Jump to content

NathanKell

Members
  • Posts

    13,406
  • Joined

  • Last visited

Posts posted by NathanKell

  1. 3 hours ago, BIOZ said:

    @NathanKell :D Ok. Right now I have nothing to merge. Tessellation configs are good, but Parallax has some problem with Kopernicus, Gameslinx and I are already working on it. Scatter configs are not mine, I'm just rescaling KSRSS. When I make something worth merging, of course I'll make a PR :)

    :)

    I'd say it's well worth PRing in the rescaled KSRSS configs for now just so we have something, and you're the one who knows how they should be set best for RSS. I mean, I can try, but I don't know 'em as well. :D 

  2. On 6/21/2023 at 4:15 AM, BIOZ said:

    I think so. Actually I didn't plan it will become something big, it was a temporary solution just to sit and wait until the real config come out. And if I will create my own config, it will be made from the scratch, rescaling KSRSS is not good everywhere.

    Would you kindly PR these (and also later the forthcoming ones of course) to RSS? Please? :) It's sitting right here, waiting :D

     

  3. On 7/18/2023 at 10:02 AM, OldMold said:

    Is it fair to say that with FAR installed, the current implementation of drag cube generation still gives you the benefits in VAB, but without the drag issues in flight?

     

    On 7/19/2023 at 5:07 AM, dok_377 said:

    But does FAR even use dragcubes? It's supposed to be voxel aerodynamics model AFAIK, so it wouldn't have issues in flight with dragcubes. 

    The issue is that other systems in KSP (buoyancy, thermo) use drag cubes. So FAR being installed or not is irrelevant here. And as you can see in relevant issue on github leading to drag cube generation patching being disabled, one of the specific symptoms was a vessel (and its orbit) not appearing  in map view, nothing to do with aerodynamics. 

  4. 3 hours ago, Mitokandria said:

    I think that might be Kronometer. I found that JNSQ has an Offset cfg utilizing Kronometer and JNSQ Rescale is supposed to change the offset back to 6hr/day, but it isn't recognized by RemoteTech. I commented out the offset time, but that didn't seem to change RemoteTech reading a 24-hour time.

    I'll probably have to reach out to JNSQ team and see if I can get some guidance on that. Since default JNSQ is a 12-hour day I'm thinking it's also possible something else is modifying the timescale. But I've derailed your thread more than I feel comfortable with so I'll move it over to JNSQ. :)

    P.S. I did learn how to open, create/edit, and recompile KSP mods~ I bow to you all in acknowledgment of how much sweat, knowledge, and expertise in astrophysics, thermodynamics, and aerodynamics goes into these mods. Thank you muchly.

    Oh it's also possible that RemoteTech just doesn't use the correct KSP interfaces when displaying time, i.e. the bug could be there rather than in Kronometer (and yeah that sounds like what I'm thinking of). Good luck! Cheers. :)

  5. On 7/26/2023 at 3:25 PM, Mitokandria said:

    Sorry for the delayed reply. Spent a good bit looking through the code and I think that's exactly what I'm looking for! I found the segment I need to change, just gotta figure out how to compile it.

    Thanks!

    I have a vague recollection that Sigma wrote a generic version of that? Not sure. Think someone did. Worth digging around the forum and CKAN to see if someone's already done what you want. Cheers!

  6. On 7/23/2023 at 7:29 AM, Mitokandria said:

    Hi! How does RSS get Remote Tech to recognize a 24 hour day? I don't see anything in the Remote Tech patch and Remote Tech doesn't seem to have a setting for it. I want to figure out how to get remote tech to recognize a 24 or 12 hour day with JNSQ.

    Edit: I did ask the Remote Tech team, but they directed me to see how RSS does it.

    Are you thinking of this? 

     

  7. On 6/6/2023 at 10:36 PM, Unieax said:

    Hey, I am currently playing the new RP-1 v2.0.0. I really like the changes from the old version! However I am facing some very high build times for relatively small vessels (image: https://postimg.cc/gxHMGDZp). I am using the maximum amount of engineers possible for the current LC (5-7 tons). Is this how it is supposed to be or am I doing something wrong?

