nubeees
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KSP2 Release Notes
Everything posted by nubeees
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Last compiled release was targeting FreeThinker's Persistent Thrust mod. Looks like it was version 1.8. I think that's still the latest version. Should still work with the latest Kerbal Space Program (I hope). Let me know if it breaks and I'll take a look.
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Status: I dropped off the face of the Earth for a while there and have no excuse. Anyways! Here's the release: https://github.com/JarredEagley/PersistentThrustNavigator/releases/tag/v1.1.3
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The controls in the editor should be a carbon copy of the original.
nubeees replied to Azimech's topic in KSP2 Discussion
I'm mixed on the editor controls. I greatly miss being able to hold shift and scroll to pan the camera up/down. I think that should make a return eventually. The symmetry controls are easy to shoot yourself in the foot with. The part manager also seems a bit clunky at times when compared to the original game's right click menus but has its advantages. Overall though, the assembly-based VAB is a colossal quality of life increase imho, being able to work on parts separate from one another then stick them together is very useful. -
Acceleration under time warp with ion engines?
nubeees replied to Soda Popinski's topic in KSP2 Discussion
I did a Dres mission with the fission reactor and four dawn engines. Worked just fine, though with a caveat: Currently hyperbolic trajectories that exit the solar system break the trajectory line (purely visually) in the map view. This is an issue which plagued solar sail navigator for the longest time, but isn't too difficult to fix depending on their implementation, so hopefully it's ironed out soon. -
Should be merged in! I'll run a build and release over the weekend. Thanks! :)
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Thanks! I probably should do that. I've been away for a while, starting a new job. Last time I touched PTN, I tried (and failed) to get predictions to behave properly in planetary reference frames. Never considered that redundant files might've been exported. I'm surprised you're not able to see my sourcecode. That sounds broken. I'll have to take a look when I get some free time.
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Anyone here profficient with LineRenderer? I have been recently updating Solar Sail Navigator to be compatible with the latest version of Persistent Thrust Extended, and would like to get it working in planetary SOI's. The only problem is, while the lines are rendered in the right place initially, it seems like the planet's orbit 'leaves behind' the lines. I've tried many approaches to parenting the line renderer to whichever planet is the current reference body, but get strange behavior when I do so. Any thoughts?
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Late reply, I was focused on the GMTK Game Jam. That's weird, I have no idea why my build of SSN would conflict with PTE given that its entire purpose is to be compatible with that mod. Try deleting SSN and redownloading my build maybe. The GameData folder for the plugin, if its the version I made, should be called PersistentThrustNavigator. (I renamed it because it doesn't have solar sails anymore) One extra reply here, where is this duplicate dll file located? PTN shouldn't come with PersistentThrust.dll bundled in, and if it is that's probably a mistake on my part.
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Managed to figure out why coasting trajectory segments are broken! I'll toss another release up later tonight. Edit: Done! https://github.com/JarredEagley/PersistentThrustNavigator/releases/tag/v1.1.1 Gimbal locking yeeted my fusion ship into the NaN realm, going to see if I can address that next! - - - Update, 7/12/2022 To avoid spamming, I'll just place this in the same post https://github.com/JarredEagley/PersistentThrustNavigator/releases/tag/v1.1.2 Changes:
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Fortunately most of the orbit issues seem to be purely visual. Still trying to track down exactly why having a throttle of 0 for coasting phases in transfers borks that section of the line. The issues with PT I've had luck fixing by just using the cheat menu... It seems that at high timewarp values occasionally it'll try to use more electric charge in a game tick than your ship stores, and thus regardless of how much your ship is generating it kicks you out of timewarp anyways. Ticking 'infinite energy' for extremely long transfers usually makes it behave. I've also had issues with overheating, but of course temporarily turning on ignore max heat fixes that. At some point I'd like to look into these issues with persistent thrust. The check for whether or not your ship has enough of any given resource oughta be checking if you're actively generating that resource!
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Hi! I've just built and released an updated version of SSN! It doesn't feature solar sails anymore, but is compatible with the most recent version of PersistentThrust and seems to work reliably for me in the latest version of KSP. Here's a link: https://github.com/JarredEagley/PersistentThrustNavigator/releases/tag/v1.1.0 Source: https://github.com/JarredEagley/PersistentThrustNavigator/tree/PTNavigator This also fixes a few bugs with hyperbolic orbits (A lot of the original math is understandably dependant on orbital period, which blows up to infinity). I'm currently looking to see if I can fix the timesteps being uselessly large in planetary SOI's. (Looks like for some reason coasting phases look wonky. I'll look into that tomorrow) Edit On a sidenote, has anyone yet figured out why PT so aggressively believes ships are running out of propellant when they're in fact not?
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[Plugin] [0.22] [WIP] Foundations - UPDATE: ALPHA RELEASE 0.2
nubeees replied to Sparkle's topic in KSP1 Mod Development
Well, this is a great find! Always wanted something like this. I wonder if it'd be possible to simplify physics calculations on tethered 'ships' to make them less laggy too. Probably not, unfortunately. -
I do typically shrink my UI to make it less intrusive, that might be the culprit yeah.
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Has anyone else had this problem: https://imgur.com/a/fKT2O1m Or do I have something installed incorrectly? Once I open the reactor control UI for the fusion reactors, I cannot close it again because it covers the sidebar.
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KSPIE AND NNT/FFT? You live on the edge I've found the one that kicks you out of timewarp seems to happen when the energy demands from your engines for a given physics frame exceed the amount you have stored-- even of power generation more than makes up for the difference. At least I'm pretty sure that's the issue...
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Any reason a setup with two stock nuclear engines would result in zero thrust while timewarping? *edit: snips from ksp.log: [ERR 19:02:38.145] Module PersistentEngine threw during OnUpdate: System.InvalidOperationException: Sequence contains no elements at UniLinq.Enumerable.Average[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector) [0x0007a] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 at PersistentThrust.PersistentEngine.OnUpdate () [0x000ae] in <c21f67e9fc9e4095932061aa47eea29a>:0 at Part.ModulesOnUpdate () [0x0004a] in <f8bc9e2b903e48a5b248ab0083c07c62>:0 Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) PersistentThrust.PersistentEngine.FetchActiveEngineModule () (at <c21f67e9fc9e4095932061aa47eea29a>:0) PersistentThrust.PersistentEngine.FixedUpdate () (at <c21f67e9fc9e4095932061aa47eea29a>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 19:32:10.068] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) PersistentThrust.PersistentEngine.FetchActiveEngineModule () (at <c21f67e9fc9e4095932061aa47eea29a>:0) PersistentThrust.PersistentEngine.FixedUpdate () (at <c21f67e9fc9e4095932061aa47eea29a>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 19:32:10.071] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Persistant Thrust must just not play nice with the latest version of KSP I suppose?
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Anyone else getting an input lock + console flooded with null reference exceptions if you try to construct using a kerbal holding onto a ladder? Just playing around on the launchpad so far and ran into that *Edit Seems to only happen if you build directly after exiting the lander can. Pretty strange bug
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
nubeees replied to Gameslinx's topic in KSP1 Mod Releases
I didn't think you'd be able to get collisions working. Awesome!- 3,121 replies