daniel l. Posted January 3, 2017 Author Share Posted January 3, 2017 Just now, Mycroft said: Guys I found an incompatibility. This may be obvious to KSP veterans, but not to noobs. TBG and GPP argue over the stock solar system. Only Kerbin's replacement remains in the stock system! @JadeOfMaar @daniel l. You will probably want to mention that in the mod page, especially daniel l. Thanks guys! Oh, JadeOfMaar, we wanted to show you this at Snappy's Pardon... GPP? Spoiler What the hell is that? Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 3, 2017 Share Posted January 3, 2017 (edited) @daniel l. It's Galileo's Planet Pack (in my sig). It deletes the entire stock system and renames/replaces the Sun, and is also as large as Stock + OPM, which is the root of any conflict with other planet mods. TBG will need reference changes wherever appropriate. The same happened with Planet Cyran which kidnaps and transforms Dres, a stock body. Edited January 3, 2017 by JadeOfMaar Link to comment Share on other sites More sharing options...
daniel l. Posted January 3, 2017 Author Share Posted January 3, 2017 9 minutes ago, JadeOfMaar said: @daniel l. It's Galileo's Planet Pack (in my sig). It deletes the entire stock system and renames/replaces the Sun, which is the root of any conflict with other planet mods. TBG will need reference changes wherever appropriate. The same happened with Planet Cyran which kidnaps and transforms Dres, a stock body. Ah. I get it. I'll have to add that. Though i might be able to find a solution so they can coexist. But it wont be easy i don't think. Link to comment Share on other sites More sharing options...
seanth Posted January 3, 2017 Share Posted January 3, 2017 So...this is slightly embarrassing but I spent a fair amount of the night playing with To Boldly Go. At first I was trying to see if I could detect exoplanets transiting their primary using mods that add telescopes, but the game just isn't set up to allow for picking something like that up. Then I remembered Research Bodies and started messing around. Using Research Bodies, Tarsier Space Technology, and Hullcam VDS Continued I was able to use the discovery mechanics in Research Bodies to "discover" exoplanets without actually zooming in on them in the map view. I wish the way you discover things in Research Bodies was more automated and less clicky, but it was pretty fun to point a telescope at a distant star and find exoplanets orbiting it. Link to comment Share on other sites More sharing options...
seanth Posted January 4, 2017 Share Posted January 4, 2017 On 12/18/2016 at 0:05 AM, daniel l. said: You can try compiling the source code yourself using the mac version of QB64. I've been looking at the QB64 code today. I'd not heard of QB64 before, but I cut my teeth on Basic way back on my C64 so I was able read and understand it for the most part. Is the plan to have the cluster galaxy centers and "interstellar space" be center points that the other stars orbit? Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 4, 2017 Share Posted January 4, 2017 @seanth what version of ReseachBodies and KSP are you using? A lot of folks have had problems with the WIP 1.9.0 ans KSP 1.2.2 respectively. Link to comment Share on other sites More sharing options...
daniel l. Posted January 4, 2017 Author Share Posted January 4, 2017 11 minutes ago, seanth said: I've been looking at the QB64 code today. I'd not heard of QB64 before, but I cut my teeth on Basic way back on my C64 so I was able read and understand it for the most part. Is the plan to have the cluster galaxy centers and "interstellar space" be center points that the other stars orbit? Yes Link to comment Share on other sites More sharing options...
seanth Posted January 4, 2017 Share Posted January 4, 2017 (edited) 25 minutes ago, JadeOfMaar said: @seanth what version of ReseachBodies and KSP are you using? A lot of folks have had problems with the WIP 1.9.0 ans KSP 1.2.2 respectively. @JadeOfMaar: KSP version 1.2.2, ResearchBodies version listed in the miniAVC claims 1.9.0.0 off the github release. What problems are people having (I'll do a search after posting this)? I initially had problems with telescopes "not being powerful enough" or whatever the message was, but I increased their range and they worked without any problem. I was also using PersistentRotation to help maintain pointing at a target. I can put my edits to the cfgs up if it will help. Here's the contents of a module manager file I made. I like using the Hull Camera VDS telescopes, but my change to maxTrackDistance should be broadly applicable: @PART[Pictozoom_2000]:FOR[ResearchBodies] { MODULE { name = ModuleTrackBodies difficulty = 4 minAltitude = 200000 maxTrackDistance = 40000000000 electricChargeRequest = 10 landed = false viewAngle = 18 scienceReward = 10 } } @PART[Pictozoom_2000]:FOR[ResearchBodies]:NEEDS[Kopernicus] { @MODULE[ModuleTrackBodies] { @maxTrackDistance = 324000000000000000 } } I haven't tried to edit the "ignore" entries in ResearchBodies with the names of the stars. It'd be pretty sweet if the script was able to add the star names as keys when a galaxy was made. I'll poke at that later. Edited January 4, 2017 by seanth Link to comment Share on other sites More sharing options...
