Bersagliere81 Posted August 18, 2016 Share Posted August 18, 2016 Checking properly it reads 0.000 rad/h when landed, then it goes from 0.001 to 0.020 rad/h in high orbit. Apparently it matches the vessel info (under the environment tab of Kerbalism icon, if that's what you meant). I might have misread previously, maybe i didn't read that extra zero. But eventually, it did change from 0.02 tto 0.01 at the same elevation, something it didn't happen before, or didn't have the chance to notice. .Anyways, that contract just doesn't want to complete. I have now deleted my folders containing those extra mods, but it didn't solve the issue. The contract just hangs there waiting for the requirement to be achieved Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 18, 2016 Author Share Posted August 18, 2016 (edited) 26 minutes ago, Bersagliere81 said: it did change from 0.02 tto 0.01 at the same elevation, something it didn't happen before Consider the previous magnetic field models were sphere, the new one are more complex. For example for a part of a perfectly circular orbit you may be inside the magnetopause (rad = 0.01) and for another part outside (rad = 0.02). Is to manage the complex shapes that I added the field rendering. Press 0 on the keypad to see the fields in mapview, unless you are a fortunate owner of a Nvidia GTX 960/970. 26 minutes ago, Bersagliere81 said: Anyways, that contract just doesn't want to complete Working on it, I'll send you a debug build to test it. @Bersagliere81 Is the vessel unmanned? I just realized I'm only checking against manned vessels by mistake. Fix in next version. Edited August 18, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
Bersagliere81 Posted August 18, 2016 Share Posted August 18, 2016 (edited) 8 minutes ago, ShotgunNinja said: unless you are a fortunate owner of a Nvidia GTX 960/970. Of course I am. You know that 970 looked so good for its price Yes the vessel is unmanned Here is the list of mods using "copy to clipboard" from the main menu (Orbital science has been removed) Spoiler KSP: 1.1.3 (Win32) - Unity: 5.2.4f1 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.6 Toolbar - 1.7.12USI Tools - 0.7.4 B9 Part Switch - 1.4.3 Community Resource Pack - 0.5.4 Connected Living Space - 1.2.2.1 Contract Configurator - 1.17 ContractFilterContinued - 0.1.1.1 CC-CP-SCANSat - 0.6.0.1 Contract Pack: Clever Sats - 1.3 Contract Pack: Historical Progression - 1.2 Contract Pack: RemoteTech - 2.1.3 Rover Missions - 0.1.5.1 Contract Pack: Unmanned Contracts - 0.3.25 Crowd Sourced Science - 3.0.2 Deadly Reentry - 7.4.7 DMagic Orbital Science - 1.3.0.2 Contract Parser - 1.0.4 Progress Parser - 1.0.5 Engine Lighting - 1.4.5 Ferram Aerospace Research - 0.15.7.2 Firespitter - 7.3 Interstellar Fuel Switch - 2.1.4 RasterPropMonitor - 0.27 Kerbal Attachment System - 0.5.9 Kerbal Construction Time - 1.3.4 Kerbal Engineer Redux - 1.1.1 Kerbal Joint Reinforcement - 3.2 Kerbal Inventory System - 1.2.12 KRASH - 0.5.21 KSP-AVC Plugin - 1.1.6.1 MagiCore - 1.1.2 ModularFlightIntegrator - 1.1.6 NearFutureConstruction - 0.6.4 NearFutureElectrical - 0.7.7 NearFuturePropulsion - 0.7.4 NearFutureSolar - 0.6.2 NearFutureSpacecraft - 0.5.1 Olympic1's Icon Packs - 0.10 Procedural Parts - 1.2.5RCS Build Aid - 0.8.1 RealFuels Stockalike Configs - 3.2.1 RealPlume - Stock - 0.10.9 RemoteTech - 1.7.1 SCANsat - 1.1.6.5 SolverEngines - 2.3 TAC Fuel Balancer - 2.8 TarsierSpaceTechnology - 6.4 Kerbal Alarm Clock - 3.7.1 Alternate Resource Panel - 2.8.1 TweakScale - 2.2.13 UKS-Kerbalism patch - 2.0USI Core - 0.2.4 Kolonization Core - 0.2.4 Konstruction - 0.1 UKS - 0.40.4 Unmanned before Manned - 1.0.9.6 VenStockRevamp - 1.9.5 KSP Interstellar Extended - 1.9.11 And a screenshot. Because we love screenies and it may be helpful http://images.akamai.steamusercontent.com/ugc/260467680377264907/2960D1FDD15FE24FC244CD60483D68166DB5A41F/ Edited August 18, 2016 by Bersagliere81 Link to comment Share on other sites More sharing options...
