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Interplanet Janet

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Posts posted by Interplanet Janet

  1. 1 hour ago, Coolguybest said:

    I noticed the lag/mass null error happened with Dyva (but not Doppler) as well- I was wondering if I should post this as well in the Janet's Minor Planets thread as well, since I caught it with that.

    I entered Edas SOI normally, no cheating, I was timewarping at <=50x. Like I've said before, I noticed that it only occurs at high altitudes (maybe science high?) but didn't while I was in the map view, but perhaps what might be helpful to know is that the surface of the body that caused lag seemed to be moving, like the body was moving under the surface as the body rotated. Maybe the game's trying to load a texture that it can't find and gets stuck in a loop constantly trying to load a file? Maybe there's something wonky in the body define files for the surface or textures?

    Doppler and Dyva are part of Janet's Minor Planets, not this mod, so you can crosspost the Dyva issue on that thread.

  2. 23 hours ago, Coolguybest said:

    Is anyone else seeing KSP spinning when trying to load this mod? I checked KSP.log to see what was going on and saw this repeating over and over:

     

      Hide contents
    [EXC 11:47:16.324] NullReferenceException: Object reference not set to an instance of an object
    	Kopernicus.Components.KopernicusStar.GetNearest (CelestialBody body) (at <157567337be54e6a8e4e41aff96b3fe5>:0)
    	Kopernicus.Components.KopernicusStar.GetBrightest (CelestialBody body) (at <157567337be54e6a8e4e41aff96b3fe5>:0)
    	Kopernicus.RuntimeUtility.RuntimeUtility.AtmosphereLightPatch (CelestialBody body) (at <157567337be54e6a8e4e41aff96b3fe5>:0)
    	Kopernicus.RuntimeUtility.RuntimeUtility.LateUpdate () (at <157567337be54e6a8e4e41aff96b3fe5>:0)
    [EXC 11:47:16.325] NullReferenceException: Object reference not set to an instance of an object
    	Kopernicus.Components.KopernicusStar.LateUpdate () (at <157567337be54e6a8e4e41aff96b3fe5>:0)

     

     

    I'm willing to understand that I have an outdated supporting mod, but removing this mod meant the issue didn't crop up.

    I think the issue might be the presence of the Lemus.cfg and Hizie.cfg bodies, but nothing of the sort that actually is used for them. I must have accidentally put them in in the last update. At this rate it's best to simply remove those two configs (and the cache files, if they were made) and proceed from there.

  3. Hi everybody. Just wanted to remind you that MPE is no longer under my development. Fortunately, it is under the hands of Exo again, just as they were always intended to be.

    Some of my improvements, such as the OnDemand architecture, the .dds textures, and some of the mod patches, will be included in this second generation. I'm glad I have been able to revive interest in the mod, but unfortunately I may have bitten off more than I could chew. My new bodies are now in their own, separate planet pack (link in sig) to ensure that those who still want them can still use them.

    So thank you, Exo. I can't wait to see your version of MPE 1.1.

  4. 1 hour ago, HebaruSan said:

    Hi, I had a question regarding how to handle this for CKAN. It sounds like JP and your fork of MPE will share some of the same planets, which suggests they would conflict with each other, but you've said they will be compatible. Are you thinking ahead to when MPE's original author releases a new version without those planets, or do you mean that your MPE and JP could be installed side-by-side and work well together?

    I am thinking ahead to when Exo releases her redux. This may be sometime this week depending on how busy she is. I've fixed a lot of things for her, so all she really needs to do at this point may be to fold my changes into hers. I barely touched any of her planets anyway during the development of the mod, so the rehanding is for the better. /gen

  5. 29 minutes ago, modus said:

    It's just a bit sad to see this mod picked up and abandoned again so soon. What a wild ride it was:0.0:

    Not abandoned. Just changing hands. She just has to fix some things up  from where I left her bodies and it'll be good as new.

    I kinda need a bit of time to do a bit of revamping of these bodies anyway. MPE Revived will remain up for at least as long as it takes before Exo's MPE is released.

    The status quo has been reachieved.

  6. Hi. I just need to make a quick announcement.

    Due to a mutual dissatisfaction in the direction the mod was going, @Exo's Lab and I have decided to give her back control of the mod. I will keep the bodies I have made, however, and continue developing from there with a directly MPE-compatible pack called Janet's Planets. I'll admit, Exo has had some great ideas for her own next iteration of this mod, some of which have gone above and beyond anything that I could have created.

