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etmoonshade

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Posts posted by etmoonshade

  1. On 2/16/2023 at 9:51 PM, Poppa Wheelie said:

    I just stumbled upon the Akatsuki Lake biome at 0*05'14"S, 8*23'51"W.  This is on the SW shore of Crater Lake.

    I know I'm responding to a 3 year old post, but hopefully someone may find this information useful.

    I mean, considering this is one of the topics that comes up for "Akatsuki Lake" when searching online, I'd say it's a worthwhile necropost.

    With that said, I'll confirm both of these. Both of them are *incredibly* tiny - I got a whole second to hit the science button passing over the one at 35N 108E. Apparently the one at 5S 8W is sliiiiightly larger.

    Disclaimer: I run a 10.625x rescale mod, so the coordinates here may be inaccurate - but that's why I'm also trying to give some descriptions of where they are.

    Lake 1:

    The small one is at 0*5'23.65" S, 8*26'15.70" W. It's indeed on the southwest shore of the crater lake - it's near the north tip of the long Craters biome bordering the south edge of the lake, with a Lowlands biome just to the west of it. It's a small tilted hourglass shape, and won't even show up particularly distinctly until you're at 150x zoom or so.

    Lake 2:

    The pair of Akatsuki lakes is around 37*50'55.06N 108*36'49.50E. I say "pair" but it's one "large" one and one super tiny one. The general location is the pair of craters on the eastern third of the map in the north - the lakes are on the northeast rim of the crater. There are straight lines of foothills biomes to the south and northwest of the little cluster containing the Akatsuki Lake - when mousing over the lake area itself at insufficient zoom, you're likely to catch the nearby foothills biome. The other two are long lines, the area with the lake is a small spot of different color.

    Lake 3: (just so I'm providing some useful content here...)

    There's a third lake at 28*52'11.63" N 9*0'31.58" W. It's on a larger lake of Explodium Sea. The Craters biome forms most of a ring around the Explodium lake - the Akatsuki lake is on the northwest edge of the lake, right at the tip of the Craters biome on that side.

    Lake 4: (!)

    A fourth lake, just because I was poking around to test a hypothesis! This one is at 30*9'11.74" N 66*21'7.52" W. It's on the southeast edge of a crater ring around a lake in the middle of the Explodium Sea. This one's slightly different, in that it's quite a bit inland compared to the others - it's a small spot between the Craters and Peaks biomes. Interesting note: There's a Foothills biome nearby with almost exactly the same shape. Also interesting: The shape is almost the same as the one on the southwest shore of the crater lake (Lake 1.)

    Hypothesis:

    The Akatsuki lake is either affected by a terrain generation bug, or it's the result of one in and of itself. I found lakes 3 and 4 by just looking at any crater with "busy" borders (of which there are plenty on Eve.) My suspicion is that there's a number of these tiny "lakes" to be found, but they probably weren't meant to be quite so tiny. Feature, or ascended bug?

    Speaking of which...

    Lake 5:

    25*46'13.47" S 142*16'29.54" E. There's a cluster of 5 craters on the east edge of the full map. The lake is along the northern edge of the southernmost crater in the cluster. This one's actually decently large - it's pretty visible even at 50x zoom, and I'd say it's probably the largest one I've found.

     

    Side note:

    Because it's also a pain in the neck to find, Olympus is at 28*21'35.67" S 149*9'52.96" W. There's no real landmarks near here that are visible from the larger map I'm afraid - it's in the middle of a blorf of assorted terrain on the big scansat map.

     

    Edit: Oh, look, someone both figured it out and explained it on the wiki:
    https://wiki.kerbalspaceprogram.com/wiki/Eve#Missing_and_Buggy_Biomes

    Although I seem to have plenty of craters and no impact ejecta...

  2. Just some thoughts from someone who's been playing KSP1 since the 0.7.3 days.

    I'm not really a modder, in the sense of coding. My first mod was a set of landing skids for a plane, because we didn't have wheels yet. :D  My second one was a terribly modeled ion engine, because we didn't have those at the time either. They were both, quite frankly, crap (although I could land on the skids... and bounce from 3000m since I had to bump up the crash velocity... :D)  Neither one was released.

