

AlonzoTG
Members-
Posts
241 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by AlonzoTG
-
LLL - Lack Luster Labs - Development Thread
AlonzoTG replied to Lack's topic in KSP1 Mod Development
Bug/annoyance: The Duna habitat module is actually 5.25m in diameter, even ignoring the handrails. Please adjust to 5.000 m, ignoring handrails, for compatibility with other modpaks. -
parts [1.12.x] Asteroid Recycling Technologies
AlonzoTG replied to RoverDude's topic in KSP1 Mod Releases
y0, I know R.D. was issued a rifle, helmet, and dog tags... I was playing career mode and was told to drag a class E asteroid back to Deen (a tiny moon of Minmus, okay, I run too many mods. 8P ) Anyway, the asteroid turns out to be a 2,850 ton monster, so I deploy my old asteroid steering cluster to it too. It's a pain to deploy sixteen of those little probes, but I did... Anyway, I'm all set up. Naturally, a critical part of my mission plan is to use the rock itself as fuel to get it into the specified orbit. Well, the drill simply would not drill... It complains "not enough power" when I have over 9,000 units of EC available, I dragged an entire thermal nukular(sic) reactor up there mainly to power that drill... ...??? I must have a version conflict somewhere. =\ -
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
Okay, I think I got it up, I don't quite feel comfortable forking this but if it's the best way to share my changes then OK... I'll be hanging out in the DMP chat room or on Josh's server... I have a few single-player missions in flight right now too. https://github.com/AlonzoTG/StarSystems3 -
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
I dunno, I'm a total noob to Visual Studio, it was giving me a bunch of 402 (iirc) errors, I guess I don't have permissions to push to that. I haven't worked on it in a few days. I've just been flying missions... -
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
=( I figured it out but you are not going to like what I discovered. I think the underlying issue is that the low level classes, such as CelestialBody, etc, were too complex to set up directly, too many gotchyas, convenience variables, etc... So what Squad did was abstract it up to a higher level so you get the class PsystemManager -> Psystem -> PSbody stuff. I think the secret to making this work is to set up the PSystem manager class heirarchy up with nice pristine copies of the stuff we want to use. When game initialization progresses, all the stuff will magically get wired up together and JustWorks. Once we get to OnPsystemReady() it's too late... Our feeble attempts to wire things up manually are doomed to failure. The game assumes that the stars/planets/moons/crap is all good to go and that's why things get foobared.... The bottom line is that the mod needs to be completely re-engineered and rewritten based on this new understanding. =0 I made some major code cleanups today, removed several more data structures to reveal the underlying issues... No change in usability, any new changes should probably use the version of the code I'm using because it has fewer classes, and should be easier to work on. I'll be working on it so I'll give you a snapshot if you ask. -
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
Update: looks like the correction factor is 6540000, borrowed a line from Planet Factory to make it work, bye bye mesh scaler! =))) Problem though, the stars seem to get rendered twice for some reason, once with settings provided and again with stock settings. =( If the new star is much larger, then there will be a ghost star inside it, if the new star is smaller, then you have to scroll through the messed up version to see the correct one. I have no idea... The vessel placement problem remains stubborn. A ship in sun-orbit will remain but all other ships are dropped into the black hole. =( This suggests that there is a discoverable fix in either Star or Root config... I dunno, maybe steal from Planet Factory again... -
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
Use the Matrix, Neo! D00dz, in 3D gfx you NEVER scale anything by manually multiplying crap point by point. Why? Because the video card does it automatically when it's time to render! What you do is you send a matrix along with the model to tell the video card what to do with it. There are 3 basic functions of the matrix in 3D graphics, Scaling Rotation and Translation. Basically laid out as follows: S R R T R S R T R R S T 0 0 0 1 Unity has functions in the translation class that let you set the individual components and then view the matrix that is generated. -- namely the local to global matrix. This doesn't cost anything because your crap has to go through several matrix multiplies anyway and the GPU has many hundreds of vertex cores to do precisely this computation. That said, figuring out exactly what vector to pass into the appropriate function is nontrivial. To do that, I would need to know two things: 1. the original size of the mesh in meters. 2. The conversion factor from physical scale to the rendering engine. Anyone have any information? -
