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About Dagger

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    LMP Developer

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  • Website URL https://github.com/gavazquez
  • Skype gabriel.spain

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  • Location Madrid, Spain

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  1. Dagger

    [1.6.2] Luna multiplayer (LMP) - Beta

    You're probably using mods? I made few tests and it works locally and with another tester Working on that but it will take some time
  2. Dagger

    [1.6.2] Luna multiplayer (LMP) - Beta

    Latest version (0.17.0) should fix most of those issues I can't guarantee that is 100% stable but it contains a fix for a nasty bug that existed on LMP since the beginning and may have caused that behaviour
  3. Will try to explain this with images and hope somebody can help me out on this... Here my active vessel is in a suborbital trajectory and the planetarium is NOT tilted, therefore, we tilt the planet and everything is nice and cool Now I force tilting the planetarium (it will happen anyways when I'm below 100K meters) and as you can see, all the OTHER orbits that are not the active are tilted "correctly" (or that's what I think). Bear in mind that when tilting the planetarium I must put the planet with 0 tilt as otherwise we would have a tilted planetarium + a tilted planet and that's not good) The problem is that on my active vessel the orbit is not moved (as I'm in track physics mode) so basically my vessel should be MOVED to do something like this: So, you can say: "well, just pack your active vessel or put the orbit driver in "update" mode for 1 frame and it will be unpacked on the next frame" but even with that solution, there are still some errors. In this case I'm in a vessel that is in a stable orbit and look how the orbit of that unloaded vessel that is in a ballistic orbit produces an error when tilting the planetarium: If someone has some knowledge on how the orbits are calculated inside KSP and it's celestial frames please contact me I'm preety sure that we can solve this issue
  4. Dagger

    [1.6.2] Luna multiplayer (LMP) - Beta

    Yes now interpolation is always ON Regarding the orbit issues, just get the latest nightly version or wait until next version as that will be fixed
  5. It's how KSP works. If you don't do it, the planet rotates below you and it's impossible to land without exploding, it also has to do with the PQS stuff. With the mod you can try it, just press the "Toggle Rotating Frame" once you're below 100k meters, be sure that the planetarium is not tilted and you will see what I mean. The thing is that you must land in a "static" planet instead of a rotating one, otherwise there are lots of issues
  6. @5thHorseman Exactly. The issue is that when you're not in a rotating frame (this means that the PLANET is tilted and the planetarium is not tilted) the orbit looks fine and everything is nice The problem is that when you tilt the planetarium (it happens automatically when below 100k meters) then the planet must be tilted back as how it was before as otherwise you would have a tilted planetarium + a tilted planet and that's not good. So the issue here is that the vessel must be moved around to the equivalent position and also it's orbital data, that's where I'm stuck as I don't know how to move the vessel to where it should be I think that I must play around with the celestialframe, orbitdriver and orbit classes but I'm still stuck and this week I didn't had time to have a look at it
  7. Next version will be integrated in kopernicus so that will help them Still stuck with the orbits issue I hope I can find a solution soon....
  8. Dagger

