Thomas changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs (do !support for help). | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf
<taniwha> xShadowx: might be the deposit generation (from seed)
<taniwha> that, and Majiir's overuse of linq
<taniwha> he's one of those ivory tower "we don't need to optimize because computers are fast enough" types
<xShadowx> linq = cancer
<taniwha> stop insulting cancer
<xShadowx> i have a i7-6950x
<xShadowx> and im getting slowdowns
<xShadowx> so no, not fast enough
<taniwha> I'm one of those "computers are never fast enough" types
<xShadowx> :)
<xShadowx> that said, alot of ksp mods could do with some multithreading
<taniwha> (balanced with a bit of "avoid premature optimization")
<taniwha> xShadowx: don't need to go that far, really
<taniwha> just doing partial updates in a coroutine would help no end
<xShadowx> i dont do premature optimizing, but i do avoid linq and foreach
<taniwha> (eg, Progeny updates /one/ kerbal per frame)
<taniwha> take 20s to update 1000 kerbals, though
<xShadowx> heh
<taniwha> foreach is fine if not using unity's mono
<taniwha> (though not as fast as a well-crafted for)
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<riocrokite> do you guys know why latitude and longitude are slowly changing for nonmoving vessel when not in time warp?
<riocrokite> doing time warp resets those values
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<riocrokite> this might be the reason for kraken on surface bases :P
<riocrokite> lat/long warping when by small amount when not in timewarp
<riocrokite> 'warping by
<riocrokite> ho-ly depletion might work
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<riocrokite> xShadowx: http://i.imgur.com/OHPI0Ci.png
<riocrokite> got debug values, now I would need to create and populate 10000 nodes to test performance
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<xShadowx> riocrokite: which way does stock use to make nodes?o.O
<xShadowx> lat*long?
<xShadowx> (as you were mentioning to do it diff)
<riocrokite> I think it should use lat*long
<riocrokite> but there's an error since it converts lat / long to radians and rounds value to int
<riocrokite> so in effect nodes go from (-2,-2) to (2,2)
<riocrokite> xShadowx:
<riocrokite> values in bracket being int
<xShadowx> fun
<riocrokite> well it's solved now, the only stuff that remains is performance
<riocrokite> as you've said it would be much more efficient to store nodes as dictionary entries instead of list
<xShadowx> would be kinda nice to save maps per node, so driving over same spot accually lowered gains :P
<riocrokite> I guess that up to 1000 nodes it's okay, more than that (late game?) and it might affect performance
<riocrokite> it is doing that xShadowx
<riocrokite> depletion nodes are saved
<xShadowx> ? isnt a node a large area? few sq km?
<riocrokite> well it depends on me at the moment
<riocrokite> I can get it large so there are fewer nodes possible or very small, like now that 1 node = 1'' x 1'' geographical second
<riocrokite> so about 35m x 35m on mun
<xShadowx> im saying be nice to have a map saved per node (say each node is 1km^2) and say 1000x1000 map gets made, so every m^2 gets depletion :P
<xShadowx> thatd be a hell of a lot to save but realistic :D
<riocrokite> hehe every m2 is super granular resolution
<xShadowx> i mean if you just save for every km2, whats to stop me from just forwward/reverse/repeat kinda thing :P
<riocrokite> 35m x 35m is quite nice since you cross nodes every 7-8 seconds driving at around 1.5m/s
<riocrokite> which is quite realistic for visuals and to RL proposals
<riocrokite> depletion is stopping you xShadowx
<riocrokite> if I boost mining and depletion rate for gameplay purposes
<riocrokite> you'll have high mining and depltion rate so you'll deplete node quite fast thus needing to drive somewhere else
<xShadowx> right, im just saying what stops me before its depleted heh
<riocrokite> also bigger depletion nodes and fast depletion is nice for nomad style gameplay where you have to relocate your operations and base after some time
<xShadowx> unless you deplete fast enough for driving in 1 line once depletes fully
<riocrokite> so less looking for that small unharvested nodes and more general mining in one area
<riocrokite> but then you're right people might drive in circles = boring
<xShadowx> could aso leave node res up to a cfg, so crazy people like me can have a node every m2 ;P
<riocrokite> anyways i'm happy that I get it to work :D
<riocrokite> that's the problem, don't know how to do it and don't want to leave it to module harvester
<riocrokite> to avoid conflicts such as two harvesters harvesting in the same spots create two different depletion nodes because of different node scale
<xShadowx> and accually, the mining/depletion values are edited every frame? so dictionary to find once, cache it until coords change enough, then fetch new :)
<riocrokite> my skills and time are limited atm so will start with the hardcoded solution :P
<xShadowx> scenariomodule
<riocrokite> dude, again all that ideas are awesome but I lack resources to implement them :D
<xShadowx> oh for the setting for res? gameparam
<riocrokite> all that stuff is for later, now I need to finish core functionality and make sure it works
<xShadowx> i could make the gameparams class, thats not hard :P
<xShadowx> yaya
<xShadowx> make worky first >:)
<xShadowx> sorry i thought it was workin already XD
<riocrokite> yah speaking about making stuff, weekend = family time :/
<xShadowx> sounds boring :P
<riocrokite> well movie nights are kind of okay
<riocrokite> as long as you like romantic comedies :P
<xShadowx> avengers was a romantic comedy ;3
<xShadowx> hulk & loki got a bit of foreplay
<riocrokite> oh man, anything less than 6 full episodes of pride & prejudice doesn't qualify
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