few saves ago and a time indexed access for each kerbal and for all (linked together). So it's not that easy to integrate my data structures with a framework. I have not checked this, but I doubt CrewFiles will suffice all those requirements. And myabe I missed something in the KSP API, but I didn't found a unique identifier for a kerbal. So I have choosen the name (which is of course not mathematical unique). To find a way to identify a kerbal is still on my TODO list. FF can't handle renames at the moment.
  20. No. My issues were completely different. Started KSP, testing FF and closing the KSP window afterwards. Often next reload of a game results in a popup window "game crashed". I first thought FF is broken, but after a few hours <sic> I realized, that this is probatly a bug of KSP or another installed mod.
  21. I have not tested it yet but: http://forum.kerbalspaceprogram.com/threads/84203-Less-memory-usage-by-using-OpenGL?highlight=opengl EDIT and quote from the thread: "Also, on my PC the game does not render any shadows in openGL mode." If this is true then openGL is dead - unfortunately. Missing shadows are worse than mission decoupler ejection force.
  22. I don't have any plans to make them resizeable, sorry. A HUD is completely out of scope. There are other mods out there (Steam Gauges), that do a real good job about this. My future plans so far: Add a gauge for heat shield temp (done in 0.5.11) Add a gauge for flap positions (difficult) Maybe trim positions
  23. Really? OpenGL? I will try this today. Thanks for this info. 500MB more would be a huge chunk. In 0.23-5 KSP was taking about 2.5 gig just after start (and that's with ATM).
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