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[1.12.x] [Planet Pack] Minor Planets Expansion


Exo's Lab

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I managed to fix this with help from Sushut's "Create a STAR SYSTEM with Kopernicus!" tutorial on youtube. He goes directly over this bug when creating planets and provides a fix that seemingly has no downsides. (Although didn't really explain at all what it does, I have no clue to be honest,)

Also thanks to Treiakuar's Rapid fire landing series so I could check which planets from the modpack had this problem more easily without having to wait for loading times.
Here's the fixed version of MPE incase anyone needs it, enjoy: https://drive.google.com/file/d/18ejwpTL2c7360p1nHh8WKsD9hUWn76cn/view?usp=sharingsShtlie.png

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On 12/12/2023 at 3:25 PM, OrbitalNoob said:

Hi! MPE user here and love this expansion. I found the same issue as dave1904 pointed out that warping is broken around the 4 dwarf planets added, but not astroids and moons. So warping around Erovo, Havous, Mraksis and Soden are bugged by constant interruptions. I checked the log and found no clues. For the even largest astroid-type bodies, I mean Vant and Crokslev, warping seems AOK. Also warping around moons (e.g. Flake) are also smooth. Is there anything I can do with this? I really want to send my crew to Soden... 

This is also happening with me. I love this mod conceptually and really want to use it, but I flat-out can't go to these four bodies due to this bug. If anyone knows a way ro fix this, please post.

Edited by Cubivore
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Hello,

I was thinking about using this mod (with credit ofc) in a sort of alternis-kerbol + solar system overhaul.

Is it okay to integrate this mod into my modpack with credit?

I will most likely be changing the sizes, orbits, etc but no textures.

Ty! =)

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1 hour ago, AMolecularMassofUranium235 said:

I think the mod dev has stopped working on MPE, as my ksp keeps crashing any time I timewarp around  Erovo, Havous, Mraksis and Soden, and it seems others have had the same / similar issues for well over 8 months now

The last time the mod dev visited the forums in any way was almost five months ago.

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On 8/21/2024 at 12:54 AM, AMolecularMassofUranium235 said:

I think the mod dev has stopped working on MPE, as my ksp keeps crashing any time I timewarp around  Erovo, Havous, Mraksis and Soden, and it seems others have had the same / similar issues for well over 8 months now

The stock trip planner can cause this, it hates modded solar system and small moons. It kept crashing at Sarnus while trying to calculate something about Hale or Ovok without MPE installed. After disabling it with KSP Community Fixes I never ever experienced crashes during timewarp. Evro, Havous and Mraksis work just fine, can't remember if I have ever visited Soden though.

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4 hours ago, Manul said:

The stock trip planner can cause this, it hates modded solar system and small moons. It kept crashing at Sarnus while trying to calculate something about Hale or Ovok without MPE installed. After disabling it with KSP Community Fixes I never ever experienced crashes during timewarp. Evro, Havous and Mraksis work just fine, can't remember if I have ever visited Soden though.

How do I disable that with KSP community fixes?

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12 hours ago, AMolecularMassofUranium235 said:

How do I disable that with KSP community fixes?

Quote

DisableManeuverTool [KSP 1.12.0 - 1.12.5]
Allow disabling the KSP 1.12 maneuver planner tool in the KSPCF in-game settings menu. It can cause stutter and freezes on scene load, when changing SOI or when editing maneuver nodes, especially with Kopernicus modified systems.



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Hello all! I don't know if anyone is still around, but after a long time and a lot of life later I am trying to get the lights back on for Minor Planets Expansion.
End goal is a nice update to freshen and tidy things up a little, including setting up a proper GitHub for the mod, with some additional functionality on top - (Scatterer/EVE support primarily).
I spent this evening trying to get back into the swing of things, focusing exclusively on Ervo. I've learned a few things, - including that there are plenty of areas for improvement for the mod.

Most notably I encountered what I now understood to be a rather dreadful and commonly faced bug: timewarp lag among the dwarf planets.
Luckily I know now that the cause is simple, an incompatibility between MPE and the Stock Transfer Maneuver Planning Tool Thing. Apparently a pretty common issue for Kopernicus mods.
The fix is simple: download KSPCommunityFixes, go into the in-game settings menu, and turn that tool off. Suddenly everything runs smoothly once again!

I know I haven't the most active of developers, (this has always been a hobby not a job, and I do have a job these days), but I would like to see this update through! How hard could it be? Right?

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10 hours ago, Exo's Lab said:

(Scatterer/EVE support primarily)

There are no atmospheres in this mod to have clouds or atmospheric scattering. Evro's "atmosphere" is effectively 500m thick with most of it's surface being above the "thick" part of it's atmosphere. The only thing that could benefit from scatterer is Evro's liquid oxygen. This requires some research how the oxygen lake should actually look and behave.  There is not enough atmosphere to have weather, but there is an alternate source of waves such as magnetic fields (liquid oxygen is a paramagnetic)

Edited by Manul
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@Manul All good points!
Yes, Ervo is the only body that could benefit from a traditional application of these mods, which is why focusing on Ervo right now!
Ervo's atmosphere as currently implemented is incredibly unrealistic in terms of its low-lying distribution, and will be reworked into something more akin to Pluto's (which funny story it was originally going to be that way, but at the time I didn't realize it was the more accurate model, I forced it to be low-lying). As for the lakes, they're going to be largely stagnant, the only excitation experienced by the lakes would be slow, occasional glaciology (which wouldn't create waves in observable timescales, let alone be done within KSP), and the tidal forces of Ervo's moon Archae (assuming they aren't mutually locked, I'll have to double check that too, but this too would be quite subtle).

That being said, there is plenty of room for adjustment in MPE that could enhance the appearance and experience of the mod with very little effort! I'd like to touch up near-everything a least a little. I'm also planning to include some optional bits of bonus content* for the OPM/MPE system, such as enhanced ring textures I personally made for some friends of mine that utilize the new shaders Kopernicus has added since MPE's release back in 2019.
*I'm not adding more objects

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