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KSP Mod: Kerbal Konstrucs
This should fix the kosmodrome ground vanishing sortly after launch.
This could also reduce the load at updatedb(), when a goup is in range.
formular to test:
N= objects in group
centerpos = oldcenterpos* (n/(n+1)) + newpos/(n+1)
We currently gererate over 14MB/s of garbage for drawing the mapicons of groundstations. This is higher than anything else.
Cache the search results for GroundStations and Launchsites when "MapIconDraw.Open" is called. (override .Open())
De-Linq the foreach loop und draw groundstations
the Code is partial implemented, but cannot be used because the KSC has no PQSController setup or something like that. The Launchpad and Runway where allways throwing errors in MapView and are now filtered out for that reason.
Things ToDo:
Make the field body Type:CelestialBody available in the Launchsite structure.
Use the launchsite structure array and the geoposition for the MapIcon drawings.
Files affected: LaunchSiteManager and MapIconManager
This could be used at a prototype for a new config mechanism, which stores the attribute-types dynamic at startup in a dictionary.
Very often the same facilities appear twice on the list of operational facilities. However, correct facility is shown/updated when opening it, so it's not game-breaking, just confusing.
use default save and load mechanism to gain persistence
or clean it up.
As my replacement project for all Kerbin-Side statics I want a to use Substance Painter for texturing and I want more maps (glossiness and emissive at the same time) supported.
I need to change the shader at object load and set the missing texture maps the same time.
All needs to be controlled by a new model-config like "useUnityShader = true"
Some links, so I don't forget where to look for
http://answers.unity3d.com/questions/368303/changing-shaders-of-a-gameobject-via-script-1.html
http://answers.unity3d.com/questions/845757/what-are-the-property-names-in-the-new-unity-5-sta.html
these are called every second, so there are much improvements.
Some bases are next to each other instead of being a single base, e.g., bio-dome and research stations at north pole. They can share facilities and need to be bought separately. It's weird considering it's impossible to create a new base within 100km of another.
Disable all updates calls when the editor is open, so objects can be moves out of the visiblility range.
this can be made a Monobehaviour just like in RemoteTech source.
Also add body<CelestialBody> to the LaunchSite structure and use this in the drawing loop.
move variable declarations out of the loop, to reduce garbage collection
public void OnGUI() { if (Event.current.type == EventType.Repaint && MapView.MapIsEnabled)
Make all variables local to the class. no more external show_something stuff.
There was a bug back in December that is reported as fixed but here is a report on an issue I found yesterday:
I have a clean install of 1.2.2. I installed RealSolarSystem via CKAN (so it gets the dependencies) and manually installed the latest KK and KSC Floodlights. They do not appear. When I attempt to use Ctrl-K in the launch view (trying to find them to re position them), nothing appears. The mod window itself on the main screen does come up, but Ctrl-K does not work there either.
I removed the RSS directories and dependencies without changing anything else and KK works fine. I can go to the launch view and hit Ctrl-K and am able to move the Floodlight towers around.
So the only thing in place causing the failure is the core RSS needs which includes:
Real Solar System 12.0.0
Module Manager 2.7.6
Kopernicus 1.2.2-5
Modular Flight Integrator 1.2.4.0
Textures (8192 size)
No other mods installed.
the easy fix of not setting "SpaceCenter.instance" could have broken the StageRecovery addon,
SR uses SpaceCenter.instance, to get the distance to the KSC, so it should now allways use the nearest one provided by KK
Either:
needs to be fixes as soon the reqrite is done.
Basic the same as #18 only visible to the rest
the PQS must be added to body.pqsSurfaceObjects
function in StaticObject.spawn
Required changes:
Opened an issue with them as well, but game crashes right after main loading screen, just before the main menu. Fresh install of the game.
Mod installed directly from a fresh clone of the git repo.
Map-icons
ToolTip
MouseOver
that way mods could be setup with lat,lon and altitude instead of some strange vectors.
Needed Changes:
Support of double values as config parameters.
