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Everything posted by diomedea
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Rchiesta - Bandiera italiana (o ASI?) stile NASA
diomedea replied to ventu83's topic in International
No, ammetto di non aver mai usato FASA; anche se il sistema di avere config diversi per le diverse dimensioni pare simile a quello usato da Flag Decals, che invece ho usato fino alla KSP 0.23.0 (ora obsoleto). -
Could the joints be separate parts, connecting to an antenna and a base structure, so that existing antennae are not directly affected? Would be possible with your code to actually define the orientation of such joints instead of the antennae mounted on them? I guess modeling a rotary joint is somewhat easier than a rotating antenna (and probably some parts in other mods, e.g. Infernal Robotics, are already good to use as joints).
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Eh, I did try just switching back the root part to be first in the vessel definition. Works for that part, but not for the other parts missing. So, probably every single part has to be switched back to where it belongs. So, it is needed to know where those parts actually were before the scramble. To help, the .craft file holds a lot of useful info about those parts, but parts there are in the order they are created in VAB, unfortunately a .craft is parsed when entering flight mode, each part to be ordered based on the stage it belongs. I know of no tool designed to reorder a vessel parts. With a simple enough vessel (certainly less than 50 parts), applying some simple rules with the info from the .craft file, should be possible to have the correct order back just by editing the savegame (warning: easily worse problems may arise from unproper editing). With the very simple vessel I used for those tests, I can see the correct order of parts is, starting from the root part, every part as it connects to the down node of the previous part; then (probably in no specific order), parts connected to the top node (again starting from the root part) and radially attached parts. If more than one stage is present, parts with following stages will go afterwards (direct stage order). Kobymaru, hope the above helps in case you want to try manual editing. I am not a specialist with KSP savegames, but generally know my way with most of the information included; if you want, I may try to have a look at your savegame and (also with a .craft file of the vessel and a list of mods used) possibly try to reorder it for you.
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Certainly you are fast. I won't be able to test everything as fast as you implement it . About FAR, it adds this partmodule to all concerned parts: "FARControllableSurface". I can see that module being added to stock parts with "FerramAerospaceResearch.cfg" file (so, concerned parts are listed in there). Possibly other mods (Procedural Wings? B9?) have their own config to add that FAR partmodule to their parts. Yes, spoilers should be a toggle (I reckon it is tied to the stock "Brakes" command by default in FAR). Flaps seem to have 4 different states, probably good to show as active whenever the state is not "0". On Reaction Wheels. Sure I don't want you to change data structure because of them. After all, the operational state is temporary. But if only red/green is possible to show, then the state to be shown could be better not be the "operational" state, but what is the state of the toggle enabling torque (no idea what it is called in game, sorry). Would be great if possible to also monitor the operational state (if not with the same AG, as another) but there is no command tied to that to link to an AG. So, if only possible to show a red/green state, that should reflect what the command is ("toggle torque"). Of course I was not considering the "mixed" state shown in yellow. There are no different Reaction Wheels or no different actions with a reaction wheel to monitor together. Unless the operational state could be exposed so to be linked to an AG (but that would require making a new partmodule just for Reaction Wheels).
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If I get this correctly, you could be able to make antennae track the angular position of their target. Would be an extremely cool effect . But then, I will have to change how vessels are built, so to allow more space for those big dishes to rotate. Communication masts may become essential to make enough space, and probably some new parts (deployable/extensible masts) may be required. Then, antennae should be coded to have some hard limit (at least, by a couple of tweakables) on the horizontal and vertical rotation they can assume IRT the mounting node. And if really this takes ground, I can foresee (for those really loving realism) a future version of RT2 that checks the orientation of the dishes with all other conditions for successful connection. Yes, I love this idea...
