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1.2 Update #1436

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16 tasks done
NathanKell opened this issue Dec 4, 2016 · 91 comments
Closed
16 tasks done

1.2 Update #1436

NathanKell opened this issue Dec 4, 2016 · 91 comments

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@NathanKell
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NathanKell commented Dec 4, 2016

@jwvanderbeck
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Is anything needed of me for TF or do you guys got it?

@PhineasFreak
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PhineasFreak commented Dec 4, 2016

Every RO part that utilizes a TACLS converter will need to be updated to the new "TacGenericConverter" module. Example follows.

Before:

MODULE
{
    name = TacGenericConverter
    converterName = CO2 Scrubber
    conversionRate = 4.0
    inputResources = CarbonDioxide, 0.0058912100, ElectricCharge, 0.010, LithiumHydroxide, 0.0000085683
    outputResources = Water, 0.0032924498, true, Waste, 0.0000257297, false
}

After:

MODULE
{
    name = TacGenericConverter
    converterName = CO2 Scrubber
    StartActionName = Start CO2 Scrubber
    StopActionName = Stop CO2 Scrubber
    tag = Life Support
    GeneratesHeat = False
    UseSpecialistBonus = True
    SpecialistEfficiencyFactor = 0.2
    SpecialistBonusBase = 0.05
    ExperienceEffect = ConverterSkill
    EfficiencyBonus = 1
    conversionRate = 4.0

    INPUT_RESOURCE
    {
        ResourceName = CarbonDioxide
        Ratio = 0.00589121
    }

    INPUT_RESOURCE
    {
        ResourceName = ElectricCharge
        Ratio = 0.01
    }

    INPUT_RESOURCE
    {
        ResourceName = LithiumHydroxide
        Ratio = 0.0000085683
    }

    OUTPUT_RESOURCE
    {
        ResourceName = Water
        Ratio = 0.0032924498
        DumpExcess = True
    }

    OUTPUT_RESOURCE
    {
        ResourceName = Waste
        Ratio = 0.0000257297
        DumpExcess = False
    }
}

@stratochief66
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@jwvanderbeck I don't think we know right now. Probably not, but we'll now for sure once we've got RSS & RO rolling again :)

@blowfishpro
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I think all the important changes have been made in AJE and RF. @NathanKell I know you mentioned some improvements that could be made to the ullage code with KSP 1.2's resource flow changes, and I haven't looked at that.

@lamont-granquist
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RT has a KSP 1.2.1-compatible version available: https://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/RemoteTech-1.8.2

@NathanKell
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Checked the ones that are either released or (RF) ready to be.

@jwvanderbeck as Strato says, sorry, dunno yet. :\

@lamont-granquist
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RT released 1.8.3 now which is 1.2.2 compatible: https://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/1.8.3

@stratochief66
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@lamont-granquist thanks for checking RT. I personally don't play with it, so I wouldn't know how to test it. Have you personally used it in 1.2.2, ideally with RSS?

@lamont-granquist
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@stratochief66 no, i'm not playing RSS in 1.2.2, shaving other yaks...

@PhineasFreak
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RT works, if i can say, better in KSP 1.2 than in KSP 1.1.3. There are some major bug fixes (like the science transmittion bug) that have been fixed and they were backported to the 1.1.3 version.

From the list:

  • RealHeat compiles and runs without any hitch or change from the previous release.
  • Same with AJE (although there might be some optimizations to do).
  • CBK has a 1.2 compatible release.
  • PF has been updated with a lot of goodies and bug fixes.
  • TestFlight has been updated by @linuxgurugamer but i have not tested it yet.

The rest of the mods need a rework.

@RedAV8R
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RedAV8R commented Dec 17, 2016

I know it's pretty minor, but PParts really could be updated to get that annoying popup to not popup. There will be people who continually say 'it's not updated', when while it works the popup shows says it's not. I've submitted a PR for it, though not entirely sure that's all that needs to happen.

@blowfishpro
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RF and AJE can be checked off now

@RedAV8R
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RedAV8R commented Dec 21, 2016

@NathanKell So RealHeat is checked off...is this now done internally with KSP or is there an actual updated version floating around somewhere?

rsparkyc pushed a commit to rsparkyc/RealismOverhaul that referenced this issue Jan 3, 2017
Some minor notes: numbers should now be properly formatted (0.01 vs 0.010), and booleans start with a capital (True vs true)
This was done in response to the comment made by @PhineasFreak here: KSP-RO#1436
@rsparkyc
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rsparkyc commented Jan 3, 2017

pushed up a PR for TACLS, anything else that I can help with?