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
Urk! Yeah, just tested some more, ships in munar space are broken... I'm not sure why it seemed to work on my other machine. So above is just as broken as before. =( The pattern seems to be that it is loading the ship in some kind of absolute XYZ-V coordinant system, ignoring substantial sections of the saved parameters, and then applying the planet re-arrangement, then the ship ends up in orbit around blakey at it's former relative position to the stock sun at whatever velocity vector it had. Most problematic is that there are several redundant values.... Here's the top of my test ship's save state: VESSEL { pid = 1e56e39216f544278741205606bee623 name = UpGoer 5 type = Ship sit = ORBITING landed = False landedAt = splashed = False met = 29020.8219848871 lct = 31127558.383017 root = 0 lat = -3.5004653112855E-06 lon = 129.753269055993 alt = 13585093965.0833 hgt = -1 nrm = -0.9459488,-0.3035043,0.1143074 rot = 0.5643835,-0.3350013,-0.3413306,-0.6728589 CoM = 0.003147781,-1.632112,0.01526368 stg = 6 prst = False ref = 487503883 ctrl = True cPch = 0.2 cHdg = 0.3 cMod = 0 ORBIT { SMA = 6806880090.07322 ECC = 0.997300610736951 INC = 1.46142507723416E-05 LPE = 13.7662687014929 LAN = 142.940890321566 MNA = 3.23488303439629 EPH = 31156487.005004 REF = 0 } ######## All this is extremely strange because one would think the game loads > all mods act on the solar system model -> a game is loaded loading ships into the solar system and setting the UTC clock which positions the planets. !!!! That's it! The stock planets load up at their stock locations and the muns at their default locations, using set of parameters A, and then it receives it's first clock tick where the orbit information that we pass it are computed and everything, in that single first instant, jumps to where we want it... Unfortunately our ships are left out with their tail-fins hanging in the vacuum... So it looks like it might be conceivably possible to give everything a nudge to sanify everything before vessel loading... That should fix it! (I wish.) -
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
UNOFFICIAL PATCH Fixed: Ship positioning, I think. Broken: Planet motions; but the planets that do move, don't move twice as fast as they should anymore. Limitations: The central black hole must be named something that begins with "Black" https://drive.google.com/file/d/0B5EOPstNbJzTZWpqQ0F5VHZteGM/view?usp=sharing -
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
Y0, doodz, I had a hacking session on the code today. I think I nailed the ships misplaced bug. It seemed to be a misguided attempt to fix a problem that wasn't really there. There was another workaround patch that caused planets in interstellar space to orbit normally. I broke that. =( The issue is that the mod does something to break the under-the-hood clock distribution gear-train The "correct" solution is to figure out what's being broken and fix it. There is also another heisenbug in my version that sometimes breaks it when it in the initialization routine. Anyway, lemme know if you need a copy. -
I don't know when exactly this happened but I'm seeing massive breakage all across my modpak. I had a number of "glue" .cofgs that added grabbable to various things and I had a few extra parts based on configs for Procedural Parts but they're all gone now. =( I tried deleting the cache too, quite a few of the broken configs are "standard" to their respective mods, the Extraplanetary launchpads was supposed to make a survey station based on the hitchhiker container but that isn't working either.
-
Long standing bug: the filename for the bootup menu background logo is not correct for a case sensitive operating system such as Linux.
-
!!! My game stopped working after version bumping some other mods, I'm getting millions of " [EXC 14:06:25.842] NullReferenceException: Object reference not set to an instance of an object PlanetFactory.PlanetFactory.OnGUI () [EXC 14:06:25.843] NullReferenceException: Object reference not set to an instance of an object PlanetFactory.PlanetFactory.OnGUI () " in my log file! and then it stalls and repeats: [EXC 14:07:47.402] NullReferenceException: Object reference not set to an instance of an object PlanetFactory.PlanetFactory.OnGUI () [EXC 14:07:47.402] NullReferenceException: Object reference not set to an instance of an object PlanetFactory.PlanetFactory.OnGUI () [EXC 14:07:47.404] NullReferenceException: Object reference not set to an instance of an object PlanetFactory.PlanetFactory.OnGUI () [EXC 14:07:47.404] NullReferenceException: Object reference not set to an instance of an object PlanetFactory.PlanetFactory.OnGUI () [EXC 14:07:47.417] NullReferenceException: Object reference not set to an instance of an object PlanetFactory.PlanetFactory.OnGUI () at a high rate of speed.
