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Majiir

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Everything posted by Majiir

  1. I have written bug reporting guidelines which apply to all reports here and on the tracker. The number of false or low-quality reports has risen substantially of late, and in order to identify real issues it's important these guidelines be followed. I want to take a second to thank the heroes who answer questions and help other users. (You know who you are!) I read the thread regularly, but I can't answer every question (and usually I've already answered it elsewhere). I encourage you guys to keep it up and feel free to answer on my behalf if it's an issue I've spoken on before; if something is incorrect, I'll see it and correct it. It's a big help and keeps supporting the mod manageable. I also want to thank everyone for the compliments and praise. I usually only respond to posts that directly relate to some aspect of the mod's development, but your appreciation is in turn much appreciated. [EDIT] Also, everyone feel free to edit the wiki! It could be much improved as a reference, and I'd like to focus my time on the API documentation where I can't really enlist anyone's help. [EDIT 2] The list of known non-Kethane issues has been created.
  2. Debug log. Have you tried replacing the spaces with underscores in the @PART[] node? If that doesn't work, Module Manager should be able to add support for it. Are clouds hexagonal with the occasional pentagon?
  3. You'll usually only encounter problems if you make use of classes or members introduced in 4.0 or later. This leads a lot of people to believe they can write plugins targeting 4.0 or higher when that's not at all reliable.
  4. Regarding the file saving issue, which manifests in being unable to end flight: This is not a Kethane bug. Please discuss this in another support forum. This is a KSP bug and/or an issue with your KSP configuration. To my knowledge, there is nothing I can do to fix it. I could add checks to mitigate the freezing behavior, but that would not solve the underlying problem and would result in data loss without any obvious symptoms. If someone comes up with reproduction steps and a solution, I can add a proper warning message. This has been planned for a long time, but it would break both saves and craft files without some kind of transitioning mechanism. I had planned to wait until a craft-breaking KSP release. Could you be specific about what issues the naming causes? You're the first to mention it.
  5. FYI: Plugins should target .NET Framework 3.5. I recommend reworking that code instead of changing the target framework.
  6. Everyone with "end flight" issues should read the last page or two. (Honestly, you should always read the last page or two when you have problems, and the last 30 to be safe.) At the top of this page, I explain it's a KSP file access issue. Try moving KSP to a user folder, like Documents or Downloads.
  7. The error is occurring in KSP code. Here's the relevant stacktrace: IsolatedStorageException: Could not find a part of the path "C:\Games\KSP_0.20.2\GameData\Kethane\settings.cfg". at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 at System.IO.File.Open (System.String path, FileMode mode) [0x00000] in <filename unknown>:0 at ConfigNode.Save (System.String fileFullName, System.String header) [0x00000] in <filename unknown>:0 at ConfigNode.Save (System.String fileFullName) [0x00000] in <filename unknown>:0 at Kethane.SettingsManager.Save () [0x00000] in <filename unknown>:0 It looks like Kethane is providing the correct path and you have some kind of file permissions issue.
  8. I've just discovered this thread, and I'm loving what I see. (In particular, the Kethane Combine idea has been thrown around a few times. It's awesome to see someone's done it!) Keep 'em coming!
  9. Please supply your KSP/KSP_Data/output_log.txt file for each of these cases.
  10. Forgive me if this has already been mentioned. Adding new zones can be done ad infinium. Consider what happens when you have so many zones that you're making an SOI transition exactly once per frame; you're close to doing a full N-body simulation, assuming your zones are set up correctly. You can get a lot of granularity by adding a zone, say, at 0.05g gravity potential intervals. The issue is you start stressing the patched conics system since you're constantly doing SOI changes. You'll have to crank up the conic prediction limit, you'll get more precision issues, et cetera. The range of orbits considered "stable" is decreased because elliptical orbits (and even some circular ones) will transition a bunch of SOIs. The current system makes it easy to tell when an orbit will be stable, but with additional zones you'll likely lose a lot of satellites when making a long warp to align with a planet. Basically, yes, you can do this, but even perfectly executed it has gameplay problems. I argue this kind of gameplay is very realistic, because orbital perturbations are a real problem, but without something like Kerbal Alarm Clock integrated into the game, it won't work well as a stock feature.