theonegalen Posted January 4, 2017 Share Posted January 4, 2017 I am amazed at all the things that have come out since I stopped playing KSP / following KSP modding. When I get bored with Cities: Skylines, I'm going to have a lot of great KSP things to do, including this mod! Link to comment Share on other sites More sharing options...
seanth Posted January 4, 2017 Share Posted January 4, 2017 Ok. I got a patch for ResearchBodies working so the stars have names in the tracking station. I had to manually enter a few names in the example galaxy.cfg (Sparit, Suin, and Muurn), but the script should be able to write the data out so star names are visible, but planets around those stars are not. Format is: RESEARCHBODIES { name = ToBoldlyGo loadAs = mod IGNORELEVELS { Sparit = true true true true Suin = true true true true Muurn = true true true true } } Could even get fancy and have dimmer/further away stars not have names on harder difficulty levels. Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 4, 2017 Share Posted January 4, 2017 (edited) @seanth I and a number of other players have gotten problems with ResearchBodies and Galileo's Planet Pack. Since it's working just fine for you I'm nothing but curious. Based on feedback I've seen in ResearchBodies' thread it seems the telescope's FOV is just incredibly narrow but for some it has glitched and thrown errors. Some players' player.log file gets filled with this and similar lines: Quote 12/6/2016 9:14:04 AM,ResearchBodies,View Obstructed by Geminus , Origin: (2.1, -0.1, 0.6) , Target (34683080000.0, -1001792000.0, 10379740000.0) , Direction (1.0, 0.0, 0.3) , Hit: (5780514.0, -166965.3, 1729957.0), Layer: 10 I wonder if the other telescope-related mods somehow cover for this. Edited January 4, 2017 by JadeOfMaar Link to comment Share on other sites More sharing options...
daniel l. Posted January 4, 2017 Author Share Posted January 4, 2017 1 hour ago, JadeOfMaar said: @seanth I and a number of other players have gotten problems with ResearchBodies and Galileo's Planet Pack. Since it's working just fine for you I'm nothing but curious. Based on feedback I've seen in ResearchBodies' thread it seems the telescope's FOV is just incredibly narrow but for some it has glitched and thrown errors. Some players' player.log file gets filled with this and similar lines: I wonder if the other telescope-related mods somehow cover for this. I could ship a special wide angle telescope with the next TBG release. Also. The next release v0.3 will add a GUI with a pushbutton interface. Link to comment Share on other sites More sharing options...
seanth Posted January 4, 2017 Share Posted January 4, 2017 5 hours ago, daniel l. said: I could ship a special wide angle telescope with the next TBG release. Also. The next release v0.3 will add a GUI with a pushbutton interface. For what it's worth, it seems like there are enough telescope mods out there; I don't think you need to add a part. One of the things I like about TBG is that is does one thing. There's no feature creep. Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 4, 2017 Share Posted January 4, 2017 @daniel l. Yes. Please don't try to add parts to this mod. Maybe you can make patches for parts, enhancing them if installed along with TBG, as I'm doing for GPP. Link to comment Share on other sites More sharing options...
seanth Posted January 4, 2017 Share Posted January 4, 2017 I'm slightly confused by some of the code I'm reading: IF PENABLE$ = "y" THEN SPN = INT(RND * 4) ELSE SPN = 1 END IF ... IF SPN = 0 THEN GAS = INT(RND * 5) GASNUMBER = 1 IF GAS > 0 THEN <make a planet> ... GAS = GAS - 1 GASNUMBER = GASNUMBER + 1 IF GAS = 0 THEN <exit the planet making loop> END IF if pseudocode, to me it reads like: If planets wanted: SPN = between 0 and 4 if planets not wanted: SPN = 1 #why would we set this to 1 if we want 0 planets? If SPN = 0: #why are we making planets only when SPN = 0? GAS = between 0 and 5 #GAS? Just gas giants? GASNUMBER =1 #a counter for roman numerals Loop to make GAS number of planets: make a planet name it after the star it orbits and add a suffix (I, II, III, IV, V) based on it's creation order set the planet type to be like one of the basic planets in KSP #so we're not just making gas giants here? maybe give it a ring maybe give it a moon Maybe I am just getting stuck on the GAS variable name. It's clearly not just making gas giants. Link to comment Share on other sites More sharing options...
