seanth Posted January 22, 2017 Share Posted January 22, 2017 (edited) 16 minutes ago, Starslinger999 said: I started up ksp again to take a pic of the glitch, But the main menu loaded this time and i started up @daniel l. would have a better grasp on this, but it feels like you either have _lots_ of stars and planets that are loading, or something is malformed with the cfg that is made. Edit: have you tried making a new galaxy with just 5 stars? Edited January 22, 2017 by seanth Link to comment Share on other sites More sharing options...
daniel l. Posted January 22, 2017 Author Share Posted January 22, 2017 1 hour ago, Starslinger999 said: I started up ksp again to take a pic of the glitch, But the main menu loaded this time and i started up It's a strange issue i've been trying to fix. It seems to work fine on my end but people keep reporting errors like this... Can you send me the output log txt of the generator? Link to comment Share on other sites More sharing options...
seanth Posted January 22, 2017 Share Posted January 22, 2017 Could it be related to galaxy type? I never made anything but a disc-type, and the .bas and python port worked fine for me. (Mac OS 10.12) Link to comment Share on other sites More sharing options...
daniel l. Posted January 22, 2017 Author Share Posted January 22, 2017 0.2.5.1 is out! I still don't know what this bug we're having is but i'll try to find it. @Starslinger999 Can you send me your seed and output log? So i can troubleshoot it? Link to comment Share on other sites More sharing options...
Talavar Posted January 23, 2017 Share Posted January 23, 2017 Can anyone give an estimate on the memory footprint of this mod? Say maybe with the stock galaxy? Link to comment Share on other sites More sharing options...
seanth Posted January 23, 2017 Share Posted January 23, 2017 4 hours ago, daniel l. said: 0.2.5.1 is out! Aw. My code edits didn't make it in Link to comment Share on other sites More sharing options...
daniel l. Posted January 23, 2017 Author Share Posted January 23, 2017 54 minutes ago, seanth said: Aw. My code edits didn't make it in It's alright. I will port them over soon. 0.2.5.1 was merely a patch. I can assure you 0.2.6 will include them They were simply too big for a small patch. Link to comment Share on other sites More sharing options...
daniel l. Posted January 23, 2017 Author Share Posted January 23, 2017 3 hours ago, Talavar said: Can anyone give an estimate on the memory footprint of this mod? Say maybe with the stock galaxy? Surprisingly it runs quite fast once the game loads. But generally i wouldn't recommend more than 100 stars. Link to comment Share on other sites More sharing options...
FreeThinker Posted January 23, 2017 Share Posted January 23, 2017 (edited) Quote Version 0.2.5.1 for Kerbal Space Program 1.2.2 Released on 2017-01-22 Added flightGlobalsIndex support - Now every individual body will have an ID when generated. Added a version marker to the output logs. Great, that should make it compatible with KSP Interstellar Extended, which uses flightGlobalsIndex to generate atmosphere composition for Atmospheric harvesting KSPI-E will generate an atmospheric composition (consisting of several resources) based on the characteristic of the Celestial body next release. This should make it feasible "To Boldy go" where no Kerbal has gone before to any freshly generated system, visit a planet atmosphere, refuel and repeat ad infinitum Edited January 24, 2017 by FreeThinker Link to comment Share on other sites More sharing options...
daniel l. Posted January 23, 2017 Author Share Posted January 23, 2017 21 minutes ago, FreeThinker said: Great, that should make it compatible with KSP Interstellar Extended, which uses flightGlobalsIndex to generate atmosphere composition for Atmospheric harvesting KSPI-E will generate a atmospheric composition (consisting of several resource) based on the characteristic of the Celestial body next release. This should make it feasible "To Boldy go"where no Kerbal has gone before to any new generated system, visit a planet atmosphere, refuel and repeat ad infinitum This ^ Link to comment Share on other sites More sharing options...
seanth Posted January 23, 2017 Share Posted January 23, 2017 I was looking at the code a bit. @daniel l.: shouldn't the planet and moon flightGlobalsIndex be somehow related to the planet/moon type they are based on? Right now it reads like it's just being set to a random number between 1000 and 11000. Link to comment Share on other sites More sharing options...
daniel l. Posted January 23, 2017 Author Share Posted January 23, 2017 There is plenty more coming in the future too. I can tell you. That i just got a prototype for rare planets working. Just now, seanth said: I was looking at the code a bit. @daniel l.: shouldn't the planet and moon flightGlobalsIndex be somehow related to the planet/moon type they are based on? Right now it reads like it's just being set to a random number between 1000 and 11000. I figured that it was the simplest way to get that task done, And by upscaling the number i could ensure that there would be little or no intersection of numbers. Link to comment Share on other sites More sharing options...
daniel l. Posted January 23, 2017 Author Share Posted January 23, 2017 But you are right @seanth . I gave it a little thought and now i realize that it can be cleaned up significantly. I will set to work on that soon. Link to comment Share on other sites More sharing options...