  11. Yeah, that sounds like a memory issue. (There's really no way for KW to conflict with Kethane except by eating up RAM.) I'm surprised you're getting graphical glitches rather than a complete crash, but who knows what tricks Unity tries in low memory conditions. I've analyzed the grid changes several times and concluded it uses less memory. The savings are even greater when you start using mods that add additional resources. The geodesic scan masks are a lot more memory-efficient than the old uncompressed textures. Not that any of that matters; the plugin never used more than a few megabytes. The reason this is showing up in 0.7 is probably because Unity is doing something behind the scenes to avoid crashing, and the presence of the grid object in the map view trips it up. This is a case of Kethane revealing an unrelated problem. Like I said, the grid renderer is completely disabled when you uncheck the box; there's nothing I could have done wrong with the shader or anything else that would cause the artifact to appear when the grid is turned off. It's not the standard response. However, in the case of memory issues, all we can do is suggest you turn down texture settings or buy better hardware. There's nothing I can do about you running out of memory. (The plugin uses a couple megabytes; the vast majority of mod-related memory usage is part assets, which are managed by Squad code.)
  12. Please post your hardware specs, operating system and a copy of the output log, and also show screenshots with the overlay enabled. (Since the button arrows aren't showing up, I'm assuming you're on Linux.) The grid renderer is disabled when the "Show Grid Overlay" option is unchecked, so I find it unlikely this is directly Kethane related. What happens if you uninstall other mod packs and only install Kethane? This might be a weird issue where you're running out of memory (simply because Kethane adds about 120MB in parts).
  13. Kethane 0.7.3 has been released. The download link on the first post has been updated. This update makes performance and data integrity fixes. See the 0.7 release notes for information on upgrading from any version other than 0.7 through 0.7.2. Changes in this version: Fixed an issue where deposit and scan data could be lost when switching between saves during a session. Improved grid mouseover detection performance by a factor of 25. This should eliminate the stuttering issues some experienced. (It also removes the mouseover "gaps" between cells because the new algorithm ignores the actual mesh structure.)
  14. I've confirmed an issue (again) where switching between saves during a session can erase deposit and scan data. As soon as I have a fix ready I'll deploy a 0.7.3 hotfix. (I'm away from my development computer right now.) In the meantime, to safely switch between saves, completely close KSP first. The Kethane code is specialized for the geodesic grid overlay. Someone could definitely make a clouds mod, but none of the grid code would be useful for that.
  15. I think you're looking for the Module Manager mod. Check the addon releases section.
  16. I'm impressed at how much of the node structure you got done already. One note on config node loading: you can use the GameDatabase to load nodes from any file, which is really handy for keeping mods in their own directories. For example, GameDatabase.Instance.GetConfigNodes("LightswitchInterface") will enumerate all the LightswitchInterface{} nodes in any of the config files under the GameData folder. I'm not at my development computer, but I'll play with this a bit when I get back.
  17. I'm getting a 404 on the download; looking forward to taking a look when you get that fixed!
  18. Looking forward to seeing more. Poke me sometime if you'd like to try it with the Kethane particle effects system.
  19. There's no easy way to do it currently. You can get the scan masks, which are saved in the KSP/saves/<savename>/kethane.cfg file, but that only tells you which cells are scanned for each resource, not the contents of each cell. You could write a tool to do it by downloading the Kethane source and setting up a console app to read in the seed info and scan masks and dump maps (as images or some other format).
  20. You might reconsider using config nodes. The System.Xml namespace is banned in plugin code, and config nodes are a bit more powerful than you might first expect. You could have a more complex structure like this: MenuItems { Label { Text = Kethane Color = 0, 0.9, 0 } Label { Text = { Binding = KSPField Path = Kethane.KethaneExtractor.Status } } Action { Name = DeployDrill } }
  21. Nicely done! I'm looking forward to details on how it all hooks up. How did LightSwitch know to show a Kethane level indicator near the bottom? Was that configured manually?
  22. I know scanning is strictly Kethane-related, unlike the fuel routing issues which used to fill this thread, but a lot of the same questions are getting asked over and over again. Would one of you fine experts consider fleshing out the wiki? Or have any other ideas? Kethane fans might be interested in this video of Razchek showing off third-party mod integration for his LightSwitch GUI project: Support for collecting water (and other oceans) is an API change, not a new gameplay feature. It may find use within Kethane itself but there are no definite plans for that. That small drill didn't change. (Not intentionally, anyway!) There are some differences in how the drills do raycasting to detect a planet surface, so that may have something to do with it. In particular, make sure the drill head is really submerged, not just barely in the ground. That file is only generated by versions 0.7.1 or earlier. Where did you download Kethane from?
  23. It's true. Khyperia threw together a multiplayer prototype called Kestrel. It worked terribly (not to insult him at all, it's just a hard challenge) but it was technically working multiplayer. You must bear in mind that Unity is made to write multiplayer games. This is far from impossible. It's just something that only someone with access to KSP's internals can do without going insane, and Squad has other priorities. [EDIT] Here's the source code.
  24. 0.8, sure. I'm also now playing with something I had on the backburner and had forgotten about. More on that in a little bit...
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