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About seanth

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    Sr. Spacecraft Engineer

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  1. Everyone talks about the weather moons, but no one does anything about it. Including me. UNTIL NOW! Moon generation is back, and it should be relative "smart." Going off the assumption that the Earth:Luna system is an unusual situation--where the moon is so large relative to the Earth--I used the relationship between the radius of Earth and Luna to make a cutoff point in moon placement. Now, you can have situations where Laythe-like planets end up with Minmus-like moons. You can grab the latest To Boldly Go "a little more moonage" from I also found a bug in white dwarf generation which _might_ have been causing some of the weird bugs people were reporting hat I couldn't easily troubleshoot. As always, let me know about any new problems now that moons are back.
  2. If you choose to make a custom galaxy, you can define exactly the number of stars you would like
  3. @ChampDiamondFoot did you manage to sort things out? In other news, I'm still working on improving planet placement and procedural habitable zones.
  4. Hmm. Could you please put the KSP.log file on dropbox so I can take a look? Also, did you try and use the galaxy file provided with v0.3.0.5e, or have you only tried making one?
  5. Just making sure: do you have Kopernicus installed as well? TBG requires Kopernicus to work.
  6. I'll see if I can help. When you made your galaxy, there should have been a file named something like "Galaxygen_Info-MyGalaxy.txt" that was also created. Could you post that so I can take a look?
  7. The version of KSP, in this case, is less important that the version of Kopernicus you are using. I have not explicitly tried TBG with versions of Kopernicus that works with KSP 1.2.2. Have you just tried it?
  8. You are using an older, broken version of TBG. Please download the latest version from
  9. When you make a galaxy, a text file called something like "Galaxygen_Info-MyGalaxyName.txt" is made. Paste that for me to look at and I'll see if anything jumps out at me
  10. Question about detecting objects: Does detection take the radius of the objects into account? For example, a planet would be detected before one of that planet's moons.
  11. Yes. Moon generation was disabled because of a game-breaking bug in the code. The (aka To Boldly Go:"a little less moonage") release disabled moon generation because of a mod-breaking bug reported by @Ecdragonz. I've been putting out other fires in the code, and will be re-implementing basic moon generation soon. Sorry for the inconvenience The (short) bug note is here for those interested:
  12. Right now, we don't. BUT, I recently worked out some code that lets me calculate the distance between any two stars based on their distance from the core and the angle between them. I'm embarrassed to say I reinvented the Law of Cosines, but I'm also comforted that things like that can be "rediscovered" starting from first principles. Go math! The intent was to calculate the apparent brightness of stars as seen from Kerbin to link in with the Research Bodies mod, but it can be used to make sure the SOIs of stars don't overlap. The naive way to code the check would end up being a n^n-1 problem, which is computationally yuck. I can see some ways of using angles from core to significantly simplify the calcs, though. That won't make it in soon, though. I _really_ want to get back to improving planet and moon generation.
  13. Jah. The conversion is 10.64, and we do it FUNCTION realKM2kerbinKM (realKM) realKM2kerbinKM = realKM / 10.64 END FUNCTION Trust me: the way the universe is made in TBG is procedural in that it follows internally consistent rules for the Kerbal universe. I'm not disagreeing with you: a tiny pocket universe would make it much easier to get from star to star, but it would require lots of custom tweaks to the physics to the Kerbal universe.
  14. Well, that _could_ be done, but TBG uses real-world calculations to determine a star's SOI based on its mass.