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HebaruSan

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Everything posted by HebaruSan

  1. The top three items in that list have 16, 3, and 2 reviews, respectively. Just saying.
  2. I'm excited about the April Fools' Day announcements that can come out of this.
  3. The legal right to sell/license copies of KSP to consumers, as well as any other title using "Kerbal" names, imagery, characters, etc., now belongs to Take Two Interactive. SQUAD's rights and responsibilities are no longer those of an owner of that intellectual property, but instead those of a party to a contract with Take Two Interactive, the exact terms of which are not public and probably never will be. Most of the answers to our questions would depend on the contents of that contract; for example, it might say that SQUAD shall be the exclusive developer of KSP indefinitely, or it might say that SQUAD's role is to be re-evaluated annually, or to be renegotiated between the parties as needed, etc. We don't know, and they have little reason to tell us.
  4. Wow, that may be the least convincing argument I've ever seen on the internet. You don't mention even a single reason anyone should care, or what the consequences might be of either course of action. Boycotts are for things that an established market buys regularly, like bus rides. I've technically been "boycotting" SQUAD since 2014, since it's been that long since I bought their only product. (Yes, I know, DLC. But you can't even boycott that yet!)
  5. Thanks, good catch! I have confirmed this in testing and am looking for a fix. It ought to be a simple matter of multiplying and dividing by GameSettings.UI_SCALE in the right places, but the window keeps jumping around when I expect it to stay still. I may just need a nap.
  6. Focus more on the angle your craft takes to exit the SOI. If it's heading more towards the planet's prograde direction than it was before, you've raised your solar apoapsis or periapsis. If it's heading more toward the planet's retrograde direction than it was before, you've lowered your solar apoapsis or periapsis. This means you probably want your incoming path to have a significant solar-radial component (either positive or negative), as opposed to a normal transfer where you'd generally try to minimize the radial component at encounter, which in turn means you want to launch and arrive before or after you would for a normal Hohmann transfer.
  7. That's my interpretation as well. I wonder how that contract looks. Can SQUAD be replaced as KSP dev? Do they have right of first refusal for future titles in the franchise? I would have expected to see the "game studio" division of SQUAD split off and moved along with the IP. Good luck to all involved regardless! EDIT: To be clear, those are rhetorical questions. I do not for one second expect that any party to this agreement will share details about it beyond the statements that have already been made.
  8. Hmm, I will have to play around with UI scaling. Clicking the toolbar button is supposed to toggle MainWindowVisible. If you open the game, click it once, and exit, does it still say False? Another thing to check is whether there are any errors in KSP.log. I've seen a number of helpful exceptions for previous issues. It's possible that something might be failing when it tries to show the window. A search for "EXC" should find them if there are any.
  9. I found one thing that I'd like to have taken care of before using your translation. Please take a look at your convenience. Thanks again! https://github.com/HebaruSan/Astrogator/pull/13#issuecomment-304951451
  10. The goal of any bug report, at least for me, is to allow me to make the problem happen myself so I can investigate and fix it. I'm skeptical that a mod conflict could cause this, but there's no harm in sharing your mod list if you have it easily to hand. Other things that might yield clues based on the description: Your GameData/Astrogator/Astrogator.settings file when it's been happening to you Full screen or windowed Screen resolution if full screen Window size if windowed UI scale settings Which operating system you have Version numbers for Astrogator and KSP Anything else I've forgotten that relates to the size of the display or UI The game uses a coordinate system to control where popup windows appear, but the details aren't specified anywhere that I've been able to find, so I've had to infer how it works by using it and trying to observe what the rules are. So far it seems that the x and y coordinates can range from -1 to 1, corresponding to the lower left and upper right corners of the screen respectively. E.g., right now my local settings file has this: MainWindowPosition = 0.910937488,0.54957509 ... which as far as I have been able to figure out so far means to put the window most of the way toward the right edge of the screen, roughly vertically centered (since I've set the point being specified to the top middle of the mod window). There are checks in place to prevent these numbers from getting outside of what seems to be the on-screen range, but what I can't rule out is the possibility that the game might apply a different interpretation that turns the above into off-screen values, unbeknownst to me. If your settings file looks weird, then I can look into how it got that way, or if it looks normal, I can try to figure out why it still isn't working. Thanks for offering to help!
