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NolanSyKinsley

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  1. For some reason transferring to a planet with a lower orbit doesn't really work. Put yourself in a solar orbit, then lower that orbit so it is a circular orbit that is closer to the sun then duna, then hit the transfer to duna button.
  2. it is a command line tool, I do not use wine to run it, I use mono and it works like a charm. Install mono, found here, then open a terminal in the directory withe the .csv files, then just enter "mono ./ISA_MapGen.exe" Then again reading back I see you are on a mac. He may be referencing Linux wine, and I am referencing linux mono, but the mac mono should work just as well. There are some difference between the mac and linux wine so some things that work in wine under mac may not in linux and vice versa. With wine even being on different systems can mess things up.
  3. What is your definition of max res? I run at 5x and get a GB+ in about 36 hours. I have seen trade off for every warp speed. To me 5x seems to get the best coverage, 50x seems faster but it leaves a ton of gaps so it takes more passes to complete the data set for the given resolution and for some odd reason 1x and 10x gets horrid resolution/coverage. I think maybe the best way to get the most data would be to crowd source, I.E. get data sets from many people and combining them. Although I have found once the files get much larger than 1.75 GB the become rather unmanageable. Even opening them with a text editor is a pain, but using command line programs work fine, but lack progress indicators. Appending one data set to another then removing duplicate lines may give decent results, but will require transferring large files.
  4. I believe you can swap out the models contained in the ISA_MapSat folder for one you like and change the lines under "// --- asset parameters ---" in the part.cfg to point to the new mesh. Or you may be able to copy a part folder, rename the folder and the part name in the part.cfg to a new name and in the part.cfg change the "module =" line to "module = ISA_MapSat" Prefferably use a decorative part, I.E. one that served no purpose before. Both of these are just slightly educated guesses, but one or the other should work, I would start with the latter.
  5. Have you tried placing the radar dish in the first(as in last to deploy) stage? (Just a shot in the dark)
  6. Well after letting it run overnight again I got it to this: http://dl.dropbox.com/u/18919542/KSP/Mun_Topo_ISA_3200x1600_0-3337.6m_scale.png and the CSV is about 764 mb What is quickgrid? I will google it **edit** Hmm, I found quickgrid, but it does not want to accept my data. **EDIT2** I found a previous post on how to get the data into Quickgrid, will take a bit though with this much data.
  7. Like greyscale? or natural terrain? For greyscale use "ISA_MapGen.exe grey" for the natural terrain use "ISA_MapGen.exe natural" I believe "ISA_Mapgen.exe grey" makes this: http://dl.dropbox.com/u/18919542/KSP/Mun_greyscale_ISA_3200x1600_0-3337.6m_scale.png "ISA_MapGen.exe natural" makes this: http://dl.dropbox.com/u/18919542/KSP/Mun_natural_ISA_3200x1600_0-3337.6m.png "ISA_MapGen.exe" with no arguments makes this: http://dl.dropbox.com/u/18919542/KSP/Mun_Topo_ISA_3200x1600_0-3337.6m_scale.png note all of these images I made with the "3200" flag to increase their resolution. I am currently attempting to make the highest resolution maps possible. I have had the MapSat running around the mun at 5x speed and 20km orbit for over 16 hours now to produce those images.
  8. I was taking a look at it and I got it to display the Kerbonaut in the lower right hand part of the screen, and it has the EVA/IVA buttons(but the IVA internal view is the Mk1Cockpit). Sadly the Kerbonaut cannot exit as the pod "has no hatch". I got it to display him by adding these lines to the part.cfg // --- internal setup --- CrewCapacity = 1 INTERNAL { name = mk1CockpitInternal } I was going to do a dirty fix of adding an invisible ladder to the front of the TARDIS' fuel tank, and a "hatch" to the pod at the sign that says "Police Box" so you could climb up he front an enter the pod. Sadly I am running linux an unity will not run under wine as of yet. The instructions for adding a hatch and ladder can be found here: http://kspwiki.nexisonline.net/wiki/Adding_Airlocks_and_Ladders_to_Parts Another thing I noticed about the tardis, and I do not know if this happens to other ships or not. In the debug menu the no crash damage and unbreakable joints have no effect.