FreeThinker Posted January 23, 2017 Share Posted January 23, 2017 (edited) @daniel l. Hey, I wonder if the planets you generate, specifically the generated atmospheric temperature and pressure curve use some sort of template. It relevant for me to know what the random variance is for generating atmospheric resource composition for KSPIE. Edited January 23, 2017 by FreeThinker Link to comment Share on other sites More sharing options...
Starslinger999 Posted January 23, 2017 Share Posted January 23, 2017 22 hours ago, daniel l. said: 0.2.5.1 is out! I still don't know what this bug we're having is but i'll try to find it. @Starslinger999 Can you send me your seed and output log? So i can troubleshoot it? Quick Question: how does one install this mod exactly? i wanted to see if i installded it correctly Link to comment Share on other sites More sharing options...
daniel l. Posted January 23, 2017 Author Share Posted January 23, 2017 48 minutes ago, Starslinger999 said: Quick Question: how does one install this mod exactly? i wanted to see if i installded it correctly Just extract the zip into the gamedata folder. And then run the executable. 6 hours ago, FreeThinker said: @daniel l. Hey, I wonder if the planets you generate, specifically the generated atmospheric temperature and pressure curve use some sort of template. It relevant for me to know what the random variance is for generating atmospheric resource composition for KSPIE. Well. Currently TBG simply uses duplicates of stock planets and moons, Everything from Moho to Eeloo. Eventually i plan to add procedural terrain though. Link to comment Share on other sites More sharing options...
FreeThinker Posted January 23, 2017 Share Posted January 23, 2017 2 minutes ago, daniel l. said: Just extract the zip into the gamedata folder. And then run the executable. Well. Currently TBG simply uses duplicates of stock planets and moons, Everything from Moho to Eeloo. Eventually i plan to add procedural terrain though. This includes atmosphere pressure and temperature curves? Link to comment Share on other sites More sharing options...
daniel l. Posted January 23, 2017 Author Share Posted January 23, 2017 26 minutes ago, FreeThinker said: This includes atmosphere pressure and temperature curves? Pretty much. Though it may change eventually. But right now they are all the same except in size and location. Link to comment Share on other sites More sharing options...
FreeThinker Posted January 23, 2017 Share Posted January 23, 2017 1 minute ago, daniel l. said: Pretty much. Though it may change eventually. But right now they are all the same except in size and location. Well if it going to change, please notify me so I can adjust Link to comment Share on other sites More sharing options...
daniel l. Posted January 23, 2017 Author Share Posted January 23, 2017 3 minutes ago, FreeThinker said: Well if it going to change, please notify me so I can adjust For sure. I don't want to cause compatibility errors. Link to comment Share on other sites More sharing options...
Joolio Posted January 24, 2017 Share Posted January 24, 2017 When are you planning on adding procedural height and color maps for planets? Link to comment Share on other sites More sharing options...
daniel l. Posted January 24, 2017 Author Share Posted January 24, 2017 3 hours ago, Joolio said: When are you planning on adding procedural height and color maps for planets? Soon enough. But i can tell you that scaledspace will just be a blur. Link to comment Share on other sites More sharing options...
Galacticat Posted January 24, 2017 Share Posted January 24, 2017 I'm so excited for this mod, it can't come soon enough! Though that doesn't mean I want you to rush. Anywho, been watching this thread closely ever since Kottabos made that video and am waiting patiently for more complexity! Link to comment Share on other sites More sharing options...
daniel l. Posted January 25, 2017 Author Share Posted January 25, 2017 1 hour ago, Budz42 said: I'm so excited for this mod, it can't come soon enough! Though that doesn't mean I want you to rush. Anywho, been watching this thread closely ever since Kottabos made that video and am waiting patiently for more complexity! You wont have to wait too long. Soon you will be able to decide how old your galaxy is Link to comment Share on other sites More sharing options...
daniel l. Posted January 25, 2017 Author Share Posted January 25, 2017 (edited) 0.2.6 is out! Added Galactic Age system (Now the types and numbers of stars will vary depending on the selected age of the galaxy.), Redesigned Algorithm UI, Re-implemented Cluster Galaxies, Made Gas giants more common around middle class stars, Added ASCII logo to output logs, I hope you all enjoy. Edited January 25, 2017 by daniel l. Link to comment Share on other sites More sharing options...
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