    I've got one "released" mod for KSP1, and it's a set of - you guessed it - MM patches. I also have about 20 MM patches I run on my personal game, and those patches cover a lot more than 20 parts. I run about 200 mods, give or take, and I do a lot of changes to get the type of game I want, using the work of modders as a base.

    @Lisias hit the nail on the head for me with these parts of their post, regarding my initial experience with KSP modding though:

    On 7/8/2023 at 10:54 PM, Lisias said:

    And not only that, they made the thing extremely friendly to newbies. Notepad and PaintBrush, is all what you really needed to toy around in your first custom part set (reusing current meshes, of course).

    <snip>

    Addionaly, for each new modder that published something, you have about 20 (rhetorical number, I pulled it from my… hat..) that did the same for themselves at home but didn't bored to publish their changes.

    <snip>

    We didn't did what we did because of the MM's many flaws, we did besides them. We did that because MM made it very easy to anyone to do that.

    And while I don't have enough context about KSP2 modding yet to strictly agree with this statement by @Kavaeric, it definitely brings up at least a related point for me:

    On 7/8/2023 at 11:54 AM, Kavaeric said:

    I feel as though much of the effort and design of modding tools for KSP2 have been engineered by and for programmers and coders, with little input or consideration for those who do not come from that background—and there are a lot of us of that background.

    I'm one of the folks who saw KSP2 and said "lol no i'll wait." A discussion of my reasoning is beyond the scope of this thread, but I will say that without some equivalent of MM, I won't get KSP2 at this point - I like making way too many tweaks now, and don't want to have to do them every time I update a mod*.

    * My personal pain with KSPI-E/WarpPlugin's MM patch setup and weird changes it makes is why we have installation filters in CKAN, in fact - I whined to the CKAN devs 'til they implemented SOMETHING I could use to avoid having to go through and delete those specific patches every time I updated - thanks for that by the way, @HebaruSan - I never said that directly.

  3. On 3/21/2023 at 5:20 PM, Chris Bolland said:

    Anyone know if this mod works with a rescaled solar system? I play at 6.4x scale, and I'm gonna test it and see when I get a chance.

    And I'll reply another two months later from the above and say that I play on 10.625x and yes, it works fine for me. :D

  4. Couple of suggestions since I was playing with this last night:

    For the existing bug known issue with being unable to go back to the flight view if you close the PAW in camera view, is it possible/somewhat easy to have a toolbar option in ToolbarController that is a specific "back to flight view" option? I think it's actually CTB that has the similar thing I'm thinking of, which is a single-click option to do the "Clear Input Locks" action.

    Science detection for the cameras:

    With this one, I'm going to start with what I know exists, and move towards more speculative/more work stuff.

    My understanding is that there's a set pool of science for each planet which can be "spent" by taking pictures. Right now, you've just got to take hundreds of pictures to actually spend that pool. What I'm proposing is a way to encourage more visually interesting screenshots/pictures/etc.

    What exists now:
    I know the L-Tech cameras can currently detect anomalies - it'll give you the name and the distance to the nearest anomaly. A first approximation would be to multiply the science value by 100x (keeping the pool in mind - not really any MORE science, but you can get it faster) if you're within <x>m of an anomaly. The assumption is that you're actually pointing the camera at the anomaly.

    I assume this is "easy" (for certain values of easy, lol, yes I know "you just have to...") within the existing structure of the code - the pieces already exist as far as I know, you just have to add a bit of logic to run the anomaly detection, grab the output, and say "yup, it's within 500m, give some extra science for this picture."

     

    What would be super neat-o and cool and will probably never happen because "are you nuts, Eppy?":

    Do some basic detection of what's in the picture. Each ground scatter adds a point, a collectible ground scatter might add 3 points, each celestial object other than the current SOI adds 5 points (e.g. moons, asteroids, other planets - though you'd have to make sure they're visually interesting,) an anomaly adds 100 points, etc. Cap it at a certain value (maybe 200 points or 5 items of each category,) but it'd theoretically encourage interesting screenshots (although I'm sure it could also be gamed - but what can't?)

