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Starstrider42

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Everything posted by Starstrider42

  1. No problem, it's hard to pin down everything that's going on. Also, I thought KSP didn't have a 64-bit Windows version anymore?
  2. Hi guys, I tried reproducing this problem in KSP 1.0.5 Win32, with the following mods (and only these mods) installed: ModuleManager 2.6.13 Custom Asteroids 1.2.0 Kopernicus 0.6.3 Arkas 0.2.1 Outer Planets Mod 1.9.2 Trans-Keptunian 0.4 Trajectories 1.4.5 I could not get any asteroids to disappear from either sandbox or career games, no matter how many times I reloaded the game. So I'm going to need more information before I can figure out what's going on. If you're not sure what info would be helpful, see this excellent guide by NathanKell.
  3. Short answer: not at present. Long answer: AFAIK asteroids don't support part attachments, and since the asteroid shape is procedurally generated it would be hard to add nodes by hand. I don't think it's actually impossible, but it would require more skill with parts than I have at the moment.
  4. Can you upload your "KSP_Data\output_log.txt" (if Windows) or "~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log" (if Linux) somewhere and send me the link? Also, what versions of these mods are you using (including Kopernicus)? I can't think of any reason why asteroids would get deleted on game load. Is it just asteroids, or do all ships get deleted?
  5. Well, currently Kopernicus is still on 0.6, so technically yes... Actually, for Custom Asteroids 1.2+ "not compatible" has become too strong a word. Basically, the two systems ignore each other, and each creates asteroids according to its own rules. Annoying if you're not expecting it, but it wouldn't corrupt your save game or anything. I should probably reword the warning so it sounds less scary.
  6. Sort of. There's a file called TacLifeSupport/MM_TAC-LS_CTT.cfg.disabled; if you rename it to without the ".disabled" bit then the recyclers will be put in Recycling or Enhanced Survivability. Any other changes (like moving the bigger containers to the life support tree) you'll have to do yourself.
  7. A non-KSP directory (e.g. "Standard Configs") in the zipfile root might work -- Near Future uses that approach for some optional configs, and I don't think it's caused problems with users not noticing the files (perhaps @Nertea can correct me if I'm wrong). I think .cfgx would make the optional files less visible than a separate download, so no thanks. I like the GUI idea from a usability standpoint, but I'd have to make a lot of internal changes to make it work (the current code assumes asteroid configs don't change during a single KSP session). So I think I'd prefer the directory idea, if only out of laziness. Edit: another advantage of the directory idea: either in 1.3 or 1.4 I will be introducing new asteroid parts as a way of controlling asteroid properties (no new models/textures yet, don't get your hopes up). Since asteroid configs would depend on what parts are available, putting them all in the same directory would make sure they get installed together.
  8. That actually was how things worked until version 1.1. I switched to bundling all the config files when I realized people didn't notice the separate downloads (which were listed both in the OP and on the GitHub release pages; this was before I used either KerbalStuff or CurseForge), and I think the "no assembly required" approach has worked better so far. That said, one of the many changes planned for 1.3 does involve splitting stock asteroids into their own file, so this is a good time to revisit the issue. Do you (or anybody else on this thread) have any suggestions for how to make optional downloads more visible / user-friendly?
  9. Interesting. BTW, the "max" values for "eccentricity" and "inclination" will have no effect (as noted in the advanced section of the documentation, both orbital elements default to a Rayleigh distribution, which only uses "avg"). In fact, there's no distribution in 1.2 that uses both "max" and "avg".
  10. Actually, based on the image below my statement that KSP does even approximate conic patching seems to be wrong. My question still stands, though -- there MUST be an API method for doing this cleanly.
  11. I've got a situation where I generate a hyperbolic orbit around a planet and would like to obtain the Sun-centric orbit that leads into it. If I simply create the orbit with an appropriate epoch, KSP will automatically patch the orbit, but the results will be wildly inaccurate -- unless the original orbit goes deep into the planet's SoI, the "corrected" orbit will miss it entirely. Does anybody know how to solve for patched conics manually? Both the Orbit and PatchedConics classes have methods that look relevant, but I can't figure out what most of the arguments mean... (and they're not documented in Anatid's API).
  12. AFAIK, KSP does both. The from-center convention was to make it consistent with semimajor axis (which was originally the only mode for orbitSize, and I assumed would remain the main one). While I can't change the behavior now without breaking configs, I'll add a warning to the documentation.
  13. And Custom Asteroids is back! Download from SpaceDock, Curse, or Github. Among many other fixes, the asteroid lice bug should be dead and gone.
  14. The DLL was supposed to be a patch on an existing Custom Asteroids install... I've uploaded a new version, https://github.com/Starstrider42/Custom-Asteroids/releases/tag/v1.2.0-beta.2, which fixes a really annoying (and, yes, game-breaking) bug that was in the previous build. It's self-contained this time, so you shouldn't see a repeat of the above problem.
  15. Obligatory stupid tech support question: do you have any asteroid configs installed (e.g., from the 1.1.0 release)? If you do, then please PM me the full log file. The "0 new discoveries per Earth day" is the only bit that looks suspicious.
  16. Hi all, I've got a build that generates asteroids in 1.0.5, and it shouldn't produce asteroids excessively, but I'm not sure because I can only reproduce the "asteroid lice" bug if I use a mod to go above 100,000×. If you're feeling brave, you can find the new build here: https://github.com/Starstrider42/Custom-Asteroids/releases/tag/v1.2.0-beta. If you had bugs before, or if you're using Linux 64-bit (which seems to be the combination that has the most problems), please download it and let me know if it works. Just don't try it on your career save yet. Seriously, I've only done fairly superficial testing at this point.
