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Everything posted by diomedea
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
diomedea replied to damny's topic in KSP1 Mod Development
SCANSAT and resource mapping. This subject was already mentioned on a number of posts in February, but since then it has subsided. Any effective implementation of resources mapping is still to be achieved with SCANsat. I am considering planetary resources in general, most notably what is made available by the Open Resources System (ORS), that is the resources system used by the InterStellar mod, and by the Kethane mod. As with any other localized item, resources could be made to appear in a mapping tool. Map layers with already detected resources may be implemented with SCANsat, just like biome maps currently are. As it is now, Interstellar only shows resources when a detector is close enough, but there is no memory of what has been detected (scanned). InterStellar brings a number of png maps in the install, to show the locations and relative density of uranium, thorium, water, alumina on different celestial bodies. The maps dimensions are different, and a config file holds all the required information for management of map data. SCANsat could use some of the techniques already in place to implement those maps. A section in the savegame about what has been scanned and where on any body, and code to reveal only those parts of a map already scanned. Being the maps readily available makes me guess this feature would require much less effort (from such good programmers as those already taking care of SCANsat) than other features already planned. As for Kethane data, the system is pretty different (list of locations in savegame where deposits are), so SCANsat would require a method to render those locations on a map to be displayed. Kethane's author showed interest towards this feature (notably, in post #1037), and sure knows how to help. I hope, now that SCANsat is getting improved again, that the above features may also come into planning. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
diomedea replied to MacTee's topic in KSP1 Tools and Applications
It's getting way better with any new pre-release (you should really be thinking at an official new release, actually) . With 1.4 PR8, confirm the parts are all listed, the issue with MJ2_AR202 is gone and therefore no ship is "in the red". The conflict solver is helping a lot, already corrected a number of issues with it, though it appears to have something to improve yet: - same files (path/file_name) from different mods are marked as conflicts, and that is correct. But are marked as conflict also same folders (path/folder_name), even if the actual folder contents are totally different. Some mod authors use the same folder name for different mods (e.g. blizzy, Talisar, Taranis_Elsu (ThunderAerospace), Trigger_Au (TriggerTech), rbray (BoulderCo)). Would recommend to keep conflict logic only for files, remove for folders. - some confusion may arise in particular cases, and the solver shows mod names incorrectly (here a dialog showing a conflict, but with a custom submod listed twice, instead of the other mod involved (Kerbal Engineer Redux); the issue occurs with the cfg I sent before). The solver wasn't able in the end to sort what were the files I wanted to keep, I had to reinstall them by hand. At the moment I have unclear what could cause that. Very nice all the other improvements! -
If your issue is about changing the root part, please check this mod: SelectRoot (still works for me in 0.23.5, even if not updated). Can't say if that is all you need, or you should also change what is the "control" module in flight (but changing control in flight seems to me a quite easy thing to achieve).
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
diomedea replied to MacTee's topic in KSP1 Tools and Applications
Here the kspmodadmin.cfg from my main install (quite a number of mods installed). With 1.4PR6 all installed mods are shown green (some are not installed: black - and some files are there just for the record: grey). With 1.4PR7 a number of mods are in orange, opening them it shows at least one orange element that is conflicting with another mod (Toolbar mostly, but others as well). I try to selectively deselect or uninstall the conflicting files manually, but no change. Button to autosolve conflicts with existing mods...would be nice . -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
diomedea replied to MacTee's topic in KSP1 Tools and Applications
I seem to have the same issues Pondafarr mentioned. I notice that with the parts, KSP MA finds only "MechJeb Features-Rendezvous_Docking", that is the part going with the part name "mumech_MJ2_AR202_features4". The part.cfg from MechJeb2/Parts/MechJeb2_AR202" has 5 different "PARTS {" defined, and the one going by "features4" is the LAST of those. With any of the ships that have the MJ2_AR202, the part listed is named "mumech.MJ2.AR202", that is the name with the FIRST of the "PARTS {" defined in the parts.cfg. From the above, my guess is that KSP MA parses each of the *.cfg files for parts, but each time it finds a "PART {" definition, it uses the LAST one found, instead of keeping them all. To correct the issue, KSP MA should parse all the definitions (some *.cfg files effectively hold more parts), though in the case of the AR202 it would work just keeping the FIRST part found. About collision detection, I too am having some issues with 1.4PR7. Struggling to find a way to deal with the already installed mods (multiple collisions detected), up to now the only way out I found is to uninstall any conflicting mod and reinstall without the conflicting files. THat is so annoying (having to reenter all info about mods) that I am rather keeping mods as they are. Anyway, the conflict works perfectly well for customisation files, I just have to let KSP MA know about those and their destination, and it marks correctly what other files from a mod are superseded by them . -
A minor thing probably unnoticed. The button image used with the Toolbar plugin for the compass gauge is not linked (that prevents opening it from the Toolbar). Believe to have found the reason: the image file is named "SteamGauges/compass.png", but the linking line (in the source file "SteamGauges.cs", #228) is " compass_button.TexturePath = "SteamGauges/comp"; " Renaming the "compass.png" file in "comp.png", the button works as planned.