    And just to make things interesting, here's a couple of screenshots I took last night with my L-Tech camera and how I'd score them:

    Screenshot_4.png

    Orbiting Sarnus from OPM. Beautiful picture, but a zero-pointer - nothing other than my SOI in view (though I'll bet that if I squinted hard, I could find Eeloo, Ovok, or Hale here.)

     

    Screenshot_5.png

    Landed on Ovok. Sarnus rising with Kerbol shining through its rings, and a lone "interesting rock" in the bottom of the pic, left of center (which may or may not be a collectible).

    Score:

    • 5 points for Sarnus
    • Possibly 5 points for Kerbol
    • 1 or 3 points for the "interesting rock" - depends on just how interesting it is. :D

     

    Screenshot_7.png

    A picture of the anomaly on Ovok. I never have figured out whether that was intentional, or a bug with how the anomalies are generated, but this thing has ALWAYS floated above the surface for me. It almost makes sense in context though. :)

    Score:

    • 100 points for the anomaly.
    • 1 or 3 points for the "interesting rock" in the background.

    If I'd decided to do a bit more work for it, I could've gone around the right side of the monolith there and probably caught Sarnus in the view - would've been worth an extra 5 points, and highlights why something like this might be worthwhile.

  5. On 12/1/2022 at 4:45 PM, TaintedLion said:

    Are there any configs for Parallax 2.0? Also is there any way to get this scaled up to 2.5x?

    I can answer the second half - get Sigma Dimensions from Sigma88's github, install it, and get the Rescale! mod from CKAN for whatever resize you want.

    Note that Sigma Dimensions is old and janky - it's possible to get it to work in 1.12.4, but no guarantees. Take a look at the Github issues - I've posted more than a few problems over there. :D

    For what it's worth, I actually use Sigma Dimensions, RESCALE! 10.625x, and OPM, and it's working okay for me so far (though I haven't traveled to the outer planets yet.)

  6. 10 hours ago, mrgreco said:

    i dint know where to put this so i put typed it here,,,,,,,,,,,,,,,,,,,,,,,,,,,,, first off i just want to say R and D mod is amazing mod,, theres an engine in the game ive loved for years its the NV-GL now R and D  will let me upgrade it but i cant scale it ,,, is ther any way you can add in R and D to add option  (enlarge part) by 1, maybe not change stats but just to enlarge it 

    I'll add to LGG's comment to say that I played KR&D before the tweakscale blacklist went in and...

    There's a very good reason for the blacklist entry. :P

    It'll straight up break things when you try and tweakscale an improved part. Just don't. :D

  7. 58 minutes ago, Brigadier said:

    So, based on the text, part of the path can't be found.  Does the path in GameData exist?

    Curious why you would post this in the L-Tech topic when everything in your text suggests to post in the CKAN topic. :cool:

    To be fair, I'm pretty sure @linuxgurugamer maintains all his own CKAN stuff. :D

    Does it work if you create that folder under C:\Games\Kerbal Space Program\GameData\LTech\Parts\Science\SkyLab?

    Also, does it work if you delete the old LTech folder, and then try the "upgrade"? Or uninstall it and reinstall?

    I don't know what the problem is, but those are a few things I'd try to fix it.

  8. 2 hours ago, Ezriilc said:

    Although I'm very glad that you like it, I didn't actually create HyperEdit.  I took over the project long ago, and I've only been involved in updating, maintaining, and hosting it on my site.  Even so, most of the updates have come from other community members that stepped in when I was unable to determine a fix (nearly always).

    By far, the thanks should go to The Creator (who no longer wishes to be involved) for making it, and this awesome community for their support of HyperEdit.  I mostly just sweep the floors and make coffee. :cool:

    Thanks for your kind message!

