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Snoopy20111

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Posts posted by Snoopy20111

  1. I'm here to back that up: I'm hereby passing this project off to @zer0Kerbal. It's been a lot of fun folks, and since I'm in the sound design field these days maybe you'll *hear* more from me, but Zer0 has the reins. As of this post, Solar Science is on v1.1.1, which is compatible with Kerbal Space Program v1.9.1. I expect Zer0 to post a new thread after this one for his updates.

    @HebaruSan Just letting you know to update the CKAN listings: Zer0Kerbal is now the primary author of the Solar Science mod. I've made the updates on Curseforge and SpaceDock, but let me know if there's anything else I need to do to make that transition.

  2. 7 hours ago, Stone Blue said:

    Nice to see this old(er) mod get an update.

    And I would think a post about an update, by the original OP, could hardly be considered just a lowly "bump" :D

    Also glad to see you didnt start a new thread. :thumbs_up:

    Thanks, I'm glad to keep the ball rolling. A new thread seemed like it would be a mess anyway.

  3. Relatively big update pushed out! Added a popup that pulls up one of the latest images from either SOHO or STEREO, for the KMI or STEREO respectively. Should you be offline or the link to the image is down, there's a backup image already available. Also added some sound effects that I edited myself from my own field recordings (including a scanner, a washing machine, and a bunch of mostly broken cameras).

    This response is a bump, but darn it I'm happy to get this out the door and didn't want to follow the suggestion to start a new thread.

  4. 12 minutes ago, HebaruSan said:

    Oh! I misunderstood what the goal was; I conflated your close button with the image you wanted to display (probably because my own close button was image-based). Try putting that UIStyle on some more neutral component, like a DialogGUIBox or DialogGUISpace, or possibly DialogGUISprite.

    https://kerbalspaceprogram.com/api/class_dialog_g_u_i_base.html

    Truth be told, I was also looking for a better solution for the button, but the main issue was indeed the image display. I already tried DialogGUIBox and DialogGUISpace, but neither of those displayed anything. DialogGUISprite though, I completely overlooked in the first place. Without UI Styles, it displays my image! Working with the scaling to make it display with the same dimensions and all, but this is a great step forward. Thank you! I'll post again once I get it properly together or if there are any further problems.

  5. So, I've been working with this, and I haven't found a great solution. Basically, the only thing I've gotten to properly work is to make it show up as the UIStyle for a Button (thank you HebaruSan!!).

    9Wc5VjP.png

    This displays mostly as I would like it to, but it's pretty weird behind the scenes, and I would still like to just use the DialogGUIImage stuff instead. The main issue is when I mouse over the button, it does this:

    FOFr5w8.png

    The draw function for making this happen is as follows. If anybody has any ideas or any further information on where to go from here, I would really appreciate it.

    internal void DrawPopupStuff()
            {
                if (imageLoaded == false)
                {
                    LoadNewImage_KMI();
                    imageLoaded = true;
                }
    
                UIStyleState currentImageOfSun = new UIStyleState()
                {
                    background = spriteOfSun,
                    textColor = Color.black
                };
    
                UIStyle sunDisplayStyle = new UIStyle()
                {
                    normal = currentImageOfSun,
                    highlight = currentImageOfSun,
                    active = currentImageOfSun,
                    disabled = currentImageOfSun,
                };
    
                if (isShowingWindow == true)
                {
                    if (myPopupDialog == null && imageOfSun != null)
                    {
                        myPopupDialog = PopupDialog.SpawnPopupDialog(new Vector2(0.3f, 0.3f),
                            new Vector2(0.3f, 0.3f),
                            new MultiOptionDialog(
                                "Solar Image Window",
                                "Global Message",
                                "Solar Image Window Title",
                                HighLogic.UISkin,
                                new Rect(0.25f, 0.25f, imageOfSun.width/2, imageOfSun.height/2),
                                new DialogGUIBase[]
                                {
                                    //new DialogGUIImage( new Vector2(0, 0),
                                        //new Vector2(560, 512),new Color(1, 1, 1, 1),imageOfSun),
    
                                    new DialogGUIButton(spriteOfSun, delegate{ isShowingWindow = false; },
                                        imageOfSun.width/2, imageOfSun.height/2, true),
    
                                    /*new DialogGUIBox("message", sunDisplayStyle, imageOfSun.width, imageOfSun.height,
                                    delegate{return false;},
                                    new DialogGUIBase[]
                                    {
                                        new DialogGUIButton("test",
                                        delegate {},
                                        true)
                                    }),*/
    
                                    //new DialogGUIFlexibleSpace(),
    
                                    /*new DialogGUIButton("close",
                                        delegate
                                        {
                                            isShowingWindow = false;
                                        },
                                        true)*/
                                }
                            ),
                            false,
                            HighLogic.UISkin);
                    }
                    myPopupDialog.SetDraggable(true);
                }
                else
                {
                    myPopupDialog.Dismiss();
                }
            }

     

  6. 3 hours ago, DMagic said:

    How are you generating the texture? And do you know if it is working correctly.

