StormWolf
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I'm an Eagle Scout to. Troop 2k in Olivenhain California.
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
StormWolf replied to ObiVanDamme's topic in KSP1 Mod Releases
Also while I'm here, I'm using the workshop to build parts but when they finish they don't show up in anyone's inventory. Any clue as to what is happening to them? -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
StormWolf replied to ObiVanDamme's topic in KSP1 Mod Releases
I don't even have a "PartList" file under Squad in GameData to begin with. Is there some kind of mod dependency that I'm missing besides MKS/OKS? EDIT: Found it, but it's in DDS format. Should I revert? EDIT 2: Yep DDS doesn't work well. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
StormWolf replied to ObiVanDamme's topic in KSP1 Mod Releases
I have the same problem as ogled. My log spams errors from interstellar but from what I was able to catch it says "Target is null". I pasted what I think is the result from the output log on pastebin: http://pastebin.com/YprveARm hopefully this helps! And yes both KAS and KIS are updated. -
I also have a bug to report, time control litterally makes my KSC dissapear. I didn't bother taking a picture of it myself but I did find someone else with the same issue that has the same picture I would take. I also posted my KSP log (couldn't post an output_log or anything as my game didn't crash, sorry!) on pastebin. HERE is the link. I hope you fix this soon as I HATE warping at 50x at low altitudes! Also I managed to recreate this nearly stock. All I had in my Gamedata was ModuleManager.2.3.5, KSPAPIExtensions (latest), Squad, NASAMission, and TimeControl. I'll take a look and see what happens if I remove those two. EDIT: Yeah, it's entirely stock now and the bug persists. Looks like it's a problem on your end. Hope it gets fixed soon!
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I encountered this bug a lot whilst fixing and debugging Alternis. I narrowed it down to buggy parts. Certain parts absolutely hate it when you move kerbal although I do not know the relationship between the parts and the spawning (other than loading the parts). To fix it you simply have to go through the parts on your ships and strip the mod based parts one by one and see what the issue is. For most of my crafts (in Alternis) it was the Mechjeb AR202 case causing it. If that's the case for you then go to the KSO thread and download the KSO mechjeb part, it works fine.
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Hi, I just downloaded your program and got some really wild results that I would like help with. First of all whenever I run the program it virtually crashes my computer. Windows explorer goes unresponsive, I can't open the windows security options, I basically have to hold the power button and force a restart to make the computer useable again. Now I know nothing about matlab, the program or even how it works so I was hoping you could shed some light, however vague my issue may be. Some notes, I did try to run the program right after installing Matlab and that was the first instance of this unresponsiveness. That is literally all that I have done. Any help would be much appreciated! EDIT: Nevermind! It was an issue with the Matlab install. If anyone else is having this issue try running the Matlab setup as administrator! It fixed it for me!
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- ksptot
- mission planning
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I would agree, I'm trying a few things. I managed to generate a heightmap using SCANSAT's altimetry scanner. Gonna see if that works. We really should start an add-on development thread, a github and get official consent from Nova. figured I would edit to save some trouble: EDIT: I MADE AN AMAZING BREAKTHROUGH! I am able to fix ANY instance of the dark camera issue on ANY planet. jack up the planet PQS Radius an extra 100 or so meters and that lowers sea level below the terrain. Or it appears to. So long as you don't make the normal radius and the PQS radius some ungodly value it SHOULD work fine with minimal issues. Now I just need to fix Vall.
