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[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul


Whitecat106

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  On 6/3/2016 at 8:50 PM, Gannaf said:

Hey. I've been playing rp0 carreer with the 1.4.2 version for a few weeks now. One Issue ive been having:

Vessels that have decayed are listed in the tracking station as "on sub-orbital trajectory" and they wont get removed/destroyed. Orbital parameters are all NaN. When I try to switch to one of these, the kraken stikes and the scene goes sort of black, I cant switch back  and have to kill KSP.

<Edit> Ok heres another scenario - I can switch back to space center but that just gives me a beautiful view of the skybox, nothing else (KSC building buttons present, upon clicking the game crashes) </Edit>

Lately I noticed that when zooming around the solar system in map view, my supposed-to-be deorbited crafts show up far in the distance with ridiculously high solar orbits. some gazilions kilometers altitude. Exept one, which is in a super tight orbit like 1/3 of mercury.

I should mention that I have some 90 mods installed. So if it's not a known bug it might just be anything on my end.

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Helo there,

Thanks for this report, I think if you update to the 1.5.0 version most of these issues should go away, I am playing with the same sort of install and have noticed some similar bugs with the older versions of the mod. Just delete your old Orbital Decay folder and install the new 1.5.0 version and the problems should be fixed.

As for the last issue, this is really really bizarre, like a spaceship graveyard?... Might need to have a look at your list of installed mods and see if any of these could be causing issues with Orbital Decay... Could you upload a log file somewhere so I can see which mods are installed?

Thanks,

Whitecat106 :)

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DISCLAIMER: Version 1.5.0 fixes the issues described above and below. Just wanted to add this bit as my previous observations were no quite accurate. Not 100% sure still but it goes something like this (in version 1.4.2): Vessels at orbital speed are all treated properly and deorbit when supposed to, then get deleted.

Problems arise when:

- Launching an orbital rocket.

- Push Apogee above 140 km, then separate from 1st stage.

- Accelerate away from 1st stage. Leave physics range.

- Observe in map view: When 1st stage crosses 140 km it immediately gets sent to solar escape/orbit graveyard.

Interesting fact: Graveyard velocity is  roughly 1st stages velocity relative to sun when deleted. ~31km/s for nighttime launches, ~29 km/s for daytime. Solar altitude gets randomly perscribed. (like 58,540,677,032,123,912,656,589,743 m).

 

None of this happens when Apogee stays below 140 km when separating.

  On 6/4/2016 at 2:52 PM, Whitecat106 said:

... Might need to have a look at your list of installed mods and see if any of these could be causing issues with Orbital Decay... Could you upload a log file somewhere so I can see which mods are installed?

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I hope that's the kind of thing you were asking for:

  Reveal hidden contents

Alternatively, I compiled my ckan modlist. Only things installed but not on this list ist are scatterer, eve and rve

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Edit: Now I just need to figure out how to edit my persistence file safely to prune out all those dead launchers. Can't be done in tracking station without crashing the game.

Edited by Gannaf
"Daytime and nighttime" swapped
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Yay!  Was checking in and saw the update!  This is like the life support mod of unmanned spacecraft and I love it.  Makes mission planning so much more involved and prevents me from spamming those "collect science in space of x" contracts since nothing lasts forever!  Thanks for the hard work going to try it out now.

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  On 7/25/2015 at 4:14 PM, Whitecat106 said:

- Mechjeb autopilot can fail when nearly reaching a set altitude due to drag reducing the actual altitude - Fix in 1.6.0, other autopilot mods may be effected.

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As far as this is concerned:  The stock orbital "decay" bug already wreaks havoc with Mechjeb.  The workaround is time warping at a low time warp before manuever nodes are executed (or making sure Mechjeb auto time warps as much as possible).  Landing is difficult as well but not impossible, the autopilot has to make tons of micro-corrections.

My question is:  With station keeping engaged is there still decay?  And how does the mod compound/affect the stock orbital energy loss bug?  Just curious.  I use Mechjeb heavily and am worried about it being rendered totally non-functional versus the current situation of workable.