    If you want to quickly verify that the texture works you can draw it with OnGUI. 

    GUI.DrawTexture, or something like that on the OnGUI method. (On phone, so I can't give a real example).

     

    After using the mentioned methods to check my texture works, I can confirm it is loading into the game, being assigned properly to a Texture2D variable, and displayed with OnGUI. Image is in the upper left:

    OK0CqINg.png

    So I think this means there's something up with the DialogGUIImage methods (or at least I'm not using them right) but I don't know what.

  7. 3 hours ago, Thomas P. said:

    The two vectors are for scale (first one) and position (second one) of the image. I haven't experimented with the position value, you can simply leave that as (0,0). However, by setting the scale of the image to (0,0) you are shrinking it to a size of 0x0 pixels. Setting the scale to (-1, -1) would stretch the image to fill out all available space, setting positive values sets a fixed amount of pixels in width / height.

    The color parameter can be used to display the same texture in different shades. It is essentially a mask that is applied to every pixel of the texture, by multiplying the channels with each other. So, if a pixel has the color (1, 0.5, 1, 1) and you pass (0.25, 2, 0, 1) as the color parameter, the final color that is rendered would be (1 * 0.25, 0.5 * 2, 1 * 0, 1 * 1) = (0.25, 1, 0, 1).

    This is exactly the kind of information I was looking for, thank you! Unfortunately, I still can't get anything to come up. Not sure if the problem is DialogGUI, my image, or something else. At any rate, this will be helpful in the future.

    5 hours ago, HebaruSan said:

    Excellent lot of examples, thank you! I'm going to try your method of converting to a Sprite, hopefully it works.

  8. Howdy All,

    I'm working on extending an old project of mine right now, and the lack of documentation for DialogGUI classes is really messing me up, so I wanted to see if anybody can point me in the right direction.

    As it stands, I have an image of the sun that I want to show in a Popup window, with a button to close the window. Simple enough. This is the function I currently call when I want it to come up, which mostly works:

    internal void DrawPopupStuff()
            {
                if (imageLoaded == false)
                {
                    LoadNewImage_KMI();
                    imageLoaded = true;
                }
    
                if (isShowingWindow == true)
                {
                    if (myPopupDialog == null && imageOfSun != null)
                    {
                        myPopupDialog = PopupDialog.SpawnPopupDialog(new Vector2(0.3f, 0.3f),
                            new Vector2(0.3f, 0.3f),
                            new MultiOptionDialog(
                                "Solar Image Window",
                                "Global Message",
                                "Solar Image Window Title",
                                HighLogic.UISkin,
                                new Rect(0.25f, 0.25f, 800, 800),
                                new DialogGUIBase[]
                                {
                                    new DialogGUIFlexibleSpace(),
                                    new DialogGUIButton("close",
                                        delegate
                                        {
                                            isShowingWindow = false;
                                        },
                                        true),
                                    new DialogGUIImage( new Vector2(0.0f, 0.0f),
                                        new Vector2(0.0f, 0.0f),Color.red,imageOfSun)
                                }
                            ),
                            false,
                            HighLogic.UISkin);
                    }
                    myPopupDialog.SetDraggable(true);
                }
                else
                {
                    myPopupDialog.Dismiss();
                }
            }

    Now, most of this seems to work as intended, but unfortunately the DialogGUIImage part escapes me. No image appears. I don't know exactly what it wants from me with the Vectors, nor why it needs a Color.
    Screenshot:

    Spoiler

     

    LbqlAqI.png

     

    If anybody could also point me to any examples of PopupDialog in action besides those already visible in DMagic's OG thread, that would be very helpful.

  9. On 10/20/2016 at 4:55 AM, micha said:

    Oh that's a shame, but fully understandable. And if it's feature-complete there's nothing really to do except maintain it for new versions of KSP.

    If you don't mind I'll pop it up on Github for you (fully attributed to you of course), just so it doesn't get lost. Let me know if you'd be ok with it (yes, I know the license says I can do what I want, but I prefer to ask anyway).

