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Whitecat106

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Everything posted by Whitecat106

  1. Interesting, working on a fix now! Fixed this one now @karamazovnew, download the latest version and it should be gone. Edit: Accidentally included an unstable eccentricity equation in 1.3.1, please make sure you install 1.3.2 from the SpaceDock! Sorry Edit 00:16 Anyone else noticing lag? If anyone has any more bugs or issues please feel free to add an issue to the Github here
  2. Thanks, Good idea! Added to the list, if I need to patch 1.3.0 this will be included!
  3. Hello everyone, I have just released 1.3.0, in this version I have: -Added engine requirements -Added UI features -Finally fixed blackscreen -Fixed many other bugs -Added new resource update triggers For 1.4.0 I hope to re add Active decay and add eccentricity changes! Enjoy, Whitecat106
  4. Ignore this one, was an issue between floats and doubles - converting from a double to a float under some circumstances will round the double to the nearest integer!
  5. Change world velocity for me has caused problems (producing a far larger force than required), so I would recommend RigidBody.AddForce ; although I have not yet used this personally. Edit: This post here shows some good information on how to add a force and adjust things, hope its useful!
  6. Hello everyone, Whitecat again! Another issue hindering my progress has popped up lately; I am saving values to a config node for example: ConfigNode newVessel = new ConfigNode("VESSEL") newVessel.AddValue("SMA", vessel.orbitDriver.orbit.semiMajorAxis); Upon saving the node to a file, a rounded version of the actual semiMajorAxis is saved, this happens regardless of adding .ToString() or .ToString("F3") etc. For example, rounding to 6643460 To check I printed the semi major axis in the debug log and the actual value was displayed; print(Vessel.orbitDriver.orbit.semiMajorAxis) With the actual value being 6643459.62314, Can anyone explain this and provide some work around? My Orbital Decay mod requires precise values and for some reason the ConfigNode system wants to round values. - This seems to be a recent issue, I cannot remember the same thing occurring before KSP 1.0.4. Thanks, Whitecat106
  7. Woo! I will mention this issue in the development forum, looks like Planetarium time can never be trusted anymore! @Bleddyn try the download from the GitHub link I posted above, this should resolve the blackscreen bug. Just afew more things left to do for 1.3.0, trying to nail down this eccentricity problem; an eccentric orbit will circularize due to drag being greatest at its perihelion... but this is difficult to calculate - who knew ellipses where such a pain?
  8. Hmm maybe a KK issue? Im not sure, but I will investigate. Here is a tester link to 1.3.0, this is a pre release missing some more features, but if you could see if you're having the same issue @ThatOneBritishGuy... that would be a great help since your issue is the most regular (I have only had this blackscreen happen about 3 times ever). Github Whitecat106 Edit: 21:47 Any luck?
  9. I was planning on releasing a Remote Tech position fixer (practically the same thing) for keeping satellite networks in exactly the same position to remove the floating point errors that pop up with KSP, once I release 1.3.0 of this mod I will look into it!
  10. I have been experimenting and I still cannot trigger it, I think it might be because of Planetarium.UniversalTime() not updating correctly when the Start() subroutine is called by Unity, - why this causes any issues I dont know but I have changed everything to HighLogic.CurrentGame.UniversalTime, hopefully this will fix the issue (in 1.3.0). The web contains little on the cause of this and just many reports of it, seems to be a unity issue with some KSP functions. I will launch and revert to VAB 50 times to try and trigger this, if it doesnt not trigger I will assume things are back to normal.
  11. This error has always popped up eventually throughout any of my mods that use orbit drivers to alter things, but it has no regularity to it, I cannot replicate it at will what so ever it just seems to happen on launch every now and again. I will keep digging through the code and the web to see if there is anything I can do. Has this every happened regularly in the new version on or just randomly? Has it also happened at any other scene? Don't worry about the log, it is of little use only showing the lovely and descriptive unity issue of 'Viewing vector is 0' Thanks though!
  12. I did not update the change log in the release but it should be fixed, unless there is a mod incompatibility, could I get another ksp log and a mod list please? Sorry about this one, I just cant replicate it what so ever Thanks, performance is maintained by having the option to turn of real time (planetarium) tracking (updating the orbits) so the orbits of satellites would only update on scene changes; this causes little to no apparent lag. Thanks, Issue 1: I had not considered refuelling! Silly me, I will add this to the list of things to check for for 1.3.0 Issue 2: This is a bug I have missed; but I can see why it happens, I will adjust the code accordingly for the next update! - Edit - (14:25) - I have fixed both the above issues (pretty quick solutions) the fuel levels will now update on any vessel action (docking, undocking, breaking etc) - Nope you're right that black screen is still there, working on it now. Nevermind about the logs @ThatOneBritishGuy... , It appears randomly after the VAB, doing some experiments now to try and track it down, ive had this before with other mods of mine, its to do with orbit updating during that certain transition.
