seanth

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Everything posted by seanth

  1. I might have to walk away from TBG if there was a compelling reason to move it to C#. It's not a language I know, and I'm not ready to pick up a new one right now. Having said that, the current TBG code is written in a very straight forward way and should be easily ported to basically any language. There are a few code blocks that are imho clunky (for example: my attempt at implementing a python-like string replacement method), but most of it is very simple and uses templates where ever possible.
  2. I've been sick over the holidays and am getting back on my feet, but wanted to put a list out there outlining where I'd like to see TBG go in the coming months. In no particular order, the pressing : Fix the star lighting problem. This is the largest outstanding problem. Changed to Kopernicus changed how stars light objects, which has led to problems in TBG. Unfortunately, I am a modeling guy, so if anyone wants to volunteer to help out with this aspect, it would let me work on adding new features such as... Tidally locked bodies. I can implement tidally locked moons and bodies using real-world calculations--I just need the time to implement it. Habitable-zones. I finally understand how to model this, and can put it into game. This means TBG would be able to realistically place water worlds around stars. Custom bodies. @daniel l. wrote the code to implement this some time ago, but it hasn't worked it's way in. I'm told that making too many custom bodies using PQSMods can make the game lag. Integrate other planet/star packs. An undocumented feature of TBG is the ability to take stars and planets from other Kopernicus packs and use them in the generated universe. It still needs testing and streamlining, but the basics are in place. Lower priorities: Warp drives. I have messed around with some ideas about how warp drives could be used along along with TBG. Seems pretty straight forward. Integrate more ideas from Stellarator. I've looked at Stellarator off and on to understand some parts of Kopernicus, but maybe it's time to more aggressively borrow code. Python version? I'm much more comfortable with python than the current TBG language. I'd like to keep TBG as a separate application--not a in-game mod written in C#. Maybe use a browser as the UI for it? For now, it makes sense to keep it in its current language. A story! I have some thoughts about a storyline that could go with TBG and give players a tech tree path AND reason to go to other stars. Think 2001 meets Engines of God meets Contact meets Defying Gravity. Ancient, alien tech? Following bread crumbs in the Kerbin system? Breakthroughs that allow travel to other stars? I'm imagining something that would use Kerbin Side and RemoteTech for a lot of the story elements. My priority is actual TBG features, but if you find the vague hints here interesting, ping me.
  3. I'm in the process of finishing up obligations related to the end of the semester. By Tuesday, I should have some free time to dedicate to looking into the lighting problem. I also have some new code that will allow TBG to correctly make planets/moons tidally locked depending of their orbital distance from their primary, AND define whether planets are in the habitable zone around a star. The habitable zone calc isn't useful yet, but it'll hopefully be used to determine where water worlds will show up.
  4. I'm not sure what you are saying. Are you saying Kerbol's light is too bright galaxy wide? If you want, DM me and maybe I can work this out pretty quickly
  5. If you have some O, B, or A class stars in your galaxy, try visiting those. I think what you might be seeing is just amount of light coming off M or smaller stars (i.e. they are pretty dim). I could be wrong. Maybe things are just too dim.
  6. Ok. I have worked out what the problem is. Good news is that it's a trivial fix; I didn't even need to change any code. I had included an IntensityCurve section in the templates but commented them out because, at the time, they didn't seem to do anything. That's changed with the newer versions of Kopernicus. So all I needed to do was remove the comments on the relevant block in the templates. Red hot: https://github.com/kjoenth/To-Boldly-Go/releases/tag/0.3.0.5g
  7. Update: I ran some permutations of what could be going on. It could be ModuleManager. It could be Kopernicus. Module Manager 2.8.1 + Kopernicus 1.3.1-1: works fine Module Manager 3.0.1 + Kopernicus 1.3.1-1: works fine Module Manager 2.8.1 + Kopernicus 1.3.1-3: eye bleeding Module Manager 3.0.1 + Kopernicus 1.3.1-3: eye bleeding
  8. On a side note, @daniel l. suggested I make a new thread for TBG since he's not really involved anymore, so we will be moving to a TBG (continued) thread soon.
  9. I do all the dev for TBG on a Mac, so yes. What version of module manager are you using?
  10. Hmmm. I'm going to have to look at this closer. I have TBG already making ScaledIntensityCurve, IVAIntensityCurve, and brightnessCurves. Unless the format has changed, since I implemented them, I'm not sure why brightness is blown out again. I think I need to see some screen shots from people to try and understand what's going on.
