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Whitecat106

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Posts posted by Whitecat106

  1. 3 hours ago, smjjames said:

    If I put all of them into the ContractPacks folder at once, will it be fully historical from Sputnik to present? Like, no 80's/90's missions when you're still in 50's/60's?

    Hello there,

    If you put the contents of the 'Full Pack' into the ContractPacks folder you will have a chronological playthrough of missions with each mission requiring its predecessor before it is unlocked - as historical as I can make it! Although if you chose to play through all of the American side of the pack (Mercury to Apollo) you would have to then 'catch up' with the Russian side (Soyuz & Salyut) to complete the Apollo-Soyuz contract. The 'side' probe missions e.g Mariner, Pioneer, Venera could become slightly out of sync however.

    However if you choose to install all of the 'Era' packs at once you will have an.... interesting... mash up of Sputnik, Space Shuttle and New Horizons missions to keep you busy! :D

    I am updating the pack to 1.6.4 now to fix the issues with Apollo 1 and some other descriptions!

    Enjoy :)

  2. 3 hours ago, hraban said:

    Basically, a good idea of this plugin, but when will that be usefully applied?
    Lives the idea and the plugin yet?

    Only then asked: When does KSP a reasonable atmospheres system?

    I have smoothed out most of the lag issues occurring (mainly due to bad coding on my part of UI's and timings), however the mod is on hold until KSP 1.1 since this update is likely to break any further work I put into it. 

    Of course the change to 1.1 may even break the system of updating background vessel positions and we might be back to square one...

    I have discovered a few new tricks to background resource processing and UI trickery that will make this mod much more usable. Once I have more time I will try and release a 1.0.5 compatible version (if 1.1 gets pushed back anymore!). I also have plans for a configurable version compatible with RSS and Kopernicus. 

     

    In the mean time the mod is still alive... just laggy with..... lots of.....some ....any.... vessels... Soon I promise everyone! Real life has been busy lately so no updates for a little while :(

    Whitecat106 :)

  3. 1 hour ago, Jimmbal said:

    Found this in versions 1.6.2 and 1.6.3:

    Apollo-I.cfg contains line:

    
    prestige = triv

    Shouldn't that be

    
    prestige = Trivial

    ?

    Surveyor-7.cfg description:

    
    lunar sample Trivially different from

    should be

    
    lunar sample significantly different from

     

    Oh no :confused: This is a result of me trying to change the reputation issues where contracts were not being spawned, I am not currently in a position to test this myself, but on startup in the debug menu at the main title screen how many contracts does Contract Configurator say are loaded? any red squiggly lines or is this just a description issue in the contracts?

  4. 9 hours ago, Black-Talon said:

    @Whitecat106Sorry to hear life has you busy busy. I've continued to really enjoy this pack.

    I think worth noting, the fixes discussed with @gerishnakov about Contract R-2A needing it's Orbit parameter changed to ReachState along with the dependency on V-2N20 instead of R-1V don't seem to be in the new 1.6.2 version (noted in many places but my consolidation post of issues/experiences is here and I selfishly think it's worth a read :wink:). When either of you can get to these in the next version I think it would be worth it as it was a tough start to an otherwise awesome set of contracts!

    Stay well gents. Life first! To The Mun second. 

    Hello there!

    Thank you! :) I had not seen your previous post listing the issues but thank you for your work finding the bugs! I will be updating to 1.6.3 momentarily to fix as much as I can quickly!

    Hopefully I can find more time soon, by the time 1.1 comes out things should have settled down for me a bit!

     

    1.6.3 Changes:

    Fixed R-2A, dependencies for Explorer missions and corrected the description issue.

     

    Current 1.7.0 planned changes:

    - Clean up of mission descriptions and requirements in Mission Control Center.

    - RSS update.

    - Clear up confusion in solar panel requirements

    - Reputation fixes

    - More 'What if' missions: Big Gemini, Mir-2, Buran planned flights, Space Station Freedom, Moonbase concepts, Columbus Station, Apollo 18 - 20, Skylab-5, and STS-144.