daniel l. Posted January 4, 2017 Author Share Posted January 4, 2017 2 hours ago, seanth said: I'm slightly confused by some of the code I'm reading: IF PENABLE$ = "y" THEN SPN = INT(RND * 4) ELSE SPN = 1 END IF ... IF SPN = 0 THEN GAS = INT(RND * 5) GASNUMBER = 1 IF GAS > 0 THEN <make a planet> ... GAS = GAS - 1 GASNUMBER = GASNUMBER + 1 IF GAS = 0 THEN <exit the planet making loop> END IF if pseudocode, to me it reads like: If planets wanted: SPN = between 0 and 4 if planets not wanted: SPN = 1 #why would we set this to 1 if we want 0 planets? If SPN = 0: #why are we making planets only when SPN = 0? GAS = between 0 and 5 #GAS? Just gas giants? GASNUMBER =1 #a counter for roman numerals Loop to make GAS number of planets: make a planet name it after the star it orbits and add a suffix (I, II, III, IV, V) based on it's creation order set the planet type to be like one of the basic planets in KSP #so we're not just making gas giants here? maybe give it a ring maybe give it a moon Maybe I am just getting stuck on the GAS variable name. It's clearly not just making gas giants. It is my secret formula honestly I'm a very sloppy worker. I don't really care about orderliness as long as it works Link to comment Share on other sites More sharing options...
seanth Posted January 5, 2017 Share Posted January 5, 2017 5 hours ago, daniel l. said: It is my secret formula honestly I'm a very sloppy worker. I don't really care about orderliness as long as it works Oh, I hear that. I have things I use every day that are written in dirt and spit, but they work, so I use them. Do you have any plans of putting your work up on github or something? I ask because I have nearly finished doing a port of your QB64 script to python. I've tried really hard to stay faithful to your code in terms of how it works (and even variable names). Link to comment Share on other sites More sharing options...
daniel l. Posted January 5, 2017 Author Share Posted January 5, 2017 1 minute ago, seanth said: Oh, I hear that. I have things I use every day that are written in dirt and spit, but they work, so I use them. Do you have any plans of putting your work up on github or something? I ask because I have nearly finished doing a port of your QB64 script to python. I've tried really hard to stay faithful to your code in terms of how it works (and even variable names). I tried Github once. It was... Confusing. Link to comment Share on other sites More sharing options...
seanth Posted January 5, 2017 Share Posted January 5, 2017 7 minutes ago, daniel l. said: I tried Github once. It was... Confusing. Did you try the desktop app for github or just from the command line? Command line alone can be intimidating. I find that the desktop app does nearly everything I need Link to comment Share on other sites More sharing options...
daniel l. Posted January 5, 2017 Author Share Posted January 5, 2017 3 minutes ago, seanth said: Did you try the desktop app for github or just from the command line? Command line alone can be intimidating. I find that the desktop app does nearly everything I need Didnt know there was one! MINE! Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 5, 2017 Share Posted January 5, 2017 if you've only ever used the command-line for GitHub you'll have a blast with its shiny desktop client. Link to comment Share on other sites More sharing options...
RA3236 Posted January 5, 2017 Share Posted January 5, 2017 2 minutes ago, JadeOfMaar said: if you've only ever used the command-line for GitHub you'll have a blast with its shiny desktop client. What about online? Link to comment Share on other sites More sharing options...
seanth Posted January 5, 2017 Share Posted January 5, 2017 8 minutes ago, daniel l. said: Didnt know there was one! MINE! Gimme a poke if you set up a repository for TBG. I'll fork it and hopefully be able to meaningfully contribute Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 5, 2017 Share Posted January 5, 2017 Your repo is primarily stored online...but I wouldn't bother with the browser's interface much. In-browser, the dev team can comment and chat on individual commits and share notes, and even co-develop a wiki for documentation. Link to comment Share on other sites More sharing options...
Planetace Posted January 5, 2017 Share Posted January 5, 2017 Hey, can I make a psuedo-code for generating rings? Link to comment Share on other sites More sharing options...
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