Magion
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Everything posted by Magion
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Hi there, you either don't want anything more or you're just really good at ignoring. Also, I'm sorry, that I didn't release v0.4 as I promised, but I somehow didn't found enough time to finish it and make sure everything is running properly. I was mainly busy with supporting Czech team at #IIHFWorlds, which is taking place in my city! Anyway, because of the several major issues found after the v0.3.2 release, I decided to do pre-releases. Now I think the next update came to a point, where it can be released, so v0.4 pre-release is now available for download at GitHub! You can find what all is new at the GitHub as well. I will greatly appreciate, if you help me to polish the update, so it's ready for an official release. Mainly look for a red lines in the debug log. If you see any, then, please, contact me, so I can fix the issue ASAP. Thanks!
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Hey guys! A v0.4 status update here! In the last month the development was going at a snail's pace mainly due to my 3-week sickness (still don't know the origin) and school, but now I try to code as much as possible. I estimate the v0.4 to roll out at the beginning of the next week as it's nearly finished. Thus, you now have the last chance to suggest what should WernherChecker check for in the new update. Implemented currently are: PartModule, Min. resource capacity, Resource amount and Contract requirements checks. Any other suggestions welcome. I apologise for the delay.
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Here's the screenshot of the livestream with the "overdue" feature:
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I just counted twelve on my hard drive... o_O All the way from 0.16
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YEY, that's a great reward after my 70km bike trip. So much HYPE!!
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Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
Magion replied to HafCoJoe's topic in KSP1 Discussion
Not yet. I'm a bit afraid and confused about the needed texture conversion, but I will examine it more deeply tomorrow. But I use ATM, so at least something. -
Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
Magion replied to HafCoJoe's topic in KSP1 Discussion
Lucky you! I suppose you're a stock player or you have an Solid State Drive, but It's not my case and my GameData folder is 2.1 GB big, so my KSP loads in about 4 minutes (don't remember the exact time since it's been a while since the last launch) -
Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
Magion replied to HafCoJoe's topic in KSP1 Discussion
The 1.0 is gonna be so awesome! SO AWESOME! Except those fairings. The separation looks rather like a rapid unplanned disassembly of a craft made of physicsless parts But everything other is just magnificent. Dat decreased loading time! That was the main reason why I haven't played KSP for over a month (I know, shame on me). Now I will be able to! -
As you wish. I added minimization persistence. I think it will serve equally well. Aaaaand now, a short status update: About 65% of work's been done on v0.4. As I said, this version is gonna extend the checks beyond the PartModule limitation, so I want to ask you again about the things you would like to check for. I'll greatly appreciate your help. BTW, Yey, 100th post!!!
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How close to being totally out of fuel have you been?
Magion replied to Randazzo's topic in KSP1 Discussion
Back in 0.17 I was landing on the ancient Moho with that hellish atmosphere and it was really terrifying - my fuel ran out about a meter over the ground I liked that Moho. Previously it was a challenge to get to the surface. Today it's just a pretty boring, nothing special landing. -
Rosetta, Philae and Comet 67P/Churyumov-Gerasimenko.
Magion replied to Vicomt's topic in Science & Spaceflight
I was bored at school today, so I've done some calculations regarding the possible decapitation of our Ducky's head. I figured out, that the attractive gravitational force between the body and the head is about 290MN and the centrifugal force caused by the comet's rotation equal to 200MN, so there's only 90MN force pushing those portions together, which might contribute to the disintegration. Well, let's see if this factor and some outgases can tier Cherry-Gerry apart. I hope it'll, because it'll reveal the otherwise hidden core (and those alien cities underground ). -
I intended to do that in the latest release, but I somehow managed to forget it :/ Anyway, I started developing v0.4, where I want to implement feature requested above. Now you can suggest stuffs which WernherChecker could check for.
- 165 replies
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[0.90] KSP Interstellar port maintance thread
Magion replied to Boris-Barboris's topic in KSP1 Mod Development
I agree with Northstar. N2 harvesting would be very cool. It's great that someone maintains KSPI, while FractalUK is missing. Thanks Boris! Unfortunately, this KSPI version is pretty buggy. I can see following exception in log several times immediatly after loading KSC scene: [KSP Interstellar] Exception caught adding to: smallerMPD part: System.InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.First[ModuleInfo] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at FNPlugin.PluginHelper.Update () [0x00000] in <filename unknown>:0 Next, please comment this line. It's spamming my log and loads the processor to no purpose. Microwave relay system appears to be broken too. I have to switch between relay vessels several times until they works as they should. I hope it gets fixed soon -
I'm also unhappy with the limitation only to the PartModules and have been thinking about it a longer time. In the end I decided to do it in a way similar to one you described. I plan to implement it in the next version, but I really don't know when that is.