    Yayy :)

    Update has just been pushed out, sorry for the delay! Lots of school projects and I picked up my first contract, so I've been strapped for time. Fortunately I got everything to work and even improved it a bit, I think.

  10. On 10/13/2016 at 9:01 AM, micha said:

     

    Nifty :) Hadn't seen this mod before, looking forward to trying it out.

    But.. wouldn't it make sense to put the sources up on GitHub (or similar) instead of in the archive? Firstly just in case you lose access to your files again, secondly to allow others to bugfix/contribute? (For example I noticed in the review video there were a handful of minor spelling/grammar mistakes).

    Honestly? I'm not a coder. Github in theory sounds great, but when it comes to hosting stuff there I get lost The grammar and spelling and all is just .cfg stuff, already editable anyway. Adding in the already meager source code is the difference of a few kilobytes. And to be quite honest, my interest in KSP comes and goes; I simply don't have the time nor willpower to sit down and sort all of it out nor further develop the mod anymore. This is much of why I include the code with the mod: it's much easier that way for potential inheritors to pick up and work with Solar Science if they literally already have everything for it.

     

    Also, update to 1.2 coming right up, just gotta deal with the slight engine update and we'll be all set!

  11. On 9/22/2016 at 10:51 PM, Stratickus said:

    I did not see it in the main post, nor have I seen anything through career mode, but does this mod add additional Solar Science contracts as well? Or is there a separate contract pack that adds them? Just curious.

    Cheers,

    It does not. Up until this point Solar Science has simply been an updated version of the original mod I made a year and a half ago, before contracts were introduced. That said, it's an interesting idea. One day I may revisit it.

     

    On 9/30/2016 at 1:23 PM, Calvin_Maclure said:

    Are we going to see this mod updated for 1.2 when the time comes?

    Cheers!

    Certainly! In fact, unless 1.2 does an entire shakedown of how parts and plugins are structured, it should work as is.

  12. 1 hour ago, Thomas P. said:

    You need to compile against .NET 3.5, because Unity only implements a subset of the .NET Framework, and 4.0 isn't supported by the engine.

     

    1 hour ago, Padishar said:

    Make sure that your project is building against .NET 3.5, not any later version...

    Doh!

    D'oh is right! :blush: I even read multiple things saying to make sure it used .NET 3.5 instead of 4.0, but never bothered to check...after building it properly it works fine.

    What confuses me though is that after working fine up until or past 1.0 without rebuilding, it suddenly didn't like the script (which, if I'm correct, was indeed originally built in .NET 3.5). Oh well.

  13. 1 hour ago, Diazo said:

    My suspicion is that the new/base is not behaving as you expect.

    If you add a Debug.Log(base.GetType()); line just before your base.DeployExperiment() line, what type does KSP think the 'base' class is? (It should print either SolarExperiment or ModuleScienceExperiment).

    D.

    I'm not 100% sure what it's telling me here, but I did as you said, rebuilt, and ran KSP. Loaded up my test craft and pressed the button to execute the experiment a few times (which did nothing), then closed the game. Found this at the very end of the logs. Am I correct in assuming this means KSP simply can't find the script?

    [LOG 11:23:51.171] Unpacking Solar Science Test
    [EXC 11:23:54.634] FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
    	BaseEvent.Invoke ()
    	UIPartActionButton.OnClick ()
    	UnityEngine.Events.InvokableCall.Invoke (System.Object[] args)
    	UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters)
    	UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters)
    	UnityEngine.Events.UnityEvent.Invoke ()
    	UnityEngine.UI.Button.Press ()
    	UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData)
    	UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
    	UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
    	UnityEngine.EventSystems.EventSystem:Update()
    [EXC 11:23:56.449] FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
    	BaseEvent.Invoke ()
    	UIPartActionButton.OnClick ()
    	UnityEngine.Events.InvokableCall.Invoke (System.Object[] args)
    	UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters)
    	UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters)
    	UnityEngine.Events.UnityEvent.Invoke ()
    	UnityEngine.UI.Button.Press ()
    	UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData)
    	UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
    	UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
    	UnityEngine.EventSystems.EventSystem:Update()
    [EXC 11:23:59.713] FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
    	BaseEvent.Invoke ()
    	UIPartActionButton.OnClick ()
    	UnityEngine.Events.InvokableCall.Invoke (System.Object[] args)
    	UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters)
    	UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters)
    	UnityEngine.Events.UnityEvent.Invoke ()
    	UnityEngine.UI.Button.Press ()
    	UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData)
    	UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
    	UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
    	UnityEngine.EventSystems.EventSystem:Update()
    [EXC 11:23:59.965] FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
    	BaseEvent.Invoke ()
    	UIPartActionButton.OnClick ()
    	UnityEngine.Events.InvokableCall.Invoke (System.Object[] args)
    	UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters)
    	UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters)
    	UnityEngine.Events.UnityEvent.Invoke ()
    	UnityEngine.UI.Button.Press ()
    	UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData)
    	UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
    	UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
    	UnityEngine.EventSystems.EventSystem:Update()
    [EXC 11:24:05.425] InvalidOperationException: Steamworks is not initialized.
    	Steamworks.InteropHelp.TestIfAvailableClient ()
    	Steamworks.SteamController.Shutdown ()
    	SteamController.KSPSteamController.OnDestroy ()
    	SteamController.KSPSteamController.OnApplicationQuit ()
    [LOG 11:24:05.469] KbApp.OnDestroy Vessel Crew
    [LOG 11:24:05.472] KbApp.OnDestroy Planet Resources
    [LOG 11:24:05.479] [UIApp] OnDestroy: KSPedia
    [EXC 11:24:05.486] InvalidOperationException: Steamworks is not initialized.
    	Steamworks.InteropHelp.TestIfAvailableClient ()
    	Steamworks.SteamController.Shutdown ()
    	SteamController.KSPSteamController.OnDestroy ()

