linuxgurugamer Posted July 1, 2019 Author Share Posted July 1, 2019 New release, 0.0.5 Moved images out of pluginData folder, for performance (toolbar now uses the unBlur mod) Moved PlanetSelector class into it's own file Added code to check for Kopernicus, and if it does, writes a temporary cfg to disable the on-demand code in Kopernicuus at the next boot to initialize the thumbnails Added entry to settings page to force generation of thumbnails at next boot, only available when Kopernicus is installed Removed unnecessary "using" lines Updated AssemblyVersion.tt for location-independent builds 15 hours ago, Gordon Dry said: @CoriW @linuxgurugamer this should be on the OP I guess you missed it, this has been on the OP since you first suggested it, under a title called Important Kopernicus Note This update removes the need for that, and makes it merely a matter of restarting the game and the mod will take care of it automatically Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 1, 2019 Share Posted July 1, 2019 What do I have to do when updating to this to avoid the process of image cache creation? Deleting the created config before each launch? Or can I add something to a config? I already got the cache ... ofc. Quote Link to comment Share on other sites More sharing options...
CoriW Posted July 1, 2019 Share Posted July 1, 2019 (edited) Okay so here's what I found when I updated to the latest version. Upon the initial automatic creation of the cache using JNSQ I was faced with this.. Evidently the images aren't correct here, most resembling moho for some reason, and even the Kerbin image isn't correct as JNSQ Kerbin looks different than stock. So I decided "What if I just delete the cache folder and try again?" which resulted in this. As you can see, the Kerbin image is now correct but nothing else was generated. EDIT: Alright so I tried reinstalling Resonant Orbit Calculator and I had the same results as the first time, but I also noticed that the texture of Kerbin itself in the main menu was that of stock Kerbin, so as an experiment I loaded up a new sandbox game and found that all of the textures being generated ... ARE ACTUALLY WHAT THE PLANETS LOOK LIKE IN THE TRACKING STATION! Very strange.. It did also appear that when in the space center scene I still had JNSQ Kerbin and the physical characteristics of the planets were correct, but the scaled space textures were stock. Also oddly in the tracking station, Mun was completely black. EDIT: Here's the log from that last attempt https://www.dropbox.com/s/dl59w93a46kq9lk/output_log_ROC.txt?dl=1 EDIT: Alright so I finally broke down and created a fresh install with minimal dependencies for Resonant Orbit Calculator as well as JNSQ .. And Resonant Orbit Calculator seems to have thrown an exception and failed to even prompt me to restart the game to create the cache. https://www.dropbox.com/s/tvm5pedlfq7svja/output_log_ROC2.txt?dl=1 EDIT: Back over to my main game, I reinstalled Resonant Orbit Calculator again, and the first time I loaded up the game the scaled space planets were correct and I was correctly prompted to restart the game, which I did. Upon restarting, the cache was generated (with the same stock results as the first image above) and the scaled space textures of the planets were incorrectly the stock ones. Then I restarted my game again and the planets were back to the correct JNSQ textures. Something interesting I've noticed is that it appears that during the startup where Resonant Orbit Calculator generates it's cache, the planets are using the scaled space textures of the TEMPLATE PLANET that was used in the creation of the actual planet. In JNSQ, many of the rocky bodies used Moho as a template, thus is the reason why in the first image above, many of the cache images resemble Moho. That being said, the reason for Eeloo, Nara, Riga, and Tylo being white is still a mystery to me. @linuxgurugamer just tagging you so you'll be notified of all of my edits. Might be useful info in there somewhere. Edited July 1, 2019 by CoriW Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 1, 2019 Author Share Posted July 1, 2019 Hmmm, might be a timing issue. I'll work on it this evening during my modding stream. Greatly appreciate your patience and work on this Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 2, 2019 Author Share Posted July 2, 2019 Minor update to fix a segfault: 0.0.5.1 Moved thumbnail generation from the main menu to the space center scene Added check for Kopernicus already generated Please note that there are still issues with generating images using Kopernicus for KSP 1.7.1 Quote Link to comment Share on other sites More sharing options...
Eleven Posted July 2, 2019 Share Posted July 2, 2019 I'm getting an exception, but it's been so long since I've even looked at a logfile, I'm not sure what's going on. I do have the pre-reqs, and have no issues with other mods of yours. Any clue what's going on in my logfile? https://www.dropbox.com/s/24nehlgyp2rzytg/KSP.log?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 2, 2019 Author Share Posted July 2, 2019 2 hours ago, Eleven said: I'm getting an exception, but it's been so long since I've even looked at a logfile, I'm not sure what's going on. I do have the pre-reqs, and have no issues with other mods of yours. Any clue what's going on in my logfile? https://www.dropbox.com/s/24nehlgyp2rzytg/KSP.log?dl=0 Update to the latest versions of the ToolbarController, ClickThroughBlocker and UnBlur Quote Link to comment Share on other sites More sharing options...
Eleven Posted July 2, 2019 Share Posted July 2, 2019 59 minutes ago, linuxgurugamer said: Update to the latest versions of the ToolbarController, ClickThroughBlocker and UnBlur Gotcha. Didn't realize those were updated as often. Unblur was up to date. Why are some of your mods on Spacedock and some aren't? I think that's where I got screwed up, the one that was github only, I think I grabbed the wrong version originally. Thanks for the help! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 2, 2019 Author Share Posted July 2, 2019 5 minutes ago, Eleven said: Gotcha. Didn't realize those were updated as often. Unblur was up to date. Why are some of your mods on Spacedock and some aren't? I think that's where I got screwed up, the one that was github only, I think I grabbed the wrong version originally. Thanks for the help! I have over 180 mods, and frankly strongly recommend using CKAN to install any/all of my mods, which keeps things straight. I'm also in the middle of 1.7.2 updates Quote Link to comment Share on other sites More sharing options...