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Excellent. Now I have some real work to do checking all my mods have their actionstates correct. Will certainly begin to propose some (my full list of mods is certainly too long). I understand you actually need to add partModules; then, could be best to actually show which ones are with parts that don't have their actions correctly recognized? Or just mentioning mods is enough for you? EDIT 1: Yup, version 1.8 works great ! All toggle states are recognized correctly. Yes, Reaction wheels (also on command modules) are bit less intuitive, show red when "not operational" for whatever reason (e.g. lack of charge). Perhaps a different color to show they are enabled but not operating... EDIT 2: Mods to be added to toggle state monitoring. The following are currently the most evident to me: - SCANsat (in particular the version 7 under development): has some sensors and adds its own module to parts of other mods: the concerned partmodule is "SCANsat" - Kethane: detectors: concerned partmodule is "KethaneDetector"; converters: "KethaneConverter"; generators: "KethaneGenerator"; extractors: "KethaneExtractor" - Extraplanetary Launchpads: multiple parts, seem to use the same partmodules as Kethane
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Rchiesta - Bandiera italiana (o ASI?) stile NASA
diomedea replied to ventu83's topic in International
OK, datemi un poco di tempo e la faccio... Comunque le bandiere in KSP sono di dimensione standard, 256 x 160 pixel. Non ci sono diverse grandezze. EDIT: Fatto, bandiera Italiana (colori ufficiali, ovvio), dell'ASI, ed un misto "non ufficiale" (qui il link). Basta inserirle nella cartella di KSP /GameData/Squad/Flags. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
diomedea replied to stupid_chris's topic in KSP1 Mod Releases
I am experiencing some serious lag while loading a ship (either in editor or flight) if that ship has a Stack Chute with both nodes (top and bottom) connected to other parts. If the same Stack Chute is instead placed with a node free, loading time is absolutely normal. I see something similar was reported a number of times before on this thread, but never solved (also, because logs were not always provided...) Tried to isolate this issue, so made a bunch of tests on a unmoddded KSP 0.23.5 install. Built a ship large enough to show this clearly (small ships don't really make a difference), here in two versions: - Test RC1, with the Stack Chute below the probe part at the top: this loads in the editor in 46 sec. on my PC; - Test RC2, with the Stack Chute above everything: this loads in less than 2 sec.; - and, yes, there is also the output_log.txt that hopefully will allow to find the cause. (I don't attach the ship I was building when I first found this issue. That made KSP to hang completely, I rebuilt it 5 times from scratch before finding what was the problem...) -
Yes, I feel monitoring the state of parts will definitely solve that issue. Right-clicking to activate/deactivate them was what I did to re-sync the AGX states till now. I also suspect other methods may exist to indirectly change the state of parts, as the state may be toggleable by other plugins; and those state changes would be lost as well without monitoring. On bug squashing, of course I feel committed to at least help with testing (so to find new bugs and hopefully confirm those squashed). Also, don't start promising release dates . Not even Squad does. It may put you under pressure from your own commitment, so bringing away the pleasure of programming.
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Installed and running this addon. Very good, absolutely effective and not obtrusive at all . Just one weird thing: when the game is paused, fps shown grows very fast to figures not believable.. possible that a variable is not refreshed (e.g. elapsed time between frames) and the math is then inaccurate?
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OK, decided to do testing more seriously on this KSPTOT Connect issue. And I found something weird. Clean KSP 0.23.5, install, with KSPTOTConnect, Toolbar, plus VOID and PreciseNode to evaluate maneuvers (those mods don't add anything to savegames). I made a very simple scenario, just one vessel in orbit. Made a manual node just to have a reference save with a maneuver in it; then used KSPTOTConnect with the vessel, and saved. Then compared saves. Please find saves here to compare. The result is that, just with connecting to the vessel, its parts are scrambled. It has nothing to do with the uploaded maneuver, I had the "broken" ship (and the scrambled parts) without uploading any maneuver, just by connecting that vessel. In those saves, the first part in the vessel is @ line 692 (should be the root part). The quicksave has it correctly (a "probeStackSmall"), the save after connecting has a different part (one of those still visible with the broken vessel). Before... and after... EDIT: The scrambling of parts seems to happen for the vessel that is selected through the list that appears in the MCC "Select Vessel" dialog, after that list is populated by selecting "Test Connect to Remote Host". It is possible to upload a maneuver without trouble for a vessel, is that vessel is not selected through that list, and the orbital parameters required to compute burns are instead obtained from the "Compute Departure Burn" dialog (right-click on orbital params, select "Get Orbit from KSP" and then select the desired vessel from the list in the "Import Orbit from.." dialog.
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Eh, dalle tue creazioni certo si vede che KSP lo conosci bene . Per restare in tema, si lavora dietro le quinte... cercando di scovare bugs e se possibile aiutare a risolverli. Niente da mostrare purtroppo.
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Please publish a link to the sourcecode, or embed it with the package. And, to show the license you chose for this with the opening post (not only in the package). That all as required by rule 5.2. When both the above are met, feel free to restore the download link. I look forward to being able to use this.
