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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!


KillAshley

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I love New Horizons. I played several campaigns in it and always enjoyed it. The solar system is notably different from vanilla and so many of the bodies have very well done charm and distinctive individuality. It deserved much greater popularity.

An updated version would be very nice but I don't know if it would be a sensible project. Anything less than full, committed long term support would be a waste of both the modder's time and New Horizon itself in my opinion.

 

Edited by Therlun
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SOLVED. The culprit was KASE, which has its own Kopernicus config files. I tried commenting out the same block as the Tydus fix, but that got me a black screen on the main menu with "Loading..." and music. I deleted KASE entirely and New Horizons loads now.

 

I'm getting an array index out of range error trying to rebuild my heavily modded install on 1.4.5 (MH removed) but it's complaining about Minmus, not Tidus. I already applied the Tidus fix. Any ideas? I don't seem to have a ModuleManager.configcache file to post.

Kopernicus.log:

//===============================================================================================================//
//=====  Kopernicus 1.4.5-4 - (BuildDate: 10.08.2018 17:23:54; AssemblyHash: DLMEdQtUN51EMYHNgNS5Y3bWdYg=)  =====//
//===============================================================================================================//
[LOG 22:43:19]: Logger "Kopernicus" was created
[LOG 22:43:19]: Injector.Awake(): Begin
[LOG 22:43:19]: Parsing Target name in (Kopernicus.Configuration.Loader) as (System.String)
[LOG 22:43:19]: Parsing Target timeScale in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Double])
[LOG 22:43:19]: Parsing Target scale in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Double])
[LOG 22:43:19]: Parsing Target Epoch in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Double])
[LOG 22:43:19]: Parsing Target useOnDemand in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Boolean])
[LOG 22:43:19]: Parsing Target onDemandLoadOnMissing in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Boolean])
[LOG 22:43:19]: Parsing Target onDemandLogOnMissing in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Boolean])
[LOG 22:43:19]: Parsing Target onDemandUnloadDelay in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Int32])
[LOG 22:43:19]: Parsing Target useManualMemoryManagement in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Boolean])
[LOG 22:43:19]: Parsing Target mainMenuBody in (Kopernicus.Configuration.Loader) as (System.String)
[LOG 22:43:19]: Parsing Target maxViewingDistance in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Double])
[LOG 22:43:19]: Parsing Target scaledSpaceFaderMult in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Double])
[LOG 22:43:19]: Parsing Target self in (Kopernicus.Configuration.Loader) as (System.Collections.Generic.List`1[Kopernicus.StringCollectionParser])
[LOG 22:43:19]: [Kopernicus]: Configuration.Loader: Loaded Body: Sun
[LOG 22:43:20]: [Kopernicus]: Configuration.Loader: Loaded Body: Moho
[LOG 22:43:21]: [Kopernicus]: Configuration.Loader: Loaded Body: Eve
[LOG 22:43:21]: [Kopernicus]: Configuration.Loader: Loaded Body: Gilly
[LOG 22:43:22]: [Kopernicus]: Configuration.Loader: Loaded Body: Kerbin
[LOG 22:43:22]: [Kopernicus]: Configuration.Loader: Loaded Body: Mun
[LOG 22:43:23]: [Kopernicus]: Configuration.Loader: Failed to load Body: Minmus: Array index is out of range.
[LOG 22:43:27]: [Kopernicus] RuntimeUtility Started
[LOG 22:43:27]: StarLightSwitcher.Awake(): Begin
[LOG 22:43:44]: Injector.OnDestroy(): Complete

Minmus.cfg is much simpler than Tydus, I was hoping to find a matching config section to block out but no such luck.

