ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 @evileye.x If you install using CKAN you need to download the 'Default Profile' package too. Link to comment Share on other sites More sharing options...
evileye.x Posted August 1, 2016 Share Posted August 1, 2016 1 minute ago, ShotgunNinja said: If you install using CKAN you need to download the 'Default Profile' package too. Oh, thank you very much! I was so blind... Link to comment Share on other sites More sharing options...
Arivald Ha'gel Posted August 1, 2016 Share Posted August 1, 2016 (edited) 5 hours ago, ShotgunNinja said: @Arivald Ha'gel To reproduce without Kerbalism: remove the Kerbalism directory from GameData start the game, load savegame named 'before' hit ALT+F2 see the streams of NaN exceptions in the log window Now that I think of it, maybe you can use ExceptionDetector (a mod) to see what mod is throwing those exceptions. I see many ArgumentOutOfRangeExceptions when I remove Kerbalism completely: [EXC 23:34:02.138] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[WhitecatIndustries.ModuleOrbitalDecay].get_Item (Int32 index) System.Linq.Enumerable.ElementAt[ModuleOrbitalDecay] (IEnumerable`1 source, Int32 index) WhitecatIndustries.VesselData.FetchFuelLost () WhitecatIndustries.DecayManager.FixedUpdate () So I removed OrbitalDecay and reinstated Kerbalism, loded "before" savegame and guess what: Still the same problem with NaN Electricity and Oxygen. 100% reproducibility. So it's not OrbitalDecay. I'll repeat once again. When I remove Kerbalism.dlls, there are no problems with NaN electricity/Oxygen. There seems however to be other repercussions of Kerbalism removal. Edited August 1, 2016 by Arivald Ha'gel Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 1, 2016 Author Share Posted August 1, 2016 More screenshots of the new magnetosphere: from the top and from the side: Link to comment Share on other sites More sharing options...
Kerbos Posted August 2, 2016 Share Posted August 2, 2016 Looking good so far, now we can finally see Van Kerman's belt Link to comment Share on other sites More sharing options...
Jasseji Posted August 2, 2016 Share Posted August 2, 2016 1 hour ago, ShotgunNinja said: More screenshots of the new magnetosphere: from the top and from the side: Amazing stuff man !!! I was away for 2 weeks and what i see now ? Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 2, 2016 Share Posted August 2, 2016 OMG dat magnetotail!! Sooo cool! Agreed tho that I can't wait to see what the gas giants look like Fabulous work @ShotgunNinja Link to comment Share on other sites More sharing options...
jlcarneiro Posted August 2, 2016 Share Posted August 2, 2016 GREAT EFFECT! Sorry to ask, @ShotgunNinja, but what is the impact on the CPU? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 2, 2016 Author Share Posted August 2, 2016 Thanks guys The computation cost of evaluating those signed distance fields is not that much more than, say, evaluating the signed distance from a sphere. Also in the new architecture these functions are called once per step, in total. So the cost of the new model is negligible. For the rendering instead, there is a cost that I'm trying to minimize. Those images are using 100k particles and right now the bottleneck isn't the GPU (that can handle more) but stupid Unity math library. So I'm going to move all those vertex computations on the GPU with a custom shader. Then there is some kind of 'particle-fitting' algorithm I'm using that is relatively costly but is only executed once at program start. Link to comment Share on other sites More sharing options...