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In the test install I use and still had one of those "broken" vessels after uploading a maneuver for with KSPTOT Connect, I also have MechJeb 2.2.1 (build 255) (needed to compare data for the maneuver) and few mods I don't think have any relationship to the issue (Toolbar, ModuleManager, Ferram_Aerospace_Research, Action_Groups_Extended, RCS_BuildAid). Yes, happens only for vessels that had a maneuver created by uploading it from KSPTOT. And they seem fine after creating the node, game shows no problem with them. When you reload the game, that vessel is "broken". Note, also, I had that with vessels keeping the maneuver node stored: I had not actually made the required burn. Have a suspect the issue is due to something very small and almost unnoticeable, that KSP is unable to detect at runtime but does while loading. Maybe sometimes a type mismatch occurs with the "Maneuver" block of data, though why that could bring to breaking vessels is unknown.
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Yep. The part.cfg is what I used in the last with my main install, now will use the same with the test install, and with the newest AGExt.dll. What is actually broken is # 1, the on/off state. (sorry, I was less then clear on that lately). I have a number of parts with each vessel and define AGs for the toggle commands with them. With those AGs I also set the "Toggle Grp: Yes" and "Group #" in AGX edit window. These parts start inactive in game, and all AGs with "ToggleGrp:Yes" set show in red, so they are correct at start. While in flight, I activate the parts using the AGX AG (that is matched to the toggle command): the part becomes active,and AGX shows that AG in green, so that is correct. I leave those parts active, then switch to another vessel, go back to Space Center, or both. When I return to the same vessel, those parts are still active, but the AG set for them shows red (that is the mismatch). With the latest tests, done only with stock parts, only communication antennae exhibit this, the AGs for toggle commands with other parts stay correct. However, parts with other mods are also affected (with my main install, it happens with scientific parts belonging to SCANsat, Kethane, InterStellar, Extraplanetary LaunchPads; and probably much more). Will upload new test results soon. EDIT: Tested, results here. Please note what I put in the test description, this time I switched many times before the issue happened, only came when I reversed the order I was selecting vessels when re-entering flight mode. Can't say for sure, but in previous tests I selected vessels in casual order; this time I stickied to a pattern and while it was kept, the issue wasn't showing. (always trying to find what may be happening...)
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After the ship is "broken" ? First time I had that issue (still unknown the cause), was with my main game. Had to reload from a quicksave done before uploading the maneuver. Then I used KSPTOT Connect with a test game, so nothing really troubling if I was losing a ship (apart having to launch another to keep testing). So far, no way I know to recover a savegame, but I have yet to find what is actually wrong with the uploaded data. I guess could be something simple enough that could be corrected by manually editing the savegame.
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This is just sketchy as a report, but I changed the part.cfg as in your post above (and installed RT2 with the testing environment). Launched the game, as soon as I took control of one vessel, all its antennae closed (animation played). The "red" actionstate in AGX therefore is in sync. However, I can't reopen them (possibly due to RT2, if out of range due to those antennae now closed). Of course (I bet you already know), AGX changes state to "green" = active even if Rt2 prevents the action from occurring. EDIT 1: the above was quite probably due to RT2. Disabled RT2 plugin while keeping your modified part.cfg, now no animation is played when taking control of a vessel (Animations play fine if commanded by the user). However, no improvement with actionstates with the new .cfg; and, DTS-M1 and Communotron-16 antennae now show to be "locked", no user control right-clicking on them, nor with using an AG with them. Notable, the communotron 88-88 is unaffected, not locked. EDIT 2: tried with the fix at post #184 on my "normal" game (heavily modded). If I don't switch vessels, I can escape to Space Center and go back to the same vessel, and actionstates remain consistent. Unfortunately they don't while switching vessels (I hoped for a moment that did the trick ).
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Thanks for all your work. I will try that change in the part.cfg, of course adding RemoteTech2 to the testing environment to see if it doesn't break. No need to hurry .
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
diomedea replied to Paul Kingtiger's topic in KSP1 Mod Releases
Excellent news, Daishi. And now no more blue screens or other hassles. Tell your PC to behave, we can't wait much longer . -
Hope you mean the icons from the Map Window, as it is from there (the rightmost icon of all the ones added by RT2) you can open the targeting menu for dishes.
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Arrowstar, unfortunately I have to confirm the above. I also found ships that had a maneuver uploaded from KSPTOT horribly broken (would say, "krakenized"). Was still investigating if this other issue may have been tied to other things, but till now the only commonality found is to have had the uploaded maneuver.
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Still found the same issue, though this time it took a second try through the Space Center for it to show, the first time it seemed all right. All data collected and a description of the tests is here, hope that is telling something.
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Going to test as you suggested above. Will take a bit of time, but will report ASAP.
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Perfect . I'm happy if what I provided was of any help. If you want me to make some other specific tests, please ask.
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