@Kopernicus:NEEDS[!GalacticNeighborhood]:AFTER[Kopernicus]
{
	@Body[Minmus]
    {
        @Properties
        {
			description = Minmus is a small captured body orbiting Eeloo, and can just be seen from the surface of Kerbin, even if conditions are just right. There is a split in the scientific community as to whether it is made from ice, or ice cream. Fortunately, many hungry kerbals are lining up for a chance to eat, err... "explore" its terrain.
        }
        @Orbit
        {
            @referenceBody = Eeloo
			semiMajorAxis = 7161248
			inclination = 6
            eccentricity = 0.1
			longitudeOfAscendingNode = 78
            argumentOfPeriapsis = 38
            color = 0.41,0.5,0.41,1
        }
    }
}

Full KSP.log (7MB): https://www.dropbox.com/s/lwgxusl0as1d0ee/KSP.log?dl=0

 

I see a few sets of Kopernicus errors in KSP.log:

Line 49777:

[LOG 22:43:19.474] [Kopernicus] Running Kopernicus 1.4.5-4 on KSP 1.4.5
[LOG 22:43:19.480] [Kopernicus] Default logger initialized as Kopernicus
[LOG 22:43:19.486] [Kopernicus] ShaderLoader: Loading asset bundle at path E:/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/Kopernicus/Shaders\kopernicusshaders-windows.unity3d
[LOG 22:43:19.488] [Kopernicus] ShaderLoader: adding Kopernicus/Rings
[LOG 22:43:19.641] [Kopernicus] CalculateArrayLengthOffset using offset of -8
[LOG 22:43:19.641] [Kopernicus] LoadRestOfReader reallocating buffer to 8388608
[WRN 22:43:19.678] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
[WRN 22:43:20.125] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
[ERR 22:43:20.287] [Kopernicus] Could not find built-in texture AerialRampKerbin

[WRN 22:43:21.073] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
[WRN 22:43:21.655] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
[ERR 22:43:21.738] [Kopernicus] Could not find built-in texture AerialRampKerbin

[WRN 22:43:22.227] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
[WRN 22:43:22.901] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
[EXC 22:43:23.055] Exception: Failed to load Body: Minmus
	Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node)
	Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds)
	Kopernicus.Parser.CreateObjectFromConfigNode[Loader] (.ConfigNode node, System.String configName, Boolean getChilds)
	Kopernicus.Injector.Awake ()
	UnityEngine.Debug:LogException(Exception)
	Kopernicus.Injector:Awake()
	UnityEngine.GameObject:AddComponent(Type)
	AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
	AddonLoader:StartAddons(Startup)
	AddonLoader:OnLevelLoaded(GameScenes)
	AddonLoader:OnSceneLoaded(Scene, LoadSceneMode)
	UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
[WRN 22:43:23.059] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects.
[LOG 22:43:23.061] [AddonLoader]: Instantiating addon 'ResearchBodies_Observatory' from assembly 'ResearchBodies'
[LOG 22:43:23.062] 12/4/2018 10:43:23 PM,ResearchBodies,Observatory Awake - Construction Begins

Line 50238:

[EXC 22:43:28.955] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.KopernicusStar.LateUpdate ()

 

Line: 50539:

[ERR 22:43:30.877] Exception handling event onLevelWasLoadedGUIReady in class <>c:System.NullReferenceException: Object reference not set to an instance of an object
  at Kopernicus.StarLightSwitcher+<>c.<Start>b__2_1 (GameScenes scene) [0x00000] in <filename unknown>:0 
  at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 

[EXC 22:43:30.877] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.StarLightSwitcher+<>c.<Start>b__2_1 (GameScenes scene)
	EventData`1[GameScenes].Fire (GameScenes data)
	UnityEngine.Debug:LogException(Exception)
	EventData`1:Fire(GameScenes)
	<FireLoadedEventGUIReady>c__Iterator2:MoveNext()
	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Line 50658:

