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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
Investigating... Do you use the 64bit version of KSP? The log is full of very bad errors. None of them came from NG directly and it seems NG wasn't loaded at all. There is not even a hint of a missing or incompatible dll from NanoGauges. Quite strange. Can you please a) confirm that you are using the 64 bit version of KSP and b) install NG in a completely fresh and unmodded installation of KSP? And c) Update Kerbal Spoace Program to 1.2. And this confuses me a bit: Load(Texture): WarpPlugin/PlanetResourceData/kerbin_water (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 2097152. DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 2097152. DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 2097152. DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 2097152. Could not allocate memory: System out of memory! Trying to allocate: 2097152B with 16 alignment. MemoryLabel: NewDelete Out of Memory? To many mods? Maybe NG is one mod to much.... but hard to believe for 64bit. Anyway: If any program gets an out of memory error, it behaves undefined at best. So we have to reduce the mods a bit or get more memory (if there is no memory leak in any mod)... And just checked: NG works even with the 32 bit version of KSP 1.2 and no (!) other mods installed. But if memory issues arise... Ok, I think I've got it: ******* Log Initiated for Kerbal Space Program - 1.1.3.1289 (WindowsPlayer) ******* Th current version of NG is build for KSP 1.2 not for KSP 1.1.3 ! Just load NG for 1.1.3 or update KSP and all should be fine.- 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
Did you extract it into GameData? .../GameData/Nereid/NanoGauges Do not, I repeat, do not extract it like this: .../GameData/NanoGauges It will not work! BTW: Gauges and toolbar button are visible in flight only. If you have installed it correctly and it still doesn't work, I need the log file after you have launched a vessel.- 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
LOL.... I forgot to disable ILS if a kerbal is on EVA. So, every kerbal carries its on ILS equipment within his/her space suit. Cool but hilarious. This gets removed in the next fix...- 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
1.4.5-2998 DME working outside ILS cone bearing to runway working outside ILS cone heading to runway working outside ILS cone- 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
The blue course needle not pointing towards the runway is a bug. I have implemented the ILS-cone test yesterday and tested just if the detection works. Unfortunately it was linked to the InBeam-property [and the runway] and this should not be the case. Fixed now. And the [sometimes] not working heading indication is fixed, too. I will now test it and the runway 09/27 issue. EDIT: runway selection works for me. Tested so far (in 1.4.5-2998): [OK] automatic runway selection [OK] DME outside glide slope cone [OK] DME beyond 80km from airfield [OK] bearing to runway outside glide slope cone [OK] bearing to runway beyond 80km from airfield [OK] ILS has to be within limits of glide slope [OK] vessel heading working outside glide slope cone [OK] vessel heading working beyond 80km from airfield [OK] ILS on rwy 09 [OK] ILS on rwy 27 [OK] no debug outputs in log- 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
No need to hurry. I'm at work from now on for at least two hours myself.- 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
The blue line should always be visible even if the vessel is outside the 10° cone. If its not, its a bug. That should be easy to check (and to fix if its broken). Same goes for 090 and 270 runways. Depending on bearing the corresponding runway for a landing should be selected. But this happens a few km apart from the runway (about 2km) to prevent back and forth switching from one runway to another (the test for a runway is done ten times a second, so you should not notice a delay). I have checked both approaches yesterday and both worked fine for me. If they don't, I will have to check this again. For the later: Can you please test again and confirm that the runway is not selected automatically at a distance greater than 2km from the runway? The algorithm to detect the corresponding runway is simple: It chooses the runway with a minimal [unsigned] difference between runway heading and bearing to airfield. The bearing to the airfield is the bearing to the "average of all runway coords" (for Space Center this should be more or less the center of the runway itself).- 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
Thanks. The scaling was added upon request from a user later on. NG was never designed to scale the gauges so the code is... well... ugly as hell now. And I'm playing at 100%, so I do not notice any scaling errors myself. All versions before 1.4.4 didn't scale the the off and limit flags/marker correctly and if nobody tells me, I will not notice that myself. Similar goes for larger vessels. NG should not affect performance much (there is a button "performance statistics" in the config that logs the time used by NG), but because NG scans all parts of the vessel every now and then (but only a few times), NG may cause issues with large vessels/stations. If this is the case just turn the performance stats on, report it, and I will see what I can do.- 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
There is another airfield? Where? I thought that one on the island is the other airfield. Well if there is another (third) one, give coords please. Currently the airfields are hardcoded. But its just an array of airfields with an arbitrary count of runways. It shouldn't be that complicated to make it configurable. BTW: the glide slope deviation is not linked with that of Nav Utilities. Boths plugins will show different glide slopes. NG uses the deviation in degrees from the bearing/angle (and AFAIK real ILS works similar), as far as I understand the code in Nav Utilities its using distance to the path but I'm not sure about this. Next step is to add some kind of link with Waypoint Manager to show waypoints as a blue line, too. Dunno if this is possible, but I will check it.- 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