@jwvanderbeck
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For TestFlight: KSP-RO/TestFlight#154

@jwvanderbeck
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https://github.com/KSP-RO/TestFlight/releases/tag/1.8.0.0.beta-1

Needs to be tested

@rsparkyc
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rsparkyc commented Jan 9, 2017

Looks like there's a pre-release for DRE: https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.5.0

@PhineasFreak
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PhineasFreak commented Jan 11, 2017

Note for future reference: there have been some changes to SmokeScreen to add a new particle system (shuriken). Any RealPlume configs that do some patching using a "final" pass (i.e. zzRealPlume) will need to be updated:

Before:

@EFFECTS
{
    @Hydrolox-Lower
    {
        @MODEL_MULTI_PARTICLE_PERSIST[shockcone]
        {
            @localPosition = 0.0, 0.0, 0.0
        }
    }
}

After:

@EFFECTS
{
    @Hydrolox-Lower
    {
        @MODEL_MULTI_SHURIKEN_PERSIST[shockcone]
        {
            @localPosition = 0.0, 0.0, 0.0
        }
    }
}

None of the above are required right now but when RealPlume implements this then it will.

RealPlume PR implementing these changes (#26)

@stratochief66
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@PhineasFreak do you know if there was a functional reason to change the node name? Will plumes require tweaking in size, shape, speed etc along with the new particle effect? If so, that makes sense to distinguish between old and new configs.

Is there any reason to not just run a script searching for PARICLE in plumes and changing it to SHURIKEN ?

If that would work, @rsparkyc is good with scripts :)

@PhineasFreak
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PhineasFreak commented Jan 11, 2017

@stratochief66 i think that sarbian intends the new system to be a drop-in replacement without any required config changes.

The script solution would be ideal. I think that Nhawks also did it that way for his RealPlume PR (or did a Find/Replace in Notepad++).

@blowfishpro
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More info on MODEL_MULTI_SHURIKEN_PERSIST -
http://forum.kerbalspaceprogram.com/index.php?/topic/64987-121-smokescreen-270-extended-fx-plugin-dec-18th/&do=findComment&comment=2892140

It is intended to be a drop-in replacement, the main benefit being less memory allocation while playing (i.e. gc alloc). Additional optimization can be done by reducing particleCountLimit (which is a new field) but that is not necessary.

I have implemented this change in B9, and everything seems to be working as it did before. I think it's safe to implement in RF's RealPlume configs as well.

@rsparkyc
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rsparkyc commented Jan 11, 2017

Cool, I can run through those later and make the change.

EDIT: Just looked at the memory usage graph. This looks much better, and should help if people are experiencing stuttering (which I was a lot)

EDIT 2: ok, made a PR here: #1483 Note: this changes all instances of the text, and doesn't do any checks for zzRealPlume. I don't know if that will be necessary though, and am not in a place where I can test this easily yet. Taking a look at the PR from @Nhawks1717, he only leaves one instance of MODULE_MULTI_PARTICLE_PERSIST, and that's in FX-test.cfg, so I'm thinking this PR might be good enough.

@diego-treitos
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CLS released a version that claims to support 1.2: https://github.com/codepoetpbowden/ConnectedLivingSpace/releases/tag/1.2.4.0
Should it be marked as "done"?

@stratochief66
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@diego-treitos Not until I or somebody else tests it in game (with an RO-ish modded install) thoroughly and reports back. :)

@rsparkyc
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Trying to test stuff, I see realheat is marked as done, but it looks like the latest version is still for 1.1.3 (https://github.com/KSP-RO/RealHeat/releases/tag/v4.3). Is there a 1.2.2 recompile somewhere, I should I do it myself?

@PhineasFreak
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@rsparkyc i have pushed an update for RealHeat to the official repository (KSP-RO/RealHeat#2). Seems like that a simple recompile does the job!

@rsparkyc
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Yeah, I'm an idiot, didn't think to look at open PRs

@rsparkyc
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rsparkyc commented Jan 12, 2017

for anyone interested, i'm going to track my testing progress in this spreadsheet: https://docs.google.com/spreadsheets/d/19_dhwSioZODCCtMFD0kZOtbmbg--ryoE0nzoWJL2cRc/edit?usp=sharing Right now i'm just trynig to get the "Mandatory" mods, along with RSS, and see what works. I'm linking to the git commits or releases for all the dependencies, along with any notes regarding them

@raidernick
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raidernick commented Jan 22, 2017

@PhineasFreak the thing is rcsfx DOES use a different plume. It has it's own fx file that needs to be defined per config. I did this in my own mod files, but just changing the name won't do anything. It would either have no plume, or you'd see the new fx plume over the old particles.

So basically if you do a check for modulercs* and the mod is using the new rcsfx module and you DON'T define the plume, it will be invisible.

