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ToneStack

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Posts posted by ToneStack

  1. 15 hours ago, bewing said:

    If your tutorials and scenarios are missing, that means that your download of the game update partially failed.

    I assume you got your game from steam? If you did, then you need to "validate your files". Any file that is missing (each tutorial and scenario is an individual file) will be automatically redownloaded.

     

    I downloaded it from the ksp store. Even 1.6.1 still doesn't show the tutorials

  2. On 8/25/2018 at 9:15 AM, zer0Kerbal said:

     

    but what day and time is it on the Mun? ;p

     

    If you use the 12 days of Christmas song; eternal Christmas on the moon.  Is Day 8 Year 51 according to Moon time so 08/51 a little before 6pm at the point of the moon where earth is nearly overhead.

     

    Using the same convention as Lunar standard time; time is unknown on the Mun until the first kerbal lands on it; that moment time starts :)

  3. I had tried to set up a mission to where you build a vessel that is in a 74x75 km orbit around kerbin and from that to encounter the Mun. I had set up to where there would be a certain amount of points deducted if the Landing took place with getting into an orbit around the Mun prior to landing and no deduction if landing straight from kerbin . When I set up the nodes and achieved the drop in landing however the mission node would not progress even though I had set a branch off point saying that a Lunar landing could skip the orbit parameters of periapsis needing to be be 10m-Mun Soim. But is insisting that I have to be in the closed orbit before progressing to the next mission node.  screenshot0.png

  4. Typically I would add the node for orbit insertion when launching a probe core or probe core + non-pilot/rescue kerbal so the burn could get done even if connection is lost midway through the burn. If using a probe core typically this would mean the engine would stop once connection is lost and therefore crash and burn otherwise

  5. I remember orbiter had dashed lines around where the sphere of influence of individual planets/moons changed; having these listed as well as allowing them to change within the confines of their orbit around the parent body could have cool effects.

     

    1. It can make getting encounters with eccentric moons/planets far more likely to happen; these bodies spend a majority of time on the far side of their orbits.

    2. Getting orbits within the closest sphere of influence would remain stable using the same patched conics we have now

    3. Orbits between the closest and farthest sphere of influence would change to the Major soi at an easily predicted time

    4. Sphere of Influence would remain bound between lowest and highest values Indefinatly

  6. 33 minutes ago, Gameslinx said:

    Edit: ignore that quote ^^

    Remove the @ in front of referenceBody.

    Hmm, doing that moved Ike back around the orbit of Duna; also just realized I think I might have the wrong version, have the .dll file saying it was made on May 30, will try updating it keeping Ike.cfg with referenceBody instead of @referenceBody, will see what happens.

     

    Updating the mod to 1.3.0-4 the .dlls now have June 15 on them seems to have made Ike Become a sphere 10KM long and gravity change as desired on Map view, however Ike is orbiting Duna instead of Mun still and after

    hyper editing a vessel to orbit around the modified Ike the textures in vessel view seem to clip in and out

     

     

  7. 14 minutes ago, The White Guardian said:
    
    @Template
    {
    	removeAllPQSMods = true
    }

    With no PQS there's nothing that warps the terrain, so you'll end with a flat sphere.

     

    I did Ike.cfg like below trying to use most recent documentation  and got almost everything I wanted (Ike Now Orbits Mun with about 30KM SOI) even adding the line suggested just tested; 

    still does not look like sphere wondering If I'm missing something

     

    @Kopernicus:AFTER[Kopernicus]
    {
        @Body[Ike] 
        {
            //Lets edit the Properties node with an @ sign!
            @Properties
            {
                        
        //so we need to change the description
                description = This description wasn't very well thought out!
                
                //let's raise the gravity a little since we're here
                geeASL = 0.007
            radius = 10000
            }
        @Template
        {

            removeAllPQSMods = true
        }
        @Orbit
        {
            @referenceBody = Mun
            semiMajorAxis = 1624200
            eccentricity  = 0.02
        }
        }
    }

  8. On 6/13/2016 at 10:02 AM, The White Guardian said:

    @Fireheart318 Seeing as Thomas is getting tired of this, I'll try to explain what you're doing.

     

    First off, you're using a Kittopia export and those things don't work. Next, in the first line, you have '[!Kopernicus]' which means that your config automatically disables itself if Kopernicus is installed, ergo, it won't work whatever you do.

