tbridges Posted March 26, 2016 Share Posted March 26, 2016 Obligatory note of praise: In over 1500 hours of play, this is one of my core mods that I always install. Anyway, I was wondering if there's any way the biome readout could be linked to ScanSat so that it only appears after a body has been scanned? Link to comment Share on other sites More sharing options...
toadicus Posted March 30, 2016 Author Share Posted March 30, 2016 Glad you're enjoying the mod, @tbridges! I'll look in to the ScanSat integration after I get the 1.1 pre-releases out. On that topic; I have a working version of VOID for KSP 1.1 internally... but Squad decided to start the pre-release JUST as I am leaving on holiday. I'll try to get the builds available ASAP, but it might be a day or two! Link to comment Share on other sites More sharing options...
Azimech Posted April 3, 2016 Share Posted April 3, 2016 On 30-3-2016 at 5:02 AM, toadicus said: Glad you're enjoying the mod, @tbridges! I'll look in to the ScanSat integration after I get the 1.1 pre-releases out. On that topic; I have a working version of VOID for KSP 1.1 internally... but Squad decided to start the pre-release JUST as I am leaving on holiday. I'll try to get the builds available ASAP, but it might be a day or two! That's great! I'm really looking forward! VOID is always the first mod I install. The rad/s readout is incredibly important to me and AFAIK your mod is the only one with it. Link to comment Share on other sites More sharing options...
toadicus Posted April 3, 2016 Author Share Posted April 3, 2016 A VOID build compatible with the KSP 1.1 preview is available here: [zip] [tar.gz] [tar.xz] Please get me bug reports that are NOT related to any KSP bugs, and be sure to always include logs. Link to comment Share on other sites More sharing options...
Kurtvw Posted April 3, 2016 Share Posted April 3, 2016 (edited) Thanks for the quick work Toadicus, 1.1 has felt a little bare without VOID. Edited April 3, 2016 by Kurtvw Link to comment Share on other sites More sharing options...
smjjames Posted April 12, 2016 Share Posted April 12, 2016 Where do I find the rad/s measurement? I'm trying to find it to help with a bug report, but not having used V.O.I.D. before, I have no clue. I don't see it in the screenshot on the OP either. Link to comment Share on other sites More sharing options...
Azimech Posted April 12, 2016 Share Posted April 12, 2016 10 minutes ago, smjjames said: Where do I find the rad/s measurement? I'm trying to find it to help with a bug report, but not having used V.O.I.D. before, I have no clue. I don't see it in the screenshot on the OP either. Left of the navball, it's called Ang Vel: xxxrad/s Link to comment Share on other sites More sharing options...
smjjames Posted April 12, 2016 Share Posted April 12, 2016 Oh... right... DERP XD Link to comment Share on other sites More sharing options...
toadicus Posted April 12, 2016 Author Share Posted April 12, 2016 It's not in the screenshots because the screenshots predate the "advanced hud". I should probably update those... Link to comment Share on other sites More sharing options...
Azimech Posted April 12, 2016 Share Posted April 12, 2016 Toadicus, I'd like to point to a stock craft to show a dramatic fps hit when focused on the main vessel, the second being the shaft of the turbine running with normal fps. KSP 1.1 build 1196. https://kerbalx.com/Azimech/TR6-18-v1 Link to comment Share on other sites More sharing options...
toadicus Posted April 13, 2016 Author Share Posted April 13, 2016 Is this FPS hit only observed when VOID is installed and active? If so, can you make it go away by disabling any of the VOID modules (perhaps especially the HUD or advanced HUD)? Link to comment Share on other sites More sharing options...
Padishar Posted April 13, 2016 Share Posted April 13, 2016 On 4/12/2016 at 8:39 PM, Azimech said: Toadicus, I'd like to point to a stock craft to show a dramatic fps hit when focused on the main vessel, the second being the shaft of the turbine running with normal fps. KSP 1.1 build 1196. https://kerbalx.com/Azimech/TR6-18-v1 I've not had time to look at your roll rate KER issue yet but do you see the same sort of fps hit when using KER (with the vessel pane in particular)? If so then it would point the finger at the KER simulation code and, if not, then I guess it would point at something specific to VOID. @toadicus, do you have any readouts that recalculate on every frame (Update or FixedUpdate) but need to scan the whole vessel to do it? Something like drag or a whole vessel heat average...? Link to comment Share on other sites More sharing options...
