DirtyVenomSteam Posted June 21, 2018 Share Posted June 21, 2018 (edited) On 6/20/2018 at 10:24 PM, jrodriguez said: Flickering fixed at 99% after applying a dynamic update of the near clip plane of the main camera. Expand HE DID IT, THE ABSOLUTE MAD LAD DID IT Edited June 21, 2018 by DirtyVenomSteam Quote Link to comment Share on other sites More sharing options...
DirtyVenomSteam Posted June 21, 2018 Share Posted June 21, 2018 Ohp, found a bug, it either relates to KK or the fact I'm using KF Adjustable wheels for my vehicles, either way; Vehicles load inside of KK runways after extending ground loading range. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted June 21, 2018 Author Share Posted June 21, 2018 On 6/21/2018 at 1:13 PM, DirtyVenomSteam said: Ohp, found a bug, it either relates to KK or the fact I'm using KF Adjustable wheels for my vehicles, either way; Vehicles load inside of KK runways after extending ground loading range. Expand I recommend to start a new game and test the basics without KK, and then add a new KK static (ensure colliders is activated). Quote Link to comment Share on other sites More sharing options...
isaacracos Posted July 4, 2018 Share Posted July 4, 2018 Hello everyone! So I just installed the BDArmory mod and this one along, both great mods. Just wondering something: Is it normal that, whenever I launch a new vessel, or switch to another one using the map, the craft (when it´s landed) starts to hover off the ground, kind of cancel its physics for several seconds and proceeds to switch automatically between all vessels and debris in range, while displaying: "[PhysicsRangeExtender] Extending terrain distance: entangling [PhysicsRangeExtender] Extending terrain distance: condensing [PhysicsRangeExtender] Extending terrain distance: releasing energies [PhysicsRangeExtender] Extending terrain distance: complete" ? Haven´t seen this issue mentioned nor displayed in any videos, that´s why I find it strange. Quote Link to comment Share on other sites More sharing options...
DoctorDavinci Posted July 4, 2018 Share Posted July 4, 2018 (edited) On 7/4/2018 at 4:01 AM, isaacracos said: Hello everyone! So I just installed the BDArmory mod and this one along, both great mods. Just wondering something: Is it normal that, whenever I launch a new vessel, or switch to another one using the map, the craft (when it´s landed) starts to hover off the ground, kind of cancel its physics for several seconds and proceeds to switch automatically between all vessels and debris in range, while displaying: "[PhysicsRangeExtender] Extending terrain distance: entangling [PhysicsRangeExtender] Extending terrain distance: condensing [PhysicsRangeExtender] Extending terrain distance: releasing energies [PhysicsRangeExtender] Extending terrain distance: complete" ? Haven´t seen this issue mentioned nor displayed in any videos, that´s why I find it strange. Expand It's not a bug, it's a feature What is happening when you launch is that all landed vessels are having adjustments made to their altitude so that they do not crash through the surface when loading This feature was developed to get around the exploding vessel bug that was occurring when vessels are placed at over the stock ground loading distance (15 to 20 km) Edited July 4, 2018 by DoctorDavinci Quote Link to comment Share on other sites More sharing options...
isaacracos Posted July 4, 2018 Share Posted July 4, 2018 On 7/4/2018 at 4:34 AM, DoctorDavinci said: It's not a bug, it's a feature What is happening when you launch is that all landed vessels are having adjustments made to their altitude so that they do not crash through the surface when loading This feature was developed to get around the exploding vessel bug that was occurring when vessels are placed at over the stock ground loading distance (15 to 20 km) Expand Oh, I see, that clears it up. Thanks! Quote Link to comment Share on other sites More sharing options...
Szeperator Posted July 8, 2018 Share Posted July 8, 2018 I just installed BD Armory together with Phyics Range Extender and now when I'm in orbit my vessel starts to wobble/flicker... any idea why? I happens only when Phyics Range Extender is installed. I read some post above sth about flickering and I'm not sure if those where the same problems Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 8, 2018 Author Share Posted July 8, 2018 On 7/8/2018 at 7:04 PM, Szeperator said: I just installed BD Armory together with Phyics Range Extender and now when I'm in orbit my vessel starts to wobble/flicker... any idea why? I happens only when Phyics Range Extender is installed. I read some post above sth about flickering and I'm not sure if those where the same problems Expand That is completely expected when you have loaded vessels that are at a great distance. With the latest version of PRE you will notice a massive improvement regarding the flickering effect. I recommend to check if you are using the latest version of PRE. Quote Link to comment Share on other sites More sharing options...