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I tried through and through to fix Laythe, and despite my efforts I never could get the terrain to work. Based on what happened it was something more than the game's planet parameters, I believe that it is an issue with the game's loading it and transferring from the low quality terrain to the high quality version that appears at close range. I was just looking in the files and Laythe IS lacking a dif file, unlike Minmus, Jool and Duna. If you have been talking to Nova ask him if he has one on his disk somewhere or how he formed the terrain. I understand that you're trying to remake Alternis but for now I would try to upload a stable version of Alternis (barring any stock bugs/kraken that may have been amplified, which I assume is what you are trying to fix). I think a good question is what changed from version 0 to 1.0 in terms of Laythe so I can move from there to try and fix the terrain in current Alternis. As for a re-release I would HIGHLY recommend just completely nuking the Laythe revisions or at least skipping Laythe for now and coming back to it. Laythe is too problematic to have anyone's full attention for now. I also would crowd source parts of the code to make sure Alternis gets out faster. EDIT: Did some more Minmus bug testing, Minmus NEEDS a heightmap to correct a lot of its issues. As it stands a few of the craters and the new "red ice lakes" (for lack of a better name) need to be set far above sea level to make sure the other, deeper, craters are still above sea level. I attached an image with some comments on it to aid you. Though I have been to a LOT of Minmus I have NOT been to all of it so you might want to give some more threshold just to be sure. Vall also has a small issue where on the map you will appear to be floating above the planet (but landed and does not have a visible orbit). Actually now that I look at it, Minmus has the same issue. Pending a fix or maybe it's just my stupidity. It might just be some messy coding that I'll have to fix (for Minmus, not so much for Vall). So a recap: Issues: Minmus heightmap (URGENT FIX, SCREWS UP CAMERAS) Vall Floating orbital view Minmus floating orbital view* I'll see if I can improvise a map from the current Minmus texture, the heightmaps appear to be black and white so if I can just give it a black and white filter, give the plugin the code to load it I *MIGHT* be able to fix it. Will post in a few days give or take some I might be able to rig it up. I doubt that it will be a permanent fix, though. If you can get in contact with Nova and ask him how to make heightmaps, beyond making it by hand it will go 10x faster.
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If you could do that, that would be amazing. Some issues, however, I looked into planet factory and found that Planet Factory can NOT alter the color of orbits or the color of atmospheres at this time which means that RSS cfgs would probably be the way to go. If i'm not mistaken RSS could probably handle everything (seeing as how the current official version of Alternis is made with RSS anyway). I would try to keep it simple and small, texture replacer eats quite a bit of RAM by its self and might conflict with mods such as EVE (which, as it stands, simply just overwrites Alternis's changes to the planets). Something I've been doing, which I do not like to do, has just been reverting planets to their stock form. This fixes quite a few bugs (excluding their orbit, SOI, etc modifications). I would suggest simply just moving the planets where they are in Alternis now in a new rewrite, fixing all those bugs involved and then move onto fixing the heightmaps, atmosphere, aesthetics, etc. I can't really help with a rewrite however I can bug test as soon as a build is ready. Oh, and please, PLEASE make a github, it will save so much time. EDIT: I would highly suggest just redoing the current itteration of Alternis first and then making an add-on with extra planets, that way those who just want a redux of Alternis can get what they want and those who want the add-on version can get what they want. Also I wanted to ask if you have done any work on Alternis yet, and if so, how close you are to posting it in add-on development.
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Been doing a bit of testing on a DMP server (makes complete sense, I know) with it and have come upon a few more bugs, but none that are awful and might be able to be fixed with a few lines of codes, Some of minmus's terrain goes below 0m which results in camera bugs Minmus is a lying *******, it's SoI is actually ~97 KM rather than the 115 KM it says it is, tried fixing this with the Duna and Dres fix, no dice. Tylo's atmosphere can't really be seen from the ground. Will edit if I find more. Sorry I haven't been able to upload it, I'm on vacation. I have the fixed pre-packaged in my DMP server modpack so there's a link below to download that and pull it from the zip file. http://www./download/jm77d43aac73hj9/DMPUpdated.7z
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
StormWolf replied to dtobi's topic in KSP1 Mod Releases
Nope, no smoke animation only a countdown and then nothing. Also the philly probe won't attach for me. Tried it at 1 m/s, 10 m/s and even 20 m/s. Nothing. There is nothing under it and was never anything under it in construction. EDIT: I'm an idiot, installed wrong. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