     

  14. 9 minutes ago, wasml said:

    Fairly new to C# so I may be way off here but have you tried using override instead of new? Not sure how C# responds to calling a function that's been hidden where override should slip the overridden function in in place of the old function.

    That's what I meant by "public new void" working just fine. Putting override in place of new just produced errors, and Visual Studio claimed it couldn't be overriden due to the inherited function not being marked as virtual, abstract, or override.

    I should also add that KSP doesn't complain at all either; until the experiment fails to occur, there's no indication anything's wrong.

  15. This code is for Solar Science, which as of now doesn't actually do science because it refuses to run the experiment. Instead of calling ModuleScienceExperiment, my parts call this instead. It functioned properly in at least .24 through at least 1.0, but now simply fails. Asked for help from #kspmodders IRC and all we determined is that "public new void" should work just fine. Also determined that public new void DeployExperiment() and public new void DeployAction(KSPActionParam p) weren't firing.

    //Make sure we're using all available stuff
    using System;
    using UnityEngine;
    
    namespace PraiseTheSun
    {
        //Inherit ModuleScienceExperiment stuff
        public class SolarExperiment : ModuleScienceExperiment{
    
            // Check if you're around the Sun and height from the surface, and if false post the message
            public bool checkBody() {
                if (vessel.mainBody.name == "Sun" && vessel.mainBody.GetAltitude(vessel.CoM) <= 10000000000d)
                    return true;
                    ScreenMessages.PostScreenMessage("This experiment only operates closely around Kerbol (the Sun) !", 2, ScreenMessageStyle.UPPER_CENTER);
                        return false;
                }
            // If deploying an Experiment, check the boolean and act accordingly
            public new void DeployExperiment() {
                if (checkBody())
                    base.DeployExperiment();
            }
            // If doing an action, check the boolean and act accordingly
            public new void DeployAction(KSPActionParam p) {
                if (checkBody())
                    base.DeployAction(p);
            }
    
        }
    }

    Anybody have any ideas?

    SOLVED: Silly me, I forgot to use .NET 3.5. Still haven't understood why the previous script (which was built using 3.5) stopped working as it was the exact same code, however I'm not going to look a gift horse in the mouth. Thank you everybody!

  16. 1 minute ago, Deimos Rast said:

    So you got the archives? I'll keep the links live for a bit longer than clean things out (my 50gb dropbox account got downgraded to 2gb, RIP:().

    ---

    For anyone else looking for another small science mod in some what of a similar vein, you could check out KDEX, a lunar dust experiment mod. Even though the two obviously deal with very different celestials, they feel like a complementary pairing.

    Would be neat if there were special science events for solar eclipses, but that might be hard to figure out (been seeing a lot of them ingame lately).

    Yes, I got the archives. You can clear the space now if you need to. Also, that would indeed be really cool. Perhaps that's something for down the road, once I actually have a grasp on coding instead of basically having others do it for me :D

  17. 2 hours ago, Deimos Rast said:

    Sent all archives via PM

    IMO: you should get rid of the "don't expect massive things from this mod" part. Not every mod needs to be KW Rocketry or Tantares, but as long as you do a small thing well, I think people will be content with that. No need to sell yourself short. My 0.02c.

