linuxgurugamer Posted September 7, 2018 Author Share Posted September 7, 2018 1 hour ago, linuxgurugamer said: So rather than setting the orbit altitude, you want to set the orbital period? shouldnt be that hard, I just need t9 find the calculations for determining the altitde from thhe period I have the calculations done, the hard part is getting the UI to behave reasonably 15 minutes ago, Wyzard said: This sounds related to something I was thinking about yesterday: I'd like to put a ring of relay satellites in solar orbit, probably between Duna and Dres. Since they'd be coming from Kerbin which is also in solar orbit, instead of raising and lowering the Ap to position the satellites, it'd make more sense to just wait until Kerbin is aligned correctly to send each satellite directly to where it belongs. I haven't worked through the details yet, but I think it just involves calculating period of my target orbit, comparing against Kerbin's orbital period to find their relative angular speed, and then waiting for 120° of relative separation (or whatever angle, based on the desired number of satellites) before sending the next satellite to the solar orbit. That's sort of a special case, very different from what this tool currently does, and it's probably out of scope for this mod. I don't mind just doing the math myself. But it's something to consider, in case you can think of a good way to add it. Very out-of-scope. You are doing something entirely different, you have a fixed orbit for the carrier (Kerbit) and want to launch to a specific position in the solar orbit. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 7, 2018 Author Share Posted September 7, 2018 New release, 0.0.3 Added ability to enter orbit period instead of altitude 11 hours ago, Rolan said: How much work to make the satellite orbit time the field to set? Just released this Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 16, 2018 Author Share Posted September 16, 2018 New release, 0.0.3.1 Updated up/down arrows Quote Link to comment Share on other sites More sharing options...
Slipstreamable Posted October 1, 2018 Share Posted October 1, 2018 Thanks linuxgurugamer this is so awesome! Now I can setup my comsats with RemoteTech. Quote Link to comment Share on other sites More sharing options...
Slipstreamable Posted October 1, 2018 Share Posted October 1, 2018 (edited) Downloaded version 0.3.1 and the up/down buttons, KAC buttons etc is missing. Installed ToolbarController and ClickThroughBlocker too. Unless I'm not understanding how to use this. Logs: https://www.dropbox.com/s/izo6upg89tkorhs/KSP.zip?dl=0 Edited October 1, 2018 by Slipstreamable Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 3, 2018 Author Share Posted October 3, 2018 On 10/1/2018 at 1:00 PM, Slipstreamable said: Downloaded version 0.3.1 and the up/down buttons, KAC buttons etc is missing. Installed ToolbarController and ClickThroughBlocker too. Unless I'm not understanding how to use this The up/down buttons is a problem, I'll get that fixed. The KAC buttons only make sense if you are using the current Pe or Ap of an existing vessel already in orbit, otherwise they won't be shown. In your image, it appears you are trying to do that on the launch pad. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 3, 2018 Author Share Posted October 3, 2018 New release, 0.0.3.2 Changed loading of arrows to use the ToolbarControl.LoadImageFromFile rather than relying on the KSP/Unity load Deleted Images directory with contents, now using PluginData/Images Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 3, 2018 Share Posted October 3, 2018 While updating this mod I regognized the cache folder - a lot of planet images are just plain black. I deleted them all and will see if they will be created correctly this time. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 4, 2018 Share Posted October 4, 2018 The most of them are still black - it's like they're photographs against the sun? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 5, 2018 Author Share Posted October 5, 2018 Are you using the standard graphics or opengl? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 5, 2018 Share Posted October 5, 2018 OpenGL Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 5, 2018 Author Share Posted October 5, 2018 8 hours ago, Gordon Dry said: OpenGL That's probably your problem. Delete the files, start the game one time in normal mode. Get to the Main Menu, wait a minute and then exit the game. The images should now be made, and you should be ok going back into OpenGL. Please let me know if this works for you so I can update the OP Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 5, 2018 Share Posted October 5, 2018 I will do - btw there are two different PluginData folders; one in main mod folder, one in Plugins ... You could untidy that as well. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 5, 2018 Share Posted October 5, 2018 btw what about -force-d3d11 ?? I need either that or -force-glcore for TexturesUnlimited ... Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 5, 2018 Share Posted October 5, 2018 (edited) Okay, I tried it with -force-d3d11 and the results made me think about something ... 