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Cydonian Monk

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Everything posted by Cydonian Monk

  1. Also, if you switch to another craft, return to the Space Center, or exit the game and later reload the orbiter, the trim on the OMS engines doesn't work. I never noticed the issue when I was flying straight up and coming right back down. Definitely an issue (for me) after a reload.
  2. Maybe it's easier for one craft. But, if you do that, you have to replicate the tga file for every craft you want to have a separate name for. That's 16.8 megabytes per rename. If you use the flat piece of geometry and apply a small texture to it, you're using at most an extra kilobyte for the name texture.
  3. Occasionally I play windowed (whenever I want to record something), but generally I'm fullscreen. I am, however, on Mac OS-X with a tiny 1280x800 main screen and more often on a 2048x1152 second display. RPM definitely goes wacko on the second display. I like the idea of RPM and the MFDs in general, but never saw a practical use until now... so I never bothered to debug or track down the issues I'm having. Might give that a stab tonight too, and dig through the RPM thread. To not derail the thread too much into RPM - have you (or anyone) tried putting flags on the wings using Starvision's flags? (They might need minor tweaks to their attach depth in the cfgs to work right, though.)
  4. I downloaded them but didn't give them a try, as your models and textures loaded just fine. Would probably improve framerate at launch a bit so I'll see how well they work later tonight. Generally, as long as any individual texture is less than 8192x8192, Unity + My Cheap Intel HD4000 GPU have no issues loading it. Above that it's hit and miss thanks to some obscure Unity and/or driver bug. (And reduced resolution textures won't fix the fact that RPM has never worked quite right for me, but that's outside the scope of this thread.)
  5. Beautiful little craft. I managed one and a half test flights before I had to leave for work. Very nice in flight and handled well. A few comments: 1) The sepratrons on the saved KSO-001 ship's LRBs cause more problems than they solve, and with both launches they put enough spin on the LRBs that they came back and hit the craft (after burn out, mind you). This destroyed the first orbiter, thus my 1.5 flights. Using thrust limiter on the sepratrons in the provided craft file might work better. 2) Why did you need the airbrake? For FAR? Reentry was fine in stock without it. 3) Nazari, your hot rockets exhaust on the LRBs looks great but still moves much much too "slowly." Is there a way to speed this up with a config edit? With the mod requirements I'll never be able to use it in my main game (for various reasons... conflicts, general "not workingness" on my laptop...), but I'll keep a second install around to fiddle with this craft. Well done!
  6. Impressive. Had a strange bug right after I "launched" it in my test save where none of the planets were drawing, even with cycling the UI as suggested. Went away next time I loaded the game. Works great now aside form the occasional flickering that was already an issue with HullCam/MuMech. Giving strong consideration to launching one of these in my main save to join the Zeus. (Too late to benefit from any science, though.) Just to clarify: The only time I should need to have the KAS plugin installed is when servicing the module, correct? You're not compiled against it or using it as a dependency for the plugin, right?
  7. I noticed you're storing vessel rotations in the cfg file using pid. This is fine, except we can have two vessels with the same pid in two different saves. (If we make a copy of the save.) This obviously causes problems when the vessel is landed safely in one save, but in orbit and rotating madly in the other save. I just tested this with a lander on the Mun. Steps to reproduce: Make a copy of the save. In the first copy launch a craft, get into orbit (or at least above the "cannot X while about to crash" altitude), disable SAS and set the craft tumbling. Timewarp, return the Space Center, exit. Load the second save. Load the craft. Phantom force! This is also an issue with Quick Save / Quick Load. Would you consider keeping the records separate by save file? Perhaps by appending a name to the cfg file as AlarmClock does, or even appending the save file name to the pid you're using as a key? Perhaps keeping the timestamp in there to account for QuickSave/QuickLoad? (Note: I've also encountered the phantom acceleration when leaving timewarp bug lincourtl reports above, though I don't have solid numbers on how fast it ended up going.)