-
Okay, interesting mod. I maintain a multiplayer modpak that is so heavy that only my own computer can run it. 8P I tend to reject mods that either re-create historical missions or are so exacting that they can only be used one way. This mod is marginal on both those accounts but is still on the pass side. 1. Tweakscale, etc, have standardized on a 7.5m standard because it follows the existing patern. (My modpak adds a 10M standard that supports the lab module in Stanford Torruses....) 2. The lab module does not actually have any kind of laboratory functionality, either stock or StationScience or [???]. I suggest looking at the Umbra/MKS paks for ideas about what kinds of modules to support. 3. What is the point of your dragon docking port? 4. SpaceX is a trademark, what is your affiliation with the owner of said trademark? 5. that upper stage docking ring/interstage shroud is very non-obvious. =\ How is it supposed to be used? How does it relate to the KW 3M docking ring, the most useful part in my entire pak? The name of the game here is versitility, each part should have several dozen valid uses. =P
-
I don't know whether this has been mentioned before but the entire purpose of a dish antenna is to trade field of vision for range. A high power antenna will have a field of vision of maybe 3 degrees but trade that for a huge amount of gain... It's silly to have an antenna with a fov of 180 degrees, that means it would have very low gain and crappy range...
-
[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
AlonzoTG replied to Lack's topic in KSP1 Mod Releases
Hey, I have a bit of a mystery here... First I am running a DMP server in Science mode. I have a large and illustrious modpak. I trimmed out all of the NxM parts from my pak because I couldn't find a valid use for them. I have Remote Tech and would like to use the Large Scanning Antenna. However it is not available in the parts library or for launch. In sandbox mode, I made a few designs using it. I can load the design in science mode, but there's no part! Apparently it should be in "Experimental Science" The node exists on my tree and I have the "Communications Tower" but no large scanning antenna so I'm really baffled. -
Hey, I just released a modpak for my DMP server, set to science mode, and I just discovered that most of the EL parts simply aren't available! Also, when I attempted to build with the OKS style Orbital Shipyard, the piece I was building appeared at only 1% into the build and was at a 90 degree angle from where it needed to be, and was completely and utterly glitched. =(
-
[1.12.x] Alcubierre Warp Drive (Stand-alone)
AlonzoTG replied to RoverDude's topic in KSP1 Mod Releases
I would like to second this. I think I can cram a simple exploration mission into 2.5m but full galactic (StarSystems) conquest will require 5 or even 10m parts or HX4 parts from B9. On the other end, a 0.65m part was ideal for probe use. =) Thank you for producing a (well I haven't tested yet) usable warp drive system after the Interstellar/Interstellar Lite blow-up. =) Also, with Interstellar I developed a technique called Berry Braking that involves warping to specifc coords relative to extremely massive object such as a star of some kind and using the gravity to give you dv. =) Simply pick your coords carefully enough and your conventional dv can be quite feasible. =)))- 1,694 replies
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
'ey. Here's an idea. new building: Control systems lab. New part: Vehicle control system chassis. surf attach, 62cm, universal storage. Function: assemble vehicle control systems using idealized versions of typical electronics. The raw control box will have wires that will supply the box with information about the state of the vehicle, and outputs can be mapped to all of the vehicle contorls. Player would select parts from a catalog and schematic out a control system. suggested parts: Resistor LM741 (basic implementation of ideal op-amp) 555 sub-circuit (basic programmable timer) 8052 programmable microcontroller possible: capacitor inductor. Not feasible: transistor diode Basic use case: "If altitude less than 1km, and speed > 100m/sec, fire retro rockets". The box should also be KAS serviceable during EVA to make adjustments/repairs/upgrades. I wish I could find a c# IDE for Gentoo Linux. =\
-
Yeah, that planet factory revived guy just can't code... As for me, I can't find a working monodevelop for my linux distro. =P Anyway, the brokenest thing with PF is probably how gravity is defined. The only configurable variable should be MASS, ie 1e20kg or something. Letting people specify a gravity might be intuitive but it creates this deal where SoI's get foobared and things like navigation don't work or create really odd effects. So yeah, try to get rid of that code and simply provide a calculator utility to help users achieve a desired surface gravity, sanity checked against a reasonable density number. Planet Yukon in kerbin+ is a noteworthy example.