    Also, I don't think that you have any idea of what you're actually trying to do here. You're actually trying to create a NEW Mun rather than editing the stock one, and since there can be only one body named 'Mun', stuff will inevitably crash. Try this config instead:

    
    @Kopernicus:AFTER[Kopernicus]
    {
    	@Body[Mun]
    	{
    		@Template
    		{
    			removePQSMods = PQSMod_VertexHeightMap
    		}
    		@PQS
    		{
    			Mods
    			{
    				VertexHeightMap
    				{
    					map = [FILEPATH]
    					offset = 0
    					deformity = 7500
    					scaleDeformityByRadius = False
    					order = 10
    					enabled = True
    				}
    			}
    		}
    	}
    }

    Now, what am I doing in this config? With the first line, '@Kopernicus:AFTER[Kopernicus]' I adress ModuleManager and tell it to load this config after the Kopernicus plugin itself, which means that when this config is loaded Kopernicus is awake and can tell KSP what to do with the config.

    Next, I write '@body[Mun]'. With this line I'm actually saying 'Edit body named 'Mun''. Easy, right?

    With '@Template' I can edit Mun's PQSMods as if I'm creating a new planet with the Mun template. Next I tell Kopernicus to remove the PQSMod VertexHeightMap.

    I then adress the PQS applied to Mun ('@PQS'), then adress the Mods (there are PQSMaterials, PQSMods, etc), and then I add a new mod: I re-add VertexHeightMap. The VertexHeightMap I added is identical to the one applied to Mun by default save for the fact that I can tell it to load a different heightmap.

    But adding a heightmap is very, very easy, I actually don't see what problem you could possibly be having with it. All it takes is writing

    
    PQS
    {
    	Mods
    	{
    		VertexHeightMap
    		{
    			[MOD STUFF HERE]
    		}
    	}
    }

    in your planet's config. A quick note though: unless your heightmap is extremely large your planet WILL end up blocky if you use a heightmap only, so therefore also use the mods VertexHeightNoise and VertexSimplexHeightAbsolute, as well as color mods because otherwise your planet will be completely black.

    And lastly I totally agree with @Thomas P.: You really should do some research first because you seem to be diving in head first with no idea of what you're doing at all. I'm not saying that that's wrong, I'm saying that it'll likely lead to a lot of frustration. @KillAshley has written various example configs you can use as study, and aside from that I've written a few guides that should help you get started and explain the basics of config writing, what does the planet need and what does what mean.

    Don't let all these confusing looking codes discourage you, it's actually really easy since Kopernicus and PQSMods are like a game with predetermined rules, once you know the rules, you'll find yourself making configs by the truckload with no effort at all. If you need any more help, feel free to ask here or shoot me a PM.

    Is there a way similar to this that you could do to get a totally flat sphere instead without needing a height map? Am trying to get a template where I can have several small mass and small radius body's (like around 1-10KM in radius)  but editing the preexisting templates radius is leading to undesired spikes making it impossible to actually land on the body 

  9. On 4/3/2017 at 8:56 AM, seanth said:

    Dearest Koogie,

    With 0.3 out, I thought you might be interested in a sort of time line where things are going. @daniel l., @bunjatec, and I exchanged messages a bit about what a timeline of what is coming might look like:

    • 0.3.0.5: Planet and "astroid" generation streamlining. We're well into this, now. @bunjatec moved all the existing planet generation code out of the main file and put them into subroutines in imported files. Moving things into external files will (hopefully) make the code easier to grok, maintain, and will definitely cut down on redundant, repeated, redundant code. What needs to be done now is use a template system like what we did with stars instead of relying on lots of print statements. This is my job, so I'm the bottleneck at this point, but this should probably be done this week.
    • 0.3.1: Planetary discs. Each star has a plane, and the planets orbiting it will be in that plane (with some variation). There can be a few planets with oddball orbits (rogue planets that were captured), but they will be rare. This will cut down on the crazytime looking systems. Placing the planets in their semimajor axes will still be using the existing methods, but we have plans for improvement further along.
    • 0.3.2: Unique Planets from other planet packs. This will be the first release with unique planets being placed. Some of the code is already in place, but needs work. The idea is that the user can just add a single line to an existing csv file, and the planet they list will appear in the generated galaxy only once. If they want it to appear more frequently like the stock planets, they can add it to the csv file in the Data_Folder. Hopefully we'll have a video tutorial up for people explaining how to use other planet packs with TBG at this point.
    • 0.3.3: Better placement of planets. This is a big step. We used real-world scaling relationships for main sequence stars and implemented them into TBG so that you start with just a mass and get all the star's attributes (radius, colour, temp, etc) from there. We'll be doing something similar with planets, but in this case we'll be placing planets in orbits that reflect their characteristics (habitable worlds in the habitable zone of their parent star for example). This will be complicated, but pretty exciting and cool when done.
    • 0.3.4: Better placement of moons. Take the work done on planet placement and apply it to moons. Make sure there is some smarter calculation of relative mass of moon:parent so the moon isn't so big that you have a binary planet system.
    • 0.3.5: True procedural planets. @daniel l. has previewed some of his procedural planet work and we definitely need to roll it in. There are some minor concerns about KSP crashing when there are a _lot_ of procedural worlds being made, but maybe it's enough to just warn the user.

