The White Guardian Posted June 20, 2016 Share Posted June 20, 2016 (edited) 2 hours ago, PT said: I guess I need to build nuclear cargo plane... If I can get enough science for parts without easy muns Edit: It appears I mistaken Sonnah with Serran yet again. Ugh. This contract should not happen, right? No. Summoning @KillAshley, there seems to be a problem with the file 'NH_Resources.cfg' Also, said file does not have a patch that disables the generation of ore in the oceans of Tidus. You can disable ore generation in specific biomes: BIOME_RESOURCE { PlanetName = Tidus BiomeName = TidalOcean ResourceName = Ore ResourceType = 0 Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } It should prevent ore from being generated in Tidus' oceans. Edited June 20, 2016 by The White Guardian Quote Link to comment Share on other sites More sharing options...
PT Posted June 20, 2016 Share Posted June 20, 2016 2 minutes ago, The White Guardian said: No. Summoning @KillAshley, I've written a patch for NH that does two things: firstly, it disables the generation of contracts that request ore from Moh, Sonnah and Vanor, and secondly, it disables the generation of ore on Moh, Sonnah, Vanor, and Tidus' ocean. Here it is: @Contracts { @ISRU { @RESOURCE_REQUEST[Ore] { Forbidden = Moh Forbidden = Sonnah Forbidden = Vanor } } } PLANETARY_RESOURCE { PlanetName = Moh ResourceName = Ore ResourceType = 0 Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } PLANETARY_RESOURCE { PlanetName = Sonnah ResourceName = Ore ResourceType = 0 Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } PLANETARY_RESOURCE { PlanetName = Vanor ResourceName = Ore ResourceType = 0 Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } BIOME_RESOURCE { PlanetName = Tidus BiomeName = TidalOcean ResourceName = Ore ResourceType = 0 Distribution { PresenceChance = 0 MinAbundance = 0 MaxAbundance = 0 Variance = 0 Dispersal = 0 } } Just dump it in an empty config file and place it anywhere. To everyone else: this likely won't affect already generated contracts, so do yourself a favor and decline those insane requests. Or go mine a gas giant if you feel like doing so, I won't stop you. Neat. With some gruop effort NH 2.0 should come out of beta in a week or two Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted June 20, 2016 Share Posted June 20, 2016 1 hour ago, PT said: Neat. With some gruop effort NH 2.0 should come out of beta in a week or two I've altered my comment, a contract for ore recovery from Sonnah showing up made me jump to the conclusion that NH 2.0 didn't have a resources fix, but it has. The problem is that it doesn't seem to work for some reason. Quote Link to comment Share on other sites More sharing options...
PT Posted June 20, 2016 Share Posted June 20, 2016 12 minutes ago, The White Guardian said: I've altered my comment, a contract for ore recovery from Sonnah showing up made me jump to the conclusion that NH 2.0 didn't have a resources fix, but it has. The problem is that it doesn't seem to work for some reason. I understand that this issue replicated on your copy of KSP? My installation may be a bit unreliable, with over three thousand MM patches. (Which leads me to science probes using solar lamps as source of electricity...) Quote Link to comment Share on other sites More sharing options...
The White Guardian Posted June 20, 2016 Share Posted June 20, 2016 1 hour ago, PT said: I understand that this issue replicated on your copy of KSP? My installation may be a bit unreliable, with over three thousand MM patches. (Which leads me to science probes using solar lamps as source of electricity...) I haven't played yet... Quote Link to comment Share on other sites More sharing options...
KillAshley Posted June 21, 2016 Author Share Posted June 21, 2016 20 hours ago, PT said: I guess I need to build nuclear cargo plane... If I can get enough science for parts without easy muns Edit: It appears I mistaken Sonnah with Serran yet again. Ugh. This contract should not happen, right? yeah that shouldnt happen, ill fix it (again) Quote Link to comment Share on other sites More sharing options...
