nubeees
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KSP Interstellar Extended Continued Development Thread
nubeees replied to FreeThinker's topic in KSP1 Mod Development
Thank you! -
Looks like this addon and the original PersistantThrust still works! Unfortunately, Solar Sail Navigator seems to not be compatible with KSPI-E anymore. Anyone out there want to help track down why? I suspect something to do with PersistantThrust being integrated into KSP interstellar
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KSP Interstellar Extended Continued Development Thread
nubeees replied to FreeThinker's topic in KSP1 Mod Development
Is it possible to get the old Solar Sail Navigator mod working with KSPI-E? I tried it on its own with the original PersistantThrust mod without issue despite how outdated they are, but when pairing solar sail navigator with KSPI-E the game does not load. Errors the log is throwing: [WRN 23:52:21.418] The script 'SolarSailNavigator.Navigator' could not be instantiated! [EXC 23:52:21.431] NullReferenceException: Object reference not set to an instance of an object PartModuleList..ctor (Part part) (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) Part.Awake () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) UnityEngine.Object:Instantiate(GameObject) PartLoader:CreatePartIcon(GameObject, Single&) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 23:54:06.808] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) Link to Solar Sail Navigator: If necessary, I might consider poking around at the sourcecode of solar navigator. Having a way to plot constant-thrust trajectories is incredibly useful and fun. *Edit I realize now this might belong in the development thread rather than here. If requested I'll go ahead and move it. *Edit again I've looked through SolarSailNavigator's sourcecode now. It was very dependent on the way the original PersistantThrust mod works, and the version integrated with KSPIE is pretty different. I've begun to work on a hotfix, but I've gotten about as far as I think I can for now. There's a few functions in ModuleEnginesWarp and ModuleSolarSail that have been changed to private-- such as calculateSolarForce(). As far as I'm aware, I don't believe fixing SSN will be possible without tweaking the way persistent thrust currently works in KSPIE Here's the git repo -
I've never seen that before. Thanks for the link!
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I reported it to them a few weeks ago. Message got buried on the forum thread twice before I gave up. No response on the github issue either.
- 184 replies
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- stock visual enhancement
- research bodies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
nubeees replied to Thomas P.'s topic in KSP1 Mod Releases
I'm going to have to bump this again. Playing with star luminosity and isolation is somewhat mitigating the issue but not eliminating it. I'm running out of ideas. -
Do tell the results! Edit: I tried that workaround using mechjeb; probably need to use TWP because Mechjeb's nodes did not behave when used with such parameters I think a modification of mechVal might be a promising solution, for something closer to my original intent. Also, thank you to everyone so far! Discussion on this thread has been several AU more productive than I expected! Someone mentioned a comparison of the deceleration burn to a suicide burn. I found this to more or less be true; except you must account for the gravity of the sun. Not entirely sure how to do that myself.
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Other considerations are vessel current/starting velocity and target object velocity. I found this out the hard way For paticularly large distances- such as a transfer from Jool to Kerbin- the target location upon arrival will be vary from when you started to the extent that the transfer simply does not succeed. ... Or maybe I'm just stupid and have been doing my brachistochrone trajectories wrong
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Entire reasonable velocities if its coming from an interstellar transfer
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Never heard of MechVal; regardless of applicability here I'll have to check that out edit: checked it out. That's really cool!
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
nubeees replied to Thomas P.'s topic in KSP1 Mod Releases
I'm having an issue which seems to be linked to switching stars in map view. It causes my vessel to overheat and explode while sitting on the launchpad, often times displaying a temperature of infinity! Logs: https://www.mediafire.com/file/8w7abk8ajiw68vs/Logs-Kopernicus.zip/file My suspicion is this is somehow linked to ModularflightIntegrator, but I could certainly be wrong. Only mods installed are the most recent releases of: Module manager Kopernicus ModularFlightIntegrator To Boldly Go this is on a fresh install of KSP, as I've been trying to isolate this bug for a few days now. Any help is greatly appreciated! -
[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
nubeees replied to sarbian's topic in KSP1 Mod Releases
Is ModuleFlightIntegrator still being maintained? -
Welcome! Here's a few good ones: (I don't know if planetshine still works actually...)
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I've been recently experimenting around with Interstellar mod's kerbstien drive and other ultra-high ISP engines which let you accelerate during timewarp, and I made a discovery: Eyeballing Brachistochrone trajectories is an absolute nightmare, especially if your target body is behind your starting location. I've seen a solar sail navigator addon before that plotted trajectories for solar sails. I'm not sure if it's still around or even compatible with the current version of KSP, but between that and seeing mods such as principa in action, I know it's possible to draw curves in map view that don't strictly adhere to orbital paths. Would it be possible to write a addon which at the very least assists with Brachistochrone trajectory plotting? I'd be willing to assist in writing it, but I really don't know where I'd even start, especially when it comes to the math. (Bonus points if it lets you schedule a kerbal alarm clock alarm to tell you when to start your deceleration burn!) One very fortunate thing is I'd imagine KSP's simplified single-point gravity system will simplify the math dramatically.
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Oh yeah! I love that mod. Definitely worth having a look at their code.
- 30 replies
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- kerbal
- centrifuge
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I noticed in one scene this engine shows only a sort of smoke effect, then in the next scene as its landing it has an engine flame This could be a SFX thing in the cinamatic trailer or it could be that this engine has two modes.
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Link? Not sure I've ever heard of persistantmotion Is it like the outdated persistantthrust mod?
- 30 replies
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- kerbal
- centrifuge
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Thanks!
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Those are some beautiful engines. Any idea where the fusion engines and the gas core aerospike are from?
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I recognize that big engine bell thats cut off! At the end of the gameplay footage I posted earlier, you get a closer look at an engine with identical details on the outside of the engine bell! I speculated it was a miniaturized inertial confinement fusion thruster! I wouldn't be surprised if their krepstien drive they mentioned ends up being antimatter fueled. Kind of surprising actually that they mentioned metallic hydrogen, but never mentioned antimatter...
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https://www.videogameschronicle.com/features/interviews/an-in-depth-conversation-with-the-creator-of-ksp2/ I don't think a video of this interview exists sadly
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That's kind of a given which everyone knows about. There's actual gameplay footage floating around, posted above, and the developers have explicitly stated in interview that in the final product all the vehicles shown in the cinematic will be buildable in-game without significant FPS impact