brusura Posted August 2, 2016 Share Posted August 2, 2016 (edited) 13 hours ago, ShotgunNinja said: @brusura Seem they are just using ModuleResourceConverter. If that is the case, they should work both in planner and be simulated in background. I figured out the problem. I'll try to explain, maybe this is standard stock mechanic wich I did not know, maybe it could be usefull for someone: My configuration is 3 reactors, 4 drills and 1 converter , all tanks are full this is important ( ore, Lf+Ox , monoprop ) While in background simulation everything is considered to work at max capacity even if the tanks are full: 3x Reactors = +90 EC/S 4x Drills = -60 EC/s 1x Conv = -30 EC/s x conversion ( ie. monoprop and Lf+Ox = -60 EC/s ) Since I left the drills on and Lf+Ox and Monoprop conversion on I was draining -30 EC/s , this was not happening with base focused because while NOT in background the simulation work as intendend if the tanks are full the drills will not mine more ore, if the monoprop is full the converter will not produce it anymore and so will cosume less EC/s ( none because in this case tanks are full ) Dunno if the background simulation could be adjust to consider this. Edited August 2, 2016 by brusura Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 2, 2016 Author Share Posted August 2, 2016 @brusura You are right. In previous versions the converters would do nothing if full in background, but I believe that was lost in one of the last refactors. Will see if I can add it back. Link to comment Share on other sites More sharing options...
jlcarneiro Posted August 2, 2016 Share Posted August 2, 2016 13 hours ago, ShotgunNinja said: [...] For the rendering instead, there is a cost that I'm trying to minimize. Those images are using 100k particles and right now the bottleneck isn't the GPU (that can handle more) but stupid Unity math library. So I'm going to move all those vertex computations on the GPU with a custom shader. Then there is some kind of 'particle-fitting' algorithm I'm using that is relatively costly but is only executed once at program start. What if you drew only the contour? Would it be easier (or lighter on resources)? Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 2, 2016 Author Share Posted August 2, 2016 @jlcarneiro Well actually I am drawing only the borders. Tried with the full volume, but the view is confusing. I found out that is quite tricky to show clearly these kind of complex surfaces. The particle on the border method is the best graphically, show the shape clearly and is faster. Also I'm going to optimize the hell out of it, and a quality setting will be available. Now, I'm working how a magnetic field environment of a planet influence its moons. Was reading about Jupiter and it get unconfortably complex. On the other side, the current model is bland and lack deep, as the field stop before the first moon. So I'm thinking of having the fields naturally extend, and if they encompass a moon (without its own field) then the moon get the conditions of the parent body. Here is Jool for now, consider it is still a work in progress. The inner belt (modeled after the real one) the outer belt: Laythe and Val in the safe zone, Tylo in the belt for half its orbit the magnetopause, containing Bop and Pol for part of their orbits, and extending far outward (but nowere near reality, Jupiter one almost reach Saturn orbit) Link to comment Share on other sites More sharing options...
New Horizons Posted August 2, 2016 Share Posted August 2, 2016 Hi ShotgunNinja, do you know this tool MemGraph? It could be interesting how your relay system behaves in comparison to Scansat .. Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 2, 2016 Author Share Posted August 2, 2016 Ladies and gentlemen, Duna/Mars weak irregular magnetic field: Link to comment Share on other sites More sharing options...
autumnalequinox Posted August 3, 2016 Share Posted August 3, 2016 (edited) Before I set up a full mod-set to test this out, is there still a conflict with Real Fuels (Engine ignitor, etc)? I saw only one mention of a possible conflict waaay back in May, before full Community Resource Pack integration. Edit: NM! I just saw the patch for Real Fuels. Edited August 3, 2016 by autumnalequinox Link to comment Share on other sites More sharing options...
theonegalen Posted August 3, 2016 Share Posted August 3, 2016 Holy crap, @ShotgunNinja. Those magnetic fields are insanely attractive! /dad Link to comment Share on other sites More sharing options...
darloth Posted August 3, 2016 Share Posted August 3, 2016 (edited) Somehow Kerbalism managed to 'lose' some of my vessels - oxygen and food was no longer being used up, signal was just non-present (but I could still control probes) leading me to suspect that for whatever reason, it wasn't getting applied on vessel load. Furthermore, the monitor display only showed 4 vessels though I had more flying. Reloading KSP in general fixed this so I am not too bothered about it, but if you want more details (I have a lot of mods running, and they change regularly) please let me know. Edited August 3, 2016 by darloth Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 3, 2016 Author Share Posted August 3, 2016 @darloth Sounds like an exception is thrown during background simulation, send me the log when it happen again. Link to comment Share on other sites More sharing options...
