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Everything posted by allista
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Introducing the Feature Wishlist for all my mods. >>> Feature Wishlist (for all mods) <<< Rules are simple: Open the spreadsheet, At the bottom find the tab of a mod, Look through requested features, if there's no feature corresponding to your wish, add a record and set the votes to 1 if there is a feature that suits your, vote for it, increasing the number by 1 (please, no cheating, all changes are recorded) At some point I'll look at the lest and try my best to estimate the work cost of the features and comment on the ones I don't like for some reason. Then I prioritize them as votes/cost and will use as a guide in the development. EDIT: to all who use the wishlist, It's very important to describe the feature in detail, otherwise I won't be able to handle it
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Introducing the Feature Wishlist for all my mods. >>> Feature Wishlist (for all mods) <<< Rules are simple: Open the spreadsheet, At the bottom find the tab of a mod, Look through requested features, if there's no feature corresponding to your wish, add a record and set the votes to 1 if there is a feature that suits your, vote for it, increasing the number by 1 (please, no cheating, all changes are recorded) At some point I'll look at the lest and try my best to estimate the work cost of the features and comment on the ones I don't like for some reason. Then I prioritize them as votes/cost and will use as a guide in the development. EDIT: to all who use the wishlist, It's very important to describe the feature in detail, otherwise I won't be able to handle it
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Pretty strange. I'll have to investigate this one. Introducing the Feature Wishlist for all my mods. >>> Feature Wishlist (for all mods) <<< Rules are simple: Open the spreadsheet, At the bottom find the tab of a mod, Look through requested features, if there's no feature corresponding to your wish, add a record and set the votes to 1 if there is a feature that suits your, vote for it, increasing the number by 1 (please, no cheating, all changes are recorded) At some point I'll look at the lest and try my best to estimate the work cost of the features and comment on the ones I don't like for some reason. Then I prioritize them as votes/cost and will use as a guide in the development. EDIT: to all who use the wishlist, It's very important to describe the feature in detail, otherwise I won't be able to handle it
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output_log.txt ? This is a problem with MM patch and/or your installation.
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No idea, actually. I could only guess that they have some algorithm for default placement of parts designated to stock tree nodes
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Thanks!
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Streaming auto-tests of the new ToOrbit algorithm based on the ideas of @Overengineer1 and @AndyMt. Nothing so fancy as GravityTurn does, but should be much more fuel-efficient than before. https://www.twitch.tv/allitau/ EDIT: still streaming. Mun orbits are most meditative of all to get to...
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I can only recite the prost you quoted: All settings that you can change in Editor, could be saved as default for new crafts. Separately for VAB and SPH. Everything is stored inside ships, and there's no propagation of config options to already flying ones. There never were any plans to globalize TCA settings, as TCA is a part module: TCA on a ship is an entity distinct from another TCA on a different ship. Funny. I'll check it, thanks.
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If you set all engines to thrust only you'll deprive the ship of control authority and it will inevitably flip out of control. What's wrong with that? I still need the design of a thing that behaves badly for you.
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I need a screenshot to recreate the plane or a .craft file (if it's stock enough) to test.
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For starters, you have 5 ModuleManager.dlls. This alone should be the cause of many problems. You should always have only 1 MM dll at a time, preferably the latest.
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You can't get that much info out of non-debug .dlls of your mods; but you can use the unity's profiling engine as usual. For that you only need to get the debug-build unity player for your OS that matches exactly the version of unity that was used to build your KSP_x88(_64), and replace the executable (backuping the original, of course) with it. The from unity editor you can open profiling window and attach to the KSP instance launched with that player. You can even do the real debugging with breakpoints, steps and all, provided you have the code, debug .dlls and .pdbs
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Good! I was searching for that info to get the correct development player build EDIT: no good There's no unity4linux installer for that particular version. Only 2017.1.2f1, and then 2017.2... So no debugging and profiling for me
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Unfortunately, these files don't tell much. Share the output_log.txt please. The one strange thing I noticed though is the Unity version: 2017.1.3p1 I was under impression that KSP is build with 5.4.1p4
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That's exactly what happens: when unloading a vessel, a hangar saves it's entire configuration inside its own, so in the end the savefile contains the same information. As with all honest simulations, when the universe grows, so grows the computational demand of the simulation.
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I mean, without flying it into a hangar. Maybe one could attach a new, special part, which has a menu entry to park the vessel where it's attached outside the save game. OK, then one maybe needs a general menu to re-spawn it. If you think that's to over-powered, one could make the part renamed in the release, so that it's not active, but people who need this functionality could rename it to make it active and use it. So the general idea is to park big things outside the save game until one needs them and re enables it. I mean, that is exactly what Hangars is for, but "on size bigger". Or is there something else? EDIT: One maybe doesn't even need a special part... an configuration option to enable a hidden menu like "unload vessel" and "reload vessel" from the hangars button/menu would maybe be enough?! BR JebsSY I understand the problem; and the proposed solution -- packing some vessels into configs and saving those configs in separate files, then unpacking them into vessels on-demand -- would somewhat solve it. But purely technically it is so outside the scope of the Hangar. Sure, some pieces of code could be reused, but mostly it would require to write a completely new mod. Modularized Saves or something along these lines.
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OK, how about at altitude of about the size of the vessel itself? It's meaningless to draw it too high, because like I said, the transform is dynamic and is only "fixed" when you deploy the kit. Oh well, I can remove the "landed" restriction entirely. Look at the green arrow whenever you like. But it could flicker depending on vessel's movement. What's best for you? EDIT: or maybe when vessel's surface speed is small? < 5m/s
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It's a little boring today... https://gfycat.com/KindlyImmediateHypacrosaurus
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For robustness I would use MODULE[ModuleTankManger|ModuleSwitchableTank]. And I would ask @RoverDude about this rather than me, because these modules do not interfere with what CC does. That is to say, if it fits USI, then why not.
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Then it's a whole different story, I'm afraid. TCA is build around stock ModuleEngines and is dependent on its architecture; to do necessary predictions, TCA uses things like atmospheric curves and ModuleEngine's algorithms that determine the thrust/mass-flow at given atmospheric conditions. To do the same with completely different thrusting modules would be equivalent to write yet another TCA core. I'm not even sure I can provide the interface that a module could implement in order to be handled by TCA. Because I need to be able to answer questions like "what thrust this engine will give on that planet at given altitude, and at what fuel cost?" I'm not saying it's impossible, but the resources required are overwhelming.
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Orientation is dynamic. I can move the debug visualization of the spawn transform into release and fine-tune it a little, so that it could be displayed on-demand (a button in GC's main window, perhaps).
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Note that's a request to comprehend! I certainly understand the desire, but you know, bad estimate is worse than no estimate at all. Anyway, I'll see what I can do: internally I already calculate some top boundaries...
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What modules do these rotors use for thrust?
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Personally, I don't see a big problem here. Some stretching is alright, but if one wants to make a long rod out of the kit, well, there should be a downside, shouldn't it? I also like the letters and all
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