 

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  On 6/5/2016 at 9:42 PM, Gaiiden said:

@Whitecat106 please see this post by @Enceos, you will have to make a change to the location of your Data.cfg file to keep ModuleManager from rebuilding its cache each time the game is run:

wish I had caught this earlier so you could roll it into the big 1.5 update

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Wow! Thanks for that, will be an easy change, I will do so tomorrow hopefully, I thought there was just a problem with my install causing the game to take 7 minutes to load! I never considered the file structure with MM. 

Added as issue 63 in the github, I'll release a 1.5.1 for this along with the same update to the SCS plugin! 

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Oh and after extensive testing I found Orbital Decay does not interfere with mechjeb as long as you have station-keeping on (which is always recommended if doing maneuvers in the future).

Overall I love the changes!  Good stuff everything is so polished.  It worked well with my already existing career save and I love being able to select engines and fuel types now!  

Thanks for all the hard work this is an awesome update.

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Hello everyone,

Just put out 1.5.1 which adjusts the file structure for Module Manager to prevent the long loading times!

Will be working on 1.6.0 soon, focusing on my Historic Missions contract pack for the moment.

@dafidge9898, it looks like your vessel although having a low area also has a low mass and as such a high decay rate results, try adding afew hundred kilograms to the satellite and check out the decay rate now. In reality satellite that small would be orbiting at around 2000Km or higher where the atmospheric density is much lower causing much less drag on the satellite.

Enjoy,

Whitecat106 :)

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  On 6/7/2016 at 6:32 AM, Phineas Freak said:

@dafidge9898your orbit is a very tight one and the craft is (probably) light so you will see a fast decay rate.

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Ahh I see. Thanks

  On 6/7/2016 at 6:32 AM, Phineas Freak said:

@dafidge9898your orbit is a very tight one and the craft is (probably) light so you will see a fast decay rate.

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Ahh I see. Thanks

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Hello everyone,

This week I will be working on the next version, please let me know if anyone has any requests for new features or fixes! My primary goal for 1.6.0 is compatibility with Galactic core planet packs and Remote Tech along with finalizing and fixing the Radiation Pressure, Yarkovsky and Mascon effects.

My future plan for 1.7.0 is to add some rudimentary N-Body simulation physics and make all effects toggleable in the Settings menu for compatibility with Principia etc.

Whitecat106 :)

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  On 6/14/2016 at 1:24 AM, Gaiiden said:

what does this entail?

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For the moment a dependency on a signal connection for enabling or disabling station keeping, but I might look into some more RT specific station keeping options for 1.7.0. :) 

  On 6/14/2016 at 6:38 AM, Phineas Freak said:

Well, that one should be interesting!

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I decided to move this up to 1.6.0, it will be a very big change to the gameplay, but I will make NBody simulation easily toggleable in the settings since it may not be for everyone. 

My general plan for this is to be a realistic but less intense version of Principia, using some much more basic maths. That said my initial tests are on the github and I have been partially successful in Lagrange positioning. 

Currently my progress is as follows: 

- Add NBody simulation based on velocity changes from internal and external forces within a system. 75% complete, having issues with velocity adjustments. 

- Add Ui information on NBody Simulations, including safe 'hill Sphere data' 25% done

- Add new map conics for NBody simulation. This is the big one for me, predictions are known to be heavy on the cpu and I have never manipulated planetarium conics before so any help would be greatly appreciated! 

So far having a lot of fun trying to make this work so check this post and github for some 1.6.0 pre releases for the n body work in the coming days! 

Whitecat106 :) 

 

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I've finally been using this mod for the entirety of a career game.  It's so nice to watch my old, early, rather useless sats fall out of the sky.  I've also gotten into a nice routine of boosting assets to save fuel (as a nice boost can result in good savings compared to active station keeping).  Oh and my inhabited space stations now need propellant tanker runs or boosts by their visiting craft periodically.  It's so realistic and I love it.  I've been loving it. I've said it before but it's such a nice addition to my hardcore program management games.

There is almost this harrowing feeling that no orbit is permanent (around Kerbin) and there is this constant dread that unless something is done, inevitably it will fall out of the sky.  It makes space just a bit more scary and has brought back some old feelings I had when I first played KSP (such as my first EVA and my first time toying with life support mods).