RzTen1 Posted August 3, 2016 Share Posted August 3, 2016 (edited) Holy crap those magnetic fields are amazing. I have some news from the Cryo thread. It looks like EC should be constant: On Monday, August 01, 2016 at 0:20 AM, Nertea said: Ec usage is constant no matter what the amount in the tank is, so that's not a problem if I'm understanding you right. On Monday, August 01, 2016 at 4:20 PM, RzTen1 said: Shouldn't this code segment cause the EC usage to vary depending on tank volume?https://github.com/ChrisAdderley/CryoTanks/blob/master/Source/ModuleSimpleBoiloff.cs#L86 coolingCost = fuelAmount/1000.0 * CoolingCost; 9 hours ago, Nertea said: That does seem to reveal a bug - that code is supposed to only run on OnStart to configure the total energy use. However it's supposed to operate on max fuel amount, not fuel amount. Good find. Edited August 3, 2016 by RzTen1 typo Link to comment Share on other sites More sharing options...
autumnalequinox Posted August 3, 2016 Share Posted August 3, 2016 (edited) I wrote a config for the Engineering Tech Tree so that the module upgrades would occur coherently (it's like the CTT but everything is arranged totally differently). It has many custom tech nodes. So I wrote a .cfg and I want to make sure it will actually work??. It is housed in the ETT patch folder along with other configs so it's rather simple. //ETT Compatability by autumnalequinox @ScrubberEfficiency { tech0 = spaceExploration tech1 = simpleCommandModules tech2 = spaceStations tech3 = shortTermHabitation } @ManufacturingQuality { tech0 = engineering101 tech1 = experimentalScience tech2 = scienceTech tech3 = advScienceTech } @SignalProcessing { tech0 = electronics tech1 = mechatronics tech2 = automation } Note: I'm not sure if it works yet because I don't know if these can be targeted by MM the way I'm doing it. Edited August 3, 2016 by autumnalequinox Link to comment Share on other sites More sharing options...
ShotgunNinja Posted August 3, 2016 Author Share Posted August 3, 2016 @autumnalequinox Yes, you got exactly how it works They are ConfigNodes so MM will happily apply changes to them. There is only a minor issue: you need to 'edit' the fields (because they already exist in the ConfigNode), so prepend '@' to all 'techX' like this: @SignalProcessing { @tech0 = electronics @tech1 = mechatronics @tech2 = automation } If you want, I can include it in next version. Link to comment Share on other sites More sharing options...
autumnalequinox Posted August 3, 2016 Share Posted August 3, 2016 Just now, ShotgunNinja said: @autumnalequinox Yes, you got exactly how it works They are ConfigNodes so MM will happily apply changes to them. There is only a minor issue: you need to 'edit' the fields (because they already exist in the ConfigNode), so prepend '@' to all 'techX' like this: @SignalProcessing { @tech0 = electronics @tech1 = mechatronics @tech2 = automation } If you want, I can include it in next version. Oh ok no wonder they didn't work! Thanks. Let me make sure it works first and I'd have no problem with that. They were asking for one over on the ETT thread for some time now. Link to comment Share on other sites More sharing options...
autumnalequinox Posted August 3, 2016 Share Posted August 3, 2016 Yay thanks it worked! Confirmed with testing. Link to comment Share on other sites More sharing options...
Kerbos Posted August 3, 2016 Share Posted August 3, 2016 Finally manage to properly export a model, had to use your large food container to take measures for da model (100% totally not because I was completely lost on how to create a config file for it and just changing the name of the model was easier) Spoiler Still gotta figure out the correct values for the bumpmap plus I was lazy and just stacked top and bottom at random on the UV map Link to comment Share on other sites More sharing options...
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