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Everything posted by Starwaster
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New Suit for DLC 3
Starwaster replied to GoldForest's topic in KSP1 Suggestions & Development Discussion
Also, how's this for a bubble helmet? -
New Suit for DLC 3
Starwaster replied to GoldForest's topic in KSP1 Suggestions & Development Discussion
Same here though It will probably look pretty weird. Maybe too weird. I'd have to actually see it though. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Starwaster replied to Thomas P.'s topic in KSP1 Mod Releases
Oh it definitely is. The planet system I'm mainly interested in is Kerbin scaled 10x and IIRC they were loading in at around 30km or so. But the distance isn't consistent and apparently is linked to when the terrain is at max subdivision. What I'm currently experimenting with is terrain quality presets that reduce the distance at which things start loading in since I want to play with the new BG features fully enabled. If you look further up the thread I posted some presets that cut the minDistance value. The one I posted works well but I think could be better so I'm experimenting with alternate values. Turns out there are lower limits as to how far down you can turn things before it really screws the terrain up. (values of 1 and 2 are BAD and I lost a lander testing things). Maybe @Galileo can shed light on how far down it's safe to go? Maybe the values he used for JNSQ are the lower limit... Reducing the ROC count also helps but in a scaled up planet system that means fewer of them per square meter and they can be a PITA to find as it is. What scale system are you playing in where you got the lag? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Starwaster replied to Thomas P.'s topic in KSP1 Mod Releases
I did something based on what they did for JNSQ and this is what it looks like (substitute the word Performance with JNSQ and that's what you should see) -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Starwaster replied to Thomas P.'s topic in KSP1 Mod Releases
If you get an error like that it sounds like it's confused about how many presets are in the list. That happened to me and I deleted the extra ones from the settings.cfg file so it would have to rebuild them after restarting the game -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Starwaster replied to Thomas P.'s topic in KSP1 Mod Releases
Did you try one of the JNSQ terrain quality settings? It's an extra set of terrain quality presets if from the main menu you go to Settings -> Graphics and you will see that the slider has 3 more options so it's Low, Default, High, JNSQ_Low, JNSQ_Default and JNSQ_High. The main difference being that the minDistance is lower. So you have to be closer before things start loading. It seems to also help with the ROC issue. -
You don't need special handling for that from Module Manager. Serenity defining a part named KerbalEVA is just so they can add the ROC science module to the standard KerbalEVA suit. Remember that stock doesn't use Module Manager so they just define a part that has the same name and the end result is that the new Serenity science module gets added to the KerbalEVA part whenever it gets spawned. I'm not clear on the specific internal workings but that's basically what happens. They also do the same with KerbalEVAVintage So, you yourself don't need to target all parts named KerbalEVA or all parts named KerbalEVAFemale. Just target one of each. In fact if you did try to patch all parts named KerbalEVA it might end up in duplication of whatever you're trying to do. Depends really on what you are trying to do. (in fact I think Deadly Reentry might be doing something like that so I better go make sure it isnt...) In fact just do this: @PART[*]:HAS[@MODULE[KerbalEVA]] { }
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Gorramit I wish I had known about that. It took me over a week to download because the download kept dying on me. (part of it is Chrome; you can't resume a failed Github download with chrome)
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Starwaster replied to Thomas P.'s topic in KSP1 Mod Releases
Not that I know of. Here's something else you can try based on what @Galileo did for JNSQ. Basically creates three new settings for terrain quality with reduced minDistance Just make a config file in your GameData folder somewhere and save the contents from below. @Kopernicus { Preset { name = Performance_Low displayName = Performance_Low PLANET { name = Moho minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Eve minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Gilly minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Kerbin minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Mun minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Minmus minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Duna minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Ike minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Dres minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Laythe minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Vall minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Tylo minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Bop minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Pol minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = Eeloo minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = LaytheOcean minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } PLANET { name = KerbinOcean minDistance = 4 minSubdivision = 1 maxSubdivision = 6 } } Preset { name = Performance_Default displayName = Performance_Default PLANET { name = Moho minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Eve minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Gilly minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Kerbin minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Mun minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Minmus minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Duna minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Ike minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Dres minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Laythe minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Vall minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Tylo minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Bop minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Pol minDistance = 6 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = Eeloo minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = LaytheOcean minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } PLANET { name = KerbinOcean minDistance = 4 minSubdivision = 1 maxSubdivision = 8 } } Preset { name = Performance_High displayName = Performance_High PLANET { name = Moho minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Eve minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Gilly minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Kerbin minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Mun minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Minmus minDistance = 8 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Duna minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Ike minDistance = 8 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Dres minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Laythe minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Vall minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Tylo minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Bop minDistance = 8 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Pol minDistance = 8 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = Eeloo minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = LaytheOcean minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } PLANET { name = KerbinOcean minDistance = 6 minSubdivision = 1 maxSubdivision = 10 } } } -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Starwaster replied to Thomas P.'s topic in KSP1 Mod Releases
Ok, how about trying the other thing I suggested? Edit your save file and set ROCSeed to -1 Maybe backup your persistence file first or make note of the seed number (which actually you already did that since you posted it earlier) Then load the edited save and see if you still get lag in that situation. If it's really BG ROCs that are doing it then you shouldn't get lag if the ROCSeed is -1. No ROCs at all. (the reason for that is so that you don't have Baobab Trees or Mun Rocks or Vall Cryovolcanoes in ur base killing ur doodz) (that's also why I say 'don't forget your ROCSeed' after you're done testing) -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Starwaster replied to Thomas P.'s topic in KSP1 Mod Releases
@Diddly Feelerino Those numbers aren't terribly high at all. They can be in the mid hundreds and not cause lag. If they were in the thousands that would be a different matter but 80 of them are no big deal. I don't think your lag is related to the surface features at all. Maybe you need to post your logs if you haven't done that already for someone to look at -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Starwaster replied to Thomas P.'s topic in KSP1 Mod Releases
There is no ROC counter in the save file. You were probably looking at ROCSeed which controls pseudo-random placement which controls exactly where things are placed when using that seed. ROCs also can be anything besides rocks. It's really just an internal name that Squad uses and which is found in the config files and other places. As for your invisible Mun problem I have no idea. I don't think it's a Kopernicus problem and I see you already posted in the SVT forum so I won't comment on here. Can't really since I don't know anything about it. I see someone just replied while I'm typing and they're quite correct. If you want to know ROC statistics then you need to have statistic gathering enabled via F12. You can also change that ROCSeed to -1 and that will stop all ROCs from being loaded and you can see what effect that has on your performance while landing. (have to change that in the save file and then reload the save file) -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Starwaster replied to Thomas P.'s topic in KSP1 Mod Releases