    - Updated current missions: Recent ISS expeditions, and Space X.

     

    Regards,

    Whitecat106 :)

  5. Hello everyone,

    Its been a while again, I'm sorry about that - more super stressful irl stuff going on! 

    But I have afew minutes now to do some fixing.

    Repaired in Version 1.6.2:

    - Temporary fix for missions not showing up: Raised reputation rewards and reduced prestige of contracts to allow for all to show up.

    - Fix of Pre1960's missions.

    - *Note* - RSS version not currently updated.

     

    Any further issues will be dealt with in version 1.7.0 upon release of KSP 1.1. This will include:

    - RSS update

    - Reputation fixes

    - General contract cleanup

    - More 'What if' missions: Big Gemini, Mir-2, Buran planned flights, Space Station Freedom, Moonbase concepts, Columbus Station, Apollo 18 - 20, Skylab-5, and STS-144.

    - Updated current missions: Recent ISS expeditions, and Space X.

     

    Hopefully I will have more time for this soon, what I really need is someone who can bugtest throughout the early and middle pack and send me a list of the issues! If youre interested send me a message! :)

     

     Whitecat106 :)

     

     

     

  6. Hello, hope everyone is well!

    I had not realised that the reputation effected 2 and 3 star contracts, this could be an issue for contracts in Historic Missions not spawning. Since 1.0.5 the new contract system of removing 1 reputation point per decline drains reputation quickly, especially if the Mission Control building is not upgraded fully and you really hate those 'test blah blah' stock contracts. However, my pack is very generous with reputation rewards (even after balancing - some contracts have still probably slipped through with 50+ rep point rewards).

    With my own pack I would assume the contract population issues are due to waiting durations, as a rule of thumb; if none of my contracts spawn after 50 - 70 in game days from completing the last contract then there is an issue, let me know if this is the case. If so PM me a copy of your persistence file and I will try and find out what has happened. My pack is based on a chronological perspective rather than one-after the other so there is some waiting involved (mentioned as an issue in the first pages of my Historic Missions Thread).

    P.S

    Been away for quite a while, real life problems right now, so for me personally everything modding wise is on hold until 1.1 (I don't want to spend time fixing and tweaking just incase everything breaks with the update).

    - Till 1.1 and things calm down a bit in real life!

    Whitecat106 :)

  7. Hi everyone ! How's it going.

    I have few questions and I don't mind making the changes myself if I have to but I've been at this for hours upon hours on end so finally I decided to come here and ask for help.

    1) Boat Navigation plugin. I noticed a few replies above someone fixed it by creating a directory (WhitecatIndustries) and placing the plugin in. This resolves the white box issue as obviously now the script knows where to find the info. So that resolved that. However:

    - Does the boat navigation plugin know to avoid land on its own ? The longitude seems off. I noticed one of the author's threads in the plugin help section a while ago noticing that factor, and although they say it's just a different way of representing the longi the ship heads on a completely different heading when you autopilot.

    - How exactly do you use the boat navigation feature ? Do you switch to space center before it picks up speed and warp ?

    - Is there another way to input coordinates ?

    2) Maritime pack buoy mission.

    - How do you know you've entered an area ? I use SCAN to narrow it down as close as I can but even though I deploy a buoy and the contract notices a buoy is deployed, it doesn't acknowledge it's in the right area.

    - The buoy mission in the south peninsula states to drop 4 buoys on sites A B C D but only A is visible. Looking at your cfg files I notice B C D are just random waypoints minimum 100 m away. Does that mean I can dump them anywhere so long as it's 100m away but within 10 km?

    - I attach the buoys on the deck of my ship and eject them with decouplers like depth charges into the water, then I travel 150m and drop another. Contract noticed all 4 buoys deployed but not in their respective areas. Am I doing this right ?

    3) Sea Deployment

    I clicked on SET PORT then SET SEA LAUNCH in the VAB. Then I click on red LAUNCH button on the top right (stock button) and it still launches me on the runway although it says launching in KSC shore. Am I doing something wrong ?