    @Ezriilc is the most responsive non-coding mod author ever :V

    Also, I want coffee. :P

  9. 25 minutes ago, Krzeszny said:

    I can't read either. Ok, so it's FOR. I looked for :FOR[Ferram and [AJE in GameData and found something.

    First, there's a file called Custom_FARAeroData.cfg in GameData root directory and it contains the line "@FARAeroData:FOR[FerramAerospaceResearch]"

    Second, there's AJE.cfg in DaMichel/Fuselage/Patches and it contains "@PART[DM-fuselage-intake]:NEEDS[AJE]:FOR[AJE]"

    The first file obviously shouldn't be in GameData but is the second one also coded wrong? It would seem like MM loads FOR despite the NEEDS part not being correct. Anyway, I'm removing both and seeing if KSP works now.

    Assuming both of them reference only FAR/AJE exclusive stuff, you should be able to blow both of them away with no ill effects.

    Also, I'd suggest mentioning this on the thread for whatever the second mod is. FOR vs. NEEDS is... if not a common error, a common enough one that it's immediately what I thought of (even if I couldn't remember the actual keyword :V) - the mod author might appreciate the heads up.

  10. 1 hour ago, Krzeszny said:

     This looks interesting, but I don't know what it means:

    Non-DLL mods added (:FOR[xxx]):
      FerramAerospaceResearch
      (...)
      AJE

     

    I haven't had enough caffeine or I'd have pointed that out earlier. Check my edit that your post didn't catch. :D

    Mentioning HAS was a mistake on my part, my bad.

    Edit: To be clear about it:

    Those "FOR" statements from MM basically say that whatever has the FOR provides the full functionality of the mod specified. So if you have a "FOR[FerramAerospaceResearch]" statement, MM thinks that you have FAR fully installed. Essentially, you've found the problem - you just need to find (again, MM logs) whatever has those FOR statements.

  11. 29 minutes ago, Krzeszny said:

    You don't understand and I didn't explain it well.

    FAR isn't installed. AJE isn't installed either. Those folders don't exist in GameData. That's why those requirements shouldn't be trying to load. They should be skipped, so no errors are to be expected.

    ah.

    Search under <KSP directory>\Logs\ModuleManager\ModuleManager.log for "FOR[FerramAerospaceResearch] maybe? See if something's mistakenly providing it?

    Double edit: First, you can also search that file for "FerramAerospaceResearch" as well and see what's referencing it.

    Second, I realize this is based on Contract Configurator, but my suspicion is that you've got something that thinks it's providing the entirety of FAR.

    Third edit: First, it's FOR and not HAS. Second, no colon between HAS and the first bracket. :D

  12. 13 hours ago, Krzeszny said:

    I'm getting a bug I can't debug. It shouldn't be happening.

    Wright group contracts aren't loading because CC can't find modules from FerramAerospaceResearchand AJE. But the config files have proper requirements so these errors shouldn't be showing up.

    bhxvFSU.png

      Hide contents

    kzsN3P4.png

     

     

    		REQUIREMENT:NEEDS[FerramAerospaceResearch]
    		{
    			name = PartModuleUnlocked
    			type = PartModuleUnlocked
    			title = Aileron or Elevon
    			
    			partModule = FARControllableSurface
    
    		}

    Based on that error, it looks like FARControllableSurface doesn't exist in your game anywhere. It may be that FAR has changed and no longer uses that.

    It might be worth downloading an old version of FAR, seeing what part(s) this was attached to, and then comparing it to the new one and replacing.

    And then report back here so we know :D

  13. 16 minutes ago, Warro said:

    Yes, WaitWhat was an anomaly, true, but proper reports for anomalies also used to be in mod, but now they're either gone or hard to achieve. I can remember how I've made Ltech reports for KerbinCity's airport and the city itself. Yes, it was when it was not abandoned yet, pretty far in the past...

    Hey, I'm surprised this was able to be resurrected in the first place, and we should be happy it even mostly works. If I remember correctly, this mod started back in 0.23. :D

  14. On 6/16/2021 at 12:36 PM, Warro said:

    Saw in an old post:

    I'm not sure that was a bug, maybe only imbalanced amount of science.

