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Papa_Joe

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Everything posted by Papa_Joe

  1. @War Eagle 1, if I might offer a suggestion. In the OP are instructions for troubleshooting. Please follow these steps. If you still have a problem after this, then provide the following information to aid us in understanding your problem: Install a clean game install with ONLY the mods needed to demonstrate the issue you are having. Many times this will also help you know if you have a mod conflict. Current log file of that game session where the problem occurs. The log file will tell us what mods you have installed Craft/Parts used for the testing conditions that can reproduce the error. A game save file that contains the craft and an existing flight where the problem can be determined. a detailed series of steps taken to reproduce. Unless we have this info, we cannot help you. There are simply too many combinations of parts/ crafts that can be built with BDAc and the many weapons mods that exist. Good luck in your efforts!
  2. The old version of the mod had a folder name of SCS. the latest versions released by me use a name of SolarCycleSimulator. the SCS.DLL is no longer used. So, if you simply overwrite an existing install (for example the KSP 1.3.1 install) you will end up with 3 folders under the WhitecatIdustries folder in GameData. while that "might" not break the game, it does mean an additional DLL is loaded, consuming memory.
  3. LOL! Helps if you actually press the release button! Release is Published.
  4. New version to fix some bugs. Version 1.6.1.1 - Bug fixes for bad path names to config files after Project reorg - Clean up disallowed constructor var assignments due to Unity version change. - Correct url errors in version file
  5. New release to correct some bugs. Version 1.1.0.1 - 4 Jun 2018 - Correct settings file path names - Clean up disallowed constructor var assignments due to new Unity version. - Correct urls for version file.
  6. Thanks! I'm certain there were bugs in the app when I took it over. The previous thread alluded to that. I'll take a look. Thanks for the log!
  7. there is a stock Decay method and a realistic decay method. I've not dived into them in any detail yet, but this mod is designed to be used with the stock game and RSS/RO, so my first guess is it is to enable support for RSS/RO.
  8. KSP Orbital Decay - Resumed! Note: Due to the prolonged absence of @Whitecat106, I took it upon myself to revive this mod. I have attempted to contact @Whitecat106 to inform him of my intentions. Since the license allows it, Here we are. I make no promises as to how much I can expand on this mod, but @Whitecat106 did leave a bit of info in his original thread about the direction he was heading. If you have ideas, please share, and code contributions are welcome. _____________________________________________________________________________________ Original Author @Whitecat106 Original Thread: Original Orbital Decay thread Current Maintainer: @Papa_Joe _____________________________________________________________________________________ From Whitecat: Introduction Hello everyone, Whitecat106 here creator of the Historic Missions Contract Pack and I wish to share with you the release version of my new project. I have been working on this for quite a while and can now release this mod after I finally had a break through in the code - as a result of months of tinkering! Some mods in the past have come so close to this but none actually produced a viable working version... well until now... What does it do? On rails and off rails orbital decay for any vessel around any celestial body, this decay is determined by various factors, such as atmospheric drag, radiation pressure drag and more! Estimated impact times are given for each vessel. Station Keeping for active and non active vessels. Supports all KSP Resources. UI interface for predicted decay times and vessel information. The above work during time-warp! Initial Dev Video: https://www.youtube.com/watch?v=CoeHIbgr-wo * Note this video shows the V0.0.1 Dev version, the features of this Release version differ slightly. Notes: For information on how to use the mod check out the wiki below! Orbital Decay Wiki : | Wiki | Known Incompatibilities: (Major, Minor) - RSS Extrasolar - Sagitarius A* causes problems with the coding of the mod, use at your own risk. Similarly other 'galactic core mods' may cause problems - To be fixed in 1.6.0 - Mechjeb autopilot can fail when nearly reaching a set altitude due to drag reducing the actual altitude - Fix in 1.6.0, other autopilot mods may be effected. Download: GitHub: | Download | -- Please Backup Your Saves, this is a work in progress! Also be sure to completely delete the existing WhitecatIndustries folder inside your GameData folder before you install this mod and Solar Cycle Industries. Significant changes to the structure of both of these mods have been made when Papa_Joe adopted them. This is a best practice with mods in any case, but is especially important now. -- After deleting the WhitecatIndustries folder, you can then install Orbital Decay and Solar Cycle Simulator in any order. both