    Let me know please because I stream and it's bloody embarrassing :( I'm willing to make whatever modifications necessary and publish it for you if you don't have time.

    Amazing work though, I see how tedious this .... is, when it's complete one day this is going to be one hell of an addition already it's so fun.

    Hello there,

    Okay 1) The plugin directory issues will be fixed for the next update along with some general tweaks for 1.0.5 compatibility. (I'm a Uni student, give me time! :D).

    - I will be writing a short guide on how to use the feature since I realise it is currently a tad un-intuitive. Basically the auto pilot is only configured at the moment to work in the background, in the foreground (active) the ship with only be directed to a heading along the lines of the bearing of the destination -(not good!).

    To use the autopilot feature:

    Open the Navigation Menu, move to the Destination Tab, Input a longitude and a latitude and a max speed (use your vessels top speed - working on a fix for the next update), Select Save Information, now switch to the navigation tab and select Enable Auto Navigation. Now switch to the tracking station and timewarp to see the vessel move to its destination. - Working in 1.0.5

    *NOTE YOU MUST SAVE YOUR VESSEL IN THE SPH BEFORE LAUNCHING TO USE ANY FEATURE OF THIS MOD* - Its a technical annoying thing :(

    Instead of putting in coordinates you can actually select a destination from the Library Tab, however you must then also add the speed into the Destination tab and save this to ensure the vessel actually moves across the surface. - This is actually broken since 1.0.3/4/5 so I shall fix this, as with the Sea Launch System.

    2) Buoy missions need checking in general, a waypoint should appear after you have visited the first waypoint, so this is an issue, I will also add indications for entering the target area. As for the depth charge launcher Idea... I love it! But I will make sure this one gets fixed ASAP.

    3) The sea launch system has broken somehow since 1.0.3 (my testing save was an older version of KSP - silly whitecat!), this will be fixed, I apologise for this one, theres me thinking everything is fine... because Im still using v1.0.0)!

    Sorry for the trouble! I will update as soon as I get a day or two off! This will be finished and working for KSP 1.1 I promise everyone!

    -- So to summarise, I shall fix the issues asap, from what I can see the issues are:

    - Vessels are unable to be copied (.craft files) and thus cannot be spawned in place by the sea launch system throwing an exception. (Possibly a directory issue) - Easy

    - Menus are difficult to understand - Easy

    - Logos are still ugly - Easy

    - Directory issues messing everything up - Easy

    - Sea Launch System stuck with only KSC shore, an issue caused by spawn rotations - Difficult

    - Sea Bouy Contract issues - Easy

    - Annoying vessel must be saved issue that I have just realised - Ehh tricky..

    I am currently in the process of setting up a new laptop and testing setup for KSP and moving my old work across so bear with me, I hope I can get this all sorted out and add some new content asap! As of right now, this mod is compatible with 1.0.5 at your own risk. If you do want to use the mod, add a new folder called WhitecatIndustries in your game data and move the 'BoatNavigation' folder into it. - Sorry about this one!

  8. didnt help, going to have to decline which is a pain in my hardcore game.

    and why does it have silly crew capacity requirements, if it can use "unmanned vessel" condition?

    Sorry about this everyone, since I have not made the missions myself I have not had time to test them, I will put out a quick update now.

    - - - Updated - - -

    Okay I have released 1.6.1 which fixes the issues raised above, if you are having issues please decline the contract or cancel it (even use the Alt-F12 menu if you want) to remove any active instances of the contract and then try again. Sorry everyone!

    Enjoy!

    So University WiFi is bad for uploading mods apparently, bear with the KerbalStuff download not yet updating to 1.6.1

  9. Hi whitecat,

    Thanks for asking! I would like an implementation of (some, maybe two or three?) lunar lander missions (Maybe a chinese one ?)and some more rover missions. Also have you seen " RoverContractsByWhyren" This module give rovers on planets actual stuff to do like: Drive here and do science X there etc. Very cool if you could implement that too into the curiosity rover for more deepness of the rover missions.

