Galileo Posted November 13, 2016 Author Share Posted November 13, 2016 Finishing touches before a proper release Link to comment Share on other sites More sharing options...
Galileo Posted November 14, 2016 Author Share Posted November 14, 2016 nailed it Link to comment Share on other sites More sharing options...
Galileo Posted November 14, 2016 Author Share Posted November 14, 2016 Little known fact: Kerbals are relatives of Keebler Elves Link to comment Share on other sites More sharing options...
Sigma88 Posted November 14, 2016 Share Posted November 14, 2016 (edited) so, I had a bit of time for GN lately and I looked into GPP to see if I could manage to add compatibility. since you edit/delete stock bodies and you do so at ":AFTER[Kopernicus]" I can't add compatibility for GPP into GN basically what happens is that everybody uses ":AFTER[Kopernicus]" and as a result the cfg in your mod that deletes bodies may interfere with other mods. There are two possible solutions here, either: Spoiler 1- you add a check to disable the planet deletion when GN is installed changing @Kopernicus:AFTER[Kopernicus] to @Kopernicus:AFTER[Kopernicus]:NEEDS[!GalacticNeighborhood] in the file RemoveStockPlanets.cfg or 2- do everything at a different time (instead of using :AFTER[Kopernicus] you could use your own time-point like :FOR[GPP] the second option is the one that will require you to change most cfgs in your mod, but is also the change that would have more benefits long term you could use :FOR[GPP] to add planets, :BEFORE[GPP] to make the changes required to prepare the system before you add your planets, and :AFTER[GPP] to apply changes to after all your planets have been added. of course it's your mod, and I don't expect you to care about GN compatibility. in case you do, feel free to contact me if you need help setting up the cfgs in any case, if you decide to make some changes for GN compatibility sake, send them to me before release, so I can make sure everything is ok and you can avoid having to hotfix the release Edited November 14, 2016 by Sigma88 Link to comment Share on other sites More sharing options...
Galileo Posted November 14, 2016 Author Share Posted November 14, 2016 (edited) 3 hours ago, Sigma88 said: so, I had a bit of time for GN lately and I looked into GPP to see if I could manage to add compatibility. since you edit/delete stock bodies and you do so at ":AFTER[Kopernicus]" I can't add compatibility for GPP into GN basically what happens is that everybody uses ":AFTER[Kopernicus]" and as a result the cfg in your mod that deletes bodies may interfere with other mods. There are two possible solutions here, either: Hide contents 1- you add a check to disable the planet deletion when GN is installed changing @Kopernicus:AFTER[Kopernicus] to @Kopernicus:AFTER[Kopernicus]:NEEDS[!GalacticNeighborhood] in the file RemoveStockPlanets.cfg or 2- do everything at a different time (instead of using :AFTER[Kopernicus] you could use your own time-point like :FOR[GPP] the second option is the one that will require you to change most cfgs in your mod, but is also the change that would have more benefits long term you could use :FOR[GPP] to add planets, :BEFORE[GPP] to make the changes required to prepare the system before you add your planets, and :AFTER[GPP] to apply changes to after all your planets have been added. of course it's your mod, and I don't expect you to care about GN compatibility. in case you do, feel free to contact me if you need help setting up the cfgs in any case, if you decide to make some changes for GN compatibility sake, send them to me before release, so I can make sure everything is ok and you can avoid having to hotfix the release Ok I edited the cfgs like this: All celestial bodies including the sun have :FOR[GPP] And the removestockplanet cfg has :BEFORE[GPP] I assume this will work if everyone else is using :AFTER Does that sound right? I never understood the FOR AFTER or BEFORE tag in kopernicus. This helped me quite a bit Edited November 14, 2016 by Galileo Link to comment Share on other sites More sharing options...
Galileo Posted November 14, 2016 Author Share Posted November 14, 2016 (edited) Added the Astroid belt between Gael and Tellumo... because we all need more obstacles when trying to reach Tellumo 80- 100 asteroids at any given time Edited November 14, 2016 by Galileo Link to comment Share on other sites More sharing options...
