Javelius Posted February 23, 2019 Share Posted February 23, 2019 20 minutes ago, Gargamel said: Google translate. Hi Javelius, Welcome to the forums! We ask that all posts in the non-international forums be posted in English. Posting in your native language and then translating to English in the same post is fine. Переводчик Google. Привет Javelius, Добро пожаловать на форумы! Мы просим, чтобы все сообщения на немеждународных форумах публиковались на английском языке. Публикация на своем родном языке, а затем перевод на английский в том же посте - это хорошо. It was bag in my browse. I posted this post in English lang. Sorry XD Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted February 23, 2019 Share Posted February 23, 2019 @Javelius welcome to the forum Did you install the dependencies as well? Quote Dependencies ToolbarController ClickThroughBlocker Quote Link to comment Share on other sites More sharing options...
Javelius Posted February 23, 2019 Share Posted February 23, 2019 11 minutes ago, 4x4cheesecake said: @Javelius добро пожаловать на форум Вы также установили зависимости? No. What is it? I dont understand this.... :c Manual in Eng lang very hard for my midle quality lang... Help me Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted February 23, 2019 Share Posted February 23, 2019 22 minutes ago, Javelius said: No. What is it? I dont understand this.... :c Manual in Eng lang very hard for my midle quality lang... Help me install: Quote Link to comment Share on other sites More sharing options...
Javelius Posted February 24, 2019 Share Posted February 24, 2019 13 hours ago, 4x4cheesecake said: install: THANKS!!!! Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted February 24, 2019 Share Posted February 24, 2019 @4x4cheesecake Bravo, sir. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted March 15, 2019 Share Posted March 15, 2019 Just a minor correction you can include your next next release. The message text associated with the KAC Detachment alarm contains the wording "Detach satellite #1 and circularize it's orbit". It should be "its", not "it's". (I know, I know! Grammar nerd...and proud of it ) The only reason I noticed it was because I was trying to figure out what had to happen at the alarm times. The message text was very useful. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 15, 2019 Author Share Posted March 15, 2019 3 hours ago, Brigadier said: The message text associated with the KAC Detachment alarm contains the wording "Detach satellite #1 and circularize it's orbit". It should be "its", not "it's". (I know, I know! Grammar nerd...and proud of it Same thing in the OP, thanks. Since I'm not doing anything with this, I'll probably push out a release today Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 15, 2019 Author Share Posted March 15, 2019 New release, 0.0.4.1 Fixed a grammer mistake Removed KSP_VERSION from the .version file, it still has the KSP_VERSION_MIN Quote Link to comment Share on other sites More sharing options...
Wyzard Posted March 16, 2019 Share Posted March 16, 2019 16 hours ago, linuxgurugamer said: Fixed a grammer mistake Introduced a spelling mistake (Just in the post, not in the mod.) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 16, 2019 Author Share Posted March 16, 2019 9 hours ago, Wyzard said: Introduced a spelling mistake (Just in the post, not in the mod.) and the mistake is? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted March 18, 2019 Share Posted March 18, 2019 I'm a bit mystified on how to use this mod properly. KSP v1.6.1, MechJeb v2.8.3.0-875, KAC v3.10 and KROC v0.0.4.1, GPP + GEP. I entered a 250x250 km, 4º inclination orbit of Iota with a carrier ship containing three, powered comm sats. I opened the mod and chose, in order, "Current Ap", "Create MN at Ap" and "Add alarms to KAC" which resulted in 4 alarms in total. The resulting MN created at +3h11m (at the Ap) with a dV of 13 m/s from current position established a new orbit of 397x250 km and an orbital period of 5h16m. So far, all good. Three Detachment alarms were created at +7h10m, +11h7m and +15h5m. These didn't look right because they were not sync'ed with Pe and meant that I was not going to be returning to the Pe in the next orbit to release the first satellite. In fact, my altitude was closer to 337 km. When I got to Detachment #1, I released Sat 1 and circularized with MechJeb to 250x250. Of course, this happened at Pe, not at -1h20m to Pe where the satellite was released. The 2nd sat was scheduled for release at Ap. Clearly, I couldn't circularize here for 250x250, so I would have to wait until Pe. If that's the case, why not wait until Pe to release? Quote Link to comment Share on other sites More sharing options...