    Also it would be cool if you would be willing to include only planned missions today for more play-fun with contracts:

    Moon Base: http://www.space.com/29285-moon-base-european-space-agency.html

    Mars One(with many supply and build missions): http://www.mars-one.com/

    Also may i say that this pack is the reason why my 9 year old daughter got into the whole science is cool and space is even cooler thing! Its really cool to show her some kerbal(y) missions just to go later to nasa.gov and read with her the real mission we just played in KSP. Very very awesome! She is very hyped about getting "smart and know so much to do that one day" after playing so it really shows potential for SCIENCE with girls i believe also she finds jeb very clumsy :-)

    Thanks!

    Keep up the good work!

    Edit: Link: http://forum.kerbalspaceprogram.com/threads/129048-1-0-4-Contract-Pack-Rover-Contracts-by-Whyren!-v2-%28July-18-2015%29

    Hello there! That's great! I didn't think my pack (that I made mostly procrastinating from A-level exams!) would have such an effect! I will certainly look into it, I had always wanted to include planetary bases but was too busy making contracts that happened; luckily now gerishnakov has made some massive additions to the pack, I can work on some more 'what if' missions! I'm glad you and your daughter are enjoying the pack! I will continue to make missions when I have the time!

    Hi firstly let me just say this is a great pack loving working through the 60's space program.

    I have found a small bug in the later Gemini missions though. In the Gemini-VIII mission the target vessel loaded OK but it didnt show for Gemini-IX. A quick bit of investigating showed that all the later mission Gemini-IX through Gemini-XI had an extra set of brackets in the ORBIT section of the config:

    ORBIT

    {

    {

    SMA = 705197.178599656

    ECC = 6.00734955401844729

    INC = 1.00172901748170448

    LPE = 178.344718230958

    LAN = 326.686242498989

    MNA = 5.0835400450637

    EPH = UniversalTime()

    REF = 1

    }

    }

    Removing the duplicate set and reloading solved this for me.

    The pack was downloaded via CKAN and is version 1.5.0.

    Hope that helps

    Thanks for that! I have fixed the issues in the Gemini missions now!

    Thanks for the comments everyone! I am releasing V1.6.0 tomorrow (as soon as the RSS version is suitably edited), this includes 'only' gerishnakov's changes (A massive list of additions and enhancements to the pack), the next update will be 1.7.0 which will include some more what if missions, including some cancelled STS missions and some Moonbase missions! Enjoy! I will post again within afew days upon the release of 1.6.0!

    Whitecat106

  10. Hello everyone,

    I hope you all are enjoying the pack, I cannot promise anything but an update to 1.6.0 should be out soon, (this week hopefully!) so if anyone has noticed any bugs please do let me know as soon as possible and I can get these fixed for the next release! I am also looking for more suggestions on missions if anyone has any thing they would like to see added?

    Regards, Whitecat106 :)

  11. IS. Don't give up on it yet! :)

    Thanks dude!

    So an update on development,

    As I said before, lag is currently unavoidable, the act of overriding background vessels orbits is a very taxing opperation on the game engine (since it was never designed this way!); furthermore 1.1 will likely cause issues with this mod so alot may be needed to fix things.

    I have not given up, quite the opposite! I have come up with three methods of lag busting decay (the third being the most recent inspiration!)

    1. Batch adjust all vessel orbits at a rate determined by the current number of vessels (the current method -not popular!)

