See site in english Voir le site en francais
Website skin:
home  download  forum  link  contact

Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Author Topic: [closed] UCGO Beta test ver 091205  (Read 46831 times)

0 Members and 1 Guest are viewing this topic.

Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #50 - 05 December 2009, 18:23:44
Quote
Fox-Terrier a écrit:
woops I didn't see that one ! :zzz:

No prob, I love false bug report, it just take me one click to solve :badsmile:
And I preffer 10 false report than a real that was not posted.

So don't hesitate even if you are not sure it's a real bug.

Dan


Offline the.punk

  • Jr. Member
  • **
  • Posts: 80
  • Karma: 0
Reply #51 - 05 December 2009, 18:27:26
Quote
DanSteph wrote:
Landing gear is a feature as "falling" from airlock if not deployed,
I can of course do automatic check but I love from time to time
to leave occasions for the user to do idiots things :)

I think you should let the gears be manually deployed.




Offline Fox-Terrier

  • League of
  • Legend
  • ******
  • Posts: 1426
  • Country: Switzerland ch
  • Karma: 28
  • :D
Reply #52 - 05 December 2009, 18:29:29

UCGO BUG


Bug with:

gravity wheel


Short description:

gravity wheel doesn't follow time acceleration


Severity

medium


Complete description

gravity wheel doesn't follow time acceleration


Reproduce bug

activate the gravity wheel and accelerate time speed


Miscallenous

and I looked at the help ! :badsmile:

what is the gravity wheel for ?



Offline the.punk

  • Jr. Member
  • **
  • Posts: 80
  • Karma: 0
Reply #53 - 05 December 2009, 18:32:59
Quote
Fox-Terrier wrote:

UCGO BUG


Bug with:

gravity wheel


Short description:

gravity wheel doesn't follow time acceleration


Severity

medium


Complete description

gravity wheel doesn't follow time acceleration


Reproduce bug

activate the gravity wheel and accelerate time speed


Miscallenous

and I looked at the help ! :badsmile:

what is the gravity wheel for ?


I don't know if your is the same one but there was a bug where the gravity went slower with time acceleration. Is
this your?

The gavity wheel simulates a artificial gravity for long journeys. Becasue it's a centrifuge you are pulled to the floor of the wheel.



Post Edited ( 12-05-09 18:36 )



Offline Nemoricus

  • Jr. Member
  • **
  • Posts: 39
  • Karma: 0
Reply #54 - 05 December 2009, 18:36:42
It's intended to keep spinning at the same rate relative to the time step. It keeps it from looking silly under high time
acceleration.

The gravity wheel is meant to provide a 1G environment where the crew can live during long voyages.

By the way, Dan, the Gravity Wheel takes the same amount of real time to spin up regardless of the time acceleration. Is this
intended behavior? It would seem that it would reach 1G faster in higher time accelerations.


Offline sunshine135

  • Hero Member
  • *****
  • Posts: 547
  • Country: United States us
  • Karma: 3
  • I fly by the seat of my pants!
Reply #55 - 05 December 2009, 18:42:39
The docking bug was actually discussed in Dan's production phase. If you think about it, you would not land with a docked
vessel anyway. Even on a vehicle with Chuck Norrisium construction, the docking ring would not be sufficient once gravity
started acting on the body. Add to that, turbulence in the atmosphere of a body and you have a recipe for disaster. In
reality, even a vessel docked to a ship like this would probably be purpose built and would have other supports that engaged
once docking was complete (like a cradle). The problem with doing this would be a limitation on what type of craft you could
use. That wouldn't be any fun! Some folks will use DG-IV2 and others will use XR1 and XR2, still others will use Shuttle A.
It also wouldn't eliminate the docking problem altogether.

Chances are you would deploy your advanced party first before landing your BIG ship anyway. You would want your advanced
party to scope out the area, test to see if the big ship can land, and set up a landing blaze and maybe a command post. Also,
they would bring the tools necessary to work on your big ship should a malfunction occur 250,000,000 miles from Earth.

I think a warning in the "Operations Manual" is sufficient and realistic.


"Sun Dog"

Offline Dambuster

  • Jr. Member
  • **
  • Posts: 39
  • Karma: 0
Reply #56 - 05 December 2009, 18:45:05
Is there any warning that comes up before touchdown if you have a docked vessel?  If not, that might be very useful.

Also, on the subject of manuals, I only saw the SDK one - has the 'regular' manual not been written yet?


Offline the.punk

  • Jr. Member
  • **
  • Posts: 80
  • Karma: 0
Reply #57 - 05 December 2009, 18:54:28
Quote
Dambuster wrote:
Is there any warning that comes up before touchdown if you have a docked vessel?  If not, that might be very useful.