DarkonZ Posted August 19, 2016 Share Posted August 19, 2016 6 hours ago, ShotgunNinja said: If with that you mean "have you fixed it" then the answer is no. Will I fix it? The problem is that I lack the hardware to replicate the issue myself. Maybe I will try some speculative fix and use some of you guys for testing it, but first I need to get a clue on what is the problem. Because, on paper, it should just work as it does on all other GPUs. Reveal exactly what hardware you use to develop Kerbalism? I'd Guess the Win side of things you could care less about... Yup. Don't blame that at all. Link to comment Share on other sites More sharing options...
Kerbos Posted August 19, 2016 Share Posted August 19, 2016 4 minutes ago, DarkonZ said: Reveal exactly what hardware you use to develop Kerbalism? I'd Guess the Win side of things you could care less about... Yup. Don't blame that at all. He doesn't have a GForce 960/970, that's the hardware he refers to, nothing to do with the OS you could use, I have win7 on my throw away pc, linux mint on my netbook and Mac Snow Leopard on my work... thing, I can see the radiation donut on all of them, and no, I don't have a GForce 960/970, never wanted to buy any of those last models because there was a lot of complains about performance, so I was saving for a Titan, but RL happen so I'm still using my GT 240 and DX or opengl makes no difference in my particular case Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 19, 2016 Author Share Posted August 19, 2016 (edited) @DarkonZ With hardware I meant GPU. Without that GPU I can't replicate the problem, debug it, develop and test solutions. The only way I could proceed is by eyeballing the problem speculatively and handing out test builds to people with that GPU. Meanwhile there is ZERO logical reason why that shader shouldn't work on that particular GPU, giving that is working on all others. The shader in question is particularly simple, here is the Unity mumbo jumbo of the CG shader: Spoiler Shader "Custom/MiniParticle" { Properties { POINT_COLOR ("Point color", Color) = (1.0,1.0,1.0,1.0) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One ColorMask RGB Cull Off Lighting Off ZWrite Off Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 fixed4 POINT_COLOR; struct v2f { float size : PSIZE; float4 pos : SV_POSITION; }; v2f vert(float4 in_pos : POSITION) { // output clip-space vertex position v2f o; o.pos = mul(UNITY_MATRIX_MVP, in_pos); // pass down point size o.size = 1.0; return o; } half4 frag(v2f i) : COLOR { return POINT_COLOR; } ENDCG } } } and that's it. Minimal, texture-less, 1-pixel wide point sprite rendering. This shader will run in any programmable GPU since 2006, probably even before that. Note also that this isn't the first shader I wrote in my life (but the first unity mumbo jumbo cg thing, yes). There are a grand total of 3 lines that do something, and all of them are extremely basic. Edited August 19, 2016 by ShotgunNinja reduced rambling Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 19, 2016 Author Share Posted August 19, 2016 (edited) Ok, these are special builds for testing purposes: one and two. Test only if you have an Nvidia GTX 960/970: Try the first one, go in map view and zoom out: you should see red, green and blue particles. Try the second one, go in map view and zoom out: you should see yellow particles. Let me know if you see some particles and of what color. Do not use these with your savegames. Edited August 19, 2016 by ShotgunNinja Link to comment Share on other sites More sharing options...
raxo2222 Posted August 19, 2016 Share Posted August 19, 2016 (edited) Protip: To see magnetic belts you have press red crosses on planetary radiation window that shows radiation values for belts. I found out that in hard way lol - I thought red crosses meant if something was present or not. Edited August 19, 2016 by raxo2222 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 19, 2016 Author Share Posted August 19, 2016 @raxo2222 I'll change that icon to an 'eye' or something on that effect. Another tip: you can use keypad 0 to toggle all fields rendering on/off, and keypad 1/2/3 to show them individually. Link to comment Share on other sites More sharing options...