    2. Adjust vessel orbits only on a scene load, autosave and exit. (Smoother but no nice decays visible in timewarp, this would also cause issues with the Resource Handling code)

    or 3. Retain method 1 for the map and tracking station views (smooth decays visible) and retain method 2 for everything else except the active vessel (which would decay normally). This would require some coding to remember temporary positions but it may be much less straining on the system (since heavy lag doesnt effect the TrackingStation that much, although some issues with the map view may occour (maybe only use method 1 for vessels inside the SOI of the map view target reference body? - still wouldnt be that great for Kerbin views since you're more likely to have a set of satellites in Kerbin SOI than anywhere else! - but... if they are station keeping then they would be skipped by the decay code anyway... hmmm

    But yes! Work is going to recontinue upon release of 1.1, although if there is no update by the beggining of December I will update this to a 1.0.4 to implement method 3, I will also fix the irritating UI, GUI Icon and unneccessary menu lag issues that have popped up! Bad Leo has also mentioned some good points which I shall include if method 3 fails.

    So basically, my priorities lie with my Contract Packs and plugins right now rather than Orbital Decay simply because I do not want to invest time into a system that may break within two KSP updates (1.0.5 and 1.1)!

    Whitecat :)

  12. Hello everyone, thank you for your replies but I still have had no luck, if I try to rotate the ship after teleportation the vessel is already positioned and loaded in the scene (as an active vessel) and will not rotate with SetRotation, attempts to rotate the vessel using the above methods before teleportation either have no effect or rotate certain parts individually causing the vessel to be destroyed. I see it that since the teleport itself occours with only one function there is no way to adjust a rotation while the vessel is 'in transit'.

    Boris-Barboris, could you explain further how I could impliment your suggestion? Would this surely not be what KSP already does 'behind the scenes' when rotating a vessel?

  13. Hello everyone,

    Things have started to settle down now... a tad... So that means I can release a new 1.4.0 update soon! This will include:

    - New and enhanced contracts:

    * Submarine missions with Fengists upcoming new parts

    * Sea based speed and size record contracts

    * Updates to all exisitng contracts with new parameters and ships

    * Inclusion of more carrier based missions (Nautilus 4 - 10) with accompianing storyline

    - Multiple sea launch sites (As soon as the pesky issue here is resolved)

    - Fixes for VesselData.cfg lag issues

    - Optimisation (Switch to Dictionary loading and storage rather than ConfigNode retrieval)

    - UI fixes and beautification!

    Not all of these may be included in the next release, and my alchohol consumption may even limit the scope of coherant contracts but I shall release a new version soon! However much will depend upon the release of Fengists new parts!

    P.s I apologise again but I cannot reply to PM's currently due to the KSP forum message system not loading on my phone correctly! :)

    Whitecat106

  14. Hello everyone,

    Sorry I've been away! First week of university so my rapidly changing sobriety would effect any updates or replies.. Sadly I have no laptop at the moment so work is suspended for a few weeks until I can get back on track, any issues with the vesselData can be fixed by just typing any letter into the vesseldata.cfg file (this can be done whilst playing) and saving the file. (It's an irritating ksp config node thing)

    As for the sea launch, at the moment you have to press both buttons in the sph ui otherwise nothing will happen, (select port and launch at sea) this is for the inclusion of more ports once I can fix some bizzare rotation issues. Everything should work, if however this still isn't fixed I would just download another version and overwrite all the files - an entry for the port may have been erased!

    Hopefully I can get some more stuff out soon and some compatibility with the upcoming new parts from Fengist!

    Whitecat106

  15. I have a list of parts i want to have as the parts on the current active vessel. i have thought on a number of ways to do so:

    1. changing the parts list on the vessel- dosnt really works the old parts stay in place and the new part is remaining physicsless.

    2. going into the persistence file and changing it there- i couldnt find the file in code.

    3. creating a new vessel and having it as the active vessel- i tried that too but it's again physicsless for some reason.

    any ideas or suggestions?

    Following on from the 3rd idea you could look at my source code included in the BoatNavigation download, the BackgroundScene.cs, ChangePositions subroutine contains a method of spawning a .craft file and replacing the original, you would have to adapt this for an Active Vessel, maybe by placing the vessel on rails before hand and off rails after? It depends how smooth you want to change the parts (my method may be slow and visually unpleasing for an active vessel :S)!

  16. Uh, yeah, that's what I meant...certainly didn't expect that outcome though. :]

    Sorry, that's the limit of my theoretical knowledge here, maybe someone else knows better?