     

    2 hours ago, VaPaL said:

    Totally agree with Deimos Rast!

    Thank you! I removed it. Just had it because the old thread did. In hindsight I guess I just wanted to make sure people knew what they were getting lol

    6 hours ago, MKellerBR said:

    @Snoopy 20111

    Great job! Great mod!

    PS: It would be very useful if it were indexed in CKAN.

     

    Thank you! As soon as I get the mod functioning again I'll look into getting it indexed. Didn't know it existed until now. I'm still very out of the loop :D

  18. 11 hours ago, Deimos Rast said:

    screenshot formating and formating of the OP are a little jacked up.

    Also, I have all your KS archives up to v1.03 if you want them.:)

    Thank you, I would appreciate the archives! Need to make sure the one I have available right now is indeed the most current version. Also, not sure what's going on with the screenshots. The first image is jacked up but fixes itself quickly. Will try to fix that as well.

    4 hours ago, VaPaL said:

    @Snoopy20111 Thanks for updating it! :D:D This has been on my wanted list for a long time, but I started playing in 1.0.5 :( Will download it as soon as I get home!! :)

    I'm glad to see there's still demand for it! I honestly never imagined Solar Science would last this long. As for using the mod, currently the parts and animations seem to play correctly, but when trying to conduct the experiment nothing seems to happen, so hang tight and I'll do my best to get it properly doing science again. In the meantime, you're free to download and build a craft with the parts on it. :)

    EDIT: It might be a while until I can get it fixed, due to classes and tests and all that nonsense. Hang in there!

  19. 3 hours ago, AndrewHere said:

    That will be good because you can't really tell from that screenshot since its a bit dark.

    Threw up some new screenshots, but personally encountering some problems getting the experiment to run; there's likely been a syntax change somewhere since initial release that I've missed. Will be trying to fix that asap.

  20. Previous thread. This new thread was necessary because of loss of my old email, forgotten password, some source files, and hosting site (you will be missed, Kerbal Stuff)

    Salutations! May the sunlight always be upon you!

    *Update v1.1.0: New Sound Effects and Realtime solar images!
    Update v1.1.1: New licensing, preparing for a handover to @zer0Kerbal. Check for his thread linked below.
    Check the changelog for more details

     

    This small mod adds a couple new scientific instruments (such as the one pictured here) which do science specifically around the most wondrous body in the Kerbol system. Both of these instruments are based upon instruments currently aboard the SOHO and STEREO spacecraft, and when experiments are run, real, recent images are displayed. It also adds a few new flags.

    To install

    Like most other mods, simply download the file (Linked at the bottom), unzip it, and drop the folder it gives you into Kerbal Space Program>GameData.

    Notes:

    • The Source Code, models, textures, and sounds are providedThese are in .cs, .fbx, .png, and .wav formats, respectively, and are all found in the folder Solar Science > Source. By the license, you can do anything you please with them as long as you don't profit and you give credit to me. Preferably, this would amount to mention of "Snoopy 20111."
    • Remember to Praise the Sun!

     

    Screenshots:

     
    Review from KottabosGames (v1.04):

     

    Changelog:

    Spoiler

     

    1.0

    • Initial release

    1.01-1.03

    • Exact changes are unknown due to both poor record keeping and the unfortunate closure of Kerbal Stuff.
    •  All changes were minor however, and only amounted to rebalancing values, editing a couple flags, etc.

    1.04

    • Updated for KSP 1.1
    • Made instruments heavier
    • Shuffled placement in the tech tree to make more sense

    1.05

    • Updated for KSP 1.2
    • Textures converted to DDS, making Solar Science load in the blink of an eye
    • You must now point the instruments towards the sun and steady your craft before running their experiments

    1.06

    • Confirmed to work with KSP 1.3.1
    • Grammar changes in some item descriptions

    1.1.0

    • Confirmed to work with KSP 1.4.4
    • On running experiment, loads in a recent image of the sun from SOHO or STEREO for the KMI or STEREO part, respectively
    • Added original sound effects
    • New Experiment descriptions

     

     

    Roadmap (???)

    Spoiler

    Disclaimer, I am not tied to any of these. More of a wish list, really.

    1.2

    Require/allow STEREO to run from two separate craft at once, like the real STEREO mission, for more science

    Contracts?

    1.3

    Allow experiment to be run over time for more science

    Also to produce animation of relevant SOHO/STEREO images

     

     

    Download here on Spacedock

    Curse mirror

    Google Drive Mirror (Solar Science v1.1.0)

    This work is licensed under the MIT License.

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