JadeOfMaar Posted February 8, 2021 Share Posted February 8, 2021 1 minute ago, Spaceman.Spiff said: So do you mine them? For Graviolium? Or are they like land anomalies, and unlock a tech node? The stock asteroid is a part. Treat WBI anomalies just like you treat the stock asteroids. You know how the green monolith works. Otherwise, they may need you to switch to them and activate their breakthrough science module (a feature that should already be known to KFS users). Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 8, 2021 Author Share Posted February 8, 2021 17 hours ago, JadeOfMaar said: The stock asteroid is a part. Treat WBI anomalies just like you treat the stock asteroids. You know how the green monolith works. Otherwise, they may need you to switch to them and activate their breakthrough science module (a feature that should already be known to KFS users). Space Anomalies are discovered and tracked like asteroids. They show up as unknown objects in the Tracking Station. When you rendezvous and get up close, they function like the green monoliths. The jump gates will work the same way, except instead of bestowing random tech node unlocks, they let you select another gate in your known network of gates and teleport your ship to it. Quote Link to comment Share on other sites More sharing options...
redivh Posted February 8, 2021 Share Posted February 8, 2021 (edited) I'm not sure if I'm doing this right, but for the last planet node in the settings.cfg do I just add another line like this? Edited February 8, 2021 by redivh Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 8, 2021 Author Share Posted February 8, 2021 2 minutes ago, redivh said: I'm not sure if I'm doing this right, but for the last planet node in the settings.cfg do I just add another line like this? LAST_PLANET { name = ProksimusKirbani starName = Proksimus Kirbani lastPlanetName = Elius } Quote Link to comment Share on other sites More sharing options...
redivh Posted February 8, 2021 Share Posted February 8, 2021 (edited) 1 hour ago, Angel-125 said: LAST_PLANET { name = ProksimusKirbani starName = Proksimus Kirbani lastPlanetName = Elius } The warp speed multiplier boost is still cutting out really far away from (Galaxies Unbound 1.11.x) stars even after filling out the last planet node and blacklist in the settings.cfg file. Edited February 8, 2021 by redivh Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 9, 2021 Author Share Posted February 9, 2021 1 hour ago, redivh said: The warp speed multiplier boost is still cutting out really far away from (Galaxies Unbound 1.11.x) stars even after filling out the last planet node and blacklist in the settings.cfg file. Hm. Interesting. I didn't see that in my testing. What stars are you seeing that with? Quote Link to comment Share on other sites More sharing options...
redivh Posted February 9, 2021 Share Posted February 9, 2021 (edited) 1 hour ago, Angel-125 said: Hm. Interesting. I didn't see that in my testing. What stars are you seeing that with? Nova Kirbani barycenter, Proksimus Kirbani, and Nova Kirbani A and B. For some reason I can't get close to these stars. Edited February 9, 2021 by redivh Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 9, 2021 Author Share Posted February 9, 2021 12 minutes ago, redivh said: Nova Kirbani barycenter, Proksimus Kirbani, and Nova Kirbani A and B. For some reason I can't get close to these stars. Can you try adding the Kirbani barycenter to the LAST_PLANET list? Quote Link to comment Share on other sites More sharing options...
redivh Posted February 9, 2021 Share Posted February 9, 2021 1 hour ago, Angel-125 said: Can you try adding the Kirbani barycenter to the LAST_PLANET list? I added it to the last planet list, but it still isn't working. LAST_PLANET { name = ProksimusKirbani starName = Proksimus Kirbani lastPlanetName = Elius name = NovaKirbaniB starName = Nova Kirbani B lastPlanetName = Syro name = NovaKirbaniA starName = Nova Kirbani A lastPlanetName = Orus name = NovaKirbaniBarycenter starName = Nova Kirbani Barycenter lastPlanetName = Nova Kirbani Barycenter name = barycenter starName = barycenter lastPlanetName = barycenter } Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 9, 2021 Author Share Posted February 9, 2021 50 minutes ago, redivh said: I added it to the last planet list, but it still isn't working. LAST_PLANET { name = ProksimusKirbani starName = Proksimus Kirbani lastPlanetName = Elius name = NovaKirbaniB starName = Nova Kirbani B lastPlanetName = Syro name = NovaKirbaniA starName = Nova Kirbani A lastPlanetName = Orus name = NovaKirbaniBarycenter starName = Nova Kirbani Barycenter lastPlanetName = Nova Kirbani Barycenter name = barycenter starName = barycenter lastPlanetName = barycenter } Each of the name/starName/lastPlanetName needs to be in its own separate LAST_PLANET node. So only one set of name, starName, and lastPlanetName per LAST_PLANET. Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted February 9, 2021 Share Posted February 9, 2021 the mk2 parts don't show up in my game, I have the newest version of the mod, everything else is working fine, I did not change something during the installation of the mod Quote Link to comment Share on other sites More sharing options...
