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Infinite Discoveries 0.9.9 (1.12.x)


Sushut

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Hmm... That's worrying. I can't even get it to boot as expected in a Windows VM. I'll redownload and be sure I'm using a version that works before I try to get it to open on Linux.

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Success! I've gotten it to open in a VM. If nothing else, there's at least one way to run it under Linux... I might even be able to get it to install onto my Linux system from inside the VM with drive virtualization, but I'd like to do this with as few "moving parts" as I can.

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That drive virtualization trick I mentioned before is working great for me. I'm using Ubuntu's VMM tool to run a Windows 10 guest machine, with drive virtualization onto my SSD with Kerbal on it using the VirtIO Win10 Guest Drivers. Would be interested in talking to other people who've worked on this earlier like @737 and @Urbs to see if we can work out a simpler way to make it happen if we put our heads together. I couldn't find the python script Urbs and 737 were talking about in version 0.9.9 (is it GenerateSystem.py in the master?), so I had to make it work with the .exe, which happens to make WINE very unhappy:

wine: Unimplemented function api-ms-win-crt-runtime-l1-1-0.dll.fetestexcept called at address 000000007B011E0E (thread 00f4)

I assume the structure of this mod has changed significantly since the update you were working with? I see that the latest release on Github and the master have very different structures and file sizes.

Edited by Lyraea
Wine woes
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On 8/22/2024 at 9:49 AM, Lyraea said:

That drive virtualization trick I mentioned before is working great for me. I'm using Ubuntu's VMM tool to run a Windows 10 guest machine, with drive virtualization onto my SSD with Kerbal on it using the VirtIO Win10 Guest Drivers. Would be interested in talking to other people who've worked on this earlier like @737 and @Urbs to see if we can work out a simpler way to make it happen if we put our heads together. I couldn't find the python script Urbs and 737 were talking about in version 0.9.9 (is it GenerateSystem.py in the master?), so I had to make it work with the .exe, which happens to make WINE very unhappy:

wine: Unimplemented function api-ms-win-crt-runtime-l1-1-0.dll.fetestexcept called at address 000000007B011E0E (thread 00f4)

I assume the structure of this mod has changed significantly since the update you were working with? I see that the latest release on Github and the master have very different structures and file sizes.

The github source code is outdated. It could just be my poorly written code that's causing the issues.

Edited by Sushut
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  • 1 month later...

hiya, im running into a issue where kerbol (kerbins home star) is spasming or in other words, violently rotating and causing all my manuvers to glitch where their delta-v keeps growing up and up, i would send a video if i knew how

Edited by dert_7
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  • 4 weeks later...
On 10/29/2024 at 2:11 PM, wassupyo123 said:

bump
solar panels won't produce EC with this installed

On 10/1/2024 at 7:26 AM, Swat said:

what to do when solar panels dont work? i tried different versions of kopernicus already.

this is a known issue caused by outdated configs in the mod, i can't pin down exactly what is causing this but it's in the misc folder as far as I remember?

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On 11/2/2024 at 11:41 PM, Sushut said:

this is a known issue caused by outdated configs in the mod, i can't pin down exactly what is causing this but it's in the misc folder as far as I remember?

looking in the misc file there is a CFG for multistarsolarpanels and in that theres an option for kopernicus solar panels, but setting that to true doesnt fix anything

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7 hours ago, wassupyo123 said:

looking in the misc file there is a CFG for multistarsolarpanels and in that theres an option for kopernicus solar panels, but setting that to true doesnt fix anything

you can just delete it, pretty sure it's obsolete

9 hours ago, Pandor1on said:

This mod is absolutely amazing. Small problem though, I get a ton of errors from B9partswitch relating to some parts. Are there known incompatibility issues with modded parts?

I don't know why it would affect parts in any way? sometimes you can just ignore b9 and play the game as normal though, so try that?

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  • 1 month later...