  11. It's not the same as having it in CKAN itself, but try sorting this page by "Last Indexed": http://status.ksp-ckan.org/
  12. Paging Dr. Mandelbrot, Dr. Mandelbrot to the observatory please.
  13. Before I continue, I have some unfinished business... QAQdong, welcome to the forums! (It's customary to welcome someone here after their first post, and I forgot to do that the first time.) Thank you! I have taken a look at your translation, and I may have one or two questions, but overall it looks quite good. (I also enjoy how everyone so far has figured out the trick of using the '.google-translate' files as a template. I thought about adding that to the instructions, but it seemed overly complicated to explain.) Hi Craig, and welcome to the forums! I'm glad you find it helpful! You beat me to it; KAC is the best option I know of for tracking multiple simultaneous missions. I wouldn't want to duplicate what it does unless I had ideas for how to do it better (and I don't). Without KAC, you can still cope in this situation by selecting the ship with the soonest maneuver and warping to that. This info can be gleaned from the Tracking Station display with some effort, since it shows the time till next burn for each ship. (Though you may have more luck with KAC if you grab a fresh download now, as I believe it just updated for the 1.3 release.) However, I've personally been trying to get away from the play style that I tended to adopt with KAC, in which big missions get bookmarked while I do "other things," and then I never actually get back to the big mission. 170 in-game days is over a thousand real world hours unless you time warp! I found I had to limit my activity within Kerbin's sphere of influence to ever get anywhere else. To each his or her own, of course, but my primary focus is on trying to make it as easy as possible for folks to jump in and do the big mission right now. Hmm, I don't think I would know how to calculate that. I'm honestly surprised that you made it to Minmus off-schedule; depending on exactly what you did, there's a risk that you'd de-orbit and crash to Kerbin instead, or end up on a trajectory that never got near Minmus. The stock maneuver node editor may help with this sort of planning, though; you can drag the center circle around to move the time of the burn back and forth and see what would happen. That's what I felt was missing as well. There are all these planets flying around out there, and I know in general how to get there, but there was no overview other than the "subway map" graphics, which don't help with the timing (and are subtly misleading in some ways as well).
  14. What exactly do you mean by "component"?
  15. Huh, I never thought of that before. You're right, we need to apply this conversion: https://en.wikipedia.org/wiki/Sidereal_time#Sidereal_days_compared_to_solar_days_on_other_planets length of solar day = (length of sidereal day) / (1 − (length of sidereal day / orbital period))
  16. This might work: https://github.com/HebaruSan/Astrogator/blob/master/src/ViewTools.cs#L1125
  17. If I change the '.' operators in that block to '?.', it finishes loading, but pieces are missing: Here's a spooky thought: Is ContractsApp loaded in sandbox mode?
  18. That was back in December. 1.3.0 is also here by now. Follow these steps to go back to 1.2.2:
  19. I installed Basic DeltaV, and I'm seeing essentially what @Waxing_Kibbous described. The toolbar button shows up in the VAB, but nothing happens when I click it. I'm also on Linux, in case that does turn out to be relevant. KSP.log has: [LOG 23:51:14.439] [AddonLoader]: Instantiating addon 'BasicDeltaV' from assembly 'BasicDeltaV' [LOG 23:51:14.442] [AddonLoader]: Instantiating addon 'BasicDeltaV_Loader' from assembly 'BasicDeltaV' [EXC 23:51:14.451] NullReferenceException: Object reference not set to an instance of an object BasicDeltaV.BasicDeltaV_Loader.loadSprites () BasicDeltaV.BasicDeltaV_Loader.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(Int32) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Added a few Debug.Log statements in that function; the crash is on this line: appFrame = typeof(ContractsApp).GetField("appFramePrefab", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(prefab) as GenericAppFrame; Good old Unity prefabs!! Basic Orbit has the same function in BasicOrbitLoader.cs, and the description in Github says "New UI" and "12 hours ago". Looks promising as a cause there as well.
  20. Yes please! The instructions are here; please let me know if you find anything about them unclear so I can improve them: https://github.com/HebaruSan/Astrogator/blob/master/CONTRIBUTING.md#translating-to-your-language If you are interested in helping with other mods as well, a list of mods in need of translators is available here: Say hello on that thread to get in touch with interested mod authors.
  21. German speakers also have frighteningly high rates of English fluency. I agree a translation to the primary language of Herr Oberth und Herr von Braun would be historically appealing, but the case for leaving it out of the first round is strong.
  22. But if you have two simulator-consuming mods that you do want to run at the same time, say one that displays the info and another that acts on it, the situation changes. This would be the case for the concept I have in mind, and I'd like to allow the user to pick the display mod they prefer, without having to bundle the simulator itself into mine. (Or maybe I'll just switch my dependency to Basic DeltaV, to encourage people to switch. )
  23. These look amazing, both aesthetically and in terms of presentation. If I understand KER's implementation correctly, this will result in doing all of the simulator logic twice if both are installed, right? I'm toying with an idea that relies on the simulator as well, and so far I was planning to list KER as a dependency, but that would make me less compatible with Basic DeltaV, which I can definitely imagine some people will prefer. Do you see any possibility for factoring the simulator into a standalone mod that could be shared cleanly by multiple downstream consumer mods?
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