Bersagliere81 Posted August 19, 2016 Share Posted August 19, 2016 (edited) Quick question. If I install "realism without life support" (because I always loved TAC-LS) does the greenhouse provided by kerbalism work ? Becasue kerbalism greenhouse is awesome. Or should I look for other greenhouses instead Edited August 19, 2016 by Bersagliere81 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 19, 2016 Author Share Posted August 19, 2016 @Bersagliere81 Technically unless the part is removed or disabled using MM, the greenhouse will always work producing the resource specified in its module config. Look like that particular profile is not disabling it, contrary to what is written at the top of the file. So you should be fine. Link to comment Share on other sites More sharing options...
BashGordon33 Posted August 19, 2016 Share Posted August 19, 2016 I still can't get any radiation fields. I have no planet packs installed currently. Do I have to wait a while for anything to appear? I seriously don't know what the problem could be. And the GPU thing didn't work Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 19, 2016 Author Share Posted August 19, 2016 @BashGordon33 To clarify, you have a GTX 960 and you tested both builds, but you didn't see anything unusual in the mapview around kerbin? Link to comment Share on other sites More sharing options...
MinimumSky5 Posted August 19, 2016 Share Posted August 19, 2016 (edited) I'm also having a strange issue with the magnetic fields, as I'm playing with New Horizons and the 6.4x rescale, but i only have radiation belts for Moho, Eve, Kerbin, Jool and Vall, despite new horizons having larger gas giants than Jool! I'm on my laptop, so i don't have any graphics cards to speak of. Edited August 19, 2016 by MinimumSky5 Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 19, 2016 Author Share Posted August 19, 2016 @MinimumSky5 The new system require authoring for every celestial body. I wrote the configs for stock bodies, OPM and RSS. Contributions for other planet packs are welcome. Writing these configs is not hard, some documentation is here. At a minimum you can just copy Jool to the other gas giants like this: +RadiationBody[Jool] { @name = YourGasGiantNameHere } Set the name of your gas giant and put this in a file with extension '.cfg' inside GameData. Link to comment Share on other sites More sharing options...
BashGordon33 Posted August 19, 2016 Share Posted August 19, 2016 17 minutes ago, ShotgunNinja said: @BashGordon33 To clarify, you have a GTX 960 and you tested both builds, but you didn't see anything unusual in the mapview around kerbin? Just to clarify, I copy the content found in the low GPU build into 'mini particle compiled'. And then I get rid of all planet packs? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 19, 2016 Author Share Posted August 19, 2016 @BashGordon33 There is no need to remove planet packs. Download the two test builds some posts above. Temporarely move Kerbalism directory out of GameData. Uncompress test build 1 and put it in GameData. Run KSP, start a new game, go in map view and zoom out. You should see particles all around you, of different colors. Then do the same all over again for test build 2. Finally you can remove the test build from GameData and put back the Kerbalism directory you moved out at the start. Then report if you saw particles and of what color. Link to comment Share on other sites More sharing options...
BashGordon33 Posted August 19, 2016 Share Posted August 19, 2016 17 minutes ago, ShotgunNinja said: @BashGordon33 There is no need to remove planet packs. Download the two test builds some posts above. Temporarely move Kerbalism directory out of GameData. Uncompress test build 1 and put it in GameData. Run KSP, start a new game, go in map view and zoom out. You should see particles all around you, of different colors. Then do the same all over again for test build 2. Finally you can remove the test build from GameData and put back the Kerbalism directory you moved out at the start. Then report if you saw particles and of what color. I didn't see anything. Nothing at all. I have no planet packs, lowest graphics settings, 64-bit KSP, GTX 960, and did both tests. Is there some third party mod I need? I heard that Kopernicus Extended does the particles, do I need that? Link to comment Share on other sites More sharing options...