    [1.6.2] Luna multiplayer (LMP) - Beta

    Probably a LMP bug. Have you tried nightly version? You can see how to get it on the wiki Nope, and probably it won't ever be as that can cause sync issues. P1 reverts and P2 completes a contract and so on... EDIT: Latest version supports this although with some limitations (check limitations page on the wiki)
  9. Yes, you're probably right about the naming convention as to be honest my math/astronomy knowledge is quite limited. Your mod is awesome btw it's complexity is just as if KSP+Principia is a totally different game! I wish I developed my career around C++ instead of C# as sometimes I feel it's limitations and I would be better suited to understand your code .... Regarding the orbits I'm investigating what could be the issue, perhaps I'll have to play with the orbit driver transform... Will see what I get... About the tilting of the vessels, this mod suffers the same issue as yours, my idea is to add a callback to GameEvents.onRotatingFrameTransition And once that's called, get the tilt of the planet, run trough all the vessels in the game and call the vessel.SetRotation... If I manage to succeed on that I'll let you know as you can probably use it aswell
  10. Yeah also the TiltX and TiltZ should be relative to the ecliptic and at this moment they are relative to the unity "world" axis so they must be worked on... Hopefully I will get into this once I manage to fix the bug described below -------------------------------------------------------------------------------- I've been stuck with a bug and perhaps someone can help me on that... The basic idea of this mod is that on every CelestialBody_update of the planets if we are NOT rotating with the planet, I tilt the celestial frame of that body as seen in here and here. If the planetarium was tilted (more about this later) then it must be reset to the default state, this is done here. Fortunately this whole tilting of planets didn't caused much issues and it's what the released version 1.0.0 does The problem is that whenever you're below 100k meters of a planet, landed or in the KSC, the ROTATING FRAME is triggered and then you rotate WITH the planet and the planetarium is moved around instead. This basically means that the main body you're orbiting becomes static and the sun and all the other planets are moved around (basically what Aristotle said ). To properly apply axial tilt I had to tilt the planetarium celestial frame as it's shown here and here. Also, if before entering the rotating frame your planet had a tilt, it must be removed and set it to 0 as it's done here. This behavior was not existing on version 1.0.0 and this means that when you're landed or below 100k meters you don't see any axial tilt... This new functionallity caused several issues and here I explain how I solved them... 1: The orbit of the packed vessels and planets must be tilted aswell! This is done by tilting the orbit frames here just before their orbit calculations are done. This doesn't apply to unpacked vessels (more about them below) 2: As the whole universe is tilted, all the vessels that are unpacked (with orbitdriver mode set as "track physics") including the active vessel must be moved to the new universe-tilted position. IMPORTANT NOTE: In KSP, whenever a vessel is unpacked the orbit is updated based on the current vessel position otherwise, when the vessel is packed (with the orbitdriver mode set as "update") the orbits are updated on every frame and then, the vessel is moved to there the orbit says it should be To fix this behaviour, I put the orbit driver of unpacked vessels (including your own active vessel) to "Update" mode for 1 frame, this makes the vessel go to where the orbit specifies and then it returns back to it's "track physics" mode. This is done here ------ This new functionallity mostly work fine, however there are some bugs in the positioning as you can see in this gif: https://i.imgur.com/lIO3aVv.gif As this detail image shows, the orbit "end" is not the same when the planetarium is tilted Does someone know what could be happening with the orbit vector? For that particular case I had to apply a rough correction of: tilt = new Vector3d(tilt.x - 4, -10, tilt.z - 2); To the planet tilt when applying it to the planetarium here but it doesn't make any sense and I only got those numbers by trial and error and the might be different if the planet tilt varies or perhaps even if the vessel orbit is different. In case you want to test it yourself, get a debug build (so you have the debug panel and you can change the rotating frame) here. Remember that you need to have kopernicus installed!
  11. It's just a proof of concept at this stage. I'm trying to fix some of the bugs, once they are fixed it will work as a plug-in for Kopernicus
  12. Then probably there's a bug when tilting the planetarium. I will have a look at it during the week
  13. Already answered on GitHub but I will answer here aswell. When you are below a certain altitude KSP tilts THE SKYBOX and not the planet. This means that all the planets, the sun and the skybox that is behind them is moved around the sky, this is why when you go to map view and your vessel is landed / at low altitude you won't see kerbin tilted and you will see a weird "jittering" when looking at the sun from the map view). Once you go to a higher orbit, KSP switches the mode and then THE PLANET is tilted and the skybox is static. This is how KSP works and it works fine, it's the expected behavior. If you want to check if this system works, just warp until the North Pole is in winter and land there with a plane. If you see the sun then there's a bug, if there is dark all the time then it's fine. Base your tests on facts and not on what you "see" as KSP had to do a lot of hacks to be able to work on unity
  14. Go to the appveyor build: https://ci.appveyor.com/project/gavazquez/tiltem Then go to the artifacts tab. Bear in mind that you need Kopernicus installed. It's still not in releases as I want to be sure that the bug you put on GitHub is resolved. Once I'm back home on Tuesday I'll have a look at it 1.1 version has tiltz and tilx
  15. Have you tried it in 1.1? You can get it from appveyor-> artifacts but you will have to install Kopernicus as well. I'm on holidays but if the error exists in 1.1 please do a GitHub bug report and I will look at it next week