mods are subfolders of the WhitecatIndustries folder. -- PLEASE NOTE: You must disable the ORBIT_DRIFT_COMPENSATION = True In the KSP settings.cfg file otherwise orbits will no longer decay as of KSP 1.1.3, a fix for this on the way! Just change 'True' to 'False' This is an old notice, so if you test with the ORBIT_DRIFT_COMPENSATION set to true ad it works, please let me know! Source Code: GitHub: | Source | Required dependencies: (you must download these, they are not included with this mod) Module Manager (not included): This allows Orbital Decay to add a module to your vessels to enable the decay features. Solar Cycle Simulator (Not included) This enables Orbital decay to acquire information on solar radiation factors. Please not that this was originally included with the mod but is now separate. This mod now includes a version file and supports KSP-AVC Special Thanks: - @ZAJC3W for the complete reworking of the station keeping / resource system! and for recompiling to keep the mod going through KSP 1.3.1. - @Maeyanie for a recompiled dll to support KSP 1.4.2 with a couple of bug fixes. I have incorporated those fixes into this version of Orbital Decay. - Everyone who has provided encouragement and has helped find bugs and report them! License: This code is licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. License file here Enjoy!
  9. Solar Cycle Simulator (SCS) - Recycled! Note: Due to the prolonged absence of @Whitecat106, I took it upon myself to revive this mod. It is a required dependency to Orbital Decay, another mod I adopted recently. In order to properly maintain support of Orbital Decay, I decided to bring this mod up to date and properly source control it for future support within the community. I have attempted to contact @Whitecat106 to inform him of my intentions. Since the license allows it, Here we are. I make no promises as to how much I can expand on this mod, but @Whitecat106 did leave a bit of info in his original thread about the direction he was heading. If you have ideas, please share, and code contributions are welcome. _____________________________________________________________________________________ Original Author @Whitecat106 Original Thread: Solar Cycle Simulator Dev thread Current Maintainer: @Papa_Joe _____________________________________________________________________________________ From Whitecat: Hello everyone! Whitecat here, creator of the Historic Missions contract pack, Orbital Decay plugin and the Boat Navigation Plugin. Here I present to you a small project which I required as an addon to my Orbital Decay mod. This plugin simply generates and tracks the constantly changing solar cycles of the sun, this can be used in conjunction with RSS or a Stock game. This however is more of a tool for modders than an actual plugin, installed on its own it will simply track and display information on the solar cycle in the Tracking Station, but together with some programming skills a mod maker could create accurate (realistic) solar flare, coronal mass ejection, solar storm or other interesting solar activity based plugins. For Players: Simply download the pack and install the GameData folder into your GameData directory; remember this does not add much apart from a small tracking station UI! (It is also a dependency of Orbital Decay). Download: GitHub: Download Source Code: Source Code Original Mod Download from Whitecat106: Dropbox For Mod Makers: Download the pack from the link above and install into your GameData directory, remember that this pack will be a dependency of any mods you create using it, so ensure you provide a link to this page for the latest release. You can include the latest version of this plugin as a reference in your C# development project, from this you will be able to access the following functions: (limited at the moment I know, but bear with me and I will add some more!) The following can be retrievied by using for example: SCSManager.FetchCurrentF107() or SCSManager.FetchCurrentAp() Here are the available functions: Of course there are more Static functions in the code but these will require a little digging into the source but it should be relatively easy for anyone to find anything you are looking for! As I said this is a little bare-bones at the moment, I will include more functions as time progresses and if anyone takes an interest in this small tool! This mod now includes a version file and supports KSP-AVC License: This code is licensed under the Attribution-NonCommercial-ShareAlike 3.0 (CC BY-NC-SA 3.0) creative commons license. License.txt
  10. Hey @Maeyanie, are you interested in maintaining this mod? If not, I would be willing to assume support going forward, given the current orphan status of the mod... given that @Whitecat106 has not been on since July 2017, I've sent a PM and notified him that I would be adopting the mod. SO, unless anyone is already planning to do this, I will proceed with a new fork, build and release for 1.4.3, which will include the fixes that @Maeyanie noted in the diff files included with the dll for 1.4.2. I will open a new Thread to support the mod going forward. If Whitecat106 returns I will gladly coordinate to ensure a smooth transition.