Eleven Posted July 2, 2019 Share Posted July 2, 2019 24 minutes ago, linuxgurugamer said: I have over 180 mods, and frankly strongly recommend using CKAN to install any/all of my mods, which keeps things straight. I'm also in the middle of 1.7.2 updates I'll give that a try, I'm super old school with KSP, just started playing again for the first time since 1.3.1 (bought it back before the deadline so I get all the DLC for free!) Back then the cool kids didn't use CKAN! Thanks again for the help, I do appreciate it. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted July 29, 2019 Share Posted July 29, 2019 KSP 1.7.1, ROC 0.0.5.1, GPP/GEP planet pack. I'm having a problem understanding how to use this mod properly. I have a carrier craft, with 3 commsats, in 250km orbit of Iota. I open ROC, select Iota, enter a 4h orbital period (which happens to be with 3 mins of the current, actual period), select Dive Orbit, then click on the Create Maneuver Node at Ap button. ROC creates the MN and the KAC alarm. The new orbit looks fine at 250x85km. I click on Add alarms to KAC and it creates 3 "Detachment #x" alarms. The description on these alarms suggest that they are the times when a satellite needs to be released and immediately circularized. That makes sense. However, when I determine where in the dive orbit these alarms expire, they don't make any sense. What I'm expecting is the alarm to occur at Ap (~250km). However, the first alarm occurs within a few minutes of the carrier orbit's Pe - not what I was expecting because that would create a constellation at 85km not 250km. What am I missing here? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 4, 2019 Author Share Posted August 4, 2019 New release, 0.0.5.2 Moved images back into PluginData Thanks to @4x4cheesecake for this: Fix planet preview generation (especially for Kopernicus) Quote Link to comment Share on other sites More sharing options...
NapalmPK Posted August 6, 2019 Share Posted August 6, 2019 So what I do with this is at the set time in the orbit I release the sat, switch to it and do a circularize burn? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted August 7, 2019 Share Posted August 7, 2019 5 hours ago, NapalmPK said: So what I do with this is at the set time in the orbit I release the sat, switch to it and do a circularize burn? Yes. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 3, 2019 Author Share Posted November 3, 2019 New release, 0.0.6 Added InstallChecker Updated for KSP 1.8 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 14, 2020 Author Share Posted April 14, 2020 New release, 0.0.6.1 Fixed incorrect alarms being added to KAC for sat deployments Fixed up/down arrows being shown in the increment/decrement buttons Quote Link to comment Share on other sites More sharing options...
ewbr Posted April 26, 2020 Share Posted April 26, 2020 I am having problems with tooltips from this mod. They are preventing me from clicking on the options in the window. Problem affects all tooltips in the window and occurs with both default and alternate skin. Disabling tooltips doesn't work because they keep showing, but without text: Versions: KSP 1.9.1.2788 from Steam on Linux ROC 0.0.6.1 from CKAN CTB 0.1.9.5 from CKAN Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 1, 2020 Author Share Posted September 1, 2020 New release, 0.0.6.2 Added informative text to explain how to use with KAC when KAC is available Quote Link to comment Share on other sites More sharing options...
alphaprior Posted February 11, 2021 Share Posted February 11, 2021 Does it work with 1.11? It's a calculator most likely it does... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 11, 2021 Author Share Posted February 11, 2021 3 hours ago, alphaprior said: Does it work with 1.11? It's a calculator most likely it does... Try it and let us know Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 2, 2021 Author Share Posted October 2, 2021 New release, 0.0.6.3 Added AssemblyFileVersion Updated version file for 1.12 Quote Link to comment Share on other sites More sharing options...
Shaggygoblin Posted September 18, 2022 Share Posted September 18, 2022 (edited) On 7/2/2019 at 10:14 AM, linuxgurugamer said: Update to the latest versions of the ToolbarController, ClickThroughBlocker and UnBlur @linuxgurugamer just a heads-up; UnBlur is not listed in OP as dependency. Is this a specific thing intuited from @Eleven's log and applicable to his situation only, or is it a new dependency? For posterity: UnBlur is not a dependency. Good description of 'What, Why, & When' is on UnBlur Thread. Edited September 18, 2022 by Shaggygoblin Reason for edit: to edit Quote Link to comment Share on other sites More sharing options...
EdwardB3020 Posted November 3, 2022 Share Posted November 3, 2022 I love this add-on alongside the website but is it possible if you could add an option for both formats to cap on days instead of 2-digit hours which is hard to calculate without reference since if I divide by 6 the values are different from what I get on the site. Quote Link to comment Share on other sites More sharing options...
lucius57 Posted November 5, 2022 Share Posted November 5, 2022 Does this work with rescale mods? Currently using a 2.5x rescale mod. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 7, 2022 Author Share Posted November 7, 2022 On 11/4/2022 at 9:47 PM, lucius57 said: Does this work with rescale mods? Currently using a 2.5x rescale mod. It should Quote Link to comment Share on other sites More sharing options...
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