1.1 Rewrite the Configuration Management
1.1.1 Write a migration function
1.1.2 fix the Object Instance loader logic
1.1.3 check for all other references
add the new loader logic and print out a warning, when only the old one can be used.
Migrate the KerbinSide packages.
Replace all calls of SetActiveRecursively with SetActive and check there the .isActive flag to match new-State.
remove all Instances of SetActive* calls from StaticGroup and use the ones from StaticObject.
In KK 1.2.0.1 with KSP 1.3.1 StaticObjectUpdate is called twice as often as the Update method. (same with KK 1.2.0.0 and KSP 1.3.0)
One "Debug.Log" for Update and one for StaticObjectUpdate.
#53 is related, I made it so StaticModule can stop their logic while StaticObjectUpdate act crazy. Didn't understand it was a bug at the time.
Report originally made here
The whole StaticObject.SetActive (updateCache etc) stuff might be overkill and could be removed, if the PQSController is able to set the visiblility of the Object.
We only need to trigger the updateTexture calls (which might be done somewhere else)
let firt MM reload the database and then replace all statics.
migh come handy for some modders.
Objects can be made to show up if I add them to body.surfaceobjects.
disable mapview, when not open
does not show up in LS selector, when not open.
extend the launchsite editor
The Groundstations could be used as RemoteTech&CommNet groundstations.
perhaps also with a limited range around bases (60 km for runnway and 30 for pads)
to make KK more compatible with kopernikus mods, use terrainheight as a reference and not sealevel.
the function should be no longer be needed, as all StaticModules and KKFacilities contain the statcInstance paramenter when created.
the show open facilities is the same problem as in drawing GroundStations.
look at DebugStuff Code how to get the object under the mouse.
Add an module to an static model, which can play an sound:
features:
audioclip = string
loop = yes | no
min distance= float (as per unity audisource)
max distance = float (as per unity audisource)
volume = float
Make a ScenarioModule for the most FacilityManagement, or a seperate GameLoader, for ConfigFile Parsing and Placement of Statics.
all fuel tanks an mines/rafineries cannot transfer their contens to the vessel (KSP 1.2 changed resource transfers)
the references might be hidden in body.pqsSurfaceObjects
A static Module which allows to replace textures and shaders of a static, as the std KSP shaders are limited to three maps only.
Looks like RSS breaks the KK loader and other stuff, which thinks we are on Kerbin.
Meta tracker for all changes for better performance
provide an patch loader for orphaned mods. That way unusable configurations can be overwritten by patches, without modifying license protected packages.
When the window with office building is open the funds generate insanely fast, regardless of time acceleration (around 10000 funds/second when fully staffed, or a few thousand/second with a few kerbals). This makes it impossible to use offices in a non-cheaty way.
I think I found a bug in career mode. Whenever I tried to recover a vessel from any purchased KK facility (in my case i tried with Lodnie Isles and Polar Research Center from the KerbinSide package) the crew are not recovered and the parts refund is 0, not matter the facility has a recovery factor. The worse part is when I tried to launch another mission I noticed that the crew status is missing in action! I have checked and I'm pretty sure it is related to the recovery method used in Kerbal Konstruct.
Fixes:
1.1 give configurl object to spawnInstances function and extract configpath
1.2 extend the StaticObject Class with cfgfile attribute
1.3 fill the cfgfile attribute in spawnInstances
3.1 When doing a single modelsave, load the old instance configuration in an array and save only these.
2.1 create an own save function which scans the Static Database for all instances for thier origin and group them there.
2.2 save new objects without old cfg to group-modelcfg-clone.cfg with pointername in the KK-exportdir, or try to find an cfg-file with same group and model (best)
Make the SpaceCenter Camera move to the selected Launchbase.
Make the Base selector available in SpaceCenter.
Optional: Open the editor when selecting a Launchsite.
if not: remove workaround.
Implement a central window Renderer and remove the old spagetti code from OnGUI
This is partial done.
With an object to respawn any defined group of config objects as an new one with the kerbin-default sphere spreading.
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