TheProtagonists Posted February 9, 2021 Share Posted February 9, 2021 Is it possible to define a last planet for the stock Sun? Also, would any problem arise if a last planet is specifically defined to not be the actual/perceived last planet? (for example, Neidon is defined when there is Plock beyond it) Quote Link to comment Share on other sites More sharing options...
PalowPower Posted February 9, 2021 Share Posted February 9, 2021 Can anomalies found in the tracking station, and are they tagged as asteroids? because i can't find any... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 9, 2021 Author Share Posted February 9, 2021 12 hours ago, Starhelperdude said: the mk2 parts don't show up in my game, I have the newest version of the mod, everything else is working fine, I did not change something during the installation of the mod I've confirmed that the mk2 parts are showing up. You might need to search through your logs to find, say, the wbiMk2WarpCore and see what the logs say. I'd also need to know what other mods you have installed, especially ones that use the mk2 form factor. 3 hours ago, TheProtagonists said: Is it possible to define a last planet for the stock Sun? Also, would any problem arise if a last planet is specifically defined to not be the actual/perceived last planet? (for example, Neidon is defined when there is Plock beyond it) The next update will allow you to define a last planet for the stock Sun. You'll simply define a LAST_PLANET config node. There won't be a problem defining a LAST_PLANET node whose lastPlanetName is not the actual last planet in the system. 1 hour ago, PalowPower said: Can anomalies found in the tracking station, and are they tagged as asteroids? because i can't find any... Anomalies can be found in the tracking station. The detection cycle is specified in the Settings.cfg file's anomalyCheckSeconds value, which is set to 600. That means, every in-game 600 seconds, Blueshift will check to see if it should spawn an anomaly. If you look in the Blueshift/Parts/SpaceAnomalies/Tet folder, the wbiTet.cfg file has the SPACE_ANOMALY config node. There is a value called spawnTargetNode, which specifies on a roll of 1 to 1000, what minimum value the random number generator needs in order to spawn an anomaly. If you lower the value to, say, 1, then you'll pretty much guarantee that you'll spawn an anomaly. In the Tracking Station, anomalies are prefixed by "UNK" and they're classified as Space Objects. I'm shooting for this evening or tomorrow to release another Blueshift update that will redo how solar spheres of influences are calculated and hopefully put an end to the problems with determining where interstellar space is. Meantime, it looks like there are 29 stars in GU, 13 of which have planets... [LOG 11:34:40.716] [Blueshift] Last planet in the Sun system is: Eeloo [LOG 11:35:06.337] [Blueshift] Last planet in the AlphaCentauriA system is: Orus [LOG 11:35:28.488] [Blueshift] Last planet in the AlphaCentauriB system is: Syro [LOG 11:35:39.420] [Blueshift] Last planet in the ProximaCentauri system is: Elius [LOG 11:35:46.656] [Blueshift] Last planet in the BarnardsStar system is: Iores [LOG 11:35:58.853] [Blueshift] Last planet in the LuhmanA system is: Vivus [LOG 11:36:06.554] [Blueshift] Last planet in the EpsilonEridani system is: Tias [LOG 11:36:06.555] [Blueshift] Last planet in the TauCeti system is: Liolan [LOG 11:36:06.556] [Blueshift] Last planet in the TeegardensStar system is: Teec [LOG 11:36:06.557] [Blueshift] Last planet in the Lich system is: Phobor [LOG 11:36:06.558] [Blueshift] Last planet in the 3Orionis system is: Atlas [LOG 11:36:06.558] [Blueshift] Last planet in the Trappist1 system is: Trappisth [LOG 11:36:06.559] [Blueshift] Last planet in the Betelgeuse system is: Infurus Given that there are some stars without planets, I'm crafting a way to artificially create a star's SOI that has no planets. I have to say, @StarCrusher96's GU mod has been very helpful! :) Quote Link to comment Share on other sites More sharing options...
StarCrusher96 Posted February 9, 2021 Share Posted February 9, 2021 @Angel-125 Glad i could provide the 'perfect' setting Quote Link to comment Share on other sites More sharing options...
redivh Posted February 9, 2021 Share Posted February 9, 2021 (edited) 17 hours ago, Angel-125 said: Each of the name/starName/lastPlanetName needs to be in its own separate LAST_PLANET node. So only one set of name, starName, and lastPlanetName per LAST_PLANET. I am still having trouble with getting the last planet node to work, maybe the update will help. Is this the correct format? LAST_PLANET { name = ProksimusKirbani starName = Proksimus Kirbani lastPlanetName = Elius } LAST_PLANET { name = NovaKirbaniA starName = Nova Kirbani A lastPlanetName = Orus } LAST_PLANET { name = NovaKirbaniB starName = Nova Kirbani B lastPlanetName = Syro } LAST_PLANET { name = NovaKirbaniBarycenter starName = Nova Kirbani Barycenter lastPlanetName = Nova Kirbani Barycenter } Edited February 9, 2021 by redivh Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 9, 2021 Author Share Posted February 9, 2021 39 minutes ago, redivh said: I am still having trouble with getting the last planet node to work, maybe the update will help. Is this the correct format? LAST_PLANET { name = ProksimusKirbani starName = Proksimus Kirbani lastPlanetName = Elius } LAST_PLANET { name = NovaKirbaniA starName = Nova Kirbani A lastPlanetName = Orus } LAST_PLANET { name = NovaKirbaniB starName = Nova Kirbani B lastPlanetName = Syro } LAST_PLANET { name = NovaKirbaniBarycenter starName = Nova Kirbani Barycenter lastPlanetName = Nova Kirbani Barycenter } Yup, that is correct. Next update will also help clear up the SOI issues. Quote Link to comment Share on other sites More sharing options...