    I am sorry for the abrupt disruption of this mod's development, but I can assure you that whatever we create with each other will be better than anything I have created alone. Two heads are better than one.

    This is only a test for my planet modding skills. The real challenge now is a genuine planet pack... and I wonder what the next endeavor will be.

  7. On 11/9/2021 at 3:04 PM, Coolguybest said:

    Long-time user of this mod, and I love exploring all the different bodies in the system. I've been looking through the configuration files and caught a number of inconsistencies with the biome definitions:

    • Archae [LoneGlacier -> #91b4cc]
    • Edas [PolarCrater -> #b3b49e] [Craters -> #d4d4d4] [Surface -> #a0a19b]
    • Ervo [OxygenLakes -> #1a5252] [MinorGlacierField -> #9e9e7b]
    • Eurbon has a completely broken biome dss; it looks like it's supposed to be the minor craters and is only black and gray instead of defining the Craters, Body, and Peaks.
    • Euribanne [Midlands -> #b5534c] [Chasm -> #000F0F] Both of these seem "close enough" and might not need to be changed.
    • Havous [ValleyParvus -> #ffafaf]
    • Soden [Liber -> #895d55]
    • Vant [Highlands -> #810d96] [Lowlands -> #ffffff] [Craters -> #ff7b00] [Crags -> #a7b4a8] [Equator -> #283a3d]

    These pretty much seem to be legacy errors from the previous mod author- I remember having to do similar sleuthing for those bodies. I don't want to disparage the work you've done on this mod- you've done fantastic work. I just caught these specific errors and thought you should be aware of them.

    Those will be fixed in 1.3.3, I will assure you of that. Eurbon was one of the first I noticed. Thank you for bringing it to my attention.

    I also changed them to .pngs to not only reduce file size, but also to make them actually show up. Thank you.

  8. I noticed how it does it, but those barycenters are only around stars. These are binary minor bodies. I can't have the barycenter be so prohibitively large because then it would envelop these binary pairs completely and render them unlandable. But at tiny sizes (i.e. 500m radius), the spacecraft loses its lighting due to the invisible ScaledVersion (and/or the tiny size of the body), and ends up flickering terribly as well.

    I don't know if this is a bug with the rendering engine or what, but I think that small invisible bodies should be able to not have a major lighting bug all the time.

  9. Hi, I just had a quick question that may not have been asked before and may seem rather off-kilter.

    How would you go about marking a Barycenter object? Does it need radius, description, or anything of the sort, or does it only allow for orbital information and nothing else? I ask because of a binary body that I'm making that I want to have a circumbinary ring, but also be an invisible body when viewed through the Tarsier Space Technology telescopes.

  10. 22 hours ago, JadeOfMaar said:

    I just made system maps featuring this mod. :)

    Squad + OPM + MPE

    11400x2800 PNG, 670KB

    Ga0QQAm.png

    OK, I got some constructive criticism.

    Since many of these bodies are far from spherical, it might be a bit more reasonable to add the highest deformity to the general body as well. Edas being 2 km is only the datum; it'd be more realistic to say it had a 7km radius, and then use the surface gravity from that distance. Similarly, Ki'Ki is more like 18km big and Quazen is actually closer to 86 km radius due to how bilobate these bodies are. And Havous is actually nearly as big as Plock (175km at the equator) by virtue of being squashed so much.

    Regarding orbits: I'd honestly say though that if bodies are orbiting a barycenter, they should probably be marked with one slightly above and one slightly below the general line, but that's just me. I think Jade tabbed through the bodies and positioned them from there instead of using the semi-major axis as the basis, since Euribanne's orbit is less eccentric than Palloocus-Palloomus' despite them both being Jool trojans, and Lint-Mikey is shown farther out than either despite having a smaller semi-major axis. And, just like Minmus said, Doppler and Dyva are not trojans either, rather main body and moon.

    I do wonder how to denote two separate kinds of Trojan though, considering the positioning of both pairs. Would you put Euribanne in front of Jool and Palloocus-Palloomus behind, or would you put both in the same general region due to Jool being the primary body?

    One final thing I'd like to add, it might be good if you could add the general color to these MPE bodies as well, because there's a wide variety of colors that should be represented at even these small sizes.

    Thanks for making this though, I appreciate it! I'm glad that you like Exo's and my mod enough to graph it out. Have fun with your own modding endeavors!

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