  17. That is a little demoralising, I suppose, but a year *is* a long time in the KSP world. I don't think Kopernicus existed at all back in the 0.25 days. However, it also looks like a very large mod, with a scope similar to RSS. So I wonder if Custom Asteroids still has a niche as a "light" mod that changes asteroids and nothing else. Certainly, I had unfinished plans (e.g., multiple asteroid types, and integration with science/resources) that might not belong in Kopernicus -- as I understand it, the point of Kopernicus is to avoid changing the rules of the game in any way. Still, if people would rather use Kopernicus with asteroid-only configs than a (fixed) Custom Asteroids, then I'll certainly consider it. But yes, if I do keep Custom Asteroids as a separate mod, I'll certainly want to use a more reliable spawning method than the stock-intercept hack. So thanks for the link!
  18. Hi all! I'm alive, and this mod is... well, undead. I apologize for my sudden and unannounced absence. Real Life came up, and every time I thought I'd be able to get back to KSP soon, Real Life came up again. I'll admit I probably should have said something after the first month or so of "soon"ing. My bad. I will be bringing Custom Asteroids back, as soon as I figure out what needs fixing. I'm not sure how long that will take, but I'll try to have a KSP 1.0.x compatible version by New Year's. Please be patient.
  19. Currently, RemoteTech can't distinguish between MechJeb-supplied and user input. So if, for example, you want to use the landing autopilot with RemoteTech, it will only control the craft while you're in contact, and it will do so with a signal delay if you have that enabled. Simplest workaround is to delete the MechJeb config file from the RemoteTech folder. This will make MechJeb ignore RemoteTech rules. I think I'll suggest that the file be removed from the next release, since this causes so many problems. :/ That sounds weird. Can you post a screenshot of the bad queue so I can see exactly what you mean? Do you have any antennas other than the Reflectron DP-10? That one only has a 500 km range, so it can't reach your satellites. And I'm guessing you can't connect directly to KSC because you're over the horizon. All the atmosphere-unsafe antennas should work at 38 km; you can find the exact tolerances in the manual. There seems to be a bug with how command center requirements are evaluated when the vessel is not in focus. Can you check that the command center does work (i.e., red dot appears on the map view) when you have the station loaded? Requested before, and it's a priority, but I won't be able to do any coding for the next week at least, and I have no idea where the other devs went.
  20. Yeah, post a link to the output_log on the issue tracker. And maybe your save file, too, just so I can see what's set in the scenario data.
  21. Hi guys, Sorry for my extended absence. Busy moving, and I have no idea where the other RT devs went. Haven't heard of that one. Do you have other mods installed? It could be a compatibility issue. Sorry, no idea. Can you point me to the earlier post? I can't seem to find it via either forum search or Google. Thanks for the link. I'll add it. Yes, it participates, and it's given in the table as "Mission Control". I've only left out the entry for links from Mission Control to Mission Control because, really, how the heck is that supposed to work? Thanks for the logs. It may be a while before I can take a look (and apologies also to everybody else waiting on bugfixes), but I will take a look. https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/107 This shouldn't be happening, because KSP doesn't simulate power drain for satellites that aren't loaded. Can you give some more details? Aside from using surface retrograde facing, I don't have any suggestions for how to land on thrust. Theoretically you could try to do it by manually programming a suicide burn, but I'd hope your probe is very sturdy. (If you have an airbag mod, though, it might be doable). With RemoteTech, Moho is very hard to even get an orbit around because you need to shed a lot of excess speed very quickly, and because slight errors in the burn execution will lead to huge errors in the trajectory. If you need to make a long orbit insertion burn (say, 10 minutes or more), I'd suggest you pick a high periapsis (say, 100-200 km) for your insertion burn, then adjust the orbit later. That will give you much more margin for error at the cost of only a little more fuel. Sorry, I had no idea there was such a mod. I've added a feature request.
  22. I'm not aware of any incompatibilities (though be advised that DMP and other multiplayer mods have a *LOT* of mod conflicts, so I can't promise any support there). Can you say how long you waited for asteroids? On the default settings (which I may end up changing on the next release ) it may take up to an Earth day (4 Kerbin days) for asteroids to appear, because I didn't like the stock "spam the player with lots o' asteroids" system. Also, if you're using the latest version (https://github.com/Starstrider42/Custom-Asteroids/releases/tag/v1.1.0), you should be getting error messages if anything prevents asteroids from spawning correctly. I assume you haven't seen any?
  23. Eventually, yes. Cilph never got around to it, and my experiments with tweaking science requirements led to a horribly unbalanced game (i.e., omnis were overpowered, giga-dishes were underpowered). I believe Pirsig was going to take a stab at it (http://forum.kerbalspaceprogram.com/threads/83305?p=1458424#post1458424). As for antenna specs, while we can change power consumption fairly easily, changing range and angle would break saves, so we won't be doing that until we really need to. Once I have time for more than writing forum posts, I'm planning to whip up an optional config that redoes the antenna specs according to a different system. I'll post it here for people who want to be guinea pigs.
  24. If you mean actual documentation, I don't know of any. You could try poking around the forum thread or the repository. And, as noted, Trajectories should have some useful examples.
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