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atomicfury

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Everything posted by atomicfury

  1. As @djnattyd said, it looks like the MechJeb team figured out at least some of the new aero stuff. Looking at the mechjeb commit here https://github.com/MuMech/MechJeb2/commit/5926cba83850e13b4b150822104f0b7fc524e074 in SimulatedPart.cs and SimulatedVessel.cs there are examples to simulate lift/drag. I've been lurking the boards since 1.0 seeing who is figuring out the aero - MechJeb and the AeroGUI are the best examples I've seen.
  2. It looks the official map overlay coming in 1.0 will be part based. You can search around and find some interesting screenshots that look like the overlay is triggered by the part.
  3. @AlonzoTG, I see the same thing - insufficient power after coming back to a mining installation after a while. I've tinkered and found that new 'fresh' attached mining vehicles work fine. If you jump to some other vessel and come back after a while you get "Insufficient Power" when you try to mine stuff. I dug through the code and found a few things it might be, but these are only suspicions right now.
  4. CKAN got the update and I tested that on my main KSP install. Seems to work fine. In other news, it looks like the new stock resource system (which is reportedly similar to Karbonite/Regolith) for 1.0 is going to have an overlay: http://www.reddit.com/r/KerbalSpaceProgram/comments/2u9hrb/a_sneak_peek_at_resources/
  5. OK folks, I have MapResourceOverlay working with the latest SCANSat and Regolith. Try it out and let me know how it goes. Please note there are more toggles this time around as the overlay and tooltips are turned off at first. I'll look into a new thread once I get a few "yeah, it works!" confirmations. *Tested with Regolith 0.1.5 and SCANSat 10. Thanks to Cyrik for writing a mod some awesome I had to update it for 0.90. I did the 0.90 updates and updated Regolith/SCANSat support, everything else is Cyrik except as noted below. Changes include: * Updated for Regolith 0.1.5 * Updated for SCANSAT 10 * By default overlay and tooltip disabled in flight view * Added toggles for flight tooltip and overlay * Added toggle for Regolith Biome Lock * Added additional CRP crustal resources (uraninite) * Fixed issue with duplicate buttons on stock toolbar * Minor renaming on setting config files. * Refactoring as appropriate. Distribution: Release <--- Download link here Source CC BY SA License Window.cs and parts of Utilities.cs by TaranisElsu. Original found at:https://github.com/taraniselsu/TacLifeSupport Part of the Tooltip calculation code by the MechJeb team. Original found at: https://github.com/MuMech/MechJeb2 Shader.txt derived from Majir's Kethane. Original found at: https://github.com/Majiir/Kethane Part of the ScansatWrapper.cs by the SCANSat team. Original found at: https://github.com/S-C-A-N/SCANsat
  6. I'm seeing the same thing, in addition some Karbonite parts seem affected.
  7. @5thHorseman, I hadn't thought of using the tooltip that way! Good call. I've added an option that toggles the tooltip on in flight. @rextable, thanks. I'm glad others are getting use out of this. Props as always to Cyrik, who did all the heavy lifting. I fixed it up for myself and then realized others might want it as well. I have disabled the overlay in flight view. Let's see how that goes. A new version is on the way soon ( a few days). I've got the latest version of Regolith working, displays look great. I added uraninite in to the display and patched up the overlay in flight stuff. I need to test ScanSat 10 integration and I'm thinking of tweaking/removing the exponential view. My plan is to put a release in here and when I hear back that it works from a few people, I'll start a new thread.
  8. @a__gun Yes, it does display on flight view by default. Bugs the heck out of me, personally. I found out today Regolith support broke, so I need to fix that. While I'm under the hood, I'm going to try and turn it off in flight, but on during the map. If it's easy, I'll put that in a new version.
  9. Help! I upgraded from standard to aggressive today. Standard was fine with no problems. On aggressive there are five models that are ending up with no textures - just silver/grey models. Those five are all in the Karbonite mod, and are three 1.25 tanks, a turboprop and a radial jet engine, if it matters. This happened, and I thought, huh, that's weird. Since it was just five parts, I set up some overrides in the ATM.cfg file to not compress that parts, booted up KSP, and it was fixed... at first. The next time I loaded KSP the models were back to plain-grey. If I go into the texture cache, I find files there for those parts. If I delete the cache files, then boot KSP, the models look right. Then the next session, they're back to greyish looking. Theory - if I have conflicting .CFG files, would that do it? The main ATM folder has a CFG that applies to the UmbraSpaceIndustries/ folder, but my override file just covers UmbraSpaceIndustries/Karbonite. The log has this: GameDatabase: Texture 'UmbraSpaceIndustries/Karbonite/Parts/KA_Tank_125_02/blank_NRM' requested as normal map but texture is not a normal map and is not readable I tried replacing the overrides with texture = statements like in the examples in my own custom ATM.cfg. I've searched and read back in the thread and no dice. I hoping someone else has seen something similar or can point me at another post as to how to fix this.