    That's all. Just wanted to give you an idea of what's going on.

    Like the 0.3.4 Idea but It would be cool also to have the option to allow binary planet systems 

  10. This is a very interesting idea for a mod; I see the original concept is a few years old but awesome... Wonder If it'd also be easily doable to be able to specify what body the current ship is on in addition to allowing the other possible destinations (not nesscarly using a standard DV map). For example 2 extensions could be possible. 

     

    1. Craft landed on Duna wanting to make a trip to Eve.

    2. Craft in orbit/landed around Gilly wanting to goto Ike.

  11. Am gonna keep en eye on this mod as it looks great;

    Testing on Mac and It looks like the world first contract orbit kerbol 3 keeps coming up, have 4 completed so far, however this is blocking the future world firsts such as orbiting one of the moons of kerbol 3 from showing up at all.  Is super easy to get off of kerbol 3 and orbit it with just 2 tech nodes open Excited to see how easy planets/stars will be

  12. Wonder if having a double body wormhole would work better I saw this way back in the old kerbal galaxy that had the wormhole...

    Had this idea from awhile back where the 1st wormhole orbited close to Jool, 2nd wormhole could be located around Gargantua or one of it's smaller planets. Entering the worm hole around Jool could put you in orbit of the wormhole around Gargantua in a position to burn retrograde and enter the wormhole this time putting you in orbit around the wormhole in Jool making an easy 2-way wormhole.

    Testing this mod out on Mac (from August 1st post) I noticed that when I put a vessel on the launchpad and goto it in tracking station says it's on the launchpad but when I goto to vessel itself it is showing as on the surface of the star polaris (which is black).

  13. It might be useful to know your velocity relative to a "moon" and/or Sun well your craft is currently in the sphere of Influence of a different body... 

    I'm not sure if it is as easy as including on the nav ball the target mode if you set a certain body (Including possibly the main body the Sun) as the target on your

    active vessal. Also might be cool if for body's the nav ball would also show the orbital directions {prograde, radial, normal, etc} relative for the targeted body when set to target mode, would help greatly to synchronize orbital velocity for the moons with a very small sphere of influence. 

  14. On January 1, 2016 at 8:39 AM, nightingale said:

    This could be done by a mod, but it has nothing to do with Contract Configurator.

     

    I'm wondering though... I thought I had heard it is possible to set up a contract to run similar to the "world first" style of contracts that ksp offers (meaning it has to automatically be accepted)... 

    I suppose that I can just live with the behavior of destroying the entire vessel if it does not return back into the atmosphere within 2 minutes as I see that the destroy vessel is listed as a behavior in the api. 

    I could have the 3 requirements; 1. part "Inline cockpit"unlocked, 2. part "Mk1 command module" unlocked {inverted}, 3. Vessal has part "Inline cockpit"

    I do not remember how to setup a contract to have the property of auto & mandatory acceptance though.

     

  15. I Noticed that in the Seti Probe first tech tree, there is a point where the Inline cockpit is unlocked and usable, but the command pod is not.

    Would there possibly be a way in CC to set it up so that If they were to use the Inline cockpit as part of a rocket/spaceplane, and the command pod has not yet been unlocked, When the inline cockpit leaves the atmosphere, If it does not return to the atmosphere within 2 minutes, the kerbal onboard the Inline cockpit dies?

    But If the command pod has already been unlocked, then there are no restrictions.

  16. I am enjoying looking at the mods kerbal galaxy, contract configurator, better than starting manned, custom barn kit, and seti... Along with playing ksp 1.0.4 I am enjoying looking into how these mods are coded programing wise... reintroducing myself to how programing code is organized and toying slightly with how the config files look... I had to take a couple breaks to go on a camping trip, but I think i'm recovered from that and ready to re-engage is ksp gameplay/study :)...

    I was also proud to complete a challenge awhile back using stock ksp (well, added kerbal engineer just for the dv readings) where I got to the Jool/Laythe system and orbited a couple other moons as well, before landing on Laythe using only 5 total craft launches, though I don't know what happened to the original poster of that challenge.