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PQS fading is probably controlled by class ScaledSpaceFader, whose fields are public, so anyone can change them. But when dumped these values I got strange results - for Kerbin fadeStart=55000 and fadeEnd=60000. You report, that the lag stops at cca. 160km, so that's weird. I also found PQSMod_CelestialBodyTransform, which has similar fields with more sensible values. fadeStart=60000, fadeEnd=120000. So here're all the values from ScaledSpaceFader class: [table=width: 330, class: grid, align: left] [tr] [td]CelestialBody[/td] [td]fadeStart[/td] [td]fadeEnd[/td] [/tr] [tr] [td]Kerbol[/td] [td]N/A[/td] [td]N/A[/td] [/tr] [tr] [td]Moho[/td] [td]95000[/td] [td]100000[/td] [/tr] [tr] [td]Eve[/td] [td]105000[/td] [td]110000[/td] [/tr] [tr] [td]Gilly[/td] [td]135000[/td] [td]140000[/td] [/tr] [tr] [td]Kerbin[/td] [td]55000[/td] [td]60000[/td] [/tr] [tr] [td]Mun[/td] [td]55000[/td] [td]60000[/td] [/tr] [tr] [td]Minmus[/td] [td]135000[/td] [td]140000[/td] [/tr] [tr] [td]Duna[/td] [td]95000[/td] [td]97000[/td] [/tr] [tr] [td]Ike[/td] [td]135000[/td] [td]140000[/td] [/tr] [tr] [td]Dres[/td] [td]95000[/td] [td]100000[/td] [/tr] [tr] [td]Jool (why not null??)[/td] [td]29000[/td] [td]30000[/td] [/tr] [tr] [td]Laythe[/td] [td]55000[/td] [td]60000[/td] [/tr] [tr] [td]Vall[/td] [td]295000[/td] [td]300000[/td] [/tr] [tr] [td]Tylo[/td] [td]95000[/td] [td]100000[/td] [/tr] [tr] [td]Bop[/td] [td]135000[/td] [td]140000[/td] [/tr] [tr] [td]Pol[/td] [td]130000[/td] [td]135000[/td] [/tr] [tr] [td]Eeloo[/td] [td]95000[/td] [td]100000[/td] [/tr] [/table] Values from PQSMod_CelestialBodyTransform: [table=width: 330, class: grid, align: left] [tr] [td]CelestialBody[/td] [td]fadeStart[/td] [td]fadeEnd[/td] [/tr] [tr] [td]Kerbol[/td] [td]N/A[/td] [td]N/A[/td] [/tr] [tr] [td]Moho[/td] [td]100000[/td] [td]110000[/td] [/tr] [tr] [td]Eve[/td] [td]110000[/td] [td]115000[/td] [/tr] [tr] [td]Gilly[/td] [td]140000[/td] [td]145000[/td] [/tr] [tr] [td]Kerbin[/td] [td]60000[/td] [td]120000[/td] [/tr] [tr] [td]Mun[/td] [td]60000[/td] [td]120000[/td] [/tr] [tr] [td]Minmus[/td] [td]140000[/td] [td]145000[/td] [/tr] [tr] [td]Duna[/td] [td]100000[/td] [td]110000[/td] [/tr] [tr] [td]Ike[/td] [td]140000[/td] [td]145000[/td] [/tr] [tr] [td]Dres[/td] [td]100000[/td] [td]110000[/td] [/tr] [tr] [td]Jool[/td] [td]N/A[/td] [td]N/A[/td] [/tr] [tr] [td]Laythe[/td] [td]60000[/td] [td]120000[/td] [/tr] [tr] [td]Vall[/td] [td]300000[/td] [td]325000[/td] [/tr] [tr] [td]Tylo[/td] [td]100000[/td] [td]125000[/td] [/tr] [tr] [td]Bop[/td] [td]140000[/td] [td]145000[/td] [/tr] [tr] [td]Pol[/td] [td]135000[/td] [td]140000[/td] [/tr] [tr] [td]Eeloo[/td] [td]100000[/td] [td]110000[/td] [/tr] [/table] You can try and figure out which one is the correct one.
