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Whitecat106

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Everything posted by Whitecat106

  1. It does not take power as in Electric Charge (since this would be constantly changing in the background), but it requires fuel such as Mono Propellant, Liquid Fuel or pretty much any other fuel (this is select-able in the Settings tab on the UI). Still working on the Decay Formulas, now for some reason these simple Semi Major Axis - Energy formulas fail to work in KSP. The orbital energy can be calculated from the Semi Major Axis but manipulating the orbital energies to get back to the SMA fails? If anyone has any suggestions; the code I currently have is included below.
  2. Hello everyone, I have just released 1.0.8 which fixes the RSS crash on launch issues, fixes RSS resources and adjusts UI menus. Sadly I am having great difficulty in implementing the new decay model (there is so little useful/accurate documentation on orbital decay online, hopefully I will get a chance to look at the information in the University library this week), hopefully I will release a 1.0.9 asap with more fixes (probably with rendezvous issues), UI additions, and with the new decay formula. (Currently I am thinking of using Orbital Energy formulas based on the Drag Force. 1.0.9 will also be on Ckan. I was using the rate of change of Period to determine the Semi Major Axis at a certain atmospheric density, but the 'Kerbal' version of the Orbital Period does not seem to be the Mathematical version... (why am I not surprised?...) But anyway! Enjoy, Whitecat106
  3. I am just about to test a new model which will be the realistic decay model, this uses information from here, and uses the drag factor via area and mass, although somewhat rudimentary since I am limited to the functions I can use with unloaded vessel and part information, at the moment I am thinking of using the KSP aerodynamic area of the root part +- a balancing amount (since in real life a spacecraft would be orientated to reduce drag as much as possible), this seems as close to realistic as I can think of at the moment.
  4. I am increasing the size of this for 1.0.8 so not to worry! I have also addressed some major bugs in the RSS version, removed the station keeping module (abit redundant due to the UI) fixing issues with KSPAPI extensions and I am currently working towards fixing the RSS switch to-from vessel issues causing vessel deletions. Before I release 1.0.8 I hope to have a more accurate RSS decay formula (based on a less 'kerbalised' orbital decay equation). But this will be done soon! If anyone is having issues with the mod in RSS currently, I would recommend switching back to 1.0.6 of this mod before I added greater resource variety or simply wait until this evening or tomorrow for 1.0.8. I will also be releasing 1.0.8 onto Ckan along with Historic Missions 1.9.0.
  5. Thanks for that, Okay I am updating the mod now to work without the need for the Module, so KSPAPI shouldn't be a problem. As for RSS I will look into this too, 750km is well above the threshold that the mod uses for a 'Hard Atmosphere' which would cause vessels to be destroyed upon scene changes, maybe some new changes (since version 1.0.4 of this mod) to RSS/RO might have caused this. I will be looking into this thoroughly for 1.0.8 (Tonight possibly!). Sorry for destroying anyones vessels! Whitecat106
  6. Hello everyone, I have just released 1.0.7 which fixes the Active Decay during timewarp, and adds the ability to use any KSP resource (within reason) as a station keeping fuel. (Use the Settings Menu to choose these). 1.0.8 shall be a balancing release to assign a proper "ISP" to each resource, and to balance the mod in general. I will also introduce a stockalike decay formula as well as the realistic formula. As for the KSPAPIExtensions error I shall look into this for the next update, if anyone else encounters this (preferably on a Windows system), please let me know here and Ill see what I can do, at the moment I'm a bit stumped! Enjoy, Whitecat106
  7. Hmm this is interesting, the part module for Station Keeping is barely used and only used in flight, it could even be removed come to think of it.... But the module does not use any fuel or resources so I don't see why tweakscale or real fuels would have an issue with it. I will see what I can look into module manager wise and see if KSPAPI requires anything else in the Module. Thanks for this report! 1.0.7 should be released today, no more reliance on just monoprop or hydrazine, each resource is toggle-able by the Settings menu in the ui. I should have fixed the Active vessel issues, and this Module issue by then too!