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[1.2] VOID 1.1.0-beta - Vessel Orbital Informational Display
diomedea replied to toadicus's topic in KSP1 Mod Releases
toadicus, another suggestion if you still accept any. With KSP 0.23.5 users can select Earth days (365 d/y, 24 hrs) or Kerbin days (426 d/y, 6 hrs). VOID seems to only show the first, and can't change format (no entry about that even in the .../VOID/config.xml). Such selection could be made an option, or even better (IMHO) tied to the format used by KSP.- 577 replies
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I am certainly the "planner" kind of player, though that requires some proficiency with both building and piloting as well. I like to carefully plan a mission in advance, caring for all possible things to the latest detail and with due precision. And because I'm not set with what the stock game requires, my game configuration has a mandatory set of mods for increased realism/hardship, so have to plan about life support, communications, heating, realistic atmospheric effects, budget, and more. I don't use parts mods, unless to implement something more realistic. My most "epic" mission to date required about 400 hours IRL to plan (documenting evrything), design and test the ship (no less than 30 variants to find the best one), and conduct (strictly going by the plan). There is a reason why I have not visited yet most places in the kerbal universe...
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Great. While looking how to find the inclination with Jool's orbit (as suggested) I just discovered an Easter Egg . I still had KSP TOT open, no log saved from the previous session and I was looking to find that. And then I found "State Log" with the Tools menu in MA (still undocumented). And you're right, inclination with Jool is at 90.5437° . Graph here (I couln't believe how it may have happened until seen that). About the State (be it with the MA main window, the State Log, or else), I have a request. Quite often we are dealing with hyperbolic orbits, and then the SMA is negative. I am most interested in the Periapsis radius value, but that is not shown. You certainly have it easy how to get Periapsis from SMA and eccentricity, but I would like the first to be available as well.
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Well, quite a number of things to report. 1. It works . Redid the tutorial and could do it to the end. 2. I notice that the inclination and periapsis radius constraints now allow to set the celestial body. At step 8 I did a first try setting Laythe for those. The result was an error after a few iterations. Here the dialog and the log about that. Believe this new feature of allowing the applicable body needs to be checked . Leaving the celestial body empty with the constraints, it went OK. 3. I notice that when setting the objective function to minimize eccentricity or minimize inclination, the applicable body is no more selectable (gray backgrund; in the tutorial its background is white). Possibly just an improvement in this 0.12.1 version. 3. I had a different solution with the Laythe initial intercept (step7), and that reverberated in the following steps. Step 8 went fine, but when doing the optimization at step 10, the objective function could not get down enough. Did some tests, in the end allowed DV(prograde) in the range -5000 to -1000 and that made it (optimizer went for DV= -4556 m/s). When doing step 11 (inclination) again the objective function could not decrease enough, but the final solution was with DV(prograde)=-4999.99 (then again, if I had more DV to spend, the optimizer would provide a better solution). Quite probably my encounter with Laythe is head-on, while the tutorial solution is smarter. I should probably spend some time playing with the constraints to find how to get a smarter solution (requiring less DV for the injection burn). I can now say the tutorial is very effective in teaching how to use the optimizer properly, showing how its logic works and how to make it perform better .
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There is at last something different happening . As you suggested, tried the tutorial again. Couldn't really make for a minimum periapsis radius, the optimizer kept providing no valid solution (value of function higher than 10e6) and no intercept with the Jool system in a number of tests, when I made such a constraint with the initial optimization. At the end, returned to mean values for the TIJ burn to start fresh again, with no constraints, but those mean values being just average of the admitted range (prograde=1800, normal=1600, radial=0) instead of the exact values computed by KSP TOT. Plus, I actually set Kerbin as the body for the initial Coast maneuver, instead of letting it blank. Initial optimization prrovided a "slightly different" solution (I notice one main difference, high inclination of the orbit arriving at Laythe, this time is closer to the inclination shown in the tutorial; with the orbit calculated in my previous plan inclination was close to 180°). Introduced all three constraints (made one variant, let inclination range among 0 and 10), run the optimizer and IT WORKED (very slowly converging, but definitely no error though the solution is far off about inclination ). Here are some screenshots, the amended MA plan and the log (that is full of weird messages, though saved after the last successful optimization, hope it is of some value): 1. after initial optimization, 2. optimizer status window at half the final optimization (with constraints) 3. final result with constraints. Have the suspect that the old MA plan really passed through Vall's orbit, being so close to the orbital plane. Could that be the cause of the error? It definitely seems locale settings are not responsible for this issue. Sorry for that, time lost looking at a wrong track .