[EXC 22:43:30.980] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.KopernicusStar.LateUpdate ()
[EXC 22:43:30.988] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.KopernicusStar.LateUpdate ()
[EXC 22:43:31.002] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.KopernicusStar.LateUpdate ()
[LOG 22:43:31.004] [UIApp] Adding MessageSystem to Application Launcher
[LOG 22:43:31.005] [ApplicationLauncher] SetHidden: 
[EXC 22:43:31.006] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.KopernicusStar.LateUpdate ()
[LOG 22:43:31.014] [MessageSystem] OnAppInitialized
[LOG 22:43:31.014] [MessageSystem] Reposition 0.04825801 19885
[EXC 22:43:31.016] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.KopernicusStar.LateUpdate ()
[EXC 22:43:31.032] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.KopernicusStar.LateUpdate ()
[LOG 22:43:31.047] [EVE TextureConfig]: Running Setup
[LOG 22:43:31.048] [EVE TextureConfig]: Loading...
[LOG 22:43:31.051] [EVE PQSManagerClass]: Running Setup
[LOG 22:43:31.051] [EVE PQSManagerClass]: Loading...
[LOG 22:43:31.052] [EVE TerrainManager]: Running Setup
[LOG 22:43:31.052] [EVE TerrainManager]: Loading...
[LOG 22:43:31.053] [EVE CityLightsManager]: Running Setup
[LOG 22:43:31.053] [EVE CityLightsManager]: Loading...
[LOG 22:43:31.054] [EVE CloudsManager]: Running Setup
[LOG 22:43:31.054] [EVE CloudsManager]: Loading...
[LOG 22:43:31.055] [EVE CloudsManager]: Cleaning Clouds!
[LOG 22:43:31.055] [EVE AtmosphereManager]: Running Setup
[LOG 22:43:31.055] [EVE AtmosphereManager]: Loading...
[LOG 22:43:31.056] [EVE AtmosphereManager]: Cleaning Atmosphere!
[LOG 22:43:31.056] [EVE ShadowManager]: Running Setup
[LOG 22:43:31.057] [EVE ShadowManager]: Loading...
[EXC 22:43:31.058] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.KopernicusStar.LateUpdate ()
[EXC 22:43:31.064] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.KopernicusStar.LateUpdate ()
[EXC 22:43:31.085] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.KopernicusStar.LateUpdate ()
[EXC 22:43:31.101] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.KopernicusStar.LateUpdate ()
[EXC 22:43:31.122] NullReferenceException: Object reference not set to an instance of an object
	Kopernicus.Components.KopernicusStar.LateUpdate ()

 

Edited by Snark
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On 12/4/2018 at 8:16 PM, HypnoButler said:

Line 50658:

Hi @HypnoButler,

Just a note that we've taken the liberty of trimming out most of the log file you pasted after the above comment, which consisted of over 1500 lines of identical repetition of the same thing.

Please avoid pasting gigantic log files into the forum.  It causes problems for people on mobile browsers and can even cause the browser to lock up.  If you've got a big log file to share, the best solution is generally not to paste it in the forum at all, but rather to host it on some 3rd-party file sharing site (there are lots of free ones around the interwebs), and then link to it.

In this particular case, since the vast majority of the bulk of this one really long log file was just endless repetition of the same thing, it was easily fixed by just snipping out over 90% of it, so that's what we did.  ;)

Anyway, no harm done-- just, please try to be careful about this sort of thing, folks?  Thank you for your understanding.

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  • 2 months later...

@linuxgurugamer  I noted your comments from October and wanted to ask a couple questions:

First, you had said you had it working in 1.5.1.  Do you know if the fixes you made work in the latest 1.6.1?  If they do, is it within the license rules for you to share your updated version?  ( I looked in your Git branch but did not see how I could get any updated version).

Second, you also indicated that you would be willing to curate this mod but would need help on using Kopernicus.  I am sadly not likely to be much help either but I do see a distinction between keeping it working and evolving it.  I am not sure exactly what changes need to be done if the Kopernicus API stays constant and it is updated to Kerbal.  Do you anticipate that it is something that would be hard to learn and maintain if that were the simple goal?

I would be thrilled if this just was able to be used again even if it did not evolve much. It creates a fairly unique Kerbal experience and I was looking to getting back to the top of the Kerbal versions after spending the past many months using RO in 1.3.1.

Final note, I know how many mods you are keeping alive for the rest of us; I use many of them.  That was an aspect of my reaching out on this subject to see if there is feasible help to provide.  I really appreciate all of your work on that front.