  8. That's a very good idea! I will add in this feature today for a 1.7.0 version! Thanks!
  9. Hello everyone, I have just released version 1.0.6 which fixes many issues that popped up in 1.0.5. This version adds the UI again and a partial working version of the Active Vessel Decay (More for 1.7.0 or 1.1 (whichever comes first!)). I am now currently working on a version of the Active Decay which mimics the earlier versions of this mod but without the lag! I hope you enjoy this, more functional version, of the mod. I apologize for my hasty 1.0.5 release and any damage caused to your save games caused by the code. This version is much more stable (after two days of error testing and bug fixing). Enjoy! Whitecat106
  10. Hello everyone, Its been a very long time since the last update. Recently I have found some more time to work on the mod and with upcoming Boat Part packs for KSP 1.1 this plugin may see some light again! I will shortly be releasing version 1.4.0 this will fix the current issues with Sea Launches and Background navigation. The contract pack is on hold until a viable (low part count) boat parts pack releases so I can make models for the various sea missions. Version 1.5.0 will release with KSP 1.1 and will feature fixes to the UI and will make menus easier to use. I will also make a short tutorial on how to use the plugin for the next update. In the meantime, 1.4.0 is in the works so watch this space for the next release of just the Navigation Plugin! Whitecat106
  11. Hello everyone, It has been a while but I thought I would release a quick update, this fixes lag and is the result of a complete rewrite of the code, station keeping is also fixed..hopefully! Active vessel decay and the UI have been temporarily removed in preparation for KSP 1.1 and subsequently version 1.1.0 of Orbital Decay. I will be working on a more accurate decay simulation, smooth UI menus with decay predictions, maybe some pretty conics in the map view and hopefully a 'Station Keeping Module' part for the game! I hope you enjoy this small update which makes the Mod playable again, however for this to function properly you will have to switch to each vessel you currently have in game to allow the vessel to be registered by the decay code - this will be fixed in 1.1.0 too! I have not given up; have hope! Whitecat106
  12. I have checked on my end using the most up to date RSS/RO and Contract Configurator and all 541 contracts from my pack load for me (the 40 odd contracts from the RO/RP download however do not). So I can not find an issue here :S Maybe a CapCom compatibility issue? But I doubt this. If anyone else can verify this error please do post in this thread so I can address this. I would recommend reinstalling the pack and/or your contract configurator folder, even maybe RSS and RO itself. Without a error log I cannot debug further, and since I cannot replicate this problem there is not much I can do... Are you sure you have installed Historic Missions correctly? I am releasing 1.9.0 now, this includes 50 more contracts (some salvaged from the lost 1.7.0), including GeoScience missions and Military Contracts (Poppy, Nimbus missions). This is for both RSS and Stock. Enjoy! Whitecat106
  13. What does the output log say? Which pack are you using? Which version of contract configurator and Realism Overhaul are you running? I have tested this on my end using a slightly outdated install (early 1.0.5) with RSS and everything works fine :S
  14. Hello there, I would currently not recommend a ckan download, it should be on there but I would recommend a manual install. This is because the download contains both the RSS version and the Stock version, as well as the four sub packs, since you only want either Rss or stock and only one subpack; a manual install may be easier. Right now I am not sure if ckan differentiates the different parts of the pack for a download, if not then you might accidentally end up with around 2000 contracts, half of which would not work due to stock-rss changes. So until I can investigate, stick with a manual download from SpaceDock. Just a general note on installing the mod: Step 1: Download the latest version from SpaceDock. Step 2: Within this download there are two folders, Rss version and Stock version along with the release notes and credits. Choose the desired folder, and open. Step 3: Pick a subpack from the four folders, either the full pack (option 4) or a specific era (dates are shown on the packs). Within each subpack folder is a folder called 'ContractPacks', copy this into your GameData folder within your KSP directory. I hope this is useful for anyone having trouble, I will get to the bottom of ckan for 1.9.0. Again a quick reminder incase anyone has a version prior to 1.7.0 to get in touch please! Whitecat106
  15. Hello again everyone, 1.8.0 is out on SpaceDock, RSS compatibility is back, only a few tidying changes to the Stock version. More to come in 1.9.0, again if anyone has a copy of Historic Missions which includes files in the Foton program folder please let me know! Thanks, Whitecat106
  16. Hello everyone, I am terribly sorry about this but due to a combination of broken laptops and KerbalStuff going offline I have lost the original version of 1.7.0, the former version to the current. This contained 35 more missions, the Foton Program, the Poppy program, the Rhyolite program etc... Sadly I have lost these. If anyone has a copy of 1.7.0, not the updated version currently on the SpacePort, please contact me via PM, this would be greatly appreciated. So the plan at the moment: 1.8.0 will be released today with the return of RSS compatibility. 1.9.0 will be released asap once I have recovered or remade the lost contracts 2.0.0 will release with KSP 1.1 and will contain more future missions, past missions, balancing and possibly the answer to @gonzo98x's question with further sub packs for the Soviet-Russian missions (including concepts for Mir 2 instead of ISS missions and Buran-Mir instead of STS-Mir missions), and the Nasa-Eurasian missions (Including concepts for Shuttle-Skylab 2 instead of Shuttle-Mir missions and Space Station Freedom instead of ISS missions) Thanks in advance to anyone who can contact me regarding 1.7.0 and the lost missions! 1.8.0 will be out shortly. Whitecat106
  17. Hello there, The Orbital Decay mod has been released (link in my signature) however, it is still on hold until 1.1 (hence no SpaceDock download link), there are some big bugs in the code that are really dragging the project down along with heavy lag, I am still actively trying to find solutions that do not compromise FPS, however I think that a rework with 1.1 and x64 might be more beneficial rather than having to update twice (1.1 will most likely break everything everywhere!) Whitecat106
  18. Hello! Thank you for your previous post! Did you install through CKAN or the SpaceDock? The issue appears to be that you have installed the RSS version instead of the Stock version, when downloading from SpaceDock this should not be an issue since you can choose and pick the contract packs by following through folders (the main HistoricMissions zip breaks down into the RSS version and the Stock version, from there the subpacks and the full pack are found. I realise that at the moment CKAN might not make that distinction and install the main zip itself... thus players would end up with around 3000 contracts mixed up between RSS (earth) and Stock (kerbin) requirements But yes! Check you have just one pack installed! You can currently choose between, RSS or Stock, (RSS not being updated past 1.6.0 until KSP 1.1) and from these you can play from either the full pack (1940 - 2016) or one of three 'era' packs. Just open the subpack folder and copy the 'HistoricMissions' folder from within one of these into the ContractPack folder in your GameData directory! I will make changes to this system for 1.8.0! Whitecat
  19. The SSP is still based off of the old Component Space Shuttle model, this new model looks much nicer. Work on the SSP has also slowed considerably, and DECQ has already created a beautiful Buran pack so why not add more variety of shuttles to the community? This shuttle looks beautiful DECQ with the addons nicely textured! I shall be promoting this for my Historic Missions contract pack in future!