Sigma88 Posted November 14, 2016 Share Posted November 14, 2016 1 hour ago, Galileo said: Ok I edited the cfgs like this: All celestial bodies including the sun have :FOR[GPP] And the removestockplanet cfg has :BEFORE[GPP] I assume this will work if everyone else is using :AFTER Does that sound right? I never understood the FOR AFTER or BEFORE tag in kopernicus. This helped me quite a bit BEFORE / FOR / AFTER have nothing to do with Kopernicus they are a feature of ModuleManager basically it works like this: (spoiler to not annoy ppl with technical stuff) Spoiler Module manager reads all the configs and then executes the instruction written in them in a specific order. if you make a cfg without BEFORE/FOR/AFTER it will run the cfg at the beginning, using alphabetical order of the folder to choose between multiple cfgs that have no "time point" defined then it will run in alphabetical order cfgs that have a defined time point and of course :BEFORE[Mod] runs before :FOR[Mod] which in times run before :AFTER[Mod] so for each mod you have 3 time points :FOR[XXX] can also be used to define new mods, for example, SigmaDimensions runs at :FOR[SigDim] this means that you can use :NEEDS[SigDim] to check for the presence of SigmaDimensions even if there are no actual folders called "SigDim" in GameData by using a specific time point you allow other modders to do stuff before or after your mod, which is always nice in kopernicus everybody uses :AFTER[Kopernicus] but that's completely pointless. there are actually zero reasons to use :AFTER[Kopernicus] the only thing worse would be if people just used @Kopernicus without any time point defined, which would make the patch run at the start making it almost impossible to do stuff before / after them but if every planet pack used their own tag it would actually be much better I think. of course most of the times these issues do not come up, since most planet packs are not designed to go together. untill someone crazy decides to make a galaxy where each planet pack gets its own star and of course thank you for making the change! Link to comment Share on other sites More sharing options...
Galileo Posted November 14, 2016 Author Share Posted November 14, 2016 14 minutes ago, Sigma88 said: BEFORE / FOR / AFTER have nothing to do with Kopernicus they are a feature of ModuleManager basically it works like this: (spoiler to not annoy ppl with technical stuff) Hide contents Module manager reads all the configs and then executes the instruction written in them in a specific order. if you make a cfg without BEFORE/FOR/AFTER it will run the cfg at the beginning, using alphabetical order of the folder to choose between multiple cfgs that have no "time point" defined then it will run in alphabetical order cfgs that have a defined time point and of course :BEFORE[Mod] runs before :FOR[Mod] which in times run before :AFTER[Mod] so for each mod you have 3 time points :FOR[XXX] can also be used to define new mods, for example, SigmaDimensions runs at :FOR[SigDim] this means that you can use :NEEDS[SigDim] to check for the presence of SigmaDimensions even if there are no actual folders called "SigDim" in GameData by using a specific time point you allow other modders to do stuff before or after your mod, which is always nice in kopernicus everybody uses :AFTER[Kopernicus] but that's completely pointless. there are actually zero reasons to use :AFTER[Kopernicus] the only thing worse would be if people just used @Kopernicus without any time point defined, which would make the patch run at the start making it almost impossible to do stuff before / after them but if every planet pack used their own tag it would actually be much better I think. of course most of the times these issues do not come up, since most planet packs are not designed to go together. untill someone crazy decides to make a galaxy where each planet pack gets its own star and of course thank you for making the change! That makes a lot of sense. Thanks! Link to comment Share on other sites More sharing options...
Poodmund Posted November 14, 2016 Share Posted November 14, 2016 Not to veer too off-topic but these two articles are really worth a read when it comes to managing your config files for your mods: https://github.com/sarbian/ModuleManager/wiki/Module Manager Syntax https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook As Sigma has iterated, by the extensive and thorough use of well written MM syntax, you can make your mod pretty much fully compatible with other mods out there that may have issues with yours. Its why I have banged on at Blackrack for so long about incorporating MM functionality into Scatterer. Anywho, I was watching https://www.twitch.tv/vitalijbeam stream briefly yesterday where he was playing KSP using the Beta of this pack... I couldn't understand anything but it looked damn cool. Link to comment Share on other sites More sharing options...
kraden Posted November 14, 2016 Share Posted November 14, 2016 6 hours ago, Galileo said: Added the Astroid belt between Gael and Tellumo... because we all need more obstacles when trying to reach Tellumo 80- 100 asteroids at any given time This makes me very happy By the way, does this belt consist primarily of large asteroids, like the belt between Mars and Jupiter? Link to comment Share on other sites More sharing options...