    Did you maybe forget to tool? That's insanely expensive.

  8. RP-1 v2.0.0 - The Programs and Launch Complexes Update is now available on CKAN! The best option would be to create a completely fresh install of KSP, and then use CKAN to select the RP-1 Express Install. Alternately (but more complicated), would be to use CKAN to uninstall the RP-1 Express Install and then reinstall through CKAN. Make sure to select RP-1 rather than RP-1 (Legacy) when prompted.

    This is a massive update and is a completely different way to play RP-1 from what many of you are used to, read the changelog here to see everything that is different:

    • Programs is a new way of playing RP-1, where contracts are grouped into overarching Programs. Use the Administration Building to select your starting Program(s) and go from there. You will only have access to the contracts appropriate to your current Program(s), and those contracts will only reward rep (and sometimes Confidence, a new currency). Income comes from your programs' budgets, though you also get a large subsidy (towards salary and other maintenance costs). This subsidy increases year-over-year until the mid-60s, and varies based on your current reputation.
    • The existing VAB/SPH build queues are replaced with Launch Complexes. The player can have any number of launch complexes, and LCs have size, mass and resource limits. The Hangar is a special case of LC.
    • You can now appoint (and fire) certain historic Leaders. These leaders offer bonuses and penalties, and new slots unlock as you advance in your career.
    • For a longer overview, see The PLC Conversion Guide

    This will be the new version of RP-1 going forward and the previous versions will be "Legacy" (deprecated), and will no longer receive updates.

    A ton of time and effort has been put into this new version of RP-1 and we are excited for it to be released. Further development will continue and we expect the experience to keep improving over time.

    Enjoy!

    The RP-1 Team

    Please install via the express install

    Release info on GitHub

  9. V1.23.0

    • New performance / KSP bugfix patch : RestoreMaxPhysicsDT (contributed by @JonnyOThan). KSP 1.8.0-1.12.3.
    • Fix typo in Strategy's SendStateMessage where bold was not disabled after title (as part of StrategyDuration fix, since that is the only place it would be used in stock KSP).
    • Fix bug in ConfigNodePerf where it did not properly early-out of parsing if the cfg file had an extraneous } (stock parser aborts in that case).
    • Added Chinese localization (contributed by @tinygrox).
  10. 17 hours ago, CAPFlyer said:

    Hmm. Those files are identical. I think there might be something else going on here, because I'm not sure what you might have had installed that would set PersistentIConfigNode to true in the 1.21 cache, so I'm wondering if the cache wasn't regenerated when swapping versions? Did ModuleManager *say* it was re-applying the patches?

  11. @CAPFlyer@Carni35Not seeing anything obvious, so...gonna make a request that'll take a bit of work. Please:
    (a) in your working game (i.e. with old, or no, KSPCF installed), load all the way to the main menu and then quit, and copy out your ModuleManager.ConfigCache.

    (b) Install latest KSPCF and do so again (until it hangs) and copy out *that* ModuleManager.ConfigCache.

    (c) upload both files.

    I will need to manually compare the resultant nodes in both files in the hopes that will give a clue. Clearly RC is failing to parse the PARACHUTE node in the mercuryRCS part, but I don't see how.

  12. @RaketeJust tried what you mentioned and KSPCF happily created the file. Only thing I can think of is your KSP somehow doesn't have write permissions in that folder. (Also you have an outdated version of Kerbal Konstructs.) 

    Create a new file in that folder and call it DisableManeuverTool.cfg and put this in it:

    DisableManeuverTool
    {
    	enableManeuverTool = False
    }

    (make sure it's actually a cfg file, not .cfg.txt by the way).

  13. On 9/20/2022 at 2:29 AM, Rakete said:

    The value in the config is set to true.

