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GavinZac

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Posts posted by GavinZac

  1. Hey cool, thanks for the shout-out. I just recently started playing again (now with a little guy to teach orbital mechanics to) and, faced with that same old problem, moved my code from a dead domain (turns out I don't need a website about a tiny birdie dinosaur) to http://gavingolden.com/wherecanigo/ . Now here you are! Awesome. My lazy 'eh, 200m/s, everywhere' aerobraking estimate was kinda weak.

    I'm about to start a .NET project in work so if you're open to pull requests maybe I could jazz up the look of the window a bit?

  2. 12 hours ago, Dizor said:

    @linuxgurugamer, @taniwha,

    New version 1.8.1 is released.

    Updates:

    1. Implemented non resettable independent kerbal intentions.

    2. Fixed camera jump-away-effect when boarding vessel (it would be good to zoom out camera a little for large vessels, but i don't know how to do it).

    3. Implemented the "herd instinct" (mass kerbals intentions). Hotkeys: RightCtrl+B and RightCtrl+F.

     

    This update allows you to collect kerbals like this:

    Incredibly simple feature but genuinely delighted to see someone add this to an 8 year old game. Thank you.

  3. Thanks, with that help I found it in the persist file and may have found a good way to do this switchover quickly. There's a useful source of this information already - Kopernicus seems to output very useful information on this to Kopernicus.log

    [LOG 16:19:34]: Found Body: Joker:126 -> SOI = 2461948.5, Hill Sphere = 302483.630123454
    [LOG 16:19:34]: Found Body: Moho:127 -> SOI = 9646663.02332811, Hill Sphere = 22060314.8155466

    That number after the planet names is the REF. So I can use this to do my find-> replace.

    Edit: It worked! Awesome.

    My method:

    1. Back up your persistent.sfs file.
    2. My craft were easy to locate in the save file because I named them all with their planet in the name (e.g. I name them things like Duna Probe Apollo). If you can, name your own crafts this way before installing the mod.
    3. Open KSP and launch the save game.
    4. Open Kopernicus.log (/KerbalSpaceProgram/logs/kopernicus.log) and scroll toward the end. Note the original planets, each of them having a new number (i'll call it Y)
    5. Using something like Notepad++, open persistent.sfs.
    6. Find a craft at each planet (i.e. a Duna Probe, which may no longer be at Duna), and find its planet reference number at VESSEL { ORB { REF = X
    7. Using Find/Replace All (use 'match whole word' to prevent matching partial matches incorrectly) replace REF = X with REF = Y
    8. Do this for a craft at each planet.
    9. Save persistent.sfs, and reload KSP to check everything's well.
  4. I understand that applying this to an existing save game will make weird things happen; asteroids and objects around the wrong planets and so on. I understand that I can use something like Hyperedit to transfer objects to the correct planets, but with several hundred objects, it's tiring.

    What I would like to figure out is how the game decides from a save game persistent.sfs file which planet an object is around or on. I have a theory - if I can find a body identifier field in the persistence file that tells the game where to put an object, I can find out what the 'wrong' identifier is, and replace it with the 'correct' identifier (found out by launching a dummy craft on the 'new' kerbin or something). This would be done with good old find/replace, and of course would be much faster and better than using hyperedit (it would not make flags fall over, for example). Maybe I'm an example of people being most creative when at their laziest.

    If I'm correct about that, I wonder though if some debug features could be exposed? If it could be enabled to show a planet's "real", persistence file identifier within the game engine for example (perhaps while holding down a key in the tracking station), this would be very valuable for adding the mod (which is very exciting, thank you) to an existing save game by this relatively primitive method I've suggested, more quickly than by trial and error.

  5. 6 hours ago, Randazzo said:

    Nope. Full tilt off the tracks right here.

    If a player makes some arbitrary decision (and yes, that's all it is) to hate Curse, that's on the player. Everything set up outside Squad's official mod hosting partner is precisely 0% Squads fault.

    "Squad's official mod hosting partner" provides precisely none of the functionality I was talking about, despite it being within their capability to do so. All Curse is without the Curse client is another download catalogue. It is a place to put files, an alternative to "med1afir3" or dropbox but with an index. That is not good enough. I don't know why the userbase refused to use it over the other alternatives - Spacedock and KerbalStuff - but there is zero mod install management from Curse, and Squad has never even mentioned the idea of any sort of mod management inside the game. Of course this is partly Squad's fault. They have not caused anyone's direct actions in this thread but this thread should never really have had to happen because CKAN should never really have had to exist.

  6. I had written quite a bit about attitudes on both sides of the fence here - I mostly take issue with actual, straightforward outright insults being applied to people who have jobs to do and kids to raise and therefore would like a mod manager to do the work for them, apparently regardless of whether or not they're asking for support from someone - but I deleted it as unproductive. It appears the 'community' has reached something of a detente. Yay?

