Agathorn
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KSP2 Release Notes
Everything posted by Agathorn
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Experimental Release https://github.com/jwvanderbeck/TestFlight/releases/tag/v0.4.0e5 This is an experimental release of a development branch. This version is released to allow people to test upcoming changes and should be considered unstable and buggy. Do not use an experimental release in any save you care about. Change Log New Reflection Interface for other mods to integrate with TestFlight. This is still a WIP and feedback is more than welcome. Fix issue #11 - Settings Dropdown List hard to read Fix issues #14 - Data rate multiplier being incorrectly applied and giving zillions of data units (or none!) New API methods to allow repairs to take time to complete
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[WIP] CrewQ(ueue) - Crew Rotation, Variety, and Consequences.
Agathorn replied to enneract's topic in KSP1 Mod Development
This looks interesting. One thing I would love to see, if possible, is crews & backup crews. I envision this as something that would really probably work better with something like KCT or some other method of enforcing a period of time passing between assigning a crew to a mission and the mission launching. But the idea being you would assign a primary crew and a backup crew, and then allow illness (or other things?) to happen that force you to go with the backup crew. Or maybe I'm just blue skying here -
16gb of RAM means nothing to KSP. KSP can only address at maximum 3.5/3.8gb of RAM and can often crash with just 3gb of RAM. The log is there, make sure you are looking in the right place? Unity/KSP always makes it. Always. Check out this thread for more details on how to provide us with information so we can help you http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29
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Experimental Release https://github.com/jwvanderbeck/TestFlight/releases/tag/v0.4.0e4 This is an experimental release of a development branch. This version is released to allow people to test upcoming changes and should be considered unstable and buggy. Do not use an experimental release in any save you care about. Highlights Initial implementation of new Mean Time Between Failure (MTBF) system. Due to major underlying data changes you must start a new saved game for this release, and do not use any previously saved craft files Some things to understand about the new MTBF system. MTBF does not mean time until failure. A MTBF of 60 seconds does not mean your part will fail in 60 seconds. It could fail well before 60s or well after 60s. But on average it will fail sometime around 60s. Maybe. Probability is a ...... Just because something is highly unlikely does not mean it is impossible. As a part's operating time approaches the MTBF its change to fail increases. Things are currently tuned so that at Operating Time = MTBF, the part has a 50% chance to fail. Important testing in this update is "How does it feel?". I know this is subjective and everyone will have a different opinion, but please let me know how it feels to you. Both on early flights, and later flights once your parts have gained reliability. I have some knobs I can tune. Also please note that I haven't done up any real configs yet, so right now every part has the same starting MTBF and the Flight Data -> Failure Rate conversion. Change Log Initial implementation of new MTBF system MSD now shows MTBF MSD now shows Failure Rate Make font in MSD smaller, and adjusted window to accommodate new data Updated settings pane in MSD to remove no longer used settings, and rename/tweak ones that are left.
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There is an annoying bug in KSP where sometimes the flight data isn't saved. In addition due to polling rates and what not its possible to lost a few bits and bytes of flight data after a flight. Which is why I wanted to know if the actual amount of data is reported the same in the VAB and Flight even when the reliability is being shown different. In other words is it a matter of the "known data" changing between end of flight and the VAB, or is it a matter of the reliability calculations being bugged. On my test branch where i'm incorporating the new MTBF system, so far stuff seems to be updating properly in my tests.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Agathorn replied to bac9's topic in KSP1 Mod Development
Why not just more a traditional GUI like say RealFuels has? I mean the whole toggle and mouse drag thing I know people are used to from pWings but it seems awkward to me. In fact I keep my hand off the mouse when using the "alternate" UI because its too hard to be precise, whereas I can with the keys. Anyway why not just instead of that, just make a traditional UI window that pops up with the settings? It would seem the whole mousing/toggling through poperties, etc would be more work than a normal UI. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Agathorn replied to bac9's topic in KSP1 Mod Development
I just don't use the tweakables menu -
Experimental Release https://github.com/jwvanderbeck/TestFlight/releases/tag/v0.4.0e3 This is an experimental release of a development branch. This version is released to allow people to test upcoming changes and should be considered unstable and buggy. Do not use an experimental release in any save you care about. Change Log Defer loading of prefab data to Start() in case KSP is being slothful. Should fix reliability not loading correctly in Flight. - - - Updated - - - Hopefully this fixes the issues. Please let me know if it does or doesn't. And if anyone else has any issues. I want to lock down the refactor so I can push forward on the implementation of the new system as soon as possible.
