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Sahadara

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Everything posted by Sahadara

  1. Yes! Hyperedit was in fact the cause of the issue. Quicksaving and reloading fixes the issue. Thanks so much.
  2. Not 100% sure if this is the right place to ask this so sorry if not. I'm running GN with GPP and OPM, but I want OPM to be in the Kerbol system rather than in its own system. I managed to do this in the configs, but I can't seem to get Eeloo to orbit Sarnus, it gets placed in its normal orbit. The OPM configs place it in Sarnus orbit and I can't find any other configs modifying its orbit. Any suggestions? Thanks. Edit: I fixed it. Just had to make OPM's MM patch apply after Galactic Neighborhood, and was using the wrong name to reference it.
  3. I discovered that this issue is actually due to Hyperedit, which I've been using to test some things before I start playing. Turns out hyperediting directly into orbit messes thing up. Quicksaving and reloading once while in orbit fixes the issue. This totally removed the issue with Lili.
  4. Ah. I am indeed using Hyperedit for testing. I will try what you suggested then get back to you.
  5. I've noticed that when in timewarp above the stars added in by GN base (haven't checked planet pack stars), the ship will start to rotate as it orbits the star. Is this a known issue? Edit: No other mods installed btw, just GN. Edit 2: Okay it's not just the stars. When GN is loaded, using timewarp while orbiting anything causes everything to move weirdly. The craft rotates rapidly, all the planets seem to drift off their orbit lines, everything just goes wrong.
  6. The strange thing is, that it only happens in orbit of Lili, and when Lili is moved to an even higher orbit, the effect disappears completely. So it definitely seems to be due to Lili's close proximity to Tellumo.
  7. When in orbit of Lili, my ship teleports to random points along its orbit whenever I turn on time warp. Is this a known issue? Clean install btw. Edit: I tried moving Lili into a higher orbit which made the effect smaller but it's still there. So I think it's to do with Lili being so close to Tellumo. Going to see now if it produces anything noticeable in the log.
  8. Sahadara

    ...

    What's the general opinion regarding putting moons around some of these planets? I know that we don't know of any exomoons, but I think it'd be reasonable to take a bit of artistic license and add some realistic moons. Given how difficult it is even to detect planets with our current technology, I think the prospect of discovering exomoons with any confidence is a long way off, unless some breakthrough in telescope tech is made. As such, I think the fun that could be had with some moons, especially of gas giants (Pandora anyone?) outweighs the need to have all bodies be real ones. At least, that's my opinion. Thoughts?
  9. Sahadara

    ...

    Even if the orbits were all perfectly circular, there would be relative motion. Stars closer to the galactic core would move faster, and thus pull ahead of stars father out.
  10. Sahadara

    ...