Friznit Posted March 18, 2019 Share Posted March 18, 2019 On 3/16/2019 at 1:42 PM, linuxgurugamer said: and the mistake is? grammar Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 28, 2019 Share Posted May 28, 2019 Not sure if this is related to this mod: 5/29/2019 1:18:08 AM,ResonantOrbitCalculator-KACWrapper,Getting DrawAlarmAction (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.Int32,System.String].get_Item (Int32 key) [0x00000] in <filename unknown>:0 at ScienceSituationInfo.SituationModule.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted May 29, 2019 Share Posted May 29, 2019 46 minutes ago, Gordon Dry said: ScienceSituationInfo.SituationModule Looks more like this one: Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 29, 2019 Author Share Posted May 29, 2019 16 hours ago, Gordon Dry said: Not sure if this is related to this mod: 5/29/2019 1:18:08 AM,ResonantOrbitCalculator-KACWrapper,Getting DrawAlarmAction (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.Int32,System.String].get_Item (Int32 key) [0x00000] in <filename unknown>:0 at ScienceSituationInfo.SituationModule.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) What were you doing, what scene were you in, Log file, and please do the followup in the correct thread: Thanks Quote Link to comment Share on other sites More sharing options...
CoriW Posted June 30, 2019 Share Posted June 30, 2019 Hello, I'm using this mod alongside the JNSQ mod and when loading up the game to create the cache images of the planets I had a strange issue where many of the planets were very washed out, as if there were an extremely bright light source very close to the planet when the image was taken. For example, this is what the image for Jool looked like Now, that being said JNSQ is built natively at 2.7x scale and thus the system is significantly larger than stock. Just wanted to check if this is a known issue or is something easily fixed or if I should go ahead and create the cache again so I can provide a log. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 30, 2019 Share Posted June 30, 2019 @CoriW @linuxgurugamer this should be on the OP Disable Kopernicus onDemand where you find it: %useOnDemand = False %useManualMemoryManagement = False You can create a config file like GameData\ResonantOrbitCalculator\zz_disable_onDemand.cfg with this content: @Kopernicus:FINAL { %useOnDemand = False %useManualMemoryManagement = False } 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. Then rename the config file to GameData\ResonantOrbitCalculator\zz_disable_onDemand.cfg.off or delete it. For a successful creation of the cache images you need at least: 000_ClickThroughBlocker\ 001_ToolbarControl\ unBlur.0.5.0.dll or whatever the actual version is 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\ This actually is the only proper way to get the cache images created. I suggest to backup them afterwards. (I got folders in my archive for different planet packs with the associated cache images, at least for the planet packs I played with since I use this mod) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 30, 2019 Author Share Posted June 30, 2019 27 minutes ago, Gordon Dry said: @CoriW @linuxgurugamer this should be on the OP Disable Kopernicus onDemand where you find it: %useOnDemand = False %useManualMemoryManagement = False You can create a config file like GameData\ResonantOrbitCalculator\zz_disable_onDemand.cfg with this content: @Kopernicus:FINAL { %useOnDemand = False %useManualMemoryManagement = False } 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. Then rename the config file to GameData\ResonantOrbitCalculator\zz_disable_onDemand.cfg.off or delete it. For a successful creation of the cache images you need at least: 000_ClickThroughBlocker\ 001_ToolbarControl\ unBlur.0.5.0.dll or whatever the actual version is 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\ This actually is the only proper way to get the cache images created. I suggest to backup them afterwards. (I got folders in my archive for different planet packs with the associated cache images, at least for the planet packs I played with since I use this mod) I just posted in the Kopernicus thread about this. I don't like asking users to play with files, especially if they aren't technical, this can cause big problems. I have some ideas about how to do it automatically, will see if any other suggestions come from that post. Quote Link to comment Share on other sites More sharing options...