@ec429
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ec429 commented Mar 19, 2017

Is KSCSwitcher a listed RO dependency? It probably needs KSP-RO/KSCSwitcher#2 and a release.

@jwvanderbeck
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jwvanderbeck commented Mar 20, 2017

TestFlight is no longer pre-release
https://github.com/KSP-RO/TestFlight/releases/tag/1.8.0.0

@PhineasFreak
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Pinging the members for the RSSTimeDateFormatter. A removal of the "KSPUtil" reference and a recompile is all that is needed. I can also open a PR if you want.

@jwvanderbeck
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jwvanderbeck commented Mar 31, 2017

Pinging the members for the RSSTimeDateFormatter. A removal of the "KSPUtil" reference and a recompile is all that is needed. I can also open a PR if you want.

That is mine. If you can submit a PR to fix it that would be great otherwise I will look at it this weekend.

EDIT: Re-read what you said and realized it is real simple :p I'll try to sneak that in today while I am at work.

@PhineasFreak
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@jwvanderbeck Yep, i just forked the repo and i saw that the only thing required was a recompile. I had recompiled it locally when KSP 1.2.0 was originally released but i had forgotten that it did not require any changes to the code.

@jwvanderbeck
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Having some problems with Xamarin but will get it recompiled soon as I can.

@eberkain
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eberkain commented Apr 4, 2017

Consider MandatoryRCS mod in place of Persistant Rotation?

@Theysen
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Theysen commented Apr 5, 2017

Why? Dare to elaborate eberkain? Is Persistent Rotation out of development and not working in 1.2.2?

@eberkain
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eberkain commented Apr 5, 2017

No, Persistent Rotation is fine. I only suggested looking at what both mods offer and considering which one would be better to include. Didn't mean to make anyone mad.

@Theysen
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Theysen commented Apr 7, 2017

Who got mad? I just wanted to know if you knew more than I did and might enlighten me, that was without any mad connotation!

@RedAV8R
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RedAV8R commented Apr 8, 2017

Considering that RO basically nukes Reaction Wheels and makes it so that RCS is essentially required I see no reason to include Mandatory RCS.

@RedAV8R
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RedAV8R commented Apr 21, 2017

@jwvanderbeck @PhineasFreak Any luck on RSS Time Date Formatter?

@PhineasFreak
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@RedAV8R I think that @jwvanderbeck will handle the required recompile. I can also open a PR to do so if he is busy.

@jwvanderbeck
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The problem I had was that I couldn't get it to build. My Xamarin project was being stupid and kept insisting that .NET was missing and I couldn't fix it :( I spent like a day trying to figure out what was wrong (TF builds fine) but couldn't figure it out.

I'll try just wiping what I have and download it fresh from git and see if that works.

@PhineasFreak
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@jwvanderbeck No probs. I also remember that one time that Xamarin acted stupidly after an update and would refuse to compile any of the projects that i had. Proper head banging stuff!

It turned out that i had to uninstall and reinstall it in order for the required Microsoft Build Tools to also install correctly...

@stratochief66
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Possibly unimportant, but I found that the previous version simply seems to work for me in KSP 1.2.2 ; maybe just needs a CKAN metadata change rather than recompile?

@jwvanderbeck
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https://github.com/KSP-RO/RSSTimeFormatter/releases/tag/1.1.0.0

@lamont-granquist
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RealHeat, ConnectedLivingSpaces and Deadly Reentry are all installable on 1.2.2 off of CKAN

@ghost
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ghost commented May 22, 2017

The Ferram Aerospace Research (FAR) mod is updated and live!

@stratochief66
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@NathanKell @pap1723 @rsparkyc @SirKeplan

So, all the pre-reqs for RO now appear to be available on CKAN now. Am I wrong?

Is RO ready to go for a full release? If no objects, I am thinking of making a release either tonight or tomorrow. Thoughts?

@pap1723
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pap1723 commented May 23, 2017

Both RO and RP-0?

@NathanKell
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NathanKell commented May 23, 2017 via email

@Theysen
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Theysen commented May 24, 2017

KCT is still in beta develop so that rules out RP-0 for official CKAN / release

@Olympic1
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KCT is still in beta develop so that rules out RP-0 for official CKAN / release

KCT is listed as a recommendation.

@PhineasFreak
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@Olympic1 this should probably be changed to a dependency, as RP-0 pretty much requires it for a balanced career gameplay.

@Theysen
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Theysen commented May 26, 2017

oh and RE: CLS - I didn't run into any issues with the latest 1.2.2 release.

@Olympic1
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KCT just released for KSP 1.2. That makes all dependencies available for RP-0

@NathanKell
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Released

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