Szeperator Posted July 8, 2018 Share Posted July 8, 2018 Thx, any technical explanation why this is expected? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 9, 2018 Author Share Posted July 9, 2018 (edited) On 7/8/2018 at 8:10 PM, Szeperator said: Thx, any technical explanation why this is expected? Expand Sure, the flickering/shaking effect is the result of the lost of floating point precision with the distance There is a great article here: http://davenewson.com/posts/2013/unity-coordinates-and-scales.html You will not notice this in the stock KSP because actually vessels are getting packed/unloaded as soon as they are 2-20km (depending if the vessel is landed or orbiting) from the active vessel. Edited July 9, 2018 by jrodriguez Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted July 9, 2018 Share Posted July 9, 2018 On 7/9/2018 at 5:51 AM, jrodriguez said: There is a great article here: http://davenewson.com/posts/2013/unity-coordinates-and-scales.html Expand Great find JR and, for anyone with more than a faint interest in the workings of KSP, it's well worth the read. Quote Link to comment Share on other sites More sharing options...
Cochise Posted July 9, 2018 Share Posted July 9, 2018 my apologies in advance if this has already been asked or mentioned, but was the feature to disable the mod removed on the most recent version... and why? I personally found it to be useful... especially on space missions when I am not using BDA/don't need PRE. I'm sure there's a reason for the change, but I really wish toggling the mod in-game was still an option. Quote Link to comment Share on other sites More sharing options...
SalemMew Posted July 10, 2018 Share Posted July 10, 2018 Considering the limitations of unity and KSP itself this is a fantastic mod... But I'm questioning it's practicality in a proper "space program" capacity. The flickering isn't just graphical; It also invokes the Kraken and induces tiny oscillations that, in atmosphere amount to nothing. But in orbital distances, and in space without friction, they get large enough to throw off manouvres, confuse SAS and RCS, and even destabilize the orbits of entities located in the orbit of a planet. Especially if they're small. More to the point, if I have any launched craft low orbit of a planet the glitching gets intense enough to make it difficult to perform manouvres. However, it's a decidedly unique mod, so before I cull it from my install, I want to know if, and how, there is a way to reduce the physics range extension to levels that don't disrupt my gameplay! Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 10, 2018 Author Share Posted July 10, 2018 On 7/9/2018 at 3:01 PM, Cochise said: my apologies in advance if this has already been asked or mentioned, but was the feature to disable the mod removed on the most recent version... and why? I personally found it to be useful... especially on space missions when I am not using BDA/don't need PRE. I'm sure there's a reason for the change, but I really wish toggling the mod in-game was still an option. Expand Hi Cochise I made the decision to remove it because I thought it was something not used. But to be honest if you reduce the range to 20km and click apply it would more or less "stock". On 7/10/2018 at 6:10 AM, SalemMew said: Considering the limitations of unity and KSP itself this is a fantastic mod... But I'm questioning it's practicality in a proper "space program" capacity. The flickering isn't just graphical; It also invokes the Kraken and induces tiny oscillations that, in atmosphere amount to nothing. But in orbital distances, and in space without friction, they get large enough to throw off manouvres, confuse SAS and RCS, and even destabilize the orbits of entities located in the orbit of a planet. Especially if they're small. More to the point, if I have any launched craft low orbit of a planet the glitching gets intense enough to make it difficult to perform manouvres. However, it's a decidedly unique mod, so before I cull it from my install, I want to know if, and how, there is a way to reduce the physics range extension to levels that don't disrupt my gameplay! Expand Yes, you are right. If you have the default range ( I think it is 200 km?) orbits can be modified by the physics shaking. I suggest to reduce the range until you are happy with the precision. Quote Link to comment Share on other sites More sharing options...
SalemMew Posted July 10, 2018 Share Posted July 10, 2018 On 7/10/2018 at 7:05 AM, jrodriguez said: Yes, you are right. If you have the default range ( I think it is 200 km?) orbits can be modified by the physics shaking. I suggest to reduce the range until you are happy with the precision. Expand Thank you. I'm pretty sure I've found the file, but it reads PreSettings { GlobalRange = 500 } If this isn't the right one then point me to it, please... If not, is this in km or some other value? (EG this would be 500km default range) I want to get this right the first time, because I would love to keep this mod but managing this install has been a headache to the point where I have JUST found this as an issue, and thought my computer was dying! Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 10, 2018 Author Share Posted July 10, 2018 On 7/10/2018 at 8:09 AM, SalemMew said: Thank you. I'm pretty sure I've found the file, but it reads PreSettings { GlobalRange = 500 } If this isn't the right one then point me to it, please... If not, is this in km or some other value? (EG this would be 500km default range) I want to get this right the first time, because I would love to keep this mod but managing this install has been a headache to the point where I have JUST found this as an issue, and thought my computer was dying! Expand Actually you can change the value from the UI in-grame You don't need to touch that file. You should be fine reducing the range to 50 km. Quote Link to comment Share on other sites More sharing options...