Looking forward to all the new stuff coming down the pipe. :)

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I love this mod and what it adds to the game, but Exception Detector keeps reporting a LOT of errors coming from this.

From my last session, Exception Detector reported the following:

 

Throws per second: 0.7 TPS

Orbital Decay

WhitecatIndustries.Settings.Start: 45

WhitecatIndustries.Settings.OnDestroy: 44

WhitecatIndustries.Settings.WriteDifficulty: 5

WhitecatIndustries.Settings.ReadDecayDifficulty: 1659

WhitecatIndustries.DecayManager.FixedUpdate: 3

 

This is from a game with no active flights. I have a lot of other mods, but I get plenty of reported exceptions with just this and ED installed.

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  On 6/16/2016 at 4:02 PM, Rhedd said:

I love this mod and what it adds to the game, but Exception Detector keeps reporting a LOT of errors coming from this.

From my last session, Exception Detector reported the following:

 

Throws per second: 0.7 TPS

Orbital Decay

WhitecatIndustries.Settings.Start: 45

WhitecatIndustries.Settings.OnDestroy: 44

WhitecatIndustries.Settings.WriteDifficulty: 5

WhitecatIndustries.Settings.ReadDecayDifficulty: 1659

WhitecatIndustries.DecayManager.FixedUpdate: 3

 

This is from a game with no active flights. I have a lot of other mods, but I get plenty of reported exceptions with just this and ED installed.

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Ahh it looks like an issue from the settings file as a result of the last update, I would do the following to fix this:

Copy your VesselData.cfg and save this temporarily outside of your GameData. Then delete your WhitecatIndustries/Orbital Decay folder, download the latest version (1.5.1) from SpaceDock, install this and then copy your saved VesselData into the WhitecatIndustries/Orbital Decay/Plugins/PluginData folder and overwrite the downloaded file. This should rectify the problem. If this persists let me know and download the 1.5.0 version from the SpaceDock and copy your VesselData.cfg into this download!

I Hope this helps! :)

 

Working on the N-Body simulation now, having some issues with the precision of the stored vessel velocity. Got some pretty looking perturbations though, that being said I will need to add in some major changes in order for rendezvous to be possible anymore! Having some equally big problems with the tracking station plotting and timing, it appears that when timewarp is active the tracking station fails to understand when timewarp is decreased causing teleporting vessels :huh: - Not promising!

I will update the github soon with a new test version and update the issue list if anyone wants to dab in n-body management.

Whiteact106 :)

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@Whitecat106

I followed your instructions and so far, no exceptions. Thanks! I'll let you know if it happens again.

So what makes it start acting up like that? I'm pretty sure it worked fine when I first installed it.

 

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Has anybody had any problems with Station Keeping saying that the vessel has run out of fuel when it still has plenty? Or are there any mods that are currently known to have compatibility problems with this mod?

e13d4bd4b4d28df583f25ac11cc92d67.png7f0fd2f42d0b18900b93e3ec6605694f.png

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  On 6/17/2016 at 3:57 PM, Rhedd said:

@Whitecat106

I followed your instructions and so far, no exceptions. Thanks! I'll let you know if it happens again.

So what makes it start acting up like that? I'm pretty sure it worked fine when I first installed it.

 

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Good to hear!

Its due to the 1.5.1 update, it was a quick patch to stop ModuleManager from reloading its cache every time the game is started. It required a rearrangement of the folder structure of the mod, the code required the settings file to be within the WhitecatIndustries/Plugins/PluginData folder, but this will not automatically change on update from 1.5.0 to 1.5.1, so it requires the mod to be deleted first and then reinstalled. Probably causing some trouble to people who use Ckan especially!

 

  On 6/17/2016 at 4:56 PM, CoriW said:

Has anybody had any problems with Station Keeping saying that the vessel has run out of fuel when it still has plenty? Or are there any mods that are currently known to have compatibility problems with this mod?

e13d4bd4b4d28df583f25ac11cc92d67.png7f0fd2f42d0b18900b93e3ec6605694f.png

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This may be due to the engines on the craft not actually being activated (ignited), if not you will have to let me know and I will look into this. Try making sure the engine is active and then activate station keeping hopefully this will fix your issue.