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he's on Linux. It works fine on 64bit linux because KSP Linux x64 works.
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Experimental Release https://github.com/jwvanderbeck/TestFlight/releases/tag/v0.4.0e2 This is an experimental release of a development branch. This version is released to allow people to test upcoming changes and should be considered unstable and buggy. Do not use an experimental release in any save you care about. Highlights Brand new Editor Window allows you to inspect your parts while building. In the VAB you will now see TestFlight on the AppLauncher. Click to open the Editor Window. The Editor Window will show you details on your parts so you can make decisions on what to use on your craft. It shows you the flight data and reliability of the part for all scopes with recorded flight data. To use: Open the window by clicking the TestFlight icon in the AppLauncher bar Mouse over parts in the parts bin on the left. As you mouse over parts, you will see that part's data in the window. Right click a part in the parts bin to **lock** the window to that part. Once locked, you can move your mouse wherever and it will continue to show the data from the locked part. Right click th same part again to **unlock** the window, or right click a new part to change the lock to that part. Left clicking a part to add it to the craft will automatically **unlock** the window if it is locked. As with the main TestFlight window, you can click the "Lock Window" button to lock or unlock the window to the dock. If unlocked, you can position it wherever you want. Change Log Fixed a bug that caused reliability to not load properly when going through the VAB with a craft Fixed a bug causing "sub" modules to load before the Core and therefore never attaching properly Added new Editor Window to see part's flight data and reliability while building
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Agathorn replied to alexustas's topic in KSP1 Mod Development
ah lol. You got me all excited for a minute. -
Are you using fins? A properly built rocket shouldn't have too much trouble, I mean its nose will of course dip over time, but you should have no problem getting atmo, and upper atmo, even just into space all on start technology. The rocket won't be *controllable* which is fine, but it should fly true, and you can pre-tilt it on the pad to go a certain direction. Besides fins, make sure you also have a very solid initial boost. Is that initial boost that really keeps a rocket true. As an example the Tiny Tim booster on the WAC Corporal has something like 20 or 30 to 1 TWR and burned for only 0.7 seconds. The final core sustainer only has like 1.2 or something pathetically small, but the initial momentum is the key.
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Fairly certain they are not properly supported by RP-0 at all, which is why you have access to them early.
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Well its certainly possible that it isn't a 100% workaround, though it seemed to be the case for me. That said I did just find another bug last night that had to do with the apparently random order in which KSP will start up PartModules, so there might have been that going on as well. I fixed that one too, so it will also be in the next release. Hopefully today. I'm trying to finish up work on a brand new feature before pushing a release.
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Yeah but my point is that by goign straight out of the atmo you are throwing away contracts. I mean its up to you, i'm just saying. It sounded like you were trying to optimize funds, so throwing away contracts (and thus funds) seems odd. Now if your goal is instead just to move as fast as possible, then that's fair too.
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Especially since 90% of what you would be writing IS Unity code not KSP code.
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Agathorn replied to alexustas's topic in KSP1 Mod Development
WHAT? Konquest hasn't been released, how did you get it?! -
OK I have tracked this down and fixed it. Should be good to go in the next version. For now a workaround that *should* work is to build your craft in the VAB but don't launch from there. Go back to the Space Center, then go straight to the pad. I know thats a real pain, and won't work with something like KCT, so its just a workaround for now.