  11. Ok, so enough teasing. BDAc v1.2.1.2 is now released. Change log: v1.2.1.2 * FIXES * Correct Radar display missing graphics when using low quality graphics Git Issue #516. * Correct tracer display missing graphics when using low quality graphics. Git Issue #520. * Correct automatic resizing of WingCommander Window * Reintroduce BDAcUniversalAmmoBox Module Manager config file. Somehow was dropped during a merge somewhere back. * Separate RWR operation from RWR display. RWR should be enabled at all times when a Radar is installed on craft. - Opening and closing the RWR window now leaves RWR operation active. Git Issues 410, #411, #461 * removed part configs for the AGM86-Cruise an the RBS-15 They have been broken, and are superceded by improved weapons. * ENHANCEMENTS: * Increase the limits of the Radar and RWR window scaling to allow for larger windows. - Add min and max settings to the settings.cfg to allow user defined limits. Git Issue #521 * Add mouse driven RWR and Radar windows resizing. Now you can intuitively resize by mouse. Click and drag the lower right corner. * Redesigned Targeting Cam window to incorporate all features added to the Radar window - resizing, boundary checks, mouse resize, relocate buttons * Retune BDAc missiles to improve characteristics, performance, and balance. Tuning performed by Kergan. Enjoy!
  12. Another teaser for BDac v 1.2.1.2: Just got the TargetingCam redesign done. same sizing features as the Radar and RWR. Coming soon to a battle near you...
  13. Just a preview of an upcoming feature I just completed. Mouse driven RWR and Radar window resizing.
  14. I have reviewed you log (thank you!) and it shows that Module Manager is not loading. So, that leads me to believe that it is either in the wrong place in the folder structure, or you do not have it at all. I suggest you check to see where it is, and place the ModuleManager.dll file in the GameData folder. Please note that Module Manager is NOT included with the BDA distribution. So you will have to download it yourself. Hope that helps.
  15. Sigh. I mean no disrespect, but a bit of reading of this forum thread would have answered this question. PLease look at your Graphics settings in KSP. Set the texture quality to full resolution. AND please refer to this post:
  16. We are reexamining the current armor/hitpoint system, as it is not playing out quite as expected. While it is very realistic in its behavior, the general lack of internals in most craft makes the playability less then what we hoped for under certain circumstances. The idea behind armor was that it is to prevent damage to internal structures. If you penetrate the armor, the armor is still effective on subsequent shots. I cannot share plans, just as Doc said, but it is under review and possible revision.
  17. If you can, please make an issue in Github for your request. I don't want it to get lost in the forums.
  18. Yes. It is possible. In the short term, you can change the setting manually in the settings.cfg. Simply change the RWR_WINDOW_SIZE to a number like 1.25 (125%) for the warning receiver. Or, change the RADAR_WINDOW_SIZE for the Radar window. Note that if you go into the settings window to make changes (in game) it will likely revert to the limits set in the code. With that said, I could also add parameters for min size and max size, so the user could set the range themselves in the settings file. I'm a firm believer in choice, so it makes sense to me. Default settings could be 50% to 150%, with 100% the initial setting.
  19. please refer to the following links: You may notice a trend here. All these posts are no more than one page back in the thread. It might help you greatly if you do a bit of reading BEFORE you post your question.
  20. Agreed. The right answer is to fix it if we can. And I did. So that (Git Issue 520) and the radar bug fix in low res have been pushed to the release pipeline. Not sure when they will be released, but the fixes will appear in the next BDAc release. This is the radar bug I mentioned above (Git Issue 516). In the short term increase your KSP Texture quality settings to half resolution or higher. This fix will be in the next release.
  21. I've been experimenting with various texture issues with KSP and BDA. WIth what I have learned, I've managed to tweak the radar displays to function correctly in 1/4 res settings in KSP. So, with that said, I will attempt to look over the other graphics to see if I can work some magic on them to behave correctly.
  22. Congratz on the release! Space battles coming soon to a planet near you...
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