DerpyFirework Posted August 19, 2016 Share Posted August 19, 2016 (edited) Getting the same issue with a GTX 1070 here. When I press 0, the "come back in a minute" message pops up and several things show in the debug log, but no particles show. Running Windows 7 x64, KSP 1.1.3 x64 DX9. Will test with the above builds now. EDIT: Above builds show nothing. Just thought I'd check with a GTX 10xx GPU, since I'm lucky enough to have one. EDIT2: Can also confirm it works in OpenGL Edited August 19, 2016 by DerpyFirework Link to comment Share on other sites More sharing options...
MinimumSky5 Posted August 19, 2016 Share Posted August 19, 2016 I'm assuming that the numbers are planetary radii? Also, what happens if one magnetosphere gets embedded inside another? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 19, 2016 Author Share Posted August 19, 2016 @MinimumSky5 Their effects sum. Yes the numbers are in radii. The zone raditation is in rad per hour. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 19, 2016 Author Share Posted August 19, 2016 New test for those with GPU problems: these archives contain two variants of the file 'mini_particle.compiled': one and two. Try replacing the file in Shaders directory with each one of them, in turn. Then test the field rendering and report if it work and which of the two variants you were using in that case. I'm sorry this is a bit of a painful process. Link to comment Share on other sites More sharing options...
alex_1313 Posted August 19, 2016 Share Posted August 19, 2016 (edited) What mod causes "Kerbalism" to not use resources in vessels (Only uses EC) and on EVA? Also, GUIs don't work (if i have a old spacecraft in flight it shows it on the GUI, but when i launch a new spacecraft it doesn't show it). Also i installed these mods: Spoiler - B9 Part Switch - CactEye Optics Community - Chatterer - Community Resource Pack - Connected Living Space - Contract Configurator - Contract Pack : Kerbal Academy - Contract Pack : RemoteTech - Cryogenic Engines - Cryogenic Tanks - Custom Barn Kit - Deep Freeze Continued... - Deployable Engines Plugin - Dres Plus - EVA Handrails Continued - Extraplanetary Launchpads - Firespitter Core - Firespitter Resources Config - G-Effects - Hooligan Labs Airships - HullcamVDS Continued - Hyperedit - Impact! - Kerbal Aircraft Expantion - Kerbal Alarm Clock - Kerbal Atomics - Kerbal Attachment System - Kerbal Engineer Redux - Kerbal Inventory System - Kerbalism - Kerbal Planetary System Modifier - Magic Smoke Industries Infernal Robotics - Modular Flight Integrator - Module Manager - OSE Workshop - RealChute Parachute Systems - RemoteTech - ResearchBodies - SCANsat - Science Alert - Ship Manifest - Strategia - Surface Experiment Pack - Take Command - Toolbar - Trajectories - USI Tools ... Please help, Thanks. I don't know how i fixed it but, i removed the folowing mods: - Science Alert - Connected Living Space - Dres Plus - G-Effects - Hyperedit Edited August 23, 2016 by alex_1313 Link to comment Share on other sites More sharing options...
Pol Posted August 19, 2016 Share Posted August 19, 2016 Just now, ShotgunNinja said: New test for those with GPU problems: these archives contain two variants of the file 'mini_particle.compiled': one and two. Try replacing the file in Shaders directory with each one of them, in turn. Then test the field rendering and report if it work and which of the two variants you were using in that case. I'm sorry this is a bit of a painful process. Much less painful then trying to figure out what is wrong without ability to test it yourself. Both (and default) didn't draw it for me - GTX760 dx9, rescaled Link to comment Share on other sites More sharing options...
Kerbos Posted August 19, 2016 Share Posted August 19, 2016 13 minutes ago, Pol said: Much less painful then trying to figure out what is wrong without ability to test it yourself. Both (and default) didn't draw it for me - GTX760 dx9, rescaled This may sound stupid, but in the Nvidia control panel, on 3D management, did you try setting the shaders cache OFF for ksp? Link to comment Share on other sites More sharing options...
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