-
Kopernicus Core - Version NAN - Outdated
AlonzoTG replied to _Augustus_'s topic in KSP1 Mod Releases
In other news, Planet Factory CE ** STILL WORKS ** which is incredible given how stale it is right now but still... -
Yeah, that seems to be an issue (no textures on ground) with recent ksp, I hope that it is fixable... The new kopernicus-based solution is still seriously immature, is extremely complex, and has some other issues.
-
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AlonzoTG replied to medsouz's topic in KSP1 Mod Development
My biggest problem with Star Systems, pretty much only, is that all my ships usually end up in a tight, highly eccentric, RETROGRADE, orbit around blackey and simply do not have enough engines, even with cheated fuel, to break free, even after many many hours of constant burn... Once that is fixed, I can go back to looking at the bigger picture of getting it to work reasonably well with some kind of planet mod, this new kopernicus/planet factory system is too complex, heavy, and works by overturning the whole apple cart. -
Kopernicus Core - Version NAN - Outdated
AlonzoTG replied to _Augustus_'s topic in KSP1 Mod Releases
1. Someone is going to have to figure out the procedural terrain generation used to make Joker. Right now it's just showing the terrain for Minmus... I'm seeing lots and lots of minmus in your mod so this should be high priority. 2. Map decals, notably certain volcanoes and other features. 3. There has to be a guide/tools/scripts/etc for people with pf modpacks as extensive as mine, and as heavily customized as mine, to be able to migrate with less pain... 4. Everywhere possible, make things simpler and less hacky.... This stacking kopernicus (where the planet's name and bad joke are configured) on top of Real Solar Systems (which actually applies the map and coloration) is a real nightmare when ppl like me, who runs a multiplayer modpak has to deal with it. =( -
Kopernicus Core - Version NAN - Outdated
AlonzoTG replied to _Augustus_'s topic in KSP1 Mod Releases
Okay, so here's the thread... I have Planet Factory CE, StarSystems, and just about every mod worth running (or the juciest parts thereof) installed right now. I have hit the limit with respect to how many planets I can add to Planet Factory, I have four stars in my galaxy right now and two of them have only one planetary system in them. =( Urania has wonderful planets but the orbits have the planets glitching through each other! =0 I wrote me a spreadsheet that does titius-bode SMA calculations for me so I am able to arrange things nice and respectable, acknowledging that some planets are intended to be rogue and others have artistically devious orbits... I'm poking around with this thing and it is just too complex. =0 I mean I made a copy of old Sol in my game, then I created a solar system, (literally "Solar.system"), listed the planets I wanted, copied the files in, set the SMA and the parent body and was basically done. I'm looking at this and it's a mess, not only are there millions of dependencies, but all the configs are combined so to shuffle a new solar system together, the entire thing needs to be pulled apart and re-combined, it's a mess! =( I actually got it to work but I'm not liking it yet. I mean first it does waaay too much, even backing out the launchpads configuration, which would be nice to have if they were usable and correct for the map..... Then it nukes the solar system, and forces it to be re-built through the config file, ignoring anything other mods may have done, especially StarSystems (which does more things right than wrong!) I guess I'm really miffed by all my favorite planets that I had kinda gotten used to, such as Fragum re-positioned just inside Minmus, Deen, and the loon-min-chi stack that I put around Eve.... =\ It's super nice to be able to specify a galaxy and then drill down and set up individual starsystems, leaving the stock orbits exactly where they should be. =\ I guess I had gotten spoiled rotten by the ability to shuffle planets around like playing cards... hmm... =\