  11. Ohhhh. I see what is going on. The latest update to Kopernicus like what @JadeOfMaar mentioned. @JadeOfMaar: can you point me to example brightness curves? I should be able to fix the brightness problems in short order once I see examples of what the latest Kopernicus wants.
  12. This is the first I've heard of a problem with MM 3.0 and TBG. Can others confirm this? I had thought the over bright stars problem was fixed. Is it back again? @TastyMangocould you post some screenshots and say what version of TBG you are using?
  13. Ok. This is useful. The TBG exe needs certain files in the TBG folder to work correctly. The fact that you were getting error messages with the one running on the desktop tells me that it tries to run for you. I'm mystified why you're having a problem, though. I mean, maybe other people have had it crash and just never said anything. I will try and make a special debug version of the app this weekend to see if we can track down what the problem is. I don't use Windows, but isn't there something that might show error statuses? Interwebs says "Event Viewer?" Any Windows users have advice on how to see _why_ an application stops?
  14. Can you provide some information on what exactly is going wrong? I can understand your frustration, but we need to hear information like what OS are you using (Mac OS and wine? Linux and wine? Windows?), what OS version, etc. Do you get a crash message at all? We just can't help without more information.
  15. Still in process. I got sidetracked by real-world work and trying to implement procedural water planets in star's habitable zones and correct tidal locking of bodies. A lot of the equations to calculate real-world relationships for stars is already in the code base. I often do the calculations for real-world relationships and the "Kerbalize" them. I...am not convinced a "fun size" universe will work math-wise (or star brightness wise). I'd be interesting to see what you come up with, though. Re Kerbol on the outer edge: this is because of problems we couldn't solve related to reparenting Kerbin to a new star and still having the KSC be ok. Ideally we would take the original star (Sun) and make it the center of the galaxy, and makes a _new_ star (Kerbol) and put all the stock planets in orbit around it. Every time we have tried to do that it ended in tears. So now the Sun sits way at the edge to deal with problems with moving from the Sun's SOI to Core's SOI to another star's SOI.
  16. Hmmm. I have never encountered that problem. So when you select a star, that star gets centered, but you can't zoom out? Can you zoom out when first start on Kerbin? What about if you have "Core" selected? Does KSP allow different ways to zoom (keyboard vs mouse/trackpad)? I've only ever played KSP on Mac OS using a touchpad, so I don't really know how zooming works on other platforms.
  17. Have you also installed Kopernicus? TBG absolutely requires Kopernicus to tell KSP how to make the galaxy. That might not overly clear in the initial post. I have no problem with this. I'm not a huge fan of QBasic, and I had initially started helping out with TBG by writing things in python and then porting them to QB64, so the templates and some of the formatting in the code I have done are python-ish to ease those conversions. So go for it! All I ask is, if you end up posting the code or something that you and I try to stay synced up on how things work. Otherwise we end up with the minecraft tablet vs desktop problem If you are asking for help, I will need more details.
  18. Does this mean everything is working ok for you now? (No need for me to troubleshoot yay dance time?)
  19. OK. You have the most recent version. I'll use your seed (pi to 9 digits, yes?) to try and make your galaxy and see what is going on. Just to be clear, you have seen Ker_bol_'s SOI become 9647km? Because that is very, very small. Was this something you saw in the galaxy.cfg, or did you find this out some other way?
  20. @Bej Kerman: Sorry for the delay in getting back to you. I was out of town for a holiday party. When you made a galaxy, there should be a file named something like "Galaxygen_Info-<name of your galaxy>.txt" Could you paste the text of that file in either a direct message, or here on the forum? That will tell me what version of TBG you are using, and what your seed is so I can see what is going on. The change in Kerbol's SOI is odd. It makes me suspect you are using an older version of TBG, but I don't want to jump to conclusions. Sending me that text is the first place to start.
  21. [1.3.1] Kopernicus (Release 3) - Nov. 30

    Ok, so PQS "FlattenArea": If I understand correctly, it will flatten everything. There will be no mountains or anything projecting. So it won't really mimic a "frozen laythe" right? Imagine replacing the oceans of Laythe with ice. That's approximately what I'm after.
  22. [1.3.1] Kopernicus (Release 3) - Nov. 30

    You can definitely land on super dense "oceans" but the physics engine sort of freaks out sometimes. Right now I have Jeb on EVA and he bouncing around out of control like he's on a trampoline. Highest bounce I have seen is ~100m Not useful for what I was thinking, but maybe good for a lolerz world.
  23. [1.3.1] Kopernicus (Release 3) - Nov. 30

    Ohhh, that's interesting. There are so many PQS knobs to twiddle I hadn't seen that. I'll look for some documentation/examples