  20. Hello everyone, Just to let you all know I have released 1.7.1 on the new SpaceDock. So a download link is available, also back on CKAN too! Note about 1.7.1: - Fixed the issue raised by Alexisroldan97 regarding Soyuz-10 and Salyut-1 (it was possible to destroy the station before the mission) Although this may still be an issue for Mir, and Salyut-2 to Salyut-7, a note is included in the contract parameter for missions requiring the Soyuz missions to be complete before deorbiting. Whitecat106
  21. Hello everyone, I am currently very busy irl, (on a train in London darting around the country as I type this), but hopefully this weekend I will release 1.7.1 to fix some bugs (leave anything you would like fixed/changed below). I may also include some balancing with this update since nightingales strategia has been released (which plays with reputation gains with strategies). I will also be providing a new download location since unfortunately kerbalstuff is no more.. (my thoughts on this later). However I refuse outright to host on curse (no matter how endorsed by squad); it is simply a poor overly complex service that to be honest is just ugly to use. Therefore I am looking for alternatives, if anyone has any suggestions please let me know below. Also if anyone can help me out with setting up a github repo, (a useful YouTube video or something) it would be greatly appreciated since I really do want this to become a more communal effort! So now for the moan; please read past this if you are of a sensitive disposition. Squad get your game together, (no pun intended), anyone informed will understand this, Kerbalstuff was without a doubt the most efficient, smooth and 'stockalike' hosting site since the space port went down. At this point, for me, stock KSP is barely enjoyable, done to death, and I can say honestly I have never landed and returned from eeloo... But I have still played every aspect of the game. Mods are, let's be honest, the biggest aspects of the game for people who have played for a period of time without it becoming monotonous, KSP is now and after 1.1 will be kept alive by mods... So why is there so little support? This isn't a moan from a disgruntled programmer... I hate computers... But a concern. Anyone remember fengists boat parts? The mod that actually gave interest into kerbins oceans again after a long time since the big 0.24 boatparts mod... Well squad without a doubt noticed that, decided to add buoyancy and water physics randomly... This late in the game(again no pun)? No. They noticed popularity; and as a result of poor code referencing and an abysmal changelog that mod went under (these puns just flying out!) as did a good deal of work I had done on a boat navigation plugin and a maritime contract pack. This is not a general stab at squad but a statement of realisation, this stagnant lul in mod development until 1.1 will only continue and increase after 1.1 without better support and care for the mod makers; thus interest in KSP will diminish as it certainly has with me.... One thing to say is I'm glad I can make mods to keep myself entertained... Wow long post... Almost in Newcastle now!.... Whitecat106
  22. Hello everyone! Okay 1.7.0 is out, I have fixed all the issues mentioned above and included the Nimbus, Poppy and Foton programs. With 1.8.0 I shall re-release RSS compatibility and include more new content, however I may have time in the coming days to fix any issues and release a 1.7.1! Thanks for the bug reports and enjoy the new missions! Now up to 506 Contracts! Whitecat106
  23. Hello, I am currently working on fixing this (simple fix, found a relic bit of code from when the pack was just Soyuz, Mir, Salyut and STS), I am also trying to fix the issues with dockings across all docking related contracts, this is a strange one since docking with Gemini missions seems to have worked fine.... Looking into it now though! Also working on RSS compatibility fixes! Thanks Gerishnakov, I have fixed the mission now! Update 21:06 Okay docking issues are being fixed now (only present on Soyuz up to TM-01), but I will check out STS missions just incase, RSS will be prioritized with this release and this will be 1.7.0, with 1.8.0 now becoming the KSP 1.1 version....
  24. Hello everyone, Thanks for the bug reports, comments and downloads (having now reached 40,000 downloads!). Thanks smjjames for that comprehensive bug report! It was very helpful! Especially the rover screenshots! I have updated the pack to fix all duration related issues causing problems to the Salyut, Mir, Soyuz and late STS missions. I have also fixed the issues with the Russian rovers, however the issues with Korabi-Sputnik 3 still trouble me since I cannot actually find the contract file - Gerishnakov who wrote this mission must have saved it within the file of another contract (I simply do not have time to find it right now!) So for the mean-time: Alt-F12 until 1.6.6 on this one! Real life is still pretty busy so sadly I cannot update much, hopefully with KSP 1.1 I can release 1.7.0 with some new content! Whitecat106
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