Edited by billgarlic
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On 2/10/2019 at 12:26 PM, billgarlic said:

First, you had said you had it working in 1.5.1.  Do you know if the fixes you made work in the latest 1.6.1?  If they do, is it within the license rules for you to share your updated version?  ( I looked in your Git branch but did not see how I could get any updated version).

I dont remember if I pushed the updates to github or not. I'll have to check.

The changes I made were simply applying previously posted patches, so you should be able to replicate it.

I haven't done anything with it since October, so I dont know if it works in 1.6.1

 

 

I went ahead and packaged it up for anyone who wants it:

https://github.com/linuxgurugamer/New_Horizons/releases/tag/u1

 

This is the version that works in 1.5.  It also includes the original  Derso

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On 2/16/2019 at 12:20 AM, linuxgurugamer said:

I dont remember if I pushed the updates to github or not. I'll have to check.

The changes I made were simply applying previously posted patches, so you should be able to replicate it.

I haven't done anything with it since October, so I dont know if it works in 1.6.1

 

I went ahead and packaged it up for anyone who wants it:

https://github.com/linuxgurugamer/New_Horizons/releases/tag/u1

 

This is the version that works in 1.5.  It also includes the original  Derso

Just tried this one out in 1.6.1:

It seems to work okay, though I do have a persisting glitch with KSC view where the facilities always ends up being completely flooded (half of the time, I can't even access them from the main screen, only via buttons on the left).

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27 minutes ago, NHunter said:

Just tried this one out in 1.6.1:

It seems to work okay, though I do have a persisting glitch with KSC view where the facilities always ends up being completely flooded (half of the time, I can't even access them from the main screen, only via buttons on the left).

I believe that is a scatterer bug

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  • 3 weeks later...
On 2/15/2019 at 10:20 PM, linuxgurugamer said:

I went ahead and packaged it up for anyone who wants it:

https://github.com/linuxgurugamer/New_Horizons/releases/tag/u1

 

 

Step 1: Install NH and get Kopernikus failure warning
Step 2: Look through months of posts discussing the issue
Step 3: Fins out someone has made a fix, install it, and start playing with new planets
Step 4: ???
Step 5: Profit

Thanks man :)

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  • 2 weeks later...

I made a set of ribbons for final frontier for this mod, i could've sworn that someone else had made a set before but i couldn't find it, they're all a bit all over the place, and there are only so many shades of beige you can use before you turn a contrast into a degrade, that being said if anyone wants to have ribbons for new horizons, i'm leaving them here:

https://www.mediafire.com/file/58na9l5aa955avd/NewHorizonsRibbonsRelease.7z/file

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  • 1 month later...

So, I recently worked on setting up an install with New Horizons and I spent some time fixing the issues I encountered with this mod. I have actually done this in KSP 1.3.1 so I haven't had any need to worry about the problem with the compatibility with newer versions of KSP. However, there still have been enough things to worry about and I would much like to post them here on the one hand to provide a reference to anyone else who may want to apply similar fixes and on the other hand to thank everyone who already posted solutions to some issues that have helped me to fix my install. On top of that I have a question in the end about one particular issue that I would like to know your opinion about :wink:.

To be able to load the mod at all in Kopernicus 1.3.1.7, I have applied this Tidus fix, so a huge thanks to @Lyneira for posting it. :D

Then I have been able to restore the colors of the rings of Sonnah and Titanus to something more reasonnable. I decided to change them as proposed here by @Micro753 and @talkItalk because I like how they look now, but I have realized that these ring colors have also been changed to different values by @linuxgurugamer in his modified version of the mod.
I still laugh at myself when I think about how long it has taken me to realize that I had to change "colour" into "color" in the "Rings"\"Ring" node in the Sonnah.cfg file to prevent Sonnah's rings to be completely black... :rolleyes::P

About Arin's rings I noticed that they have the same inclination as Astid's orbit, but the planes are not aligned. I am actually wondering whether this is intended or whether Astid is actually supposed to orbit along the outside of Arin's rings. Since Astid's description seems to indicate that Astid may originate from a different impact than Arin's rings, it might actually be intended the way it is, but to me it seems more reasonnable to see Astid as a piece of rock which is part of Arin's rings, in which case the planes should be aligned. I haven't tried it myself yet, but I think adding the line "longitudeOfAscendingNode = 50" inside of the "Rings"\"Ring" node in the Arin.cfg file should align Arin's rings with the orbital plane of Astid...?