SAS123 Posted June 21, 2016 Share Posted June 21, 2016 (edited) I have a bug where arin's rings librate on its axis meaning the rings don't stay in one place but 'Orbit' the planet without staying straight. At its peak, the angle is about 10 degrees ascending/descending node realitive to astid and then after a bit it will rotate back to normal and then do it again. stranger yet, it only started recently and i haven't added any more mods since KASE about 4 days ago and i went to arin then and nothing happened. Edited June 21, 2016 by SAS123 Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 21, 2016 Share Posted June 21, 2016 (edited) 1 hour ago, SAS123 said: I have a bug where arin's rings librate on its axis meaning the rings don't stay in one place but 'Orbit' the planet without staying straight. At its peak, the angle is about 10 degrees ascending/descending node realitive to astid and then after a bit it will rotate back to normal and then do it again. stranger yet, it only started recently and i haven't added any more mods since KASE about 4 days ago and i went to arin then and nothing happened. by any chance did you notice this after hyperediting a craft to orbit? there is a bug when using hyperedit to move a craft from landed to orbit that makes planets look like they spin weird an easy fix would be to quicksave-quickload after having hyperedit the craft Edited June 21, 2016 by Sigma88 Quote Link to comment Share on other sites More sharing options...
cantab Posted June 21, 2016 Share Posted June 21, 2016 2 hours ago, SAS123 said: I have a bug where arin's rings librate on its axis meaning the rings don't stay in one place but 'Orbit' the planet without staying straight. At its peak, the angle is about 10 degrees ascending/descending node realitive to astid and then after a bit it will rotate back to normal and then do it again. stranger yet, it only started recently and i haven't added any more mods since KASE about 4 days ago and i went to arin then and nothing happened. It's done that for as long as I can remember. Isn't it a limitation in Kopernicus that planetmakers can't avoid? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 21, 2016 Share Posted June 21, 2016 1 hour ago, cantab said: It's done that for as long as I can remember. Isn't it a limitation in Kopernicus that planetmakers can't avoid? no it's pretty easy to fix the rings iirc, unless that was something that @KillAshley wanted in the mod on purpose, I haven't seen this effect so I cannot tell how "bad" it looks Quote Link to comment Share on other sites More sharing options...
Wolves_Hero Posted June 22, 2016 Share Posted June 22, 2016 Shame not worked on 1.1.3, still normal planets. Quote Link to comment Share on other sites More sharing options...
FunnelVortex Posted June 22, 2016 Share Posted June 22, 2016 1 hour ago, Wolves_Hero said: Shame not worked on 1.1.3, still normal planets. Squad broke all the mods again??? Quote Link to comment Share on other sites More sharing options...
Garibaldi2257 Posted June 22, 2016 Share Posted June 22, 2016 2 hours ago, Wolves_Hero said: Shame not worked on 1.1.3, still normal planets. it's probably not NH, it's probably Kopernicus that needs updated. should be done in the next couple of days, those guys are really good about that. Quote Link to comment Share on other sites More sharing options...
PT Posted June 22, 2016 Share Posted June 22, 2016 2 hours ago, Garibaldi2257 said: it's probably not NH, it's probably Kopernicus that needs updated. should be done in the next couple of days, those guys are really good about that. Ugh. Sometimes I hate updates Note to self: Copy&Paste KSP 1.1.2 before steam touches it, luckily its DRM-free. Quote Link to comment Share on other sites More sharing options...
SAS123 Posted June 22, 2016 Share Posted June 22, 2016 17 hours ago, Sigma88 said: by any chance did you notice this after hyperediting a craft to orbit? there is a bug when using hyperedit to move a craft from landed to orbit that makes planets look like they spin weird an easy fix would be to quicksave-quickload after having hyperedit the craft I don't like cheating in progressive games so it means i don't have hyperedit. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 22, 2016 Share Posted June 22, 2016 11 minutes ago, SAS123 said: I don't like cheating in progressive games so it means i don't have hyperedit. then it's probably to do with how the rings are defined @KillAshley you might want to switch the rings to use lockRotation = false unless you made them like this on purpose Quote Link to comment Share on other sites More sharing options...