If it's the BG surface features then I would have to say Kopernicus. It's like I said five posts up. Somehow Kopernicus can force surface features to load under conditions that they are not supposed to be. And if it's a scaled up planet system then they can load in such high numbers that frame rate suffers. Important question: What planet pack are you using? (i.e. JNSQ? RESCALE? Something else?) Also, isolate the problem to be sure that it really is the Breaking Ground Surface Features and not something else. It happens when landing you say? Test that by landing another craft (or hopefully you have it saved prior to landing) but first Press F12 just before you start landing When the lag starts look at the F12 Menu under Surface Features and it will show you how many have loaded in. It should be no more than a few hundred. If it's in the thousands or tens of thousands that's not a normal amount to see. Scaled up planet systems result in more ROCs than at stock. A lot of them showing up at once will cause lag. Previously I thought the range was 2.5 kilometers but it's actually linked to when the terrain is at maximum subdivision which varies from planet to planet. For the Mun at high terrain quality that's 9 kilometers. You shouldn't see any surface features from higher up than that when landing. And if you're faster than 500 m/s then you shouldn't see them at all. Somehow with Kopernicus they can be force activated when they shouldn't be. I -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Starwaster replied to Thomas P.'s topic in KSP1 Mod Releases
Create a file with the extension .cfg. Name the file something appropriate for what you're doing. Put it anywhere in the GameData folder or one of its subfolders. If this is for personal use then don't put it in some mod's folder where you might accidentally delete it. Paste the text of the MM patch that @4x4cheesecake gave you into the cfg file. It will be processed by Module Manager when you next run the game. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Starwaster replied to Thomas P.'s topic in KSP1 Mod Releases
No. Technically Surface Features (or sometimes ROCs) aren't really scatter and the frequency with which they appear is handled in their own configuration files. They are not affected by the Terrain Scatter setting at all. They are somewhat affected by the terrain quality setting because they are only supposed to appear at max subdivision. They also are only supposed appear at velocities slower than 500 (configurable in settings.cfg as SERENITY_ROCS_VISUAL_SPEED) Note that I say 'supposed to' because I've seen situations with Kopernicus where they appear at times when they shouldn't appear such as 10s of kilometers altitude orbit and velocities faster than 500. It doesn't seem to affect all Kopernicus related mods but I don't know why. (you can check ROC statistics with the F12 menu under Breaking Ground -> Surface Features. Enable Enable Surface Feature Stats Gathering and optionally Find Surface Feature. (puts a big red indicator over surface features) -
One sentence you could say to annoy an entire fan base?
Starwaster replied to Fr8monkey's topic in Forum Games!
Han shot second. -
If you use Sarbian's Custom Barn Kit you can remove the VAB limits or customize them. Install it and use this patch: @CUSTOMBARNKIT:FINAL { @VAB { @partCountLimit = -1, -1, -1 } } No more part count limits. In any stage.
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@Shadowmage The main problem with the ramp as I implemented it is that I made it in two halves to avoid a single large piece pivoting around a single point. Not sure if that was good or bad. I still need to try implementing it that way and comparing it to see which is sturdier. And yeah definitely wider.
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I do not think it's strictly necessary but I know that some people have used the KAL to help with control somehow but I don't recall the specifics. Probably by dragging the animation slider to control certain aspects. Authority limiter maybe. Actually, yeah... you might want to try adjusting the authority limiter. No I'm sure that they do not intend for you to do reverse thrust by driving the airfoil backwards. A little more research went into propellers than that.
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@Raptor9 the reason the rotor blades respond to pitch/yaw isn’t as general control surfaces but as helicopter blades. How they respond to pitch or yaw very much depends on their position as the rotor spins. Not sure about roll to get them to perform properly they need deploying though.
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Walking robotic arms are now possible
Starwaster replied to RocketSquid's topic in Breaking Ground Discussion
Nonsense! You have to let the co2 out somehow. -
Cargo Lander with Lynx Rover. Ramp by Breaking Ground robotics. This was just a proof of concept that I cheated into orbit then put down with MJ. The engine is an RO scale LMDE that I further modded to allow CH4 and LH2 versions via RF's configurable engines. Very carefully balanced. The ramp has a lot more mass than I expected. It's also too narrow and a bit flimsy but the rover can get down it. Sometimes. Sort of.
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Hinges won't move decouplers?
Starwaster replied to birdog357's topic in KSP1 Technical Support (PC, modded installs)
Use the 'visualize autostruts' in the cheat menu (F-12) and see where they are being strutted to. It's hard to imagine that the hinges are the heaviest thing on there but if that's where the gear is strutting to then that could be why they aren't moving. Maybe also upload a copy of the craft file so we can take a look at it? Maybe try to figure out a solution? -
One difference I've noticed from stock is that parts shielded from the shockwave in stock might not be considered shielded with FAR, such as the backside of the vessel. When designing for reentry a backshell should be considered just as a reentry capsule would have in real life. (and that's just in general with FAR, not specifically when used with this mod)