I have also added back in Eve's rings which were included in previous versions of New Horizons and they make me quite happy, because otherwise Eve feels so "unspecial" since it has no moons and is already included in the stock game... :blush:

Next, I have to say a huge thanks to @linuxgurugamer for his version of the mod, which includes Derso's textures. I actually hadn't realized myself that they were missing up to the point where I found your post about this issue in this thread :D

Finally, I noticed two issues with the atmospheres of some of the atmospheric bodies in New Horizons. I found these problems when I tried to send a jet-powered plane to Sonnah, have it fly around inside of Sonnah's atmosphere for a while and finally crash into Sonnah.

The first issue is that in my install, Sonnah's atmosphere has been light green. It has taken me a while to figure out that it is actually the color of Jool's atmosphere that I have been seeing. This might be an issue that has been fixed in more recent versions of Kopernicus, but it seems that the "AtmosphereFromGround" node inside of the "Atmosphere" node of a body's config file makes Kopernicus ignore the "lightColor" value provided in the "Atmosphere" node and replace the color of the body's atmosphere by that of its template body given in its config file. In case of Sonnah, the template body is obviously Jool, so I removed the "AtmosphereFromGround" node and Sonnah's atmosphere became blue :D.
To be honest, I don't know what "AtmosphereFromGround" actually does, but so far I haven't encountered any issues... also the fact that many of the planets don't include an "AtmosphereFromGround" node in their config file seems to indicate that it is not necessary to have it.
Apart from Sonnah, also Titanus and Arin have an "AtmosphereFromGround" node which I have erased. In case of Titanus the difference in the atmosphere's color is not so visible but in case of Arin it looks really odd otherwise since Laythe's dark blue atmosphere doesn't fit at all.

The second issue is that the Panther engine I used on my plane has only been able to deliver a thrust of up to 20kN, even in afterburning mode and deep inside of Sonnah's atmosphere. Inspecting Sonnah's config file I realized that the "atmosphereMolarMass" value inside the "Atmosphere" node has been set to something like 0.000179999990016222 (kg/mol). This value is the same as for the other gas giants Moh and Vanor. I don't know whether this is intended but this value seems unrealistically low, especially for a planet that is supposed to have oxygen inside its atmosphere, given that the lightest gas that exists (Hydrogen) already has a molar mass of 0.00202 kg/mol. Even although the molar mass in Sonnah's atmosphere is so low, one does not experience a large difference in drag when entering it, because on the other hand, the atmospheric pressure rises much faster than for the other bodies (the same again being true for Moh and Vanor). There however seems to be much less heating due to atmospheric entry with these settings...
In the end, I have reworked the atmospheres of all of the celestial bodies in New Horizons, but at least those of the gas giants should be changed in my opinion.
After having changed Sonnah's atmosphere accordingly, the Panther engine also performs much more reasonnably.

Finally I found the issue that none of the atmospheric planets include a "staticPressureASL" value inside of their "Atmosphere" node which makes the planet info panel in the tracking station display the wrong atmospheric pressure for those bodies. Instead of their real pressure, the pressure of the template body seems to be displayed, which in most cases is Laythe, leading to a displayed value of 0.6 atm. This fix also seems to be already included in @linuxgurugamer 's version of the mod. :wink:

 

On 10/26/2018 at 11:32 PM, linuxgurugamer said:

So, is there interest in having a Community Supported release?  I'd be willing to curate it, but am not fluent in Kopernicus to be able to do much right now

So, about this idea I would like to say that, although I would probably not use such a release after fixing all these issues by myself, I would very much like to see something like this happen, because I think New Horizons is a great mod and it deserves to be taken care of for everyone to enjoy it with as few bugs as possible. :D

 

To conclude, I want to ask a question about the compatibility with Community Resource Pack. Since I want my install to include TACLS and KPBS, I would very much like to have a reasonnable distribution of a few resources like water and atmospheric oxygen and carbon dioxide on New Horizon's planets. In the OP I have read that New Horizons includes resource config files for CRP, but I haven't been able to find them in the download. In an earlier version (New Horizons 1.5.4 or 1.6, I'm not exactly sure) I have found such config files, and I am thinking about just deleting the resource definitions for the planet Lave (which has been removed in a later version of NH) and using them in my install. Do you think this will work?
In some of @KillAshley 's posts

On 7/13/2015 at 2:28 PM, KillAshley said:

Version 1.6.1 is now live!