    Challenge name: Five Flight

    My result is left unverified to this day, but i'm proud anyway

    Tone

  17. I am trying to figure out more about contract configurator as well as programing code for your mod seti contracts...

    I have read through all the config files for the mod and have a couple questions...

    I see that the contract progression for your mod runs of off certain expression variables like

    "setiOrbitRecovery", "setiOrbit", "setiKerbinLanding", etc...

    I want to try to have some of the contracts modified so that they require something like 3 completions before the next contract is unlocked...

    I do not see where the variable like "setiOrbitRecovery", "setiOrbit" are intitally defined, not sure if they are integers, strings, boolean, or what the inital values for these variables/expressions are.

    Could I get an example of how/ where those variables are set up so I could use them or even make some of my own?

    Thanks in advance for any help you can give me...

    Tone

  18. Put in the red text in that group.

    Three orbits meaning orbit around the planet 3 times?

    You could easily extend the duration.

    If you instead mean you need to complete that contract 3 times then it can be done, but is more complicated.

    Likewise your 3rd request is possible using behaviors so check that section out on the docs.

    -----------------

    Thank you Nori, I will try the new vessel parameter addition out later today... My original Idea was I wanted this contract to be completed 3 separate times, I tried having Minimum completions =3 But that didn't work out.

    It is probably possible to work around this by just adding 2 more vessels that need to be in orbit for the 40 minutes, but if it is possible to have the same contract offered/completed 3 times before unlocking the next contract in the list, I'd want to see how this could be done.

    I am using a contract originally made by Seti so I don't completely understand behaviors and expressions. I don't know where and how the behaviors that seti used were defined, I just know they existed and are used to be sure that contracts unlock in a certain order.

    I'd love to see custom made examples of some expressions and behaviors, I know you mentioned I could have 3 different kerbals attain orbit in the same contract using behaviors

    -------------

    I have tried to download a copy of the docs to my computer so I could read them, but "github" is not letting me clone the .zip to the desktop, I knew some other mods had an easy download source code option that made it very easy to get to the documentation, is there a non github way to get the documentation for contract configurator

    -------------

    Thanks nightingale for linking in that comsat network contract, it helped me see how to have multiple vessel parameter groups in the same contract, though I don't quite understand what you mean by "vessel defines" in your post.

  19. I'm wondering if it is possible to modify the contract given below so that the following needs to happen;

    1. needs 3 orbits in order to unlock the next contract in the list

    2. needs 3 different vessels created/launched after the contract is accepted

    3. needs 3 different kerbal names to orbit kerbin

    Right now I could accept the contract and already have a kerbal orbiting kerbin and the timer is already counting down

    //---Manned Orbit---\\

    CONTRACT_TYPE

    {

    name = MannedOrbit

    title = Manned Orbit and safe return!

    description = While reaching orbit with a probe was quite an accomplishment, sending a kerbal up there will be great inspiration for kerbalkind and thus an important milestone for our space program.

    synopsis = We want you to launch a kerbal into an orbit around Kerbin and then return him safely.

    completedMessage = You have successfully completed the first manned orbital mission around Kerbin.

    agent = Space Exploration & Technology Initiative

    minExpiry = 852.0

    maxExpiry = 852.0

    cancellable = true

    declinable = true

    prestige = Significant

    targetBody = Kerbin

    maxCompletions = 1

    maxSimultaneous = 1

    rewardScience = 18.0

    rewardReputation = 80.0

    rewardFunds = 72000.0

    failureFunds = 24000.0

    advanceFunds = 24000.0

    PARAMETER

    {

    name = OrbitKerbin

    type = VesselParameterGroup

    duration= 40m

    PARAMETER

    {

    name = HasCrew

    type = HasCrew

    minCrew = 1

    }

    PARAMETER

    {

    name = ReachState

    type = ReachState

    situation = ORBITING

    disableOnStateChange = false

    }

    PARAMETER

    {

    name = ReturnHome

    type = ReturnHome

    }

    }

    BEHAVIOUR

    {

    name = Progression

    type = Expression

    CONTRACT_COMPLETED_SUCCESS

    {

    setiMannedOrbit = 10

    }

    }

    REQUIREMENT

    {

    name = All

    type = All

    REQUIREMENT

    {

    name = Progression

    type = Expression

    expression = setiMannedAltitude18km == 10

    }

    REQUIREMENT

    {

    name = Progression

    type = Expression

    expression = setiOrbitRecovery == 10

    }

    }

    }

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