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GavinZac

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Everything posted by GavinZac

  1. Hey cool, thanks for the shout-out. I just recently started playing again (now with a little guy to teach orbital mechanics to) and, faced with that same old problem, moved my code from a dead domain (turns out I don't need a website about a tiny birdie dinosaur) to http://gavingolden.com/wherecanigo/ . Now here you are! Awesome. My lazy 'eh, 200m/s, everywhere' aerobraking estimate was kinda weak. I'm about to start a .NET project in work so if you're open to pull requests maybe I could jazz up the look of the window a bit?
  2. Incredibly simple feature but genuinely delighted to see someone add this to an 8 year old game. Thank you.
  3. Thanks, with that help I found it in the persist file and may have found a good way to do this switchover quickly. There's a useful source of this information already - Kopernicus seems to output very useful information on this to Kopernicus.log [LOG 16:19:34]: Found Body: Joker:126 -> SOI = 2461948.5, Hill Sphere = 302483.630123454 [LOG 16:19:34]: Found Body: Moho:127 -> SOI = 9646663.02332811, Hill Sphere = 22060314.8155466 That number after the planet names is the REF. So I can use this to do my find-> replace. Edit: It worked! Awesome. My method: Back up your persistent.sfs file. My craft were easy to locate in the save file because I named them all with their planet in the name (e.g. I name them things like Duna Probe Apollo). If you can, name your own crafts this way before installing the mod. Open KSP and launch the save game. Open Kopernicus.log (/KerbalSpaceProgram/logs/kopernicus.log) and scroll toward the end. Note the original planets, each of them having a new number (i'll call it Y) Using something like Notepad++, open persistent.sfs. Find a craft at each planet (i.e. a Duna Probe, which may no longer be at Duna), and find its planet reference number at VESSEL { ORB { REF = X Using Find/Replace All (use 'match whole word' to prevent matching partial matches incorrectly) replace REF = X with REF = Y Do this for a craft at each planet. Save persistent.sfs, and reload KSP to check everything's well.
  4. I understand that applying this to an existing save game will make weird things happen; asteroids and objects around the wrong planets and so on. I understand that I can use something like Hyperedit to transfer objects to the correct planets, but with several hundred objects, it's tiring. What I would like to figure out is how the game decides from a save game persistent.sfs file which planet an object is around or on. I have a theory - if I can find a body identifier field in the persistence file that tells the game where to put an object, I can find out what the 'wrong' identifier is, and replace it with the 'correct' identifier (found out by launching a dummy craft on the 'new' kerbin or something). This would be done with good old find/replace, and of course would be much faster and better than using hyperedit (it would not make flags fall over, for example). Maybe I'm an example of people being most creative when at their laziest. If I'm correct about that, I wonder though if some debug features could be exposed? If it could be enabled to show a planet's "real", persistence file identifier within the game engine for example (perhaps while holding down a key in the tracking station), this would be very valuable for adding the mod (which is very exciting, thank you) to an existing save game by this relatively primitive method I've suggested, more quickly than by trial and error.
  5. "Squad's official mod hosting partner" provides precisely none of the functionality I was talking about, despite it being within their capability to do so. All Curse is without the Curse client is another download catalogue. It is a place to put files, an alternative to "med1afir3" or dropbox but with an index. That is not good enough. I don't know why the userbase refused to use it over the other alternatives - Spacedock and KerbalStuff - but there is zero mod install management from Curse, and Squad has never even mentioned the idea of any sort of mod management inside the game. Of course this is partly Squad's fault. They have not caused anyone's direct actions in this thread but this thread should never really have had to happen because CKAN should never really have had to exist.
  6. I had written quite a bit about attitudes on both sides of the fence here - I mostly take issue with actual, straightforward outright insults being applied to people who have jobs to do and kids to raise and therefore would like a mod manager to do the work for them, apparently regardless of whether or not they're asking for support from someone - but I deleted it as unproductive. It appears the 'community' has reached something of a detente. Yay? But some of the blame for this event also has to fall on Squad. When did it become apparent that mod support was going to be a key selling point of this game? Three years ago? Four years ago? They should have taken ownership of this long ago. They ruled out Steam Workshop support in the project's infancy because they didn't want to 'fragment the userbase', yet now they don't even really support their own in-house updater. Later they said they didn't want to invoke the Steam Workshop because users easily installing mods would mean they could easily install malicious mods - yet Cities:Skylines, a game with three times as many players right now, manages it just fine with the same modding methodology and game engine. They then instead signed some sort of deal with Curse, who still haven't provided client support more than 2 years later and have completely failed to engage the community. Neither Workshop nor Curse come anywhere close to 'perfection' but they inarguably meet the criteria of being opt-in for modders and unemotionally predictable for end users, but neither are options. Ultimately, and episodes like this and KerbalStuff and the rejection of Curseforge have proven it again and again: Squad should have by now realised modding and the management thereof was too important to them to leave to the whims and moods and feelings of individuals. As much as I've just been complaining about the modding community (givers and receivers), it's astonishing and a credit to the spirit of modding that it has remained active at all when you have people who really, really like playing a game arguing instead about software licenses and courtesies.