  10. It's an intriguing idea actually for the other planets/moons. I'd argue we had a pretty good map of the Earth prior to our space program. For other planets, filling out the map would either require exploration/scanning or bold adventures into the unknown. Both would add challenge for hardcore player. This mod as it currently exists isn't well suited for this, but it could be adapted. This one works by putting an overlay over the surface of the planet (in some cases mountains 'peak' over the overlay). @goldenpsp is on the right track that I think enough would change to make it a new mod on its own.
  11. @Sigma88 - you mean basically have the planet surface blacked out and only reveal portions of it when scanned via a scansat instrument? Sort of a fog of war kind of thing? I think that would be possible - basically it would throw a shroud up over the planet. I'd imagine there would have to be some exception for Kerbin, otherwise it'd be weird launching w/o a map in career mode. Just thinking out loud here.
  12. Thanks hakan! I'm a big fan of CKAN. - - - Updated - - - Glad you like it! Well, your thanks should go mostly to the awesome Cyrik, who made the mod. I'm just the guy who switched to Regolith and is keeping the show running in the event Cyrik shows back up. I am tinkering with some improvements to the display options. Mostly right now the exponential and logrithmic plots aren't very useful. I'll look into the cutoff behavior when I'm under the hood there.
  13. In the non-scansat mode, the overlay should be complete from the very beginning. With that seed, here is what I see at Minmus and no cutoff. I see some black spots, which appear to be localized areas with lower concentrations. Are you seeing something different?
  14. I could take a look and see what's causing it if you could dig the Regolith seed out of your savegame file. I'm also not 100% sure the scansat integration is working. I only looked briefly while testing. Looks like this: SCENARIO { name = RegolithScenario scene = 5, 7, 6 RegolithGameSettings { GameSeed = 1928129904 }
  15. @goldenpsp, I have a fix now to add Urananite along with some other minor fixes. I'll have it up soon.
  16. I suspect the accuracy issues are due to the cache interacting with the updated drag Ferram put in. Youen has this real slick cache system to save CPU cycles. In one place in the code it passes in a density value (rho) of 1.0. This might be it. It might be worth a shot of disabling the cache and see if it looks more accurate.
  17. Version 1.1.1 is working great for me on FAR! Ready to start a new career save.
  18. Looking at the new FAR release, Kobymaru needs to make a few adjustments to match the new FAR, then all should be well. (sshhh. Go look at the Github release page. I won't tell if you don't )
  19. So I checked the NEAR code and it looks like it should work OK with Trajectories. The rho variable is passed to the right levels in NEAR (was from the beginning)
  20. @Probus - you shouldn't use Trajectories with FAR right now. Those NaN statements are the least of your worries, it can cause KSP to freeze up. There is an incompatibility between FAR and Trajectories that causes that behavior. It'll be fixed up with the next releases.
  21. Ha! I saw the same thing in testing. It made me think of the Ur-Quan slave shield in Star Control 2. Anyway, hop over to the Mun or Minmus for a more interesting map. I set it up to read resource type 0, which is defined as crustal in the community resource pack and Regolith. I thought I had a bug and then I looked into Karbonite.cfg in the CRP, which defines a very flat distribution for crustal Karbonite on Kerbin: REGOLITH_PLANETARY_RESOURCE { ResourceName = Karbonite ResourceType = 0 PlanetName = Kerbin Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 1 Variance = 10 } } After the holidays I want to start tinkering with some display options and such.
  22. OK folks, I have a release that should get biomes working in 0.90 and hooks into Regolith. I've tested in KSP 32-bit on windows. Scansat integration* and resource detection appear to be working. Please note I'm just keeping the lights on for Cyrik right now. I'm new to this, so I'd appreciate input from those more experienced. A new thread may be in order but I wanted to get this out. *Tested with dev version of Scansat with Regolith support. I did not test with the release version. Thanks to Cyrik for writing a mod some awesome I had to update it for 0.90. I did the 0.90 updates and added Regolith support, everything else is Cyrik except as noted below. Changes include: Update Biome code to 0.90 Update to call Regolith libraries Resource ppm terminology changed to percent Removed MiniAVC for now Distribution: Release <--- Download link here Source CC BY SA License Window.cs and parts of Utilities.cs by TaranisElsu. Original found at:https://github.com/taraniselsu/TacLifeSupport Part of the Tooltip calculation code by the MechJeb team. Original found at: https://github.com/MuMech/MechJeb2 Shader.txt derived from Majir's Kethane. Original found at: https://github.com/Majiir/Kethane Part of the ScansatWrapper.cs by the SCANSat team. Original found at: https://github.com/S-C-A-N/SCANsat
  23. Thank you for keeping the mod going! I like landing as close as possible to KSC. Glad to help.
  24. So I got everything working reasonably well now with 0.90 and Regolith. RoverDude, I got tricked because accessing Regolith was actually one less layer than ORSX and easier that I thought it would be. I'm a big fan! I see there is a new Regolith version as well to test, and I need to check ScanSat integration as well. My intent was to just put up a 0.90 fix until Cyrik comes back. If someone else wants this one they are more than welcome, I can put in pull requests on all my changes.
  25. @RoverDude, I plugged Regolith into the overlay and fixed up the biomes for 0.90. It works in a manner of speaking. I've got to go in and get rid of the "ppm" scale and shift to a percent based approach consistent with Regolith.
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