  13. Version 1.0.2 - Adjusted file structure so it actually works! - Silly me, sorry everyone!
  14. Thanks alot! Okay everyone released a quick fix as 1.2.1 this seems to fix the issue! Enjoy, Whitecat106
  15. Hello everyone, Finally discovered that null reference and black screen cause, it would appear that until vessels are switched to the game tries to calculate an area that doesnt exist pretty much crashing everything. Will fix in the next few minutes hopefully and update to 1.2.1! Sorry about this again Whitecat106
  16. Great! Glad that's fixed now - still standing my ground on never using Curse!
  17. Whoops! Fixed now! Edit: Getting a 404 at the moment, SpaceDock seems abit slow lately!
  18. Hello everyone, I have released the next update, this fixes all of the bugs addressed here apart from the limitation of switching and using multiple station keeping resources between vessels. I have not been able to replicate the black screen bug after fixing things so hopefully this is gone too! Any other problems let me know! Enjoy, Whitecat106
  19. At the moment this mod is based on atmospheric and Poynting–Robertson drag; the former acting on vessels in a low to medium orbit <1000 Km around atmospheric bodies bases on the tenuous nature of the outer atmosphere and the later acting broadly across all orbits based on the distance to the sun among other factors. Actual gravitational perturbation has purposefully been ignored for compatibility of this mod with the future in development Principia mod by @eggrobin, as for equations I shall be adding a link to my spreadsheet which contains graphs and methods of orbit calculations. Of course as it stands no calculations are made 'realistically' from engine isp and fuel efficiency, this is due to limitation with background vessel processing; issues I hope to resolve in 1.3.0, the release following the bugfix 1.2.0, with the addition of Protovessel resource management and engine dependency.
  20. Ahh corrected that now, but I do have a question about this one, could you look in your version, before deletion, about the WhitecatIndustries/orbital decay/PluginData/VesselData.cfg? - I belive this file causes the black screens if it's information is accidentally deleted by the plugin, and the file is blank. I have been unable to replicate this since I think I have already fixed the issue with some read/write checks. As for everything else, I made alot of progress yesterday, fixing everything but the blackscreen bug. Still to do I have: - Ensure the blackscreen 'locked viewing vector at 0' bug is gone - Fix eccentricity changes - Add realistic active vessel decay - Fix vessel area calculations - Add multiple concurrent fuel support and possibly engine requirements. Since this is a fix release I will prioritise the first, second and fourth items and leave the rest for the next version. Thanks for your patience everyone and I hope to release a new fixed version within the next few days! Whitecat106
  21. Hello there, This issue has been fixed in version 2.0.1 and 2.1.0, if you download the new version 2.1.0 everything should play through properly and Russian missions should start to appear! Whitecat106
  22. Version 1.0.1 - Fixed accidental cycle restarts Plans for 1.1.0: Add more simulated variables Add more options to the UI
  23. Hello everyone, Just released 2.1.0 which adds the NewVessel requirement to every contract! No more completing two contracts with one launch! Enjoy, Whitecat106
  24. Hello everyone, As you know the SpaceDock link has been removed in order to fix some major issues with the mod. This is the Github link for the project and I would be very grateful to anyone who submits pull requests to the repository or who would like to add any thing! Orbital Decay Github Once the mod is in an operational condition I shall release a new and hopefully working version! Thanks for your patience, Whitecat106 Issue Tracker: The following issues have been resolved in x64 / x86 / Both : - Sub Orbital Debris Deletion - On Launch Black Screen - Station Keeping Functionality (Menus and Propellant Selection) - Active vessel orbit setting (no more jumps from 250km to an early point in the orbit) The following issues are still present in x64 / x86 / Both : - On Launch Black Screen - Multiple resource switching
  25. Hello everyone, I have temporarily removed the download link due to the errors above, I will be uploading the source onto github this afternoon for a full rebuild of the code to iron out all these issues, hopefully if anyone is willing to pitch in and add ammendments to the code we can work as a team to repair this mod! Thank you to everyone who has posted log files from here I hope to build the mod up again from scratch across the next few days. I know this a pretty hasty choice but even I am getting confused at my own code so it's time for a fresh build! The first issue is due to bugs in the code, (working on it). The second is due to the size and mass of your satellite; a heavier larger satellite would increase the rate of decay. I have removed the download and will begin working on a new version within the hour. Should only take a few days. I will keep my progress updated in a github repo once it is set up if anyone wants to help out will pull requests etc! Whitecat106
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