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seanth
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Going to try something new here. A lot of what @daniel l. discuss and do is behind the scenes, but I started wondering whether people would be interested in the sort of "inside baseball" talk going on, so here's an example. Think of it as TBG dev letters -------------- Dearest Koogie, Inbetween data analysis at work I have been noodling with TBG "McMahon" build a little (on github). I was testing something and in the process found some bugs: Problem when making 0 planets in a system Prints junk to file when trying to make a ring Squashed those and I present a proof-of-concept test galaxy: https://www.dropbox.com/s/p93pg5atzh8hvv6/galaxy.cfg?dl=0 90 stars, 169 planets, 259 moons. The experiment is in line with what @Mikeloeven said. I've been playing with leaving Kerbin's sun alone and making a new core. I kept trying to reparent the sun to the new Core, but that either ended up with the game in prema-load or terrain glitches. I realized that the movement of stars in the galaxy is so minuscule that it would be hard for players to see what was _really_ orbiting what if the orbit lines are missing. So Kerbin's sun stays where it is. Nothing is changed. A new star that acts as the galactic core is made and placed a reasonable distance from the Sun. All the other generated stars are placed around the Core. Just looking at it, you can't tell that the core is _actually_ in orbit around Kerbin's sun. I hope that people will try out that test galaxy and let us know whether it fixes the physics and terrain glitches. If it seems to work, I'll roll the code changes into it. 0.3 will be a lot of changes: procedural stars, planets from other planet packs as templates, and the end of terrain glitches/missing ksc/physics wat. I'll revert planet semimajor axis calcs back to what they were originally on Friday. Yours, seanth
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This morning I removed the bit that allows the space center to appear. Right now it seems like we can have a missing space center and no terrain glitches OR the space center and terrain glitches. For the time, it is removed. There is a Mac OS version, but based on what I am hearing it only works on 10.12. I can't build windows versions on my machine yet. Maybe a minor bug-fix point release soon? Bug fixes: •Traded missing KSC for terrain stability •Cluster galaxy generation works (mea culpa on that one)
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People that are experiencing this "stuck in loading" problem: could you please share the parameters you used to set up your galaxy, and whether you are using the most recent version (0.2.6.5)? It would make troubleshooting much easier on our end if we can replicate the problems you are seeing.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
seanth replied to Thomas P.'s topic in KSP1 Mod Releases
I believe either would work. Can you put your cfg somewhere so people can see it? Might be easier to troubleshoot. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
seanth replied to Thomas P.'s topic in KSP1 Mod Releases
Not for me. Make sure you don't have unclosed {}s. That might result in permaloading -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
seanth replied to Thomas P.'s topic in KSP1 Mod Releases
We've been dealing with this in the To Boldly Go mod/app. It was suggested that we include @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { PostSpawnOrbit { referenceBody = Kerbol } } } Which works, but we see terrain glitches: buildings partly burried in the ground, flags completely spazzing out. For me, that goes away if I go into the SPH or VAB, put a part of the runway/launch pad, and then recover the part. After that the space center seems fine. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
seanth replied to Thomas P.'s topic in KSP1 Mod Releases
Is there any way to make a Dyson Sphere like object using Kopernicus? I was thinking one could make a white dwarf star with a radius close to Kerbin's, and then around it is a Jool-sized planet. That would put the star inside a shell, but how would one put a terrain _inside_, and how would you get in? -
Already rolled into the code
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What version of TBG are you using? The galaxy file you provide looks like it was made by an older release. And...that's a good idea, actually. Include a single line in the galaxy file that says what version made it.
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What version of mac os are you running? Feel free to PM me so we can work this out.
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Can you explain what problems you have with the Mac version? All the work I do is on a Mac and it works on my end. What you are seeing falls into the "terrain glitches" that we are talking about. It's not the intended function of the mod, but is a known bug. Have you tried putting a craft onto the launch pad or runway, and then going back into the space center view?
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What aspect of that screenshot makes you unhappy? The odd stripes on the ground?
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Out of curiousity, have you tried any of the following: Going to the sph, leaving back to the command center, going back to the sph and then launching? Letting your galaxy load in a game, get to the command center screen, quitting KSP, and starting the game up again? In my (minimal) testing, I have found that going to the launchpad or the runway and then back to the command center seems to fix the terrain glitch. Might not be a "fix" especially if you are doing a hard career mode and you stuff explodes, though
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Yes. If one tries to make a cluster galaxy, that gets written. The other galaxy types do not write that to file. I am testing a fix right now. To be clear: this glaring bug got through because of my biased testing. I (wrongly) assumed no one make cluster galaxies, so I never tested with them. Mea culpa. Ok. 0.2.6.6 fix for cluster galaxies works (for me): No problems. Mac version ready for download. @daniel l.: could you make the windows exe? I can't do it on my machine, apparently.