redivh Posted February 9, 2021 Share Posted February 9, 2021 6 minutes ago, Angel-125 said: Yup, that is correct. Next update will also help clear up the SOI issues. Ok, thanks! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 9, 2021 Author Share Posted February 9, 2021 38 minutes ago, redivh said: Ok, thanks! Important note: make sure to use the body's name, not its display name. I think "Nova Kirbani A" is the display name for "AlphaCentaruiA" Quote Link to comment Share on other sites More sharing options...
redivh Posted February 9, 2021 Share Posted February 9, 2021 (edited) 14 minutes ago, Angel-125 said: Important note: make sure to use the body's name, not its display name. I think "Nova Kirbani A" is the display name for "AlphaCentaruiA" LAST_PLANET { name = NovaKirbaniA starName = Nova Kirbani A lastPlanetName = Orus } Just to make sure, which one do I change to Alpha Centauri A? name = NovaKirbaniA or starName = Nova Kirbani A or both? Edited February 9, 2021 by redivh Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 9, 2021 Author Share Posted February 9, 2021 9 minutes ago, redivh said: LAST_PLANET { name = NovaKirbaniA starName = Nova Kirbani A lastPlanetName = Orus } Just to make sure, which one do I change to Alpha Centauri A? name = NovaKirbaniA or starName = Nova Kirbani A or both? Set starName = AlphaCentauriA. That's based on the debug logs I've added in the next release. If it will be easier, next update will just have name and lastPlanetName, with name being the celestial body's name (AlphaCentariA in this case). Speaking of which: I have a couple of tweaks to make, then I'll post the next update tonight. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 10, 2021 Author Share Posted February 10, 2021 Next update the LAST_PLANET config node will look like this: // Blueshift can calculate the home system's sphere of influence based on the furthest planet from the star, but some planet packs // don't make it easy. To help the mod out, you can define a LAST_PLANET node that tells Blueshift what the last planet is for the specified star. // Each star needs its own LAST_PLANET node. LAST_PLANET { // Name of the star. // This is the name of the celestial body, NOT the display name! name = Grannus // Name of the last planet. // This is the name of the celestial body, NOT the display name! lastPlanetName = Cernunnos } Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted February 10, 2021 Share Posted February 10, 2021 That's a unique comms system. I like it. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 10, 2021 Author Share Posted February 10, 2021 Just now, Angel-125 said: Next update the LAST_PLANET config node will look like this: // Blueshift can calculate the home system's sphere of influence based on the furthest planet from the star, but some planet packs // don't make it easy. To help the mod out, you can define a LAST_PLANET node that tells Blueshift what the last planet is for the specified star. // Each star needs its own LAST_PLANET node. LAST_PLANET { // Name of the star. // This is the name of the celestial body, NOT the display name! name = Grannus // Name of the last planet. // This is the name of the celestial body, NOT the display name! lastPlanetName = Cernunnos } Fortunately, for GU, Blueshift can automatically compute the SOIs Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 10, 2021 Author Share Posted February 10, 2021 Blueshift 0.7 is now available. Anomalies - Reduced time between anomaly checks. - Improved chances for a space anomaly to spawn. Spheres of Influence - Updated how stellar spheres of influences are calculated in order to improve interstellar space detection. - Changed homeSOIMultiplier in Settings.cfg to soiMultiplier. It is now used for all star systems. - Added new soiNoPlanetsMultiplier to artificially create an SOI for star systems without planets. - Fixed issue where starships would slow down well before reaching a star system (I'm looking at YOU, Galaxies Unbound! Thanks for such great variety! ) Warp Tech - New navigation assistance- warp engines have some additional fields in their Part Action Window: Spatial Situation: Planetary/Interplanetary/Interstellar/Unknown Course: <name of the selected target, if any> Distance: <Ly, Gm, Mm Km> Config Nodes New format for LAST_PLANET (remember, each planet needs its own LAST_PLANET node. These are optional, GU is calculated automatically) LAST_PLANET { // Name of the last planet. // This is the name of the celestial body, NOT the display name! name = Cernunnos // Name of the star that the planet orbits. // This is the name of the celestial body, NOT the display name! starName = Grannus } CKAN - Added Blueshift to CKAN (PR submitted, might take a few days to update). And a new infographic: Quote Link to comment Share on other sites More sharing options...
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