Wow that's also a pretty large decay rate! I will make the UI a little more friendly for 1.6.0 displaying something like 'Decay rate: Decay imminent' if the decay rate is above 1000Km.

 

Still working on 1.6.0, having some big problems with the planetarium incorrectly de-registering timewarp changes, hopefully I can get a more accurate model working for Timewarp. For now I am working on the conic patches for some nice squiggly (hopefully accurate) lines!

Whitecat106 :)

 

Edited by Whitecat106
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  On 6/17/2016 at 5:08 PM, Whitecat106 said:

This may be due to the engines on the craft not actually being activated (ignited), if not you will have to let me know and I will look into this. Try making sure the engine is active and then activate station keeping hopefully this will fix your issue.

Wow that's also a pretty large decay rate! I will make the UI a little more friendly for 1.6.0 displaying something like 'Decay rate: Decay imminent' if the decay rate is above 1000Km.

 

Still working on 1.6.0, having some big problems with the planetarium incorrectly de-registering timewarp changes, hopefully I can get a more accurate model working for Timewarp. For now I am working on the conic patches for some nice squiggly (hopefully accurate) lines!

Whitecat106 :)

 

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3b96722268be49ba2595372468f04399.jpg

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  On 6/17/2016 at 5:11 PM, CoriW said:

3b96722268be49ba2595372468f04399.jpg

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Hmm peculiar, okay maybe try toggling the station keeping option in the probe core main menu and see if that fixes the issue?

If not it might be due to a small save file corruption, you could also use find an repace in your .sfs file and remove any module of  'ModuleOrbitalDecay'. (Back up your .sfs first!) Upon restarting the game the problem should have disappeared. If not I will have to look into this deeper.

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  On 6/17/2016 at 5:29 PM, Whitecat106 said:

Hmm peculiar, okay maybe try toggling the station keeping option in the probe core main menu and see if that fixes the issue?

If not it might be due to a small save file corruption, you could also use find an repace in your .sfs file and remove any module of  'ModuleOrbitalDecay'. (Back up your .sfs first!) Upon restarting the game the problem should have disappeared. If not I will have to look into this deeper.

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Hey so I've tried toggling the station keeping in the probe core, but it just yielded the same result. I haven't checked the save file yet, but I'll be sure to post back here when I do. Aside from that though, remember how you said you'd implement a "Decay Imminent" message for very high decay rates...? Well I assumed that meant that it wasn't implemented yet, but to my surprise... Also I think that I'd personally prefer the "Current Total Decay Rate" to remain showing an actual number, as it seems helpful to know exact numbers.

f46eb2d44f1ec27b8bdb2aa178932829.png

On the note of this screenshot compared to earlier though... Does the mod not handle large numbers well? Because with the ridiculous decay rate that I had earlier it just showed me the "Approximate Time Until Decay" in hours... Whereas when it's only 2.1 km per day (as pictured above) it actually displays "Decay Imminent". Seems strange.

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I'm seeing some exceptions in the logs when I select certain probe cores in the VAB:

[EXC 21:22:56.467] NullReferenceException: Object reference not set to an instance of an object
	System.Guid.BaseToString (Boolean h, Boolean p, Boolean b)
	System.Guid.ToString ()
	WhitecatIndustries.VesselData.UpdateActiveVesselData (.Vessel vessel)
	WhitecatIndustries.DecayManager.UpdateActiveVesselInformation (.Vessel vessel)
	EventData`1[Vessel].Fire (.Vessel data)
	RemoteTech.Modules.ModuleRTAntenna.AddTransmitter ()
	RemoteTech.Modules.ModuleRTAntenna.SetState (Boolean state)
	RemoteTech.Modules.ModuleRTAntenna.OnStart (StartState state)
	Part.ModulesOnStart ()
	Part+<Start>c__Iterator25.MoveNext ()

This is then followed by an unending stream of "Updating craftname" until I remove that probe core.  Looking at the source, my guess is the vessel in the VAB doesn't have an id yet?

I'm using version 1.5.1 from CKAN as part of a fairly typical RO/RSS/RP-0 install and removing your mod fixes the problem, which is a shame as I rather like it :(.

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