Also, on the subject of manuals, I only saw the SDK one - has the 'regular' manual not been written yet?

There is an alarm when you want to activate the autoland with docked vessel.




Offline sunshine135

  • Hero Member
  • *****
  • Posts: 547
  • Country: United States us
  • Karma: 3
  • I fly by the seat of my pants!
Reply #58 - 05 December 2009, 19:11:44
Quote
Dambuster wrote:
Is there any warning that comes up before touchdown if you have a docked vessel?  If not, that might be very useful.

Also, on the subject of manuals, I only saw the SDK one - has the 'regular' manual not been written yet?


That would certainly be useful especially if it could be linked to the altitude ( maybe at the 2500 meter callout! or similar
to the gear warning on the DG-IV). Then again, I'm with Dan...I like to see some people do dumb stuff on occasion ;) .

Perhaps Dan can add that but he has about 8 hours of programming ahead of him for the issues that are currently there.


Cheers,


"Sun Dog"

Offline the.punk

  • Jr. Member
  • **
  • Posts: 80
  • Karma: 0
Reply #59 - 05 December 2009, 19:17:06
I'm also for first the maijor things. But a warning for manual would be nice.




Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #60 - 05 December 2009, 19:28:58
Given the number of peoples that think that a gravity wheel spinning like a mad is more realistic for long trip I wonder if
I'll not disable my code that prevent that... ?

I mean this question was asked 5-6 time already. I thought it would be evident but it seem not.

Adding a callout warning as landing gear if say below 2000m and descending with a docked vessel is nothing to do.
5 mn, so I'll do it.

Quote
Nemoricus a écrit:
By the way, Dan, the Gravity Wheel takes the same amount of real time to spin up regardless of the time acceleration. Is this
intended behavior? It would seem that it would reach 1G faster in higher time accelerations.

Yes, because it would not be consistent that it "whoop" to 1 G then slow down.


BTW: the calculus are wrong, with this size and rotation speed G=0.6.
Do you think I should correct this or would this perturbate peoples ? "why 0.6?"

Realism in game is somewhat add things that peoples "think" are realist, even if they are not ;)

Dan


Offline Dambuster

  • Jr. Member
  • **
  • Posts: 39
  • Karma: 0
Reply #61 - 05 December 2009, 20:21:30

UCGO BUG


Bug with:

Cars


Short description:

Speed/acceleration bug when reversing direction in vehicles.


Severity

Minor


Complete description

When reversing direction in the car, if mistimed you will wind up accelerating at a constant rate to apparently unlimited
velocities.


Reproduce bug

Ensure vehicle is in forward gear, then accelerate to <3Km/h.  Quickly press 'END' (to change to reverse gear), followed by
down arrow to decelerate.  Provided the car does not stop between you pressing END and down arrow, the car will then
accelerate quite quickly to (as far as I know) unlimited speeds as long as you hold down the down arrow.  Pressing up arrow
will then do nothing, so the only way to stop is to turn off your engine or get rid of your speed by turning a lot.  I have
achieved over 1500Km/h on the moon with the Azure by doing this :)

This seems to work if you start in reverse as well.


Miscallenous

This seems like it may be caused by the ability to change gears whilst slightly above 3Km/h....however I do quite like that
ability ;)



Post Edited ( 12-05-09 20:22 )


Offline Fox-Terrier

  • League of
  • Legend
  • ******
  • Posts: 1426
  • Country: Switzerland ch
  • Karma: 28
  • :D
Reply #62 - 05 December 2009, 20:24:54
I was thinking ...
wouldn't it be nice if could retract the cargo decks ? or rotate the cargo decks so that the content can fall down without
hitting the arrow ?



Offline Dambuster

  • Jr. Member
  • **
  • Posts: 39
  • Karma: 0
Reply #63 - 05 December 2009, 20:29:18
Quote
Fox-Terrier wrote:
I was thinking ...
wouldn't it be nice if could retract the cargo decks ? or rotate the cargo decks so that the content can fall down without
hitting the arrow ?


Agreed, I was vaguely thinking about that earlier.


Offline gattico

  • Sr. Member
  • ****
  • Posts: 337
  • Country: United States us
  • Karma: 15
Reply #64 - 05 December 2009, 20:57:20

UCGO BUG


Bug with:

(truck)


Short description:

(wrong cargo unloaded")


Severity

( detail)


Complete description

(I selected the cargo using 9and shift 9  then Shift C to release but the cargo/description is wrong for the cargo
released.)


Reproduce bug

(Drive all cars scenario.  Select Truck and select cargo.  I selected the 2nd cargo with was connect module and when
released it was the flag kit.)