KillAshley Posted June 22, 2016 Author Share Posted June 22, 2016 (edited) 57 minutes ago, Sigma88 said: then it's probably to do with how the rings are defined @KillAshley you might want to switch the rings to use lockRotation = false unless you made them like this on purpose lockRotation defines if the rings rotate with the planet, false mean the rings aren't locked to their initial position and rotate with the world's rotation. I'll try and find out whats happening Edited June 22, 2016 by KillAshley Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 22, 2016 Share Posted June 22, 2016 4 minutes ago, KillAshley said: lockRotation defines if the rings rotate with the planet, false mean the rings aren't locked to their initial position and rotate with the world's rotation. I'll try and find out whats happening I had the same issue with OPMTilt, setting lockRotation = false solved it for me, but I suspect it's only because my planet has a rotationperiod very high so it looks like it doesn't move. that would not work for you clearly... if you need help reproducing the issue, on OPMTilt the bug was occurring only while in flight mode / map mode but not while in the tracking station. Quote Link to comment Share on other sites More sharing options...
FunnelVortex Posted June 22, 2016 Share Posted June 22, 2016 (edited) 9 hours ago, PT said: Ugh. Sometimes I hate updates Note to self: Copy&Paste KSP 1.1.2 before steam touches it, luckily its DRM-free. I just restored from 1.1.3 to the previous version. Keeping it this way until all the mods are updated. Edited June 22, 2016 by FunnelVortex Quote Link to comment Share on other sites More sharing options...
Wolves_Hero Posted June 23, 2016 Share Posted June 23, 2016 Lave & Eli planets is missed between Sonnah & Jool Quote Link to comment Share on other sites More sharing options...
cantab Posted June 23, 2016 Share Posted June 23, 2016 That was change in the 2.0 release. Eli now orbits Sonnah, and Lave is gone. @KillAshley you haven't updated the OP to reflect that yet. Quote Link to comment Share on other sites More sharing options...
BashGordon33 Posted June 24, 2016 Share Posted June 24, 2016 (edited) Hey KillAshely, I found a bug with NH 2.0. Derso, Laythe's moon, has no texture files. The Plugin Data folder in Laythe is empty. Also that mun bug is still there. My stable 20000 meter orbit turned into a 100000 apoapsis orbit, on a crash trajectory. Seriously i'm terrified to put anything near the mun. EDIT: Why am I telling you which planet Derso is? You made the mod you know where the planets are Edited June 24, 2016 by BashGordon33 Quote Link to comment Share on other sites More sharing options...
cantab Posted June 24, 2016 Share Posted June 24, 2016 I think Derso is currently a placeholder body - it actually looks like an inflated Gilly - because KA hasn't finished the real Derso 2.0 yet. Quote Link to comment Share on other sites More sharing options...
BashGordon33 Posted June 24, 2016 Share Posted June 24, 2016 21 minutes ago, cantab said: I think Derso is currently a placeholder body - it actually looks like an inflated Gilly - because KA hasn't finished the real Derso 2.0 yet. Oh alright. I was just looking at the Laythe system because it was the next system I wanted to travel to Quote Link to comment Share on other sites More sharing options...
KillAshley Posted June 24, 2016 Author Share Posted June 24, 2016 1 hour ago, BashGordon33 said: Oh alright. I was just looking at the Laythe system because it was the next system I wanted to travel to Yeah as as @cantab unfortunately my inspiration levels for Derso are super low, and rather than delay the update a couple weeks i decided to release with only a placeholder body. It will get done as soon as i work out how i want it to look basically. Quote Link to comment Share on other sites More sharing options...
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