  8. Curious: Is the method you're using to rename shuttles (with the name displayed on the side) something we'll be able to do? Or is that a static art asset? Looks wonderful, and I'm glad to see this back on track (even though I'll never be able to use it on my weak little laptop).
  9. Thanks. I'll test it when I get home. Good question. There were a few early NASA Astronauts that (for various reasons) were never graduated to a mission assignment that called themselves the "Excess Eleven." I would not suggest that. Perhaps "Candidates"? Edit: Or "Rookies"?
  10. Conservation of angular momentum is something that should really be in stock KSP. Even if you don't display the rotation during time warp, the physics engine still knows what it was doing / what the state was when it went "off rails" and should really be resuming that when it goes back to simulation. (Edit: The current logic of cancelling rotation should then be banished to the F12/Debug menu.) I had considered writing just such a plugin some time ago, but life intervened and I forgot. Really hope this is still up and available when I get home from work so I can check it out. Source is included in the zip file, right?
  11. I haven't tried lately (as in: since I reported it), but I suspect yes. I just have it set to a track I made with 1 second of silence.... I'll try again when I get home from work this evening. Edit (to avoid a short double post) - Yes, it still crashes when the SpaceCenter track is set to "none".
  12. Small bug. Your new pathing logic doesn't work on OS-X, because our directory structure is different. Relevant log line: [LOG 22:18:57.578] no final frontier logbook (/Applications/KSP_osx_23.0/KSP.app/Contents/../saves/Cydonian Monk/halloffame.ksp) found That's trying to read for the saves directory inside of the KSP.app folder (the KSP Application Bundle), when the saves (and GameData, and etc.) is one more directory up in the hierarchy. As for suggestions on how to fix: KSPUtil.ApplicationRootPath will give you the root path (without /KSP_data/ or /KSP.app/Content/ appended), and should work for your needs. So to build your path to the save file, for instance, you'd need: private static readonly String SAVE_BASE_FOLDER = KSPUtil.ApplicationRootPath + "/saves/"; That worked for me. I have no way to test on Windows, though, so....
  13. I can second CalculusWarrior's issues, though I expected it as I have a meagre little Intel HD4000 for a graphics "card." I accepted it as the cost of doing business... the game is better with this mod, even if it's a good bit faster without. EVAs on Kerbin are especially painful, but that's more of a 0.23 issue that's just amplified by your mod.
  14. We took a few stabs at this several pages back. The conclusion I arrived at is that we'd need to rebuild the KSP.app application package to get it [mp3s] to work, but if you can get any of pizza overhead's suggestions to work, I'd be most interested. Obviously rebuilding KSP is not an option for us. Start with this post: here
  15. I took your little round Russian-like pod out for quite the spin this morning. If it had onboard power generation it would make for the perfect rover! Unfortunately it ran dry before I could roll over to the mission control building to give them my suggestion..... I'm wondering what would happen to this pod if it landed on a hillside or the edge of a mountain. Roll all the way to the ocean? Either way I like the looks of it, and might give it a test launch later in the week. Should make for a wonderful multipurpose lander/reentry craft.
  16. "After numerous failed launches and countless lives lost your space program falls on hard times. With no funds to continue and your reputation sullied you are forced to shutter the facility, sell all remaining assets, and burn your hard-won research. Your space program lives on only in the dreams of Kerbals, young and old, who will always wonder what might have been. "You have failed."
  17. Sure. Here's a crude example, but the cloud layer the hurricane is on is at an altitude of 6500m, while the entirely-too-yellow "plume" is at 5200m. The lower layer overpowers the upper layer. I was a bit surprised since the cloud layers mask the underlying terrain, but not the underlying cloud layers.
  18. I came here looking for an answer as to why I couldn't get the underside of my "clouds" on Laythe to render... found your new version which solves all of my (non-Unity related) issues. The PQS changes work like a charm so far on OS-X. Being able to specify altitude directly is also tremendously useful when trying to pair something to a specific starting point on the terrain.... Volcanic and stormy Laythe will never be so hospitable again (though the clouds still need some tweaks to include more ash). One question though: Is it possible yet to keep a lower cloud layer from bleeding through a higher cloud layer? At the moment it seems the "brightest" or most colorful wins, no matter the elevation. I can also confirm this.