Miscallenous

(If you have comments or something to add)


Offline Shadow Addict

  • Jr. Member
  • **
  • Posts: 21
  • Karma: 0
Reply #65 - 05 December 2009, 20:58:16

UCGO BUG


Bug with:

Inflatable cargo


Short description:

Tables are mismarked


Severity

Detail


Complete description

The inflatable table cargoes appear in fuel tank boxes when packed.


Reproduce bug

Just use the inflatable table cargo in an scenario.


Offline sunshine135

  • Hero Member
  • *****
  • Posts: 547
  • Country: United States us
  • Karma: 3
  • I fly by the seat of my pants!
Reply #66 - 05 December 2009, 21:03:26
Quote
DanSteph wrote:
Given the number of peoples that think that a gravity wheel spinning like a mad is more realistic for long trip I wonder if
I'll not disable my code that prevent that... ?
Dan

Don't do that Dan. A quick reference in the manual is all that is needed. It looks nicer in time acceleration. The wheel
spinning like mad looks stupid!


"Sun Dog"

Offline DanSteph

  • Administrator
  • Legend
  • *****
  • Posts: 15407
  • Karma: 256
  • Hein, quoi !?
    • FsPassengers
Reply #67 - 05 December 2009, 21:10:07
Quote
gattico a écrit:
Short description:
(wrong cargo unloaded")

9/SHF+9 is the utility to add a cargo (like scenario editor) it has nothing to do with release the cargo SHF+C
wich select the first one found loaded and release it.

The SDK allow select a slot for release Arrow show this but not cars.

Dan



Message modifié ( 05-12-2009 21:11 )


Offline gattico

  • Sr. Member
  • ****
  • Posts: 337
  • Country: United States us
  • Karma: 15
Reply #68 - 05 December 2009, 21:13:49
The crate is labeled C31 high pressure tank but when unpacked they are tables.  I added the table crate into a
scenario.
Quote
Shadow Addict wrote:

UCGO BUG


Bug with:

Inflatable cargo


Short description:

Tables are mismarked


Severity

Detail


Complete description

The inflatable table cargoes appear in fuel tank boxes when packed.


Reproduce bug

Just use the inflatable table cargo in an scenario.


Offline Shadow Addict

  • Jr. Member
  • **
  • Posts: 21
  • Karma: 0
Reply #69 - 05 December 2009, 21:29:42
Same thing just happened to me with the deployable XPDR looking like solar panels in its box.


Offline Garyw

  • Newbie
  • *
  • Posts: 6
  • Karma: 0
Reply #70 - 05 December 2009, 22:41:03
Quote
Shadow Addict wrote:
Same thing just happened to me with the deployable XPDR looking like solar panels in its box.

Same here as well. I got quote a shock when my solar panels turned into an XPDR landing beacon!


Offline Nemoricus

  • Jr. Member
  • **
  • Posts: 39
  • Karma: 0
Reply #71 - 05 December 2009, 23:34:01
Quote
DanSteph wrote:
BTW: the calculus are wrong, with this size and rotation speed G=0.6.
Do you think I should correct this or would this perturbate peoples ? "why 0.6?"

Realism in game is somewhat add things that peoples "think" are realist, even if they are not ;)

Dan

It would bug people that it isn't 1G, but speeding up the wheel so that it rotates fast enough for that would look silly.


Offline Nemoricus

  • Jr. Member
  • **
  • Posts: 39
  • Karma: 0
Reply #72 - 05 December 2009, 23:59:19
I've replaced the DGIV dll, yet it is still unable to grapple UCGO cargo. Any idea as to why I'm having this problem?


Offline Tom

  • Sr. Member
  • ****
  • Posts: 367
  • Karma: 0
Reply #73 - 06 December 2009, 00:08:02
Quote
DanSteph a écrit:
BTW: the calculus are wrong, with this size and rotation speed G=0.6.
Do you think I should correct this or would this perturbate peoples ? "why 0.6?"

Realism in game is somewhat add things that peoples "think" are realist, even if they are not ;)

Dan

I don't think it's necessary to correct this, simulated G isn't necessarily 1G ! It's just there to prevent medical problems like bone mass loss. And it seems that 1g is not
necessary, a lower G would prevent it too without a wheel turning mad.

And for the wheel not turning at whole speed at 10x 100x etc... it's actually pretty good, a simple note in the documentation should be enough !


---------------
Tom

Offline insanity

  • Jr. Member
  • **
  • Posts: 25
  • Karma: 0
Reply #74 - 06 December 2009, 00:10:05
Are you using JSGME, if so, you'll have to do a little tweaking.

Did you dump the .dll into the modules/vessels folder?

Do you see the buttons for eat fuel/ eat oxygen on the DGIV


As a side-note this beta is looking pretty clean, no bugs to report yet.