    Do any of the expplanets have moons? I know that we haven't discovered any moons at this point, but I think that moons, especially around gas giants (Pandora anyone?) would be an excellent addition. I understand that there's a desire to only have known bodies, but if we wait for a moon to be discovered, the mod will likely never have any moons. Our tech just can't see moons at that distance, it's hard enought to see planets. I think fictional (albeit realistic) moons would be preferred to no moons at all.
  11. Is there perchance a 64k rescale patch for this pack? I've tried Sigma Dimensions and it works, but because it just scales up automatically, a lot of Kerbin's (and I imagine other bodies') terrain features are much taller than they ought to be, even for a rescale. A custom patch would work much better I imagine.
  12. I've been having some trouble with planes. It doesn't seem to be something that can be resolved by fixing some small issue on the craft, so I've come here to see what it is that I'm missing. Take this craft for example Whenever I try to launch any plane on the runway (note that because of RO, it is already smooth), it uncontrollably swerves left and right. This isn't the usual KSP plane swerving where it tends to turn to the side due to angling of the wheels. This feels more like the plane is sliding around. Any insight into what is causing this, be it a design flaw or a bug, will be greatly appreciated. Note that I went from a clean install and only got RSS and Realism overhaul compatible mods through CKAN, nothing extra. Thanks in advance.
  13. Does there exist a patch to add resources to planets that orbit the new stars of Galactic Neighborhood? If not, is there some way to have a baseline random resource map made for new bodies?
  14. I just ran a test and found that the distance at which the issue emerges seems random. I was on an escape trajectory and found it begin at roughly 500,000,496,127 meters, give or take a couple hundred meters from the Sun. However when I tried using HyperEdit to try it again by just warping to above that height, no message appeared.
  15. I can't remember the exact distance, though I could check back in with you after I have a chance to test, and see at exactly what distance it starts giving the message, but it's a good distance before leaving the SOI of a given star, as well as while in interstellar space. Note: I'm no game or mod dev, but this just occurred to me. I am running the game in 64-bit mode, but might the part of the game that calculates distance from stars be 32-bit? If so, my distance from the star is probably higher than the 32-bit memory limit. Could that be an issue? That it sees the number as higher than the limit and so considers it infinite?
  16. Huh. This does still happen while moving very fast though, does that preclude the problem. Additionally, if that was the issue, is there a way to resolve it? Again, it doesn't seem to break anything, but the log being spammed just seems wrong.
  17. Well, this star system pack is by far the best IMO and I only just learned that the dev version had stars with working EC generation, as I recall getting that to work used to be a big issue. Also, I know it's the dev version and so bugs should be expected, and this doesn't seem to be game breaking or anything, but I thought I'd let you know about this one potential issue. When in space incredibly far away from any bodies, my debug log is spammed with this message: "getObtAtUT infinite UT on elliptical orbit UT: Infinity, returning NaN [LOG 11:23:31.359] nearestTT is NaN! t1: 1834122673.72753, t2: Infinity, FEVp: 0.640196339932172, SEVp: 2.30897568955326" repeatedly. It doesn't seem to cause any issues except periodically making orbit lines disappear and completely messing up timewarp, but changing to the space center and back seemed to fix that. Regardless, it doesn't seem to be intentional so I figured I'd let you know.
  18. I give you many thanks. I've been waiting for a pack to do this successfully for a long time. You have created a wonderful thing sir.
  19. Are the other stars meant to be visible in the sky from the Sun system? If not is that a known issue? Also, I imagine there isn't any way to have solar panels generate power from stars other than the stock Sun, given that it hasn't been done yet?
  20. Is there any way to prevent that? What if the panels aren't extended when changing spheres of influence? I'd rather cope with that than panels that produce power even in the dark :/
  21. Is there any way to make solar panels work properly with other stars? I seem to recall a (much less sleek) multiple star systems mod a while back had made it work. Is there any way to replicate this? It's a shame to have RTG-like solar panels.
  22. There seems to be an issue with the warp drives in my install. Whenever I select one in the VAB, this: [LOG 18:25:09.778] KSPI - AlcubierreDrive Master -401740 Started [EXC 18:25:09.802] IndexOutOfRangeException: Array index is out of range. FNPlugin.AlcubierreDrive.FixedUpdate () [EXC 18:25:09.803] IndexOutOfRangeException: Array index is out of range. FNPlugin.AlcubierreDrive.FixedUpdate () [EXC 18:25:09.822] IndexOutOfRangeException: Array index is out of range. FNPlugin.AlcubierreDrive.FixedUpdate () [EXC 18:25:09.842] IndexOutOfRangeException: Array index is out of range. FNPlugin.AlcubierreDrive.FixedUpdate () is spammed continuously in the log until the part is removed, or until it causes the game to crash, which will always happen after a minute or so. I'm not sure what's happening here. I uninstalled all other mods to check that it wasn't a conflict, and I tried a clean install of KSP and the mod, but no cigar. Help will be much appreciated, and if you need more of the log, just let me know and I'll link it to you with pastebin.
  23. The mod is called RSS Extrasolar: Planets Beyond our Sun. Currently it only adds one new system: HD 10180 which, in the game, orbits the Sun at the systems real distance from Sol of 127 lightyears. It also has planets based on what planets we think to be present around the system. As the mod progresses, more systems will be added, as well as a galactic core around which to place the Sun and the new systems. Sizes will always be real as will the systems, though I think some liberty might be taken to add non-observed planets to make the new systems more interesting. These things will be so far that the warp drive will be the only option. Side note opinion: eventually Alpha Centauri will be added to Extrasolar, which is a feasible target with sublight but powerful engines like antimatter, electromagnetic engines. I kind of want a successful sublight interstellar mission to be a prerequisite to warp drive. Is there any way to make it that I'd have to send a sublight ship to a place like Alpha Centauri before I can unlock warp drive? Maybe a contract thing?
  24. Actually, KSPI-E recently updated its warp drive. It is now capable of travel at 1,000 times the speed of light.
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