  19. Today Jonrigh and Calbin learned exactly why we build a Launch Escape System into every vehicle....
  20. Yes, that's one of the things I tried. Seems bugged, somehow. Perhaps highlighting the text is itself being detected as a keystroke by Unity? No idea. One possible suggestion: A button to remap the key, so instead of highlighting and replacing it simply captures the next keystroke? No idea how difficult that would be to implement though, and editing the config is fine by me, so feel free to ignore that. Just did. Saving and reloading the config file now works (and everything else, of course). Thanks!
  21. Except that it says invalid for every key I press. Including Z. In practice I can't use Z, as I need that for fine controls, as OS-X doesn't pass CapsLock through to Unity... and I'm out of normal keys beyond that. (@ works with the old version, and is listed as valid in the help, and for me is right next to P so it's convenient for this plugin, too.....) Thanks for addressing the path issue.
  22. Hmm.... I'm afraid I'm turning into that obnoxious OS-X person that finds every non-Windows issue in everything they use. As of 2.1.4 (and perhaps earlier, haven't updated since sometime last week) I'm no longer able to change any of the settings for BOSS. Values entered into the config.xml file are ignored, and the fields in the BOSS menu only respond with "invalid" when attempting an entry. The config.xml issues at least have an explanation. Using backslash "\" as a path delimiter doesn't work outside of Windows (or at least doesn't work in UNIX), as is done at line 35/36 of BOSS.cs: private readonly string kspPluginDataFldr = System.IO.Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location) + @"\PluginData\BOSS\"; Forward slash "/" should work on all three KSP platforms without issue, as Windows (in almost all cases) treats / and \ as equivalents for filesystem operations. I have no idea what's up with the config screen input issues. There's nothing weird in the logs to point towards that one, either.
  23. Are you using the high-res or the low-res cloud textures? This is the exact issue I reported when the high-res cloud textures were first included in the mod. Same setup, with a slightly older Mac. Issue "resolved" when I reduced the cloud texture from 8k to 4k. Had the same issue with textures in UniverseReplacer, so it appears to be more of a Unity thing than an issue with any specific mod.
  24. The path issue is now resolved, thanks. Attempted to load an mp3 without installing libmp3 to see if it would alert me to any correct path. No luck. Error message changed slightly: "STED MP3 Import error: libmpg123-0", but that might be due to changes you've made. The few indications I saw on the Unity forums about this particular issue (and even one on libmpg123 itself) hint that the Application Bundle needs to be rebuilt in XCode for library additions to be supported, something which is obviously beyond our grasp. I took a chance and tossed it in the antiquated "KSP/Plugins" directory and GameData/SoundtrackEditor/Plugins, but that also didn't do anything useful. It does, however, behave properly with mp3s resident in the SoundtrackEditor/Music folders, provided the mp3 is not assigned to a scene. A new issue has arrived: Setting a scene's music to "none" results in a peculiar segfault that neither produces an output.log (or whatever the usual naming convention is for the crash log), and does not include anything in the main log - just a flat out crash to desktop. Seems to be a null pointer, though, based on the various crash reports: Exception Type: EXC_BAD_ACCESS (SIGILL) Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000 I glanced briefly at the code for the "none" logic, but nothing really jumped out at me. There were no errors reported in the log, and I would expect it to throw something if AudioClip.Create failed. This occurred after setting the SpaceCenter scene to "none". Setting both menuTheme and menuAmbience to "none" also produced the crash, but not either-or, as, oddly, setting only the menuTheme scene to "none" resulted in skipping the KSP Anthem. If emptytrack was null, I would expect any use of it to crash exactly like SpaceCenter, but Unity can be weird like that sometimes. Even more peculiar is settings credits to "none" does not produce the fault. (The crash only occurs on accessing the scene for which the track is "none" and not at load.) Thanks for looking at these issues. Sometimes us *NIX folks get ignored by game modders.
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