    But some of the blame for this event also has to fall on Squad. When did it become apparent that mod support was going to be a key selling point of this game? Three years ago? Four years ago? They should have taken ownership of this long ago. They ruled out Steam Workshop support in the project's infancy because they didn't want to 'fragment the userbase', yet now they don't even really support their own in-house updater. Later they said they didn't want to invoke the Steam Workshop because users easily installing mods would mean they could easily install malicious mods - yet Cities:Skylines, a game with three times as many players right now, manages it just fine with the same modding methodology and game engine. They then instead signed some sort of deal with Curse, who still haven't provided client support more than 2 years later and have completely failed to engage the community. Neither Workshop nor Curse come anywhere close to 'perfection' but they inarguably meet the criteria of being opt-in for modders and unemotionally predictable for end users, but neither are options.

    Ultimately, and episodes like this and KerbalStuff and the rejection of Curseforge have proven it again and again: Squad should have by now realised modding and the management thereof was too important to them to leave to the whims and moods and feelings of individuals. As much as I've just been complaining about the modding community (givers and receivers), it's astonishing and a credit to the spirit of modding that it has remained active at all when you have people who really, really like playing a game arguing instead about software licenses and courtesies.

  7. I would really love this mod to become stock, it makes the game feel much more like a space program. Maybe this could be an upgrade for Mission Control and Transfer Window Planner could come with an upgrade to the Observatory. Thank you TriggerAU, I really don't think I would have 2000+ hours in this game if it weren't for your essential mods.

  8. Great news!

     

    While the folder structure does make sense, it would be nice to still retain some of the tagging functionality. I do enjoy being able to pull up all craft including "Duna" or "docking", or excluding "obsolete".

     

    That is just one small feature in an otherwise awesome mod though, so very much looking forward to getting my hands on this.

  9. Handy little mod! Helped me discover why I got severe lag in one specific circumstance, an out-of-date mod. I guess I could uninstall it now, but I'd like to leave it installed - but the window doesn't respect the F2 'hide ui' setting. Can this be done or is that too much of it being hooked into KSP?

  10. I am also getting this problem. I am not using Blizzy's Toolbar, Asteroid Day (I believe this was integrated already?), DMagic Orbital Science, GPOSpeedFuelPump, KAS, KIS, KW Rocketry, Procedural Parts, Real Chute, RemoteTech, or TST. So the list becomes:

     

    [x] Science!
    Chatterer
    DistantObject
    KER

    ModuleManager 2.6.22
    NavyFish Docking
    Nereid's Final Frontier
    SCANSat
    KAC

    I'm going to try copying my folder and doing the "disable half, then half again, then half again" trick to narrow it down, I'll report back.

    Edit: The problem went away when I disabled the first half of the mods, so I thought I had it narrowed down. I made sure to load lots of different scenes and move some craft around, warp a bit.

     

    Then I narrowed it down to Distant Object and KER... and then it remained solved when both were enabled. So either just copying to a new folder fixed the issue, or I'm not doing something from normal gameplay that triggers the problem. Bah.
     

  11. Ok, I just tried it, and I still ended up with black and pink discolored parts. I use active texture management, and it may be doing this. How do I stop it?

    You have to tell ATM to exempt these parts (the majority of them are using the stock textures anyway, so there's no bloat). That's a question for ATM's thread.

    I did find two weird issues with NK's pack, both seemingly node-related:

    The Mini Goo (stackable Goo container) won't allow anything stacked on top of it. The top and bottom nodes seem different.

    My beloved airbags when clicked from the part catalog seem to 'spawn' on the floor of the VAB, if I pick them up they can be attached but in a slightly strange way.

  12. 1. You should be getting follow ups for all of them, it's all the same mission, it will pick a station at random. Can you confirm whether you upgraded from 1.x or did you start with 2.x? I think I might have a problem with this mission, but need to look further into it.

    2. Absolutely fine, it's intended behaviour, just send the crew up and return a vessel home. The next update will make this a bit clearer

    Ok, thanks. I'm honestly not sure what version it was or even when I installed it, it can't have been that long ago? Maybe 2 weeks ago, maximum? I installed it via CKAN so it was quick and painless - perhaps too quick and painless in this instance!

  13. Two quick questions, I searched and read but haven't found answers so hopefully this isn't too annoying just after a release, if it is, feel free to take your time.

    1. I built stations it suggested, around Kerbin, Mun and Minmus. But I'm only getting followup contracts for Minmus. Can I change this?

    2. I sent them all up empty. However, I'm getting 'crew rotation' missions for the Minmus station - can I just send the Kerbals, without taking some out?

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