Jump to content

nubeees

Members
  • Posts

    224
  • Joined

  • Last visited

Posts posted by nubeees

  1. On 8/22/2023 at 9:32 PM, HebaruSan said:

    Hi, can you give us any clues as to which version exactly this is referring to? Is it this one?

    (Asking because that's the one on CKAN, so if there's a newer fork, we'll need to update that first...)

    Also, which game versions are compatible? Just 1.12?

    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.

  2. 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.

  3. 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.

  4. On 11/22/2022 at 6:07 AM, WarriorSabe said:

    So, update on that, after further testing:

    The incompatibility appears to be specifically with regional PQS mods. When I looked deeper into the logs, I found an exception thrown by said KopEx plugin complaining about a duplicate name within the assembly specifically:

    <snip>


    While I don't have a way to look at your actual source code (the repository itself isn't updated in your fork), removing the two Assembly-CSharp .dlls fixed the issue, and didn't seem to break anything in PTN either. I also removed all the Unity .dlls without seeming to break anything, as they seemed like they were probably also redundant files that simply got exported out of your workspace and weren't all cleaned up.

    I'd recommend checking through and pruning redundant files, and perhaps updating the repository.

    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.

  5. 9 hours ago, Krafpy said:

    @nubeees I'm not sure if I understood correctly but I guess what you mean is that the lines appear first where you placed them (in the map view), but then seem to drift away from the planet. Am I right ?

    If that's the case, I think I encountered the same problem. I solved it by constantly updating (recalculating) the positions of the lines' points at each frame in Update or LateUpdate. And I don't think you even need to attach the line object to any other object if you do that, except the scaledScene.

    Yes, sorry if my phrasing was poor. I was hoping to avoid needing to repeatedly update the position of the lines, but sounds like that's the way to go. Thanks!

  6. 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?

  7. 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)

    On 7/15/2022 at 4:24 PM, arkaik said:

    Hey! Just downloaded this to test it out but game is complaining about a duplicate PersistentThrust.dll, I have both this mod and Persistent Thrust Extended installed so that seems to be the conflict. Should I ignore this or delete one of the .dll files?

    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.

  8. 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:

    Spoiler
    • Predicted final orbit is now a dotted line.
    • ICN reference frame overhauled to nolonger depend on position, only velocity. This means no more coordinate singularity with the settings (90, 0, 0) on a torch drive. Note that (90, 90, 0) will probably run into a vertical coordinate singularity however.
    • Two new reference frames added: Worldspace, and counter-clockwise. These two can be used for reversing the direction of your orbit without breaking the addon.
      • (I initially wanted to just make it so that RTN would hold onto the direction you're initially orbiting and use that, but I couldn't pin down a good way to do that)
      • I recommend counterclockwise over worldspace, personally.
      • Worldspace should default to (0, 90, 0).

     

  9. 2 hours ago, Entropian said:

    Thank you!  I managed to get the old version running, though with significant buggyness; I'm glad to see that some of the orbit problems have been fixed - I was running into those all the time.  I'm not sure why PT behaves that way, though I usually am able to get around it with (don't laugh) pressing Alt, or quicksaving and reloading.

    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!

  10. On 12/13/2021 at 10:37 AM, Gwilides said:

    Hi guys. Can you please tell me if is there a working mod for Sail Solar Navigator for KSP 1.8.1? I recently saw a video on YouTube where the author used a combination of Persistent Trust and Solar Sail Navigator in ksp 1.8.1. I tried to repeat it, I even installed 1.8.1, but for some reason the mods do not work (I downloaded the fork from Standecco from the github). If anyone knows, please help, I will be very grateful.:)

    A bit late here, but I managed to get a build of SSN working with the most up to date version of PT

  11. On 6/29/2022 at 1:26 PM, Entropian said:

    Hey y'all,
    I'm trying to get SSN working on 1.12 (as I've been unable to find any up-to-date versions of the mod), but I'm having a lot of trouble building @Standecco's fork with PersistentThrust.  SSN seems to want a bunch of definitions and references from PT that don't seem to exist in any past or present version of PT (I've now tried building it with every past version of PT).  Has anyone managed to get a working build for more recent KSP versions?
    Thanks!

    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?

  12. 48 minutes ago, Meid said:

    Does not work for me at all. Even stops me from timewarping occasionally. I can now get it to load but it just doesn't work.

    That makes a bit of sense actually; KSP-IE has its own built-in version of persistent thrust afaik, and FFT's FAQ says its not compatible with KSP-IE

    It's probably persistent thrust conflicting with KSP-IE's persistent thrust

  13. 21 minutes ago, Meid said:

    I think the main issue is that one where you can't time accelerate that people were getting - super frustrating.

    Isn't the mod designed from KSPIE code though? I think the engines from that have it builtin. It's just irritating because I'm running both KSPIE and NFT+FFT and I disabled the KSPIE patches for Nertea's parts so I can use systemheat as I prefer it to KSPIE heat.

    KSPIE AND NNT/FFT? You live on the edge :P

    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... 

  14. Just now, Meid said:

    Probably a conflict, I don't really wanna waste time figuring it out before this gets updated though. back on 1.11 it was buggy enough. Plus, I still havent even got up to needing to do really long burns in my career mode yet.

    Yeah I was trying to see if I could hotfix this mod myself- but I can't actually find any conflicts on my end so I really can't do anything unfortunately... 

  15. 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?

×
×
  • Create New...