CoriW Posted June 30, 2019 Share Posted June 30, 2019 58 minutes ago, Gordon Dry said: @CoriW @linuxgurugamer this should be on the OP Disable Kopernicus onDemand where you find it: %useOnDemand = False %useManualMemoryManagement = False You can create a config file like GameData\ResonantOrbitCalculator\zz_disable_onDemand.cfg with this content: @Kopernicus:FINAL { %useOnDemand = False %useManualMemoryManagement = False } 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. Then rename the config file to GameData\ResonantOrbitCalculator\zz_disable_onDemand.cfg.off or delete it. For a successful creation of the cache images you need at least: 000_ClickThroughBlocker\ 001_ToolbarControl\ unBlur.0.5.0.dll or whatever the actual version is 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\ This actually is the only proper way to get the cache images created. I suggest to backup them afterwards. (I got folders in my archive for different planet packs with the associated cache images, at least for the planet packs I played with since I use this mod) 30 minutes ago, linuxgurugamer said: I just posted in the Kopernicus thread about this. I don't like asking users to play with files, especially if they aren't technical, this can cause big problems. I have some ideas about how to do it automatically, will see if any other suggestions come from that post. Hey so here's the thing, I actually did follow those steps when creating the cache images. (Not the MM patch method, just changing the variables to false in the config) Still ended up with some washed out planets. Not all of them however were like that, here's what I mean. Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted June 30, 2019 Share Posted June 30, 2019 22 minutes ago, CoriW said: Hey so here's the thing, I actually did follow those steps when creating the cache images. (Not the MM patch method, just changing the variables to false in the config) Still ended up with some washed out planets. Not all of them however were like that, here's what I mean. That's interesting.... I tried this as well and some images are still not created properly but it happens to different planets. In my install, Eeloo, Nara, Riga and Tylo are just plain white: Spoiler On the other hand, some planets share the same picture like Jool and Lindor but also Aden, Amos, Celes, Edna, Enon, Hamek, Krel, Moho, Prax and Talos o_O Quote Link to comment Share on other sites More sharing options...
CoriW Posted June 30, 2019 Share Posted June 30, 2019 2 minutes ago, 4x4cheesecake said: That's interesting.... I tried this as well and some images are still not created properly but it happens to different planets. In my install, Eeloo, Nara, Riga and Tylo are just plain white: Hide contents On the other hand, some planets share the same picture like Jool and Lindor but also Aden, Amos, Celes, Edna, Enon, Hamek, Krel, Moho, Prax and Talos o_O Did you follow the instructions 3 posts above yours? Disabling useOnDemand and useManualMemoryManagement in Kopernicus before starting the game to create the cache? Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted June 30, 2019 Share Posted June 30, 2019 Just now, CoriW said: Did you follow the instructions 3 posts above yours? Disabling useOnDemand and useManualMemoryManagement in Kopernicus before starting the game to create the cache? Of course I even modified and recompiled the mod to print out the list of planetary bodies before the thumbnails are created, which looks fine: [Debugging] PlanetaryList: Sun Kerbin Mun Minmus Moho Eve Duna Ike Jool Laythe Vall Bop Tylo Gilly Pol Dres Eeloo Edna Dak Lindor Krel Aden Riga Talos Hamek Celes Tam Nara Amos Enon Prax (kinda unnecessary since the file names are created from this list as well and the thumbnails actually got the correct name which already proves that the list is correct but I've noticed this afterwards xD ) I'll investigate this further... Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted July 1, 2019 Share Posted July 1, 2019 @CoriW Which version of KSP do you run and are all your mods up to date? I've done several tests now but as soon as I switch "useOnDemand" to false (via MM patch or directly in the config, doesn't matter), I'll get the same picture for several planets. This does also affect kittopia, not just resonant orbit calculator, so I'm curious what's the difference between your install and mine. Quote Link to comment Share on other sites More sharing options...
CoriW Posted July 1, 2019 Share Posted July 1, 2019 1 hour ago, 4x4cheesecake said: @CoriW Which version of KSP do you run and are all your mods up to date? I've done several tests now but as soon as I switch "useOnDemand" to false (via MM patch or directly in the config, doesn't matter), I'll get the same picture for several planets. This does also affect kittopia, not just resonant orbit calculator, so I'm curious what's the difference between your install and mine. Currently running KSP 1.7.1 as I'm waiting for Kopernicus to update (which likely won't be until after 1.7.3) Actually come to think of it though I may have generated that cache from back in 1.7.0.. I'm actually in bed typing this but tomorrow morning I'll load up a fresh install of 1.7.1 with minimal dependencies and see what happens when I generate the cache again. Quote Link to comment Share on other sites More sharing options...
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