    Nah, it was a "WaitWhat" experiment type - it was either an anomaly, or a "this should never happen" type of bug. 100 science is reasonable (IMO) for an anomaly, but you could trigger it pretty much anywhere.

  15. Finally made a video! Sorry, it's basically the setup I had from streaming. You might see some similarities...

    https://www.dropbox.com/s/wo1x5ts43pu9fd4/2021-06-15 19-35-33.flv?dl=0

    Instructions:

    Build a simple ship. Let's say a command pod and a tank, like I sent before.

    Change the command pod's type to a Station because, I dunno, I'm going to have a station with a command pod. Don't question me! :D

    Hit the Champagne Bottle button - the mod still uses the "SV" type rather than the "SS" type.

     

  16. On 6/15/2021 at 12:22 PM, SiCaRiO31 said:

    there is a bug that happens when time warping in a simulation. I was in a suborbital trayectory over the Mun and as soon as I hit timewarp, I jumped to a different orbit, 500 KM kilometers ahead, still suborbital but now landing in a total different place. Exiting timewarp did not put me back to my original orbit. Anyone experienced this before?

    FWIW, I've had a bug like this even without KRASH (I recently uninstalled it because I never used it.)

    I'm not sure why it happens, but I've noticed that if I play for too long, the LAN of my orbit will start to "wander" - time warping just makes it more visible because of the sudden jump that it does. I think it's recalculating the orbit line once you leave time warp.

    I almost think I should start a thread for this somewhere, and maybe we can crowdsource the mods that everyone has in common...

  17. On 6/11/2021 at 5:11 PM, linuxgurugamer said:

    And it was actually pretty simple, I had to add the name to the VesselNaming class as well as the editor.

    Expect a new beta soon

    Beta 2:

    https://www.dropbox.com/s/b2u085nj0fpwxvx/ChampagneBottle-0.3.11.2-beta2.zip?dl=0

    Yup, it now assigns a vessel name properly without having to go in and configure naming, based on my testing. Or at least, I wasn't able to break it. :D

    I think the only remaining complaint would be getting it to re-read the vessel type (assuming it still exists?) each time the CB window is opened so it can actually use the list of ship prefixes (which is a pretty minor complaint, all things considered. But hopefully another one of those "easy fixes".)

  18. 12 hours ago, theJesuit said:

    I'm happy for a suggested patch to be applied.

     

    I'll be honest, my patch (if I write it) is going to be something to the effect of "(if module = tweakscale AND if stack = stack_interstellar) then -@techRequired" or something to that effect. I just commented out the techRequired key on the Tri-Alpha so I could just get my mission started, for example.

    I understand the upgrade balancing, but I've never had a use for scale restrictions in general and especially for KSPI-E. <_<

  19. 1 hour ago, theJesuit said:

    Oh my.  KSPIE was such a headache.  I'll need to think what to do about this.

    That's a much politer term than I was going to use for it. :D  Alas, it's a fun mod when it's working correctly. And that comment has nothing to do with the tech tree being used. :)

    I think (and I stress think) that all KSPI-E modules use stack_interstellar for their tweakscale modules - a search in the folder for techRequired should at least highlight anything that's using that (it'd be basically anything with more than one entry in techRequired, I think...)

    Of course, the real fun is figuring out where to move 'em all and writing the new MM configs...

  20. Okay, kicked the tires on this a bit. And they exploded. I'm now missing a leg, thanks for that. :V

    The automatic detection of crewed vs. non-crewed seems to be working correctly, but when applying the name from the CB interface (i.e. clicking the button with a name on it,) it doesn't appear to apply the name to the command module itself.

    https://www.dropbox.com/s/52bq2vv4skhpobl/Annotation 2021-06-11 163819.png?dl=0

    For what it's worth, I also had a bug at one point where the actual ship name (the text field at the top you can fill out) wouldn't actually save, but I can't reproduce it at this point. I'll let you know if I can.

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