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Exactly this occured to me yesterday I'm now examining the way the CKAN works, so expect the support soonâ„¢.
- 165 replies
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2167! 2167 screenshots since 0.16. WOW. That's a huge number. This one is one of my favourites. Almost got it.
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Download v0.3.4 from Kerbal Stuff, CurseForge or GitHub right now!! It fixes the issue described above. I also added basic in-game settings and rewritten the crew-assignment-checking feature to make it use the stock PreFlightCheck class. * Added in-game settings * Fixed an issue causing the game to go crazy after launching an unmanned ship * Crew-assignment-checking feature rewritten Enjoy!
- 165 replies
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Fix is now available for download at Kerbal Stuff, CurseForge or GitHub. Regarding KCT compatibility, I just disabled the crew checking when KCT is installed, because you assign the crew outside the editor, so it's useless. Full changelog: * Fixed the stock toolbar button duplication issue * KCT compatibility I hope there're not gonna be more issues today. Enjoy and Happy New Year.
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I'm really sorry for the duplication bug. The part of the code, which destroys the toolbar button was subscribed to the wrong GameEvent, so only two lines of the code had to be changed. Now I'm figuring a solution to the KCT compatibility issue. When I'm thinking about it, in .90 crew assignment is finally persistent, so the crew-checking feature might be useless. What's your opinion? For those, who don't wanna wait for the fix, you can switch to blizzy78's toolbar and disable crew checking in the .cfg
- 165 replies
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You're right. I'm Czech and I can confirm, that "Kurvy" is plural of "Kurva", which is a very harsh word for a prostitute. I'm surprised, that this is in the game.
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I made it today! Download v0.3.2 from Kerbal Stuff, CurseForge or GitHub right now! YEY! What's changed? * KSP 0.90 support * Added saving of the window's position * Improved launch button hook for the crew-checking feature * Default AntennaRange support Happy Holidays!
- 165 replies
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Hi, thanks for the nice words. I'm glad that I finaly have a time to write here something. The Christmas madness was just CRAZY, so I HUGELY appologise for the lack of updates. The original targeted release date was on Friday. But on Friday the 19th! Stupid Christmas v0.3.2 is completed a few days now, but I just didn't have a time for a release. With a little luck the update will be out today, but I don't promiss anything. If not, you'll have to wait at least until Wednesday During developement I spent a lot of time improving the launch button hook, which displays the CrewCheck dialog instead of launching the vessel. Currently, there is just an area in the place of the launch button, which, if you mouseover over it, it disables the launch button and if you click while the mouse is in the area, it displays the CrewCheck window. It has one major problem. The tooltip of the button remains displayed, eventhought the mouse isn't over the button. In 0.90, the tooltips became a lot greater, so the more it's ugly. Additionaly, the disabled button doesn't look nicest either. Originally, I was thinking just about manualy changing the visual state of the button, but that didn't work very well - the button set itself enabled, eventhought is was supposed to be disabled. Then, I tried to integrate it with the stock PreFlightChecks (that thing, which tells you, that the launchpad is destroyed and you have not enought money to launch the vessel), but it's probably instantiated inside the launchVessel() method, so I can't access it and add own pre-flight test. Creating my own instatnce worked, but it behaved really strangly. Then, I was browsing documentation for the EzGUI and I found two interesting methods - AddInputDelegate() and RemoveInputDelegate(). That was great, but I couldn't find the stock InputDelegate, so I could add custom InputDelegate, but I could't remove the stock one. After a few hours of searching, I didn't find the delegate, but I found another method, which I overlooked - SetInputDelegate(). That method overrides all delegates, so that was finaly the solution. How could I miss that?!? So much for my developer adventures. I hope it wasn't boring Also, yesterday was the WernherChecker's birthday. Whole one year. Happy Birthday! Happy Holidays!
- 165 replies
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KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
Magion replied to KasperVld's topic in KSP1 Discussion
A bit late, but I still want to thank SQUAD for their hard work. I didn't expect 0.90 that early, so my mod WernherChecker is still not compatibile with it, but I'm close to release. Anyway, if I think about that, I should celebrate, because this my 10th version I'm playing. I can't belive, that it's already 2.5 years since I played KSP for a first time. In 0.16 there weren't really much celestial bodies to land on - just Kerbin, Mün and Minmus, that's all. Now, KSP is totally different game and nowise worse. It's just amazing. Once more, thanks SQUAD!