  9. http://kspwiki.nexisonline.net/wiki/Adding_Airlocks_and_Ladders_to_Parts
  10. Ahh, I see, the level files do not pertain to a single planetoid, they hold information on all of them.
  11. I have 2 questions. A. How do you look inside the level files. And B, which planetoid does that file refer to?
  12. If you do that does it continue to build the map while you are on another flight? if so that would be awesome! *edit* I tested it and nope, you have to be on that flight. I wonder if deploying multiple arrays will speed up mapping a planet.... I have a few questions though. If I collect raw data do I have to do it all in one go? Or can I come back later to collect more? Also can I run the mapgen while the game is currently making the map file? or do I have to wait for it to end to prevent file corruption? If I make the raw map file is there a way I can import that back into the game so I don't have to re-map the planetoid again? Oh, and good news for Linux/Mac users, I do not know if this has been stated before, but you can run the mapgen just fine with mono.
  13. As far as the SSTV picture goes yes, he said it is the first and only clue at this time for this easter egg. I just think that yes, it is the only clue, but a clue still leads somewhere, just not somewhere with another step waiting.
  14. That is what I said, there is nothing there yet, I was speculating on FUTURE possibilities. Yes, he said the SSTV signal is the only step at the moment, a step still leads somewhere. I also said that the SSTV was the only clue, and that a clue still leads somehwere but there are no more clues as of yet. My speculation was in no way a "revolutionary new unheard of tin foil hat theory" it was a response to a question that was posted to me. IMHO it is a quite logical assumption that I have made. I did not say it was in the game yet, I was thinking about what it may be in the future. My reasoning behind this is simple, they are not going to make it easy to continue from this point. We have already had to decode a SSTV picture to know to go to the south pole, where there is a pyramid(which is depicted in the picture). People would naturally land at the south pole without this picture. By having the requirement of 4 kerbins there it would take 2 deliberate trips to that point to unlock the next link, so someone just landing there would not skip the first step. An entity detector is much simpler to implement the orbital mechanics(I don't know C++ but I do know java and I could have it done in less then 10 minutes, orbital mechanics would take me years), so it is by no means a far stretch of the mind to consider this being implemented in the future. This thread is about easter eggs, not just the one easter egg currently being discussed. Please be civil, if the SSTV easter egg picture and its possible future meaning interests people and that is what they wish to discuss, then that is what they are going to discuss. After all, it is an easter egg, and this is an easter egg thread.
  15. I have had the issue with it landing on duna. It mostly happens when the angle of attack is too steep. I have used it successfully to land on duna a few times by taking a more parabolic trajectory, or taking control about 5-10k up and slowing it down a bunch manually, then letting it take control again. The main issue I have with mechjeb is its use of RCS. I need it to use RCS on larger ships so it is at the desired angle when it needs to start the burn. But when I use it, it fires the RCS until right before it reaches the angle it needs to be, then my ship wildly over shoots the angle, by up to 90 degrees, then fires the RCS continuously until it is almost at the desired angle and over shoots again, over and over again. When it fires the RCS it needs to fire it again the same amount of time in the opposite direction to come to a stop at the desired angle. It can be a bit tricky to implement in the code, but not too hard. Just note the starting angle and the desired angle, fire the thrusters towards the desired angle until half way, then reverse the thrust for the second half. That should bring it to a nice stop at the desired angle, while reaching the desired angle quickly, and save a ton of RCS fuel. This may be an over simplification because you are orbiting and the angles change as you move, but the concept is there. I would love to see this implemented in mechjeb. I may take a look at the code, I do not know C++, but I do know some java and I learn rather quickly.
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