Azimech Posted April 14, 2016 Share Posted April 14, 2016 28 minutes ago, Padishar said: I've not had time to look at your roll rate KER issue yet but do you see the same sort of fps hit when using KER (with the vessel pane in particular)? If so then it would point the finger at the KER simulation code and, if not, then I guess it would point at something specific to VOID. @toadicus, do you have any readouts that recalculate on every frame (Update or FixedUpdate) but need to scan the whole vessel to do it? Something like drag or a whole vessel heat average...? In my vague memory there is a correlation but I'll test it again. Both running seem to give an even larger fps hit. In the past (0.90) I could get better result by decreasing update refresh. With 1.0.x this advantage seems diminished. Link to comment Share on other sites More sharing options...
toadicus Posted April 16, 2016 Author Share Posted April 16, 2016 @Padishar I have two things that check through most of the ship (both looking at engines for stuff), one does intake air status and one does thrust offset (basically measures by how much your thrust vector "misses" the COM). They're separate loops, and one is old and uses a Linq query first so it can definitely be optimized a bit, but neither of these are doing anything new. Link to comment Share on other sites More sharing options...
toadicus Posted April 21, 2016 Author Share Posted April 21, 2016 VOID has been updated to version 0.19! This version brings compatibility with KSP 1.1 and very little else. I hope to get back to work on the scripted panels soon! CHANGELOG: v.0.19 [2016-04-20] * KSP 1.1 Compatibility * Minor optimizations in thrust offset and intake air calcs. Link to comment Share on other sites More sharing options...
Azimech Posted April 21, 2016 Share Posted April 21, 2016 Thank you toadicus! Link to comment Share on other sites More sharing options...
drtedastro Posted April 21, 2016 Share Posted April 21, 2016 thanks. it feels naked without this mod. cheers. Link to comment Share on other sites More sharing options...
Renegrade Posted April 22, 2016 Share Posted April 22, 2016 On 2016-04-21 at 0:15 AM, toadicus said: VOID has been updated to version 0.19! This version brings compatibility with KSP 1.1 and very little else. Just a quick bug report - it doesn't seem to honor F2 anymore. The provisional KAC release has the same issue so it might be something Squad changed on their end..? Thanks for the update though. Not being able to see my radar alt and ap/pe etc all in a neat HUD is sorely missed when I play pure stock. Link to comment Share on other sites More sharing options...
toadicus Posted April 22, 2016 Author Share Posted April 22, 2016 Thanks @Renegrade, I'll look in to that. I have never done anything with F2 handling at all before, so it's pretty certainly a change on Squad's end that I'll have to adapt to. Link to comment Share on other sites More sharing options...
Renegrade Posted April 22, 2016 Share Posted April 22, 2016 4 hours ago, toadicus said: Thanks @Renegrade, I'll look in to that. I have never done anything with F2 handling at all before, so it's pretty certainly a change on Squad's end that I'll have to adapt to. Cool, thank you NB: I checked prior versions of VOID, they did respond correctly (so it's not our collective imagining or something ) Link to comment Share on other sites More sharing options...
Jacke Posted April 22, 2016 Share Posted April 22, 2016 7 minutes ago, Renegrade said: Cool, thank you NB: I checked prior versions of VOID, they did respond correctly (so it's not our collective imagining or something ) Mod windows not reacting to F2 came up in the KAC topic. @Fishbreath mentioned KSP <1.1 had a draw hook that mods used to respect the F2 toggle and that it may be the problem. Link to comment Share on other sites More sharing options...
toadicus Posted April 22, 2016 Author Share Posted April 22, 2016 I've found what looks like the right way to use the new UI hide/show events, and have it implemented internally. New version will go up soon. Link to comment Share on other sites More sharing options...
Adoelrome Posted April 27, 2016 Share Posted April 27, 2016 I really very much love your work. And the fact that the system consumes energy too. Stay well! Link to comment Share on other sites More sharing options...
toadicus Posted April 30, 2016 Author Share Posted April 30, 2016 (edited) VOID has been updated to version 0.19.1! This update brings proper F2 support and has been recompiled for KSP 1.1.2. CHANGELOG: v.0.19.1 [2016-04-30] * Recompiled for KSP 1.1.2 * Optimized certain data values that required looping through the entire ship to share the same loop. * Added compatibility for the new onShow/onHide UI events to properly hide VOID when F2 is pressed. Edited April 30, 2016 by toadicus Link to comment Share on other sites More sharing options...
Renegrade Posted April 30, 2016 Share Posted April 30, 2016 1 minute ago, toadicus said: VOID has been updated to version 0.19.1! This update brings proper F2 support and has been recompiled for KSP 1.1.2. Yay! Thank you! Link to comment Share on other sites More sharing options...
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