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BUG KSC disappearing act: This should be "fixed" as of 0.2.6.5 using the @PostSpawnOrbit property There are new bugs related to the terrain being glitchy, though. I don't believe these are related to 64 bit vs 32 bit or the unmber of stars. In my testing, the act of changing Kerbal's parent star is enough to have the glitches show up. Sometimes entering a building like the VAB and leaving fixes things. I _highly_ recommend not setting Kerbol's semimajor axis to 1 (as suggested here http://forum.kerbalspaceprogram.com/index.php?/topic/151998-indev-122-to-boldly-go-an-external-application-designed-to-procedurally-generate-an-entire-galaxy-for-ksp/&do=findComment&comment=2966075). This will place it very close to the galaxy center. BUG Cluster vs Disc vs Ellipse: When testing code changes or adding new features, I only look at "disc galaxies". I am not surprised that there are bugs lurking the the Cluster and Ellipse methods. I'll look at @Mikeloeven's report of bugs with planets in cluster galaxies ASAP. BUG Crashes when launching from SPH (@The_Right_Arm): Reported before 0.6.5 but will look into it. Fixed? (http://forum.kerbalspaceprogram.com/index.php?/topic/151998-indev-122-to-boldly-go-an-external-application-designed-to-procedurally-generate-an-entire-galaxy-for-ksp/&do=findComment&comment=2968774) BUG Crashed when scrolling through planes from KSC runway menu (@The_Right_Arm): Reported before 0.6.5 but will look into it. Fixed? (http://forum.kerbalspaceprogram.com/index.php?/topic/151998-indev-122-to-boldly-go-an-external-application-designed-to-procedurally-generate-an-entire-galaxy-for-ksp/&do=findComment&comment=2968774) FEATURE REQUEST: max min planets (@JadeOfMaar): Provide a way to define max/min planets per star in custom setting FEATURE REQUEST: Version for Macs (@Nailed it!): I'm a Mac guy. You can grab a Mac version of TBG from https://github.com/kjoenth/To-Boldly-Go. Download the ".app" version.
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Currently working for custom settings, but not for automatic yet.
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I've started going through this forum thread looking for bug reports and compiling them to help out @daniel l. For people reporting bugs, saying something here is fine but it might get lost in the general chatter. If you can, please try and make a bug report at https://github.com/kjoenth/To-Boldly-Go/issues/new . That might make it easier to see what is an issue. I'll try and weigh in on some of the bug issues in a few minutes after I take some notes
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I would recommend making a single new star, no planets, no astroids, using the TBG app and trying that out. We need to isolate what the problem is.
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http://www.space.com/35790-seven-earth-size-planets-trappist-1-discovery.html
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Agreed. I am working toward that. Eventually I would like there to be a python version that mac and linux users can use. One of the reasons I am trying to help @daniel l. out in code streaming is to make it easier to port to python. I have a quick and dirty version working in python, but it doesn't do everything the same. It's been a weird loop of prototype in python-->port that to qbasic-->reimplement in python loop for me
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Spent a little while figuring out how to allow planets from other mods appear in the generated galaxy: Planet Cyran, made by @The White Guardian, appearing around the auto-generated star "Degoos". Not quite fully working, but proof of principle is in hand. What this means is that, hopefully, people will be able to include "rare" or "special" planets in their generated galaxies (assuming they have the planet pack that has the planets installed)
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
seanth replied to Thomas P.'s topic in KSP1 Mod Releases
Is it possible to use a planet template as a template. For example: the Cyran mod has the planet Cyran which uses Jool as a template. Will it work if someone then makes a planet where the template name = Cyran ? -
Various To Boldly Go glitches
seanth replied to Linventor's topic in KSP1 Technical Support (PC, modded installs)
I can field some of these I think: •The missing Kerbal Space Command when you first load a game is a known problem that will be fixed in an upcoming release (Kerbal Space Program 1_29_2017 3_41_01 PM.mp4, 1:08) •Jool glitch: weird. Haven't seen that before. Could you write out a list of bugs you've seen? It's much easier to scan a text list than watch videos. -
Eeloo's radius is only 10,000m larger than the Mun's. I have a hard time imagining how it could have an atmosphere, especially since it is so cold that a lot of atmosphereic gasses would freeze. No reason you _couldn't_ add a file to make it have clouds, though.
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To Boldly Go interstellar challenge!
seanth replied to daniel l.'s topic in KSP1 Challenges & Mission ideas