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PLease find here the log about the last debug version (sorry for not answering before - really was deep night here). Tried again with US locale settings (both system and user, and checked they are applied). No joy, still the same error at the same point.
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My PC has an Italian locale setting (for numbers, it is the same as French locale, that maybe easier to find). EDIT: FYI, I did a try setting on a US locale, but KSP TOT still gives the same error. That makes me guess if some other SW component on which KSP TOT depends may be localised and doesn't change with system settings, but I have no idea of what could be (MCR is international).
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Here the KSPTOT log. Sure it shows something more.
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Removed the Central Body constraint: still error after first iteration (KSPTOT log); Removed also Inclination constraint (only periapsis left in): Optimizer has solution after first iteration (if I launch the optimizer again, it looks for new solutions, making more iterations but no error) (Screenshot of MA with solution; KSPTOT log is not updated, still have the one with the last error). About the central body, that is making me guess if the PC locale may have some role with this error (I found that was the culprit with other tools, those had to be recompiled so to be working with any national setting). My PC is set to work so to display numbers with point delimiting thousands, comma delimiting decimals (just the opposite of what the locale states for US). The "bodies.ini" file is created with US locale setting. I have now tried editing that file for Jool and Laythe (Sun is already invariant): - by putting commas instead of points, and - by removing any decimal part. In both cases, the optimizer (with all three constraints set) completes just one iteration and gives a solution (though a wrong one), but never stops with an error. Hope the above makes sense and helps isolate the issue.
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Many thanks for that info. I am not fluent with MatLab, but was thinking at some possibilities to compile KSPTOT in a 64bit version. I would have wasted my time (and money if required) not knowing this.
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Arrowstar: please find here: - screenshot of KSP TOT (debug) after loading the plan (it is giving something as warnings, that did not appear with other versions); - screenshot of the optimizer status window after 1st iteration, just before the error; - KSPTOTlog file (I see it registered the error). Step-by-step: - Launch KSPTOT; - Reenter Kerbin-Jool for transfer window; - Compute Porkchop Plot; - Compute Departure Burn (setting SMA=700 Km as initial orbit); - Open Mission Architect; - Load saved Plan (the exact file I sent and you tried); - Open the Optimizer; - with Variables, select "Event 4: To Laythe" (I double click on each constraint, to check those are the ones actually in the plan, and match with your tutorial step 8; they are actually matching) - click "Optimize Mission" (Optimizer Status Window opens, runs first iteration, outputs error.)
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Hi (and welcome to the forum ). That issue with ISA MapSat is well known, but can't be cured without a bugfix (that only this mod author may legitly make). I found some facts about it (with this mod blog 2nd page), in short the biome map works, but not the other two (files for those are saved as *ISA__topo.png and *_polar_topo.png, * stands for the planet scanned). What you have in your image is a generic background that is drawn, but normally is hidden behind the content of those files. If the mod gets "confused" about something (e.g. the satellite position doesn't match with the map) it seems it can't correctly reference where to put what is scanned in those files, and overwrites them with just what is being scanned at the moment. It should return to work by deleting those two files. Please know about SCANsat, however. Has the same basic features of this mod, and more (plus, it is maintained).
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The forum logic is to show more recent posts first (unless you want to filter threads), so it is not the proper tool for mod updates. Well, KSP Spaceport actually has that functionality (showing latest additions) but many mods are not loaded there, so you won't find them all. There are some addon managers that would recognize updates, but because mods are uploaded in all different sites, neither those can cover all mods. I keep doing the same you do, checking all threads in the addon section, and most new additions or updates are found because I can recognize on the fly that something changed in the thread title, or that a mod author has posted something new. But that takes a lot of time, and I do so also for other reasons. A few addons actually embed some checker, so each of them would connect to a remote site and find if an update is there.
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I need some help to actually get started with your framework. Something noobish, from a modder perspective. Though I opened and recompiled a number of KSP mods, I never found code with the "using KSP;" statement (just references to MS stuff and UnityEngine). But you use it plenty, and I can't find how to reference that namespace (I even searched for a KSP.dll with the game files - what a noob here). I am sure it is an absolute must to use KSP functions with any mod. Searching threads, i could only find this (Anatid's KSP API documentation) that really seems tied to that. Should I compile those in a library named KSP.dll? And, of course, found KSP.IO references in KSP Wiki (and some code I see actually use that) but that doesn't seem the right one.
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Well, tried both R2013a (8.1) and R2014a (8.3) 64-bit. No joy, KSP TOT shows this; is happy only when R2013a (8.1) 32-bit is found.
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