    Haha! Thanks for your help anyway! It looks like some parts of the vessel rotated correctly and some did not... The Flaps (used as pretty guard rails) on the left side of the ship seem to have been rotated to the same point but the same flaps on the other side seem not rotated and staggered even though they were originally placed with symmetry... everything is just a bit off... This disturbs me... I don't even know how to debug this!

    Its bizarre that this turned out like that... I was expecting either upside-down or no change... not inverted and Picasso-esque... :confused: Actually looking closer it looks as though the root part (the hull next to the paddlewheels) has been rotated to around 90 degrees from the x, and ..most.. of the rest of the ship has not... Weird!

    Well I'm open to any other suggestions! Preferably a Van-Gogh effect this time.. :sticktongue:

    EDIT 21:43

    Wait! I have an idea, Kerbin Side creates new launchsites and vessels are spawned at these with 'normal' normal vectors, maybe the ship is rotated upon transfer from the VAB to the other site? - I am going to look into this now and I will post my results here! :)

    EDIT 21:55

    Nope no clues here, the closest thing was using the PQS of a static object being re-orientated - Sadly; incredibly unhelpful. I have tested out the Picasso Code again and with the camera rotated to face the front, the vessel looks more like a cross section with each part at a different altitude but will relatively consistent rotations.... I'm stumped.

    EDIT 14:52

    Okay so I also tried this method but with rotating every part of the vessel rather than the vessel its self.. - The same explosive results, it looks like x.transform.rotation or x.transform.rotate just causes issues with part attachment rules? This is frustrating...

  17. Oh I see, thanks! So something like this?

    Vector3 oldVect = vessel.mainBody.GetSurfaceNVector(vessel.latitude, vessel.longitude);

    Vector3 newVect = vessel.mainBody.GetSurfaceNVector(Latitude, Longitude);

    Quaternion correctionRotation = Quaternion.FromToRotation(vessel.transform.rotation.eulerAngles, newVect);

    vessel.transform.rotation = vessel.transform.rotation * correctionRotation;

    EDIT 17:41

    Okay actually this causes the vessel to separate into parts and break apart when it is teleported....

    <a  href=%7Boption%7Dhttp://i.imgur.com/5nYWRhh.png' alt='5nYWRhh.png'>

    Its a neat effect... but to quote Galaxy Quest... "Its inside out... and then it exploded"...

  18. Thanks for the replies, I have the following code at the moment:

    Vector3 oldVect = vessel.mainBody.GetSurfaceNVector(vessel.latitude, vessel.longitude);

    Vector3 newVect = vessel.mainBody.GetSurfaceNVector(newLatitude, newLongitude);

    Quaternion correctionRotation = Quaternion.FromToRotation(oldVect, newVect);

    vessel.SetRotation(correctionRotation);

    I might be being really dumb, but the SetRotation is only giving the vessel a fixed rotation (regardless of the position on the surface) of around 60 degrees from the horizontal plane... :huh: Oh by the way the vessel is set OnRails() just in case that messes with any rotation setting stuff...

  19. Hello everyone!

    Whitecat again and I am having some small issues with my new 'sea launch' system part of the BoatNavigation plugin here.

    The system its self works fine, teleporting a vessel to a water based location upon launch (with a momentary pause at the KSC Runway) based on a UI from the SPH, derived from Hyperedit code, the only issue is that a teleported vessel retains its original rotation relative to Kerbins surface..

    For instance, a vessel launched from the Runway with an upward (vertical) facing command pod would spawn upside-down/ at a different angle when teleported to a latitude and longitude say on the other side of Kerbin.

    My question is, how would one go about determining a necessary rotation transformation to correct this and how would I go about doing so? or even better, how could one set the rotation to the original (Runway/SPH) orientation whilst still being at a different point on the body?

    I am sure the answer lies within Quaternions but this is a very new area for me so I have no idea what I am doing!

    Thanks in advance for any help! :)

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