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OvenProofMars

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Everything posted by OvenProofMars

  1. If I remember your code correctly, you're saving changes to a .cfg by using confignode.save(path, header). I noticed myself that that methode gives an inaccessible error often. I ended up using confignode.save(path+filename+.cfg) so as one string. That seemed to work better for me.
  2. Have you considered using my methode of starlight handling? Its a lot simpler, has the same results and works like a charm
  3. Can you explain what you mean by glitchy? It'll help me better understand the limitations of my current system.
  4. I like the idea I'll look into the possibilities
  5. The bugs might be related due to the timing at which the planets are created and the way each script searches for reference bodies. What I could do is write a temporary plugin that would move the planets created by PF:CE to a new star (I understood that spawning them around the sun/black hole worked right). That way you can all enjoy planets until we find a good way to make them. I will then take all planet ideas in consideration and add them in our mod. Do you like that idea?
  6. I have yet to test all features. I suspect solar sails will work, and I believe someone said that antimatter collectors don't work.
  7. Blue and red stars still give off mostly white light as far as I know, although slightly shifted towards their respective color spectrum. The reason I chose not to change thelight color is that in real life our eyes would adapt very quickly and persieve this shifted light as white.
  8. I've started collaborating with fastwings. He's already modularized the code and made it more object based. We're going to start working on a non ram intensive way of creating planets, and make it more procedural compared to PF:CE.
  9. Pfff....finally managed to load a large save without losing any vessels (or even debris). The game really didn't like me moving the original planets to a new referencebody. This fix did introduce a small bug that when you immediately try to launch a vehicle after loading a save it shoots up into the air, but just reloading or going to the tracking station before you launch makes anything launch just fine again. I'll do some more testing and if everything works I will have a new version up tomorrow.
  10. The current scale is merely chosen as a balance between distance, time and SOIs for testing. Feel free to mess with the scale. The SOI of a star is calculated by the mass of the star, the mass of the black hole and the SMA.
  11. It is on my to do list to create a nice gravitational lenzing shader. However since it's merely for looks it's low on my list for now (unless someone can supply me with a working shaderlab shader, as implementing it is not that hard).
  12. I'd say most of them since I removed the vessel fix which was giving problems. In 0.23.5 I managed to solve this bug by having the game load a vessel once you go to the space center for the first time (and immideately loading the space center after the vessel had been loaded). Unfortunately in 0.24 the standard functions to load a vessel ,or even a scene for that matter, seem to be completely broken.
  13. I wouldn't use this with your existing savegames currenlty. A couple of fixes were giving some problems so I removed them. Now the game eats any ship in close orbit around a planet.
  14. Thanks for testing for some points I have some immediate anwsers: 2) I'm amazed you even got that close. The black Hole is currently 7700 solar masses and is very small in size. In 0.23 it destroyed my vessels once I got so close, i'll test it in 0.24. 6) yes, I removed a dirty fix since it caused problems. I'll find a better way to fix it. 7) I've noticed it quickly changing form day to night or vice versa, but on my end it just happens once, which is probably because I change what is considered as the sun when you go to the space center. Does your game keep cycling day and night? 8) yes, I think I might have forgetten to add a line of code to change it's flare color when you go back to the space center. I'll look into the rest of your points.
  15. I was going to make some myself soon, but the vessel destruction bug is being really annoying. If you could make me some nice planets I would really appreciate it.
  16. Yeah, RSS migth cause some problems as its messing with the same parameters as I am
  17. Would you care to elaborate? what happened, version etc. - - - Updated - - - Nice and good looking planet I might add.
  18. I managed to get them to show just fine. Are you using the version I posted today? Did you check all references and flightglobalindex values? what version are you running?
  19. yeah, I just saw your message. I'll reply to it.
  20. Apart from ancient galaxies and colliding galaxies all known galaxies are perfectly flat spirals as far as I know. But yeah, even a few percent of a degree on cosmic scaled distances will result in ludacrus numbers. I really would've like to be able to place the stars even further apart from the black hole but unfortunately the core game mechanics seem to break down if I increase the distances much further. As for PF:CE, I think I could make some custom planets myself, but giving people the amount of customization options PF:CE has will be very hard.
  21. I will add more colours, but custom colors might be a bit hard, as you need to balance like 6 color parameters very carefully to even make it look half decent. As for shape...did you have anything else but spherical in mind?
  22. Could you test it with the new version? Make sure to double check all FlightGlobalIndex values, I use the 200th series.
  23. Yes the current version apparantly has some problems. I tried disabling the dirty savegamefix and vesselfix and it seems to work fine again....apart form the fact that it now eats ships like crazy again without the fixes even PF:CE planets seem to load, allthough I did notice some odd behaviour, not sure if its PF:CE on 0.24 or PF:CE in combination with my mod. I'll upload the version without the fixes that should work fine on 0.23.5 and 0.24, but I wouldn't use it for anything else but testing, as it will eat any ship in a low orbit around a planet.
  24. Although the real neighbouring stars seem to be on vastly different planes, their relative inclination to the center of our milky way is probably within one degree. Most of the universe's structures are either completely round (stars, planets, old galaxies) or flat disks (star systems, galaxies. The latter is due to the fact that any system will preserve any rotational energy but will allways have one plane with more directional energy, resulting in a flat shape over the course of time due to collisions.
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