[...]

Also be sure to check out the OP! I've added new features, such as a stock planet texture overhaul so they fit in nicely with the New Horizons planets, as well as the resource support and cloud layers!

I have read that resource config files would be available in a separate download linked in the OP. Does anyone know whether this download still exists?

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  • 7 months later...
On 5/18/2019 at 8:46 AM, Kerbolox said:

 

On 10/26/2018 at 5:32 PM, linuxgurugamer said:

So, is there interest in having a Community Supported release?  I'd be willing to curate it, but am not fluent in Kopernicus to be able to do much right now

So, about this idea I would like to say that, although I would probably not use such a release after fixing all these issues by myself, I would very much like to see something like this happen, because I think New Horizons is a great mod and it deserves to be taken care of for everyone to enjoy it with as few bugs as possible

A bit late, but I would be interested in merging your changes into my version.

If you still have them, could you send them to me?

Thx

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On 3/28/2019 at 10:30 PM, CrainFartor said:

I made a set of ribbons for final frontier for this mod, i could've sworn that someone else had made a set before but i couldn't find it, they're all a bit all over the place, and there are only so many shades of beige you can use before you turn a contrast into a degrade, that being said if anyone wants to have ribbons for new horizons, i'm leaving them here:

https://www.mediafire.com/file/58na9l5aa955avd/NewHorizonsRibbonsRelease.7z/file

@CrainFartor You don't have a license in the file, so I have to ask:  Would it be ok if I include your files with my curated version of New Horizons?

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On 5/18/2019 at 8:46 AM, Kerbolox said:

"atmosphereMolarMass" value inside the "Atmosphere" node has been set to something like 0.000179999990016222 (kg/mol). This value is the same as for the other gas giants Moh and Vanor. I don't know whether this is intended but this value seems unrealistically low, especially for a planet that is supposed to have oxygen inside its atmosphere, given that the lightest gas that exists (Hydrogen) already has a molar mass of 0.00202 kg/mol.

@OhioBob Would you know what to set the atmosphereMolarMass to for these planets?  I have absolutely no idea

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18 minutes ago, linuxgurugamer said:

@OhioBob Would you know what to set the atmosphereMolarMass to for these planets?  I have absolutely no idea

I don't know anything about this mod, but @Kerbolox is right in that atmosphereMolarMass = 0.00018 is unrealistic.  If there is anything you want to look at, or make new atmospheres for these planets, just let me know.  I'm happy to help out.

He's probably also right about staticPressureASL.  Many old mods don't use this because it wasn't a thing in very earlier versions of the game.  You have to be careful in what numbers you use for this, however, because the home world value is used in the computation of engine ISP.  There's a trick to it, I can explain further if you need help.
 

Edited by OhioBob
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9 minutes ago, OhioBob said:

I don't know anything about this mod, but @Kerbolox is right in that atmosphereMolarMass = 0.00018 is unrealistic.  If there is anything you want to look at, or make new atmospheres for these planets, just let me know.  I'm happy to help out.

He's probably also right about staticPressureASL.  Many old mods don't use this because it wasn't a thing in very earlier versions of the game.  You have to be careful in what numbers you use for this, however, because the home world value is used in the computation of engine ISP.  There's a trick to it, I can explain further if you need help.
 

It would be great if you could make new atmospheres for them.   No rush, but I'd like this to be working again.  I've commented out the staticPressureASL in the files he mentioned, if you could provide more realistic values, that would be great. 

I code, dealing planet packs is something I don't have any experience with, and really don't have time right now.