1st, only the pictures for Earth and Moon were properly rendered: The sun was rendered somehow, but I don't know if it's intended to look like that: just a solid white circle. Venus looks like that: Titan and Uranus also have a tiny glimpse of a shine: Everything else is solid black ... I have a clue about that: @Kopernicus:FOR[RealSolarSystem] { @name = Solar System %useOnDemand = True %useManualMemoryManagement = True .... useOnDemand ... could be the culprit. But to have your mod create a proper cache I really have to disable that? I don't have a massive VRAM ... And if I turn it off for the cache files to be created, they will not be overwritten then when I reenable it? Edit: OpenGL is the only mode I can live with for several reasons: it needs less RAM, when reaching the main menu with my modded game I'm under 10 GB, with Direct3D11 it's already 13.5 GB in VAB all icons in the part listing are solid blue-haze-ish (still, with KSP 1.4.5 not fixed by SQUAD) I will launch the game now without any parameters, after deleting the cache files ... Edited October 5, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 5, 2018 Share Posted October 5, 2018 Without parameters it's the same - so it's because of useOnDemand Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 6, 2018 Author Share Posted October 6, 2018 15 hours ago, Gordon Dry said: But to have your mod create a proper cache I really have to disable that? I don't have a massive VRAM ... And if I turn it off for the cache files to be created, they will not be overwritten then when I reenable i They will not be overwritten, so you could set up a test install with only the planets, and then copy the cache directy over. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 6, 2018 Share Posted October 6, 2018 (edited) That worked. I created a text file for instructions inside my archive: ...\Resonant Orbit Calculator\Kopernicus onDemand issue.txt Disable Kopernicus onDemand where you find it: %useOnDemand = False %useManualMemoryManagement = False Don't forget to reenable it after the testing. Delete the files in GameData\ResonantOrbitCalculator\PluginData\Cache\ then start the game one time. Get to the Main Menu, wait a minute and then exit the game. -- The cache files will not be overwritten once created, so you could set up a test install with only the planets, make a backup of the created cache and then copy the cache directly over on reinstalling the mod. You need at least: 000_ClickThroughBlocker\ 001_ToolbarControl\ CTTP\ EnvironmentalVisualEnhancements\ Kopernicus\ ModularFlightIntegrator\ ResonantOrbitCalculator\ Squad\ plus everything what belongs to the planet pack, like for example for RSS with RSSVE: KSCSwitcher\ RealSolarSystem\ RSSDateTime\ RSS-Textures\ RSSVE\ Edited October 6, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 7, 2018 Author Share Posted October 7, 2018 9 hours ago, Gordon Dry said: That worked. I created a text file for instructions inside my archive: ...\Resonant Orbit Calculator\Kopernicus onDemand issue.txt Disable Kopernicus onDemand where you find it: %useOnDemand = False %useManualMemoryManagement = False Don't forget to reenable it after the testing. Delete the files in GameData\ResonantOrbitCalculator\PluginData\Cache\ then start the game one time. Get to the Main Menu, wait a minute and then exit the game. -- The cache files will not be overwritten once created, so you could set up a test install with only the planets, make a backup of the created cache and then copy the cache directly over on reinstalling the mod. You need at least: 000_ClickThroughBlocker\ 001_ToolbarControl\ CTTP\ EnvironmentalVisualEnhancements\ Kopernicus\ ModularFlightIntegrator\ ResonantOrbitCalculator\ Squad\ plus everything what belongs to the planet pack, like for example for RSS with RSSVE: KSCSwitcher\ RealSolarSystem\ RSSDateTime\ RSS-Textures\ RSSVE\ Thanks, I'll add it to the OP and to the release Quote Link to comment Share on other sites More sharing options...
Wyzard Posted October 7, 2018 Share Posted October 7, 2018 On 10/5/2018 at 7:12 AM, linuxgurugamer said: That's probably your problem. Delete the files, start the game one time in normal mode. Get to the Main Menu, wait a minute and then exit the game. The images should now be made, and you should be ok going back into OpenGL. Please let me know if this works for you so I can update the OP FWIW, the planet images look fine for me in both Linux and macOS (both of which use OpenGL). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 7, 2018 Author Share Posted October 7, 2018 7 minutes ago, Wyzard said: FWIW, the planet images look fine for me in both Linux and macOS (both of which use OpenGL). The problem turned out to be Kopernicus Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 7, 2018 Share Posted October 7, 2018 Hmmm - the cache files were overwritten with black ones ... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 7, 2018 Author Share Posted October 7, 2018 1 hour ago, Gordon Dry said: Hmmm - the cache files were overwritten with black ones ... Hmmm, I'll have to add some code to check for the files being there and not overwrite if they are. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 7, 2018 Share Posted October 7, 2018 How about also a warning, either bad ass on loading in a popup or sensitive inside the mod's UI that the Kopernicus on Demand feature is active etc. pp.? Or provide cache file packs as seperate downloads *duck* Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 7, 2018 Author Share Posted October 7, 2018 1 hour ago, Gordon Dry said: How about also a warning, either bad ass on loading in a popup or sensitive inside the mod's UI that the Kopernicus on Demand feature is active etc. pp.? Or provide cache file packs as seperate downloads *duck* There already is a check for the file existing, something else must have deleted those files I'll think about a possible warning later Quote Link to comment Share on other sites More sharing options...
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