  7. I, for one, will *never* support 64-bit installs for my ModuleManager configs until Squad fixes it.
  8. RecoverAll does not seem to appear in the tracking station.
  9. I would really love this mod to become stock, it makes the game feel much more like a space program. Maybe this could be an upgrade for Mission Control and Transfer Window Planner could come with an upgrade to the Observatory. Thank you TriggerAU, I really don't think I would have 2000+ hours in this game if it weren't for your essential mods.
  10. I'm still getting explosion and smoke effects from staging, particularly noticeable as a grey cloud of smoke forming an orb around the decoupled part when in space. Using jrodrigv's 1:v1.0-beta from CKAN. All stock parts, lots of non-part mods.
  11. I'd just like to point out that 10km is absolutely in no way a safe low orbit around Bop. If I'd opened the hatch at 15km I could have taken an orbital surface sample!
  12. Great news! While the folder structure does make sense, it would be nice to still retain some of the tagging functionality. I do enjoy being able to pull up all craft including "Duna" or "docking", or excluding "obsolete". That is just one small feature in an otherwise awesome mod though, so very much looking forward to getting my hands on this.
  13. Handy little mod! Helped me discover why I got severe lag in one specific circumstance, an out-of-date mod. I guess I could uninstall it now, but I'd like to leave it installed - but the window doesn't respect the F2 'hide ui' setting. Can this be done or is that too much of it being hooked into KSP?
  14. I am also getting this problem. I am not using Blizzy's Toolbar, Asteroid Day (I believe this was integrated already?), DMagic Orbital Science, GPOSpeedFuelPump, KAS, KIS, KW Rocketry, Procedural Parts, Real Chute, RemoteTech, or TST. So the list becomes: [x] Science! Chatterer DistantObject KER ModuleManager 2.6.22 NavyFish Docking Nereid's Final Frontier SCANSat KAC I'm going to try copying my folder and doing the "disable half, then half again, then half again" trick to narrow it down, I'll report back. Edit: The problem went away when I disabled the first half of the mods, so I thought I had it narrowed down. I made sure to load lots of different scenes and move some craft around, warp a bit. Then I narrowed it down to Distant Object and KER... and then it remained solved when both were enabled. So either just copying to a new folder fixed the issue, or I'm not doing something from normal gameplay that triggers the problem. Bah.
  15. Updated the URL. Note that this will no longer be accurate from the launchpad as the 'new' atmospheric system means every launch is different, but from orbit to orbit it should be as accurate as ever.
  16. You have to tell ATM to exempt these parts (the majority of them are using the stock textures anyway, so there's no bloat). That's a question for ATM's thread. I did find two weird issues with NK's pack, both seemingly node-related: The Mini Goo (stackable Goo container) won't allow anything stacked on top of it. The top and bottom nodes seem different. My beloved airbags when clicked from the part catalog seem to 'spawn' on the floor of the VAB, if I pick them up they can be attached but in a slightly strange way.
  17. Just checking in to say no problems so far. Everything appears to look fine in the catalogue, and the few parts I've used so far have been fine. I have lots of plugins installed, but not not ATM, since this is the first real parts pack. Now I just have to figure out how to categorise all these new parts some way!
  18. Giving it a shot again, always liked this SXT pack. Can't get more stock-alike than stock textures. Will report back. Thanks NK.
  19. Ok, thanks. I'm honestly not sure what version it was or even when I installed it, it can't have been that long ago? Maybe 2 weeks ago, maximum? I installed it via CKAN so it was quick and painless - perhaps too quick and painless in this instance!
  20. Two quick questions, I searched and read but haven't found answers so hopefully this isn't too annoying just after a release, if it is, feel free to take your time. 1. I built stations it suggested, around Kerbin, Mun and Minmus. But I'm only getting followup contracts for Minmus. Can I change this? 2. I sent them all up empty. However, I'm getting 'crew rotation' missions for the Minmus station - can I just send the Kerbals, without taking some out?
  21. Quick heads up, it's completely inconsequential but the version installed from CKAN is reporting in AVC that it's for 1.0.0 only. It runs just fine on 1.0.2, and obviously it's easy to fix on my own computer, but it might cause confusion for new users.
  22. It's like Chirpy! Would be clever if it would autogenerate some Kerblish tweets from your guys out on missions. "@KSC hey guys its Day 745 on Eve, beginning to think you might not have worked out how to get me back"
  23. You mentioned this in another thread, so I gave it a go. It's great! Must admit it still feels a little like cheating but at this point after 2 years or so of messing around trying to click the right instrument at the right time, reading the same old reports, I think that I've earned a bit of concentration on the actual flying!
  24. Yes! Sorry. Lost my train of thought there, clearly. Had just wanted to give feedback that everything was going well
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