Galileo Posted November 14, 2016 Author Share Posted November 14, 2016 Just now, kraden said: This makes me very happy By the way, does this belt consist primarily of large asteroids, like the belt between Mars and Jupiter? They will vary from very small to very huge lol for lack of better words Link to comment Share on other sites More sharing options...
Galileo Posted November 15, 2016 Author Share Posted November 15, 2016 I also added a kuiper belt of sorts.. I may move the SMA inside of Leto just a little bit... what do you guys think? over kill or realism? Link to comment Share on other sites More sharing options...
kraden Posted November 15, 2016 Share Posted November 15, 2016 I think it'd be cool. I am a fan of realism though too (as long as it doesn't keep the game from being fun ). With all of the other cool aspects of this planet pack, I think it'd fit right in. Link to comment Share on other sites More sharing options...
The-Doctor Posted November 15, 2016 Share Posted November 15, 2016 On 11/13/2016 at 5:34 PM, Galileo said: Finishing touches before a proper release is there gonna be another update? Link to comment Share on other sites More sharing options...
Galileo Posted November 15, 2016 Author Share Posted November 15, 2016 45 minutes ago, The-Doctor said: is there gonna be another update? Yeah everything that is released right now was a pre release Link to comment Share on other sites More sharing options...
The-Doctor Posted November 15, 2016 Share Posted November 15, 2016 Just now, Galileo said: Yeah everything that is released right now was a pre release so the next one is in 1.2.1? Will this break any saves? Link to comment Share on other sites More sharing options...
Galileo Posted November 15, 2016 Author Share Posted November 15, 2016 3 minutes ago, The-Doctor said: so the next one is in 1.2.1? Will this break any saves? No it won't break anything Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 16, 2016 Share Posted November 16, 2016 Would it be possible to add the ability to focus view on Lili when in Tellurmo's or Lili's SOI? It is hard to monitor your orbit or use map view when you are stuck centered on the primary. Link to comment Share on other sites More sharing options...
Galileo Posted November 16, 2016 Author Share Posted November 16, 2016 Just now, MaxL_1023 said: Would it be possible to add the ability to focus view on Lili when in Tellurmo's or Lili's SOI? It is hard to monitor your orbit or use map view when you are stuck centered on the primary. yeah im changing it when i release 1.0 Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 16, 2016 Share Posted November 16, 2016 Thanks. I must say, the view from that little rock makes it worth it either way. Moving above and below the ring plane while in a polar orbit gives some of the best vistas in the solar system. Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 16, 2016 Share Posted November 16, 2016 On 11/14/2016 at 8:41 PM, kraden said: I think it'd be cool. I am a fan of realism though too (as long as it doesn't keep the game from being fun ). With all of the other cool aspects of this planet pack, I think it'd fit right in. We've made sure of that. Realism has its boundaries. Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 16, 2016 Share Posted November 16, 2016 Well then. Lili must be a very strongly held together piece of rock/metal. Roche lobes are bad enough - super-rotation is a whole new example of KSP insanity. I wonder if a claw would let a lander grip a planet, or does it have to be an asteroid? (If this is a bug then the rotation period would need to be about 4 times longer to avoid issues, if intentional than please release a config to texture the surface as a disco ball for optimal Tellurmo High-G dance parties. ) Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 16, 2016 Share Posted November 16, 2016 Nah. I don't think you can klaw Lili. Your best bet is to try KAS anchors and harpoons or set ground pylons and pipe your ship to them. (If you know how to juice up a harpoon and make it work in space, let us know.) Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 16, 2016 Share Posted November 16, 2016 I will probably just have to jetpack down for the surface sample - I should be able to stay on the ground long enough to plant a flag especially if I pick a spot where the ground slopes "downhill." Returning from Tellurmo however might be a little sketchy. I suspect I would need either a spaceplane or a balloon, as I am not sure how well rocket engines would perform at 10 atmospheres. The rest of the planets seem fairly easy in comparison, except for that big moon of Gauss which still isn't as bad pressure-wise. Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 16, 2016 Share Posted November 16, 2016 (edited) I just keep finding these things! Edited November 16, 2016 by JadeOfMaar Link to comment Share on other sites More sharing options...
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