1.4.4-2990 new gauge: VOR/ILS (heading, bearing to runway, ILS localizer; use switch at upper right to select airfield) new gauge: ILS/DME (vertical attitude, DME, ILS glide slope) no conflict with Contract Configurator fixed marker/flag positions/size for gauge scalings other than 100% gauge position are decluttered at game start (if a gauge is hidden by another gauge it is moved a few pixel) I have tested it quite a bit, but not played myself with this version yet. The new declutter feature just ensures that no new gauge is hidden by another gauge because of the same onscreen coordinates. Decluttering is only done at startup of NG. If it causes issues just disable it in the config dialog. The two new gauges VOR/ILS and ILS/DME are somewhat connected. At the top right of the VOR/ILS is a small button. If you click it it will change the seletced airfield to navigate to or use ILS. It toggles between SC (Space Center), OA (Other/Old Airfield) and no airfield. A blue flag shows which airfield is selected. The blue line in the VOR/ILS show the bearing to the airfield (works at any distance). The yellow lines visualize the glide path (3° for SC, 2.5° for OA; you could read the current angle of the glide slope on the VVI gauge); maximal distance is 80km and 10° deviation (horizontal/vertical). The correct runway (09/27) is selected automatically. The yellow limit flag indicates thal ILS is out of range or the vessel is not within the ILS cone. That is of course a very simplified model of ILS.- 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
If you take a closer look into those packs, you can easily change them to your own needs if you use a new or yet unsupported mod with a different set of planets. -
[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
Nereid replied to Nereid's topic in KSP1 Mod Releases
There seems to be a conflict with Contract Configurator in KSP 1.2. The next 1.4. release of NG will fix this. If anybody wants a quick fix ASAP, please tell me and I will create a branch. But the next 1.4. release is on its way anyway.- 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
Yes. But I'm working on NG 1.4, too. So the upcomming fix for NG will include two new gauges (Nav/VOR/DME/ILS) for helping approaches on runways and is quite ready. Its not as good as Nav Utilities (I still prefer that in IVA, but its not updated for 1.2), but it is an option. FF should get an update today (I'm still at work and cannot release here). NG should get an update later this week (maybe friday or weekend). -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Nereid replied to Nereid's topic in KSP1 Mod Releases
Its already merged. If there is a conflict, I will release a fix today (delayed one day, because of time constraints). -
[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Nereid replied to Li0n's topic in KSP1 Mod Development
Any source of this? Because using a regular for on a list is ugly as hell. -
[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Nereid replied to Li0n's topic in KSP1 Mod Development
You do not need this. But all modders must make must have their source code be made publicly available. They can do it by linking to github or somewhere else, or they can include the source in the zip archive of the mod. Because of this I prefer to include the source in the GameData folder itself and hope this causes no issues with KSP - and that's not the case as far as I'm aware of it. Inexperienced users that do not know what to do, just unpack all files into the GameData folder and get not confused about other files this way. Experienced users may still delete all cs-files by themself... -
[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Nereid replied to Li0n's topic in KSP1 Mod Development
Or you can add this info to the save with a ScenarioModule that keeps track of all parts with crew capabilities to avoid the scanning at each GameStateCreated event. But this is a bit over the top for something like this... And a minor improvement to readability: void DistantVesselLight(Vessel distantVessel) { foreach (Part part in distantVessel.parts) { if (part.CrewCapacity > 0) { if (part.protoPartSnapshot.protoCrewNames.Count > 0) { Light(part); } } } } -
[1.2.2] Crew Light : An automatic Light manager [1.0] (12 Jan 2017)
Nereid replied to Li0n's topic in KSP1 Mod Development
It's not. I have made the same mistake in NanoGauges in my first implementations. If you do this, the physics will do strange things with bigger ships. Solution: Scan the vessel ONCE to find all parts that may contain crew. Register a callback for the events that informs you if the vessel was modified and scan again then (or listen just for new/removed parts, if this is possible in KSP 1.2). In the scan a part may still be packed. DO NOT unpack them in the scanning (it will cause other issues). Just register a callback that informs you when its unpacked. -
[1.10.0] NanoGauges - tiny ana1og gauges for kerbalnauts -1.10.0-3463
Nereid replied to Nereid's topic in KSP1 Mod Releases
Don't expect this soon. I will take a look how we can do this next week and this is not a task that can be finished in one or two days.- 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
Updated to 1.4.3-2750 Changes: camera gauge now shows relative position in lock and chase camera modes (marked by a green R flag on the left side of the gauge) bug fixed: profiles are working again new hotkey P for locking profiles temporary indicator gauge fixed for scalings other than 100%- 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
Updated to 1.4.1-2720 Changes; new horizontal CAMERA gauge (shows direction/heading of camera view) added missing IAS gauge in config window default standard layout changed to a minimal set of gauges minor other default layout changes The new camera gauge may be useful for aligning the cam to the vessel orientation. A better aproach would be an indicator in the Navball, but this should help a lot (I'm missing a camera view indicator since 0.20). Maybe someone will write a mod to display the camera angle in the navball some day... And again a note: There are new hotkeys (since 1.3.5). PGUP/PGDOWN now switches between gauge sets. EDIT: There is a minor bug: the new camera gauge wont work in IVA and shows no OFF flag. and another bug is that the angle is wrong in chase/locked mode. Ok, this needs a quick fix. Fixed in 1.4.1-2720- 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
Well... "use the force, Luke!"... ehhh... I want to say "use the gauge sets, Chuck!"- 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
You mean the values they display? Like a webserver? Well, I could integrate some kind of tiny webserver to display them on a browser. That should be not that difficult. EDIT: Cool idea. I will give it a try. The problem are updates and an AJAX implementation and I'm not sure if a simple self-written webserver can handle this. But maybe a Java-Client then...- 339 replies
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