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Nertea

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Everything posted by Nertea

  1. This was intentional at time of model construction, as it is an animated model and the idea was to not attach anything to parts with moving bits. Now that we have the ability to specify which areas of a model are surface attachable, it could be time to revise this, so I created this issue.
  2. I'm not.... sure how to do that. I can't see anything in the configs that makes them behave that way, must be a model thing, which I'm fairly sure I don't want to look into right now :P. I will deploy a new version either later today or tomorrow.
  3. Tried to make new parts, animations kept failing to load ingame, got depressed, went to work on other things. Will update sometime, maybe in a month.
  4. No idea, I'll look into it. Helpful to toss such issues on the git issue tracker, they're more likely to be looked at.
  5. That's how it's going to be in the future, I'm afraid. The way I solved this was basically a 1:1 replica of the mk3 cfgs, which have their open point at t=0 of the animations.
  6. Ok, will have to wait... 20 hours until next test window, but I'll report back again :P.
  7. Nope, no other exo definitions. There is another definition for atmospheric LH2 though that is PLANETARY. PLANETARY_RESOURCE { ResourceName = LqdHydrogen ResourceType = 2 PlanetName = Jool Distribution { PresenceChance = 100 MinAbundance = 0.05 MaxAbundance = 0.08 Variance = 20 } } I started on a fresh save too in case that matters.
  8. Alright @RoverDude... test results. I found that GLOBAL_RESOURCE definitions either don't work, or are defined differently. My test config in a PLANETARY_RESOURCE context works well. This snippet successfully creates a resource distribution around Kerbin: PLANETARY_RESOURCE { ResourceName = LqdHydrogen ResourceType = 3 PlanetName = Kerbin Distribution { PresenceChance = 100 MinAbundance = 100 MaxAbundance = 100 MinAltitude = 0.1 MaxAltitude = 1 MinRange = 0.5 MaxRange = 0.5 Variance = 0 } } However, if I use an identical, but GLOBAL_RESOURCE version (snippet below), I don't see the resource distribution. GLOBAL_RESOURCE { ResourceName = LqdHydrogen ResourceType = 3 Distribution { PresenceChance = 100 MinAbundance = 100 MaxAbundance = 100 MinAltitude = 0.1 MaxAltitude = 1 MinRange = 0.5 MaxRange = 0.5 Variance = 0 } } If I understand this correctly, both definitions should provide the exactly the same distribution around Kerbin. The difference is that the GLOBAL distribution should make it happen on all planets. However, when the GLOBAL instead of the PLANETARY one is used, the resources don't show. Thoughts?
  9. Yeah... you need ModuleManager. It's included in the MarkIV download.
  10. No prob. Remember you do need this to play many mods... the reason this occurs is because there is an empty cfg file in CRP. If you just remove this cfg file, everything will be fine (you'll be able to load PartTools and run KSP+mods properly).
  11. Thanks for working with my lack of coffeeness :P. Ok, so we establish band center by average of MinAlt and MaxAlt (0.2*500 + 1.0*500)/2 = 300 km. That seems clear. Then a random number is selected between MinRange: 0.4*500 (so 200) and MaxRange 0.6*500 ( so 300), which is X. This is then subtracted/added from the center point to get the actual bounds. So in the previous example the resource band starts anywhere between 0 km (300 km - X) and 600 km (300 km + X) and is centered at 300 km. If that's correct, then to achieve resources from 100 km to 400 km, centered near 250 km, I would use Minimum altitude of 0.25 Maximum altitude of 0.75 (these produce a center of 250 km) Min Range of 0.25 Max Range of 0.35 (these produce a X of ~150 km, with some variance) Please be right
  12. Haha, ok. Thanks for helping here! So let's take a case study to make sure my understanding is right then! Assuming kerbin radius is 500km, if I wanted to create a resource band from 100 km to 500 km, centered near 250 km, I would use Minimum altitude of 0.2 Maximum altitude of 1.0 Min Range of 0.4 Max Range of 0.6
  13. Ahhhh I see. So Min Range and Max Range are fractions of the MinAlt to Max Alt region?
  14. Ok, thanks. I will spend some time tomorrow, report back. Let me be sure I understand the parameters. In the following cfg snippet, i expect.. 100% chance of the resouce being present Abundances of 1-100% Minimum altitude of 0.1x the body (is this the altitude above sea level?) Maximum altitude of 2x the body Range of 0.01-0.5x x the body size - is this the equatorial height of the band? So I would expect to find the resources 100% of the time in a band that is distributed as per this cross-sectional picture around the body. Do i have that right? It's not fully to scale. GLOBAL_RESOURCE { ResourceName = LqdHydrogen ResourceType = 3 Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 100 MinAltitude = 0.1 MaxAltitude = 2.0 MinRange = .01 MaxRange = .5 Variance = 20 } }
  15. @sh1pman, @Jarin : https://www.dropbox.com/s/h5no37tsglf6jii/MkIVSystem2_3_5_X3.zip?dl=0 This may fix it. At least, I can no longer reproduce the bug. Please note you will have to rebuild your planes. This is a simple as detaching/reattaching every single cargo bay piece.
  16. I barely had time to test the atmospheric concentrations themselves, but I did test the exoatmospheric values and they don't... work. Maybe need to ping @RoverDude here. I tried several variations on the numbers for abundance and altitudes without much success. Specifically, the scanner reported a value of 0 all the time, no matter where in the SOI I was. Version with altitude in M GLOBAL_RESOURCE { ResourceName = LqdHydrogen ResourceType = 3 Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 100 MinAltitude = 500 MaxAltitude = 200000000000 MinRange = .01 MaxRange = .5 Variance = 20 } } Version with SOI fractions: GLOBAL_RESOURCE { ResourceName = LqdHydrogen ResourceType = 3 Distribution { PresenceChance = 100 MinAbundance = 1 MaxAbundance = 100 MinAltitude = 0.1 MaxAltitude = 2.0 MinRange = .01 MaxRange = .5 Variance = 20 } } I even tried just cloning the CRP exo Karbonite definition with no luck. Here's my detector code, by the way. Fairly simple. MODULE { name = ModuleResourceScanner ScannerType = 3 ResourceName = LqdHydrogen RequiresUnlock = false }
  17. Community resource pack. Comes with many mods. There's a blank cfg file in the distribution that breaks parttools sometimes.
  18. This might seem like a strange question, but do you have CRP installed in the target KSP installation?
  19. You know there's more than one gameplay paradigm out there, right? It's beneficial to allow other modders to... do their thing without trying to force a particular way of play on them. I don't particularly like the way you balance things. I expect you don't like mine either. This project is where we try to get along for long enough that our mods don't conflict in a terrible way. We've got this tiny abundance in the atmosphere. You'll live. It's low enough that it doesn't matter for your players. It's high enough that someone can test their fuelling strategy on Kerbin, which is what I want. If it were up to me, I'd throw probabilities of it in every atmosphere, and other rare things too.
  20. The other person also had gobs of mods IIRC, so I can only assume it's a mod conflict. If you can narrow it down I can investigate. However, I remain completely unable to reproduce it. https://github.com/ChrisAdderley/MkIVSystem/issues/32, will take a look sometime.
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