Cochise Posted July 10, 2018 Share Posted July 10, 2018 @jrodriguez yeah, that’s what i’ve been doing. not a big deal at all I just figured I’d see what was up. thanks for the reply Quote Link to comment Share on other sites More sharing options...
SalemMew Posted July 10, 2018 Share Posted July 10, 2018 For some reason the install of this version I had, had no menu in-game. A reinstall fixed that, and now I can adjust ranges on the fly which makes things so very much easier on me. Thank you for your support! Keep on making this mod wonderful; perhaps one day something can be done about the floating point loss limitations. Quote Link to comment Share on other sites More sharing options...
Serenity Posted July 17, 2018 Share Posted July 17, 2018 You rock sir!Thank you so much for a much needed extra range! Quote Link to comment Share on other sites More sharing options...
LuciferZ25 Posted July 21, 2018 Share Posted July 21, 2018 On 7/10/2018 at 7:05 AM, jrodriguez said: Hi Cochise I made the decision to remove it because I thought it was something not used. But to be honest if you reduce the range to 20km and click apply it would more or less "stock". Yes, you are right. If you have the default range ( I think it is 200 km?) orbits can be modified by the physics shaking. I suggest to reduce the range until you are happy with the precision. Expand It's 500 default n one thing I can do with this mod is let my mun rover travel on autopilot when I'm on some survey mission in kerbin Absolutely fantastic. 2in 1 missions. Quote Link to comment Share on other sites More sharing options...
DirtyVenomSteam Posted July 30, 2018 Share Posted July 30, 2018 There seems to be odd stutter when using PRE, I'm not particularly sure why. My range is set to 25km, even at lower ranges (Including 1km) the stutter persists. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted July 30, 2018 Author Share Posted July 30, 2018 On 7/30/2018 at 4:02 AM, DirtyVenomSteam said: There seems to be odd stutter when using PRE, I'm not particularly sure why. My range is set to 25km, even at lower ranges (Including 1km) the stutter persists. Expand uhmm that is strange. If you set the range to 1 km that would make all vessels apart from the active one to get unloaded. I have never seen that effect when there is only one vessel loaded. Maybe you can try to switch to others vessels/debris when the range is set to a low value just to ensure that there are no other vessels loaded. Quote Link to comment Share on other sites More sharing options...
DoctorDavinci Posted July 30, 2018 Share Posted July 30, 2018 On 7/30/2018 at 4:02 AM, DirtyVenomSteam said: There seems to be odd stutter when using PRE, I'm not particularly sure why. My range is set to 25km, even at lower ranges (Including 1km) the stutter persists. Expand KSP.log please ... you can find this file in your KSP directory Upload your KSP.log to a file sharing site from a game that this issue is happening in as the KSP.log is overwritten each time you start KSP Off the top of my head ..... you say you have a stutter, do you have other mods installed? .... are you running KSP on a potatoe? Honestly from the wealth of information you have provided the only thing I can think of is the KSP garbage collection is running overtime which points to a mod being the issue .... try retesting with just PRE installed (and BDAc if you so choose) and see if it continues to happen I have a sneaky suspicion that running a barebones install with just PRE (and BDAc if you so choose) will cause the stutter you are experiencing go away which if this is the case then it isn't PRE causing you grief Quote Link to comment Share on other sites More sharing options...
Chaotic Protocol Posted August 2, 2018 Share Posted August 2, 2018 So anyway you could make it load the craft in just the launch scene to prevent a massive amount of parts while running while in flight? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted August 3, 2018 Author Share Posted August 3, 2018 On 8/2/2018 at 11:19 PM, Project Cygnus said: So anyway you could make it load the craft in just the launch scene to prevent a massive amount of parts while running while in flight? Expand Uhm I'm not sure I understood your question. If a non-active vessel is not loaded then that vessel doesn't really exist from a physics point of view. Thus, that vessel will not be able to fly or to move on the ground. The main feature that PRE provides is to allow loading all vessels within the range defined. Quote Link to comment Share on other sites More sharing options...
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