    The kspcf config is writeable (in fact i did turn off some qol-features like PAW-groups)

    The MM cache was emptied for pinpointing. It did noch changr behavior after rebuilding the MM cache. The button ingame is there (this is what the config does) and works. As soon as you tick it, the maneuver tool is disabled. You can save your game and play around, but as soon as you close KSP and re-open it the maveuver tool is reenabled and the box in the ingame setting also says so. Ksp version 1.12.3.

    What do you want me to do? You need the mm-cache-file? Will upload it later on, as soon as I am back on the computer.

    Where do I get the KSP.log, that you want? 

     

    Where does KSPCF store the result of the ingame checkbox? In the config is just the enabler for the ingame checkbox, but not the value of the checkbox. Can I write the value manually to disabled? I will upload my KSPCF config later today.

    The value is stored in that cfg file. I don't need MM cache because that cfg file is under PluginData and thus not managed by ModuleManager.

    KSP.log is right next to your KSP executable.

     

    If the value in the cfg is true, that means KSPCF is saving it to disk as enabled, which means either it's being reset or it's never being saved correctly in the first place. Please try the following:
    1. Launch KSP, load a save, toggle the setting, apply, accept, and immediately quit KSP. Then give me the log and the cfg file I mentioned (and check its properties, make sure it's not read-only).

    2. Make a clean install of KSP and add only KSPCF to it (use CKAN to install it so it gets all dependencies). Then repeat step 1.

    On 9/20/2022 at 9:41 AM, Rakete said:

    @NathanKell @Gotmachine

    Here is the full compendium of my logs, modlist, KSP-Log, MM-Cache, MM-Logs etc. I collected everything I could find. https://www.filemail.com/d/qtbvahzokilodye

    I also included my settings-Config of KSPCF right out of my gamedata.

     

    The issue happens for me with the newest installment of KSPCF. Maybe something is wrong in the github-repo (and not your local install) (Writing protection of some file?)

    Where does KSPCF store the result of the ingame checkbox? In the config is just the enabler for the ingame checkbox, but not the stored value of the checkbox. Can I write the value manually to disabled somewhere?

    Also my latest savefile, which currently contains no active flight. Just created for testing. https://www.filemail.com/d/stnojorxjnyqesl

     

    Also happens for me on a clean install without any mods but KSPCF. Also: No drive issues on my computer prohibiting correct writing to storage. I just checked. With my previous KSPCF version () the setting was persistent. Nothing changed but the upgrade of the KSPCF version. (from 1.16.0 to 1.22.2)

     

    Edit: Did some testing: Reloading or returning to main menue does not reenable the maneuvertool, but restarting KSP does.

    Edit 2: The file DisalbeManeuverTool.cfg does not exist for me in the PluginData. the other file there TextureLoaderOptimizations.cfg is correctly created and written in a readable status. When I install KSPCF I always do a clean install, meaning I delete the whole KSPCF-Folder an replace it by the one from the Github-Zip. So did I when upgrading KSPCF from 1.16 to 1.22.2 - no residuals from previous versions. So my guess: KSPCF 1.22.2 fails to create the cfg file, if do a clean install of the mod.

    Oh that's very interesting, just saw your edit. I'll double-check that it properly creates it.

  14. On 9/16/2022 at 11:06 AM, Carni35 said:

    Hey !

    It seems that the use of  ''KSPCommunityFixes'' create an incompatibility  with ''RealChute'' in my installe. The game go in infinite loading at launch.

    Remove ''KSPCCommunityFixes'' fixe the problem.

    Here is the log, if you want take a look ;)  https://drive.google.com/drive/folders/1dgREvE2weV3CN8DwkfAoCEYD9G0QECcG?usp=sharing

     

    Actually what would be most helpful is your ModuleManager.ConfigCache file. Then I can compare the ConfigNodes generated by KSPCF and by stock KSP's loader.
    (And btw KSP.log is superior to player.log, player.log has a lot of excess junk and lacks some data KSP.log has)

×
×
  • Create New...