Thank you

@OhioBob

I've pushed all the changes I made to this repo and branch:  https://github.com/linuxgurugamer/New_Horizons/tree/1.8

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9 minutes ago, linuxgurugamer said:

I've pushed all the changes I made to this repo and branch:  https://github.com/linuxgurugamer/New_Horizons/tree/1.8

Just wondering if you have/have not taken a look at Gregrox's & Lisias' forks to see if they have anything worth incorporating into your fork? vOv
They both seem to have had recent changes on their repos, while KerbasAdAstra's is quite older...

Edited by Stone Blue
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2 minutes ago, linuxgurugamer said:

It would be great if you could make new atmospheres for them.   No rush, but I'd like this to be working again.  I've commented out the staticPressureASL in the files he mentioned, if you could provide more realistic values, that would be great. 

Although I've heard of New Horizons, I really know nothing about it.  I just downloaded it and started familiarizing myself with it a little bit.  I'm I correct in understanding that all the stock planets still exist with Kerbin as the home world?  It appears that everything gets moved around with some new planets added.

If I work on the atmospheres, how much are you looking to change them?  I can basically leave them as is and just make a few tweaks here and there to fix any problems, or I can start from scratch and completely redo them.  I guess it depends on whether you want to stay true to the original mod, or prefer to do a realism overhaul.

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2 minutes ago, OhioBob said:

Although I've heard of New Horizons, I really know nothing about it.  I just downloaded it and started familiarizing myself with it a little bit.  I'm I correct in understanding that all the stock planets still exist with Kerbin as the home world?  It appears that everything gets moved around with some new planets added.

If I work on the atmospheres, how much are you looking to change them?  I can basically leave them as is and just make a few tweaks here and there to fix any problems, or I can start from scratch and completely redo them.  I guess it depends on whether you want to stay true to the original mod, or prefer to do a realism overhaul.

I'm not trying to take over your life :-)

So initially I thought just to fix any problems, but if you want to do more, that's fine by me.

8 minutes ago, Stone Blue said:

Just wondering if you have/have not taken a look at Gregrox's & Lisias' forks to see if they have anything worth incorporating into your fork? vOv
They both seem to have had recent changes on their repos, while KerbasAdAstra's is quite older...

I hadn't, but I will.  There comes a point at which forks diverge too much.  Thanks for the suggestion

 

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1 minute ago, linuxgurugamer said:

I'm not trying to take over your life :-)

So initially I thought just to fix any problems, but if you want to do more, that's fine by me.

I'll take a look.  If they're not too bad I'll probably just tweak them.  But if something looks really out of whack, I may have to redo it.

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2 minutes ago, linuxgurugamer said:

There comes a point at which forks diverge too much.  Thanks for the suggestion

Oh...yeah... I know how *that* can end up :P
No problem... I'm sure you really needed *moar* things to add to your plate... :P

Also note, I know versioning is tricky with diverging/overlapping forks, but Gregrox and Lisias both released unoffcial packages, with subsequent version number changes...
if possible, going forward, mebbe somehow keep leapfrogging version numbers, or something, so peeps know which of yall's forks are in order? vOv

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14 minutes ago, Stone Blue said:

Just wondering if you have/have not taken a look at Gregrox's & Lisias' forks to see if they have anything worth incorporating into your fork? vOv
They both seem to have had recent changes on their repos, while KerbasAdAstra's is quite older...

I'm looking at @Lisias fork right now, and I don't see any changes to the mod, just supporting files such as the readme, license, etc

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Just now, linuxgurugamer said:

I'm looking at @Lisias fork right now, and I don't see any changes to the mod, just supporting files such as the readme, license, etc

Look again. :)

https://github.com/net-lisias-kspu/New_Horizons/releases/tag/RELEASE%2F2.0.1.1

Also keep in mind that this is on the KSPU hierarchy - are things I'm doing for me for fixing things by me (since all of them being "Unofficial").

It's essentially the forks I use on my own gaming. Use at your own risk.

http://ksp.lisias.net/add-ons/Unofficial-Initiative

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