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LtChambers

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Posts posted by LtChambers

  1. 1 hour ago, swjr-swis said:

    No real rewind, but you can still do this two ways: by saving a game state at a certain date and time you wish to be able to go back to, and reverting to it or loading it. Or by editing the persistent.sfs in the save to fill in an arbitrary time (it's a text file). The value you're looking for is 'UT = xxx.xxxxxxxxxxxxxx' with xxx.xxxxxxxxxxxxxx being a floating point value between 0 and 19760285526235197 (at this point, less than a second to in-game year 2147483647, the game starts going crazy).

    Thanks. For seeing the system at many time points that would have been way too tedious so I just modded hyperedit instead: https://github.com/Ezriilc/HyperEdit/pull/67 :)

    Turns out that Plock gets really close to Neidon in the year 23251. Lining all the planets up only happens on the order of thousands of years. They start out with a really good alignment actually and it takes over a hundred years to get back to something resembling that, excluding Plock.

  2. I'd like to be able to fast-forward/rewind time and see where the planets are for lining up a multi-outer-planet non-flyby probe mission, preferably returning to Kerbin at the end. I guess this is sort of Voyager 2 style but I plan to carry enough delta V to go into elliptical orbit around each planet instead of just flying by (trying to align the ellipse to make the most of the Oberth effect when jumping to the next planet). I could do this with an empty sandbox save but wouldn't be able to rewind if I went forward too far. I've seen the universe sandbox threads but those say it's an unstable system (although I'm not sure if that's only for the moons or also for the planets).

  3. 15 hours ago, Jognt said:
    1. Download and install DMagic's DMModuleScienceAnimateGeneric mod from CKAN or https://github.com/DMagic1/DMModuleScienceAnimateGeneric
    2. Create a new file (ending in .cfg) somewhere in your GameData folder (I suggest keeping all your personal patches in a personal folder to keep track of them)
    3. Open the newly created file and paste the following into it:
      
      @PART:HAS[@MODULE[DMModuleScienceAnimate]]:AFTER[DMModuleScienceAnimateGeneric]
      {
      	@MODULE[DMModuleScienceAnimate]
      	{
      		@name = DMModuleScienceAnimateGeneric
      	}
      }

       

    4. Make sure this newly created file ends in .cfg (the name isn't important, name it something that helps you keep track of it)
    5. Play the game.

    Most of his Orbital Science experiments should now work with [X] Science.
    Note that I will not provide support for this patch and that you should remove it if at any time you're troubleshooting a possible bug in [X] Science, Orbital Science., or any other mod that uses DMModuleScienceAnimate.
    Having said that, it works fine for me so far. Enjoy.

    Works like a charm, thanks! :)

  4. On 9/13/2019 at 5:55 PM, Jognt said:

    Just a heads-up; if you’re going to use Dmagic’s Orbital Science mod [x] Science will show but not activate them. If you download dmagics scienceanimategeneric module mod (CKAN) and MM a patch that replaces his scienceanimate modules with the generic module, they work flawlessly. 

    Also, welcome back ;) your mod was one of the first I picked up back then. :) 

    I'm having this problem with [x] Science (which is really great for consolidating all relevant experiments in a single window!). What does the bolded part of the quote mean? I.e. how do I do that? I'm using a lot of mods but have no experience whatsoever at creating/editing them.

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