StormWolf replied to dtobi's topic in KSP1 Mod Releases
Another issue to report, the Bunker digs in but seemingly does not create the super strong SAS (it just stays the same as it does when it isn't dug in) and does not have any apparent way to store 3 kerbals. -
Alright so I'm posting with good and bad news. The good news is that I did some work on the code and fixed quite a few issues. The bad news is that a lot of the bigger issues are still prevalent and I honestly have no idea how to fix them. Some of the updates: Had to take away Laythe's new terrain, reverted it to stock and it works fine now Found out how to minimize the Spawn in Space bug (go down to see an explanation) Fixed Vall, but also had to revert it to its stock proportions due to a major terrain issue that would freeze ships Tried and failed at fixing Bop moonlet far terrain bug Tried and failed at fixing comet tails Found a new bug where Tylo, Gilly and Ike all orbit Kerbol WAY to fast (pending a fix, will update soon) Ike is using the stock terrain bug so therefore from a far orbit and from the map it will appear as stock Ike but in reality it's a spiky hell hole Duna, Dres, and Tylo all seem to have a bugged to hell sphere of influence (tried and failed at fixing) that sends (hypereddited at least) probes on an interstellar adventure, same bug also seemed to occur with Vall's bugged sphere of influence but the fix with vall doesn't work with Duna, Dres, and Tylo. Probably many more issues. Honestly at this point a complete rewrite is looking 10x more appetizing. I would suggest trying it with Planet Factory seeing as how the existing code is a mess and Nova (he even comments it himself) didn't know what any of it did. Oh and the Spawn in Space bug is caused more than half the time by the Mechjeb AR202 case part, no idea why. If you need to use Mechjeb go to the Kerbin Shuttle Orbiter page and download theirs as it works fine (from my testing anyway) Also here's the updated source, though I still highly advise rewriting the code in a more stable way. http://www./download/k6fv2rgy515g46j/AlternisSomeWhatFixedBuildsWithSource.7z All credit goes to Nova except for my fixes. No original Alternis assets are packaged (height maps, color maps, etc) all that comes with that is my Visual Studio source (which is a mess) and the updated builds each named in accordance with what they did. "ClassLibrary3" is the latest with all the working fixes. I'll keep trying to get more done but I figured I would post this here in hopes that the community could be of some help. If I need a license I'm using the GNU Source is (as stated) included in the download. EDIT: At the time of posting this I have found more issues and have also fixed a couple I fixed Tylo's gravity BUT Duna and Dres now have seemingly non-existant sphere of influences and despite my using the same method to fix tylo I can't find anyway to fix Duna and Dres. More updates: Tylo's atmosphere does not appear BUT it DOES function properly. Tylo also has an issue where the real, modified, version of Tylo fades into existance. This makes me worried that Duna may be behaving the same way. Vall (even after trying my fix) does not want to revert to stock heightmaps quality. [FIXED] Jool has magically turned green again. [FIXED] (sort of) I beg that someone who knows more about this than I do takes this off my hands, all I'm doing here is copy and pasting code from other parts of the mod that may be able to fix it. yes, it has worked so far but it's only a matter of time before I do something or a huge bug comes up that I won't be able to fix. Download link with release has stayed the same. I also cleaned up my coding EDIT 2: Somehow I magically managed to fix all of the issues I was having. Duna, Dres, and Tylo all work fine. All that needs work now is to adjust the orbital period of each of the sun orbiting bodies then all known bugs (be me anyway) will have been fixed. Which is scary.
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Hey I'm the founder of the RP, here to shed some light for people so they know EXACTLY what this is. First of all, the Space Race RP is in no way related to the real event, and in fact plays off the name in a literal sense. The basis of the whole thing is that you play the part of a starting empire owner, and want to expand outward. Obviously you need a place to do all of this, so (this is where the name comes from) you race to the other planets against other empires in hopes of claiming it. Of course you don't have to be an empire owner, you can be a mercenary. Or a space pirate! It's all up to you. Once you get a planet, you now have to defend it. This is done by accumulating vessels, probes, etc (each of different value) in said planets SoI. Once you feel comfortable you can then set out to make your mark in the solar system, participating in political events, scenarios, etc. Or you can team up! Partner with your friends, buy out empires, do whatever you want, the whole RP revolves around the concept of open world. Furthermore there are NO required mods, save KLF! Meaning you can go in with B9, Orbital Construction, Kethane, whatever! I hope to see you guys soon! Official Space Race Roleplay website: http://spaceracerp.enjin.com/ KLF Mod Thread: http://forum.kerbalspaceprogram.com/threads/24926-0-21-Kerbal-LiveFeed-Passive-Multiplayer-Plugin-Client-Server-v0-7-1 KLF Server IP: klf.general-physics.de:2075