When generating systems in the correct directory as per the youtube tutorial, the orbital speeds of all planets in the Kerbol system (stock system) decrease significantly. For example, Eve goes from approx 10800m/s to approx 2500m/s. I do not have any rescaling mods active. The mass of the planets in the system do not change. Any guidance would be appreciated. Thanks!

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On 12/11/2024 at 1:36 AM, FishEyes11 said:

When generating systems in the correct directory as per the youtube tutorial, the orbital speeds of all planets in the Kerbol system (stock system) decrease significantly. For example, Eve goes from approx 10800m/s to approx 2500m/s. I do not have any rescaling mods active. The mass of the planets in the system do not change. Any guidance would be appreciated. Thanks!

I do have configs that (by default) scale down kerbol to its more realistic size (about the size of a pea when viewed from kerbin i believe)

maybe I messed up somewhere and it also reduced the mass? you can turn it off in the settings within the mod in gamedata

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  • 1 month later...

I'm not a coder so I don't really know how the backend stuff works but it would be nice if gas giants had a much higher chance of having moons. If I try to increase the moon count then there is a chance there will be a small dwarf planet with 5 nearly identical moons. Having gas giants with no moons is fine, but I've noticed that a lot of, if not a majority of them have no moons, which kinda makes them less interesting to explore. Maybe having some way to control the amount of moons relative to the size of the parentbody? It would also be nice if there was some relation to the size of the parentbody and the size of the moons. I know that's already in the code, but I was thinking that the BIG gas giants could have bigger then kerbin sized moons.

Edit: Checked the github and this is already being worked on, nvm!

Edited by Blalo
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Scatterer stops working on all generated planets when I try to modify the generated objects by changing their parent body or orbit. I know what I'm doing isn't intended, but since the generation is still a bit icky I would've liked having more control on the procedural planets.

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On 1/25/2025 at 10:26 PM, DustyCircuit said:

Hello. So I've noticed that the volumetric clouds on some planets that are lit by two diff stars on each side in binary star systems have black clouds on one side and normal clouds on the other side, and its always on the side lit by the farther away star that has the black clouds.

https://imgur.com/a/926DE23  

I asked blackrack about this and he said that there's no current support for multiple stars, so we'll just have to deal with dark clouds on one side or use old eve :(

1 hour ago, tremonthedgehog said:

dumb question: can this be used to create star systems that generate outside of kerbin while keeping the stock system intact?

Yes, in fact it only does that, it can't replace the stock system

On 1/25/2025 at 1:03 PM, Blalo said:

Scatterer stops working on all generated planets when I try to modify the generated objects by changing their parent body or orbit. I know what I'm doing isn't intended, but since the generation is still a bit icky I would've liked having more control on the procedural planets.

The scatterer configs depend on the planets staying where they are meant to be, you can change their orbit fine but you'll have to change the scatterer config to accomodate (I know i'm being vague, that's because I forgot how scatterer works after all these years LOL)

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1 minute ago, Sushut said:

I asked blackrack about this and he said that there's no current support for multiple stars, so we'll just have to deal with dark clouds on one side or use old eve :(

Well then that's good to know at least its not some combo of mods I use that causing the issue. I'd like it to be fixed, but I can live with it. Otherwise this mod is freaking awesome. Its basically a dream come true for me as a KSP player who has go into modded KSP about a year ago, largely out of receiving news of the whole KSP2 situation. I make youtube vids of KSP and I can't wait to showcase the mod on my channel :D     

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36 minutes ago, tremonthedgehog said:

Great! 

Dumb question #2: is it intended to reach these systems via normal methods or do you have wormwholes a-la Intersteller

Reaching these systems is up to you, I once worked on wormholes for this but I had to stop it to fix some more glaring issues..

Anyway, feel free to use whatever mod or method you want, I'd recommend something like FFT or Sterling Systems if you want a more realistic form of travel. I also recommend blue shift if you're into warp drives.

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