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About nubeees

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  1. Can this be used to modify ground textures? I've been really enjoying the new ground textures introduced in 1.9 and would like to, if possible, try to create some high quality ground textures for the moons the developers haven't gotten to yet such as Laythe. I searched in the documentation but couldn't find any reference to ground textures specifically.
  2. It's been a little buggy for me in 1.9, but that could just be the amount of mods I have on
  3. I cannot find an equivalent to this field: public ModuleEngines engine; I need it to rewrite this line of code: pe.ThrustPersistent = control.throttle * pe.engine.maxThrust; pe is a ModuleEnginesWarp, so I can set its throttle through reflection. I cannot get the maxThrust value though. Is there an equivalent I'm just not finding? Thanks! *Edit There was a stupid question here. I didn't realize ModuleEnginesWarp inherited from ModuleEngines **Edit 2 Ended up solving that; not sure how to handle this however: Severity Code Description Project File Line Suppression State Suppression State Error CS0122 'ModuleSolarSail' is inaccessible due to its protection level SolarSailNavigatorHotfix D:\Games\KSP_win64\AddonDev\SolarSailNavigator_KSPIE_HotFix\SolarSailNavigator\SolarSailNavigatorHotfix\Navigator.cs 107 Active ModuleSolarSail doesn't appear to be 'internal' in the sourcecode on gitHub, but when I go to definition it shows as internal
  4. I've never learned about reflection before. Originally I planned on just creating a fork of KSPI-E and altering it as necessary to make it compatible with Solar Sail Navigator, but looks like I'll have to look into that. Haven't had time to work on this recently though, I've had a particularly awful set of deadlines to worry about. *edit Did some basic google searches. That's pretty cool!
  5. Looks like this addon and the original PersistantThrust still works! Unfortunately, Solar Sail Navigator seems to not be compatible with KSPI-E anymore. Anyone out there want to help track down why? I suspect something to do with PersistantThrust being integrated into KSP interstellar
  6. Is it possible to get the old Solar Sail Navigator mod working with KSPI-E? I tried it on its own with the original PersistantThrust mod without issue despite how outdated they are, but when pairing solar sail navigator with KSPI-E the game does not load. Errors the log is throwing: [WRN 23:52:21.418] The script 'SolarSailNavigator.Navigator' could not be instantiated! [EXC 23:52:21.431] NullReferenceException: Object reference not set to an instance of an object PartModuleList..ctor (Part part) (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) Part.Awake () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) UnityEngine.Object:Instantiate(GameObject) PartLoader:CreatePartIcon(GameObject, Single&) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 23:54:06.808] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) Link to Solar Sail Navigator: If necessary, I might consider poking around at the sourcecode of solar navigator. Having a way to plot constant-thrust trajectories is incredibly useful and fun. *Edit I realize now this might belong in the development thread rather than here. If requested I'll go ahead and move it. *Edit again I've looked through SolarSailNavigator's sourcecode now. It was very dependent on the way the original PersistantThrust mod works, and the version integrated with KSPIE is pretty different. I've begun to work on a hotfix, but I've gotten about as far as I think I can for now. There's a few functions in ModuleEnginesWarp and ModuleSolarSail that have been changed to private-- such as calculateSolarForce(). As far as I'm aware, I don't believe fixing SSN will be possible without tweaking the way persistent thrust currently works in KSPIE Here's the git repo
  7. I've never seen that before. Thanks for the link!
  8. Twitch page showing as being removed, do you have an alternate source for the interview?
  9. I'm going to have to bump this again. Playing with star luminosity and isolation is somewhat mitigating the issue but not eliminating it. I'm running out of ideas.
  10. Do tell the results! Edit: I tried that workaround using mechjeb; probably need to use TWP because Mechjeb's nodes did not behave when used with such parameters I think a modification of mechVal might be a promising solution, for something closer to my original intent. Also, thank you to everyone so far! Discussion on this thread has been several AU more productive than I expected! Someone mentioned a comparison of the deceleration burn to a suicide burn. I found this to more or less be true; except you must account for the gravity of the sun. Not entirely sure how to do that myself.