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[0.23] Alternis Kerbol - Release thread - [v0.1, Jan. 3] (development halted)


NovaSilisko

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Just wanted to say I've been messing with this since release. It's a pretty fun mod.

The only problem I've had is that the solar orbit bug that happens on launch. It also happens when I start the game back up and continue my save. Sometimes a ship will just randomly decide to place itself in solar orbit. So far every time it's happened has been with a ship in Kerbin orbit.

Playing with HyperEdit is essential to workaround this.

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Edited by Why485
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You can have alternate saves just fine on steam...

Oh, whoops, I meant alternate games, not saves. My bad. :sealed:

...but if you want to go back to one with the stock system you have to uninstall the mod. However, I could possibly make a simple cfg with an "enabled" field, so you can just change that to false, then you don't have to keep uninstalling and reinstalling.

Ah, that could work in the meantime. :)

It's tidally locked, so I'm pretty sure geosync is an impossibility.

Aw, tidal lock? Could you 'un-tidally lock' it? It's kind of 'not fun' when you cannot see Jool from the other side of Kerbin, and I kind of like the normal 6-hour long Kerbin days. It's your call, though.

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I really wish I could get to the bottom of that solar orbit bug. It never did that until recently, so it has to be something changed recently. But, now, I can't get it to happen anymore despite not having changed anything in the mod...

Edit: I just HAD to say that

H7pWpC8.png

Edited by NovaSilisko
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Oh, whoops, I meant alternate games, not saves. My bad. :sealed:

...

You can also. Just make a copy of the directory where the game is (default is X:\Steam\SteamApps\common\Kerbal Space Program) and put it elsewhere, then make a shortcut in your desktop to wherever you put it \KSP.exe and you are set. Had this same doubt today when thinking of downloading Alternis :)

...Which i did by the way, and its pretty awesome! Congrats NovaSilisko, everything looks and feels really cool! Well except for that terrible bug that puts you in orbit hen launching, but had no other problem for now. Warping towards a Tylo encounter at the moment! :P

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How do you guys go interplanetary without the interplanetary calculator by alexmoon? Are there any tips or tricks for getting an encounter easily?

Well you can calculate a rough estimate quite easily by just using the orbital periods.

Orbital period of a body is 2*pi*sqrt(sma3/GM) Where sma is the average between periapsis and apoapsis. Most planets have roughtly circular orbits and the most efficient path is a hohmann transfer between the 2, so some simple algebra gives you a phase angle of:

phi = 360*(smatarget/(0.5*(smatarget+smaorigin)))1.5 degrees.

If you don't want to bother calculating this manually Kerbal Alarm Clock has this system inbuilt to calculate transfer windows, just make sure you set it to formula, not precalculated.

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How do you guys go interplanetary without the interplanetary calculator by alexmoon? Are there any tips or tricks for getting an encounter easily?

Well as for me, if i dont want to bother with launch windows and periods and all, i get to solar orbit, and from there fiddle with the manouver node up and down and see if i can get an encounter, or how close it is. If i cant, i just warp a full orbit, see how close it is again, and rinse and repeat. It saves some time (but not DV :P) if you can match your plane with the target first so you dont have to do it every time you start to set a new manouver node to try.

I dont know.. hope it helped somehow, must be hundreds of people around here who can explain better ;P

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That's the sort of thing that happens when it can't change the solar system due to whatever reason, it collapses in on itself I guess. If it happens again, can you check the console (alt+F2 to open it), and scroll up through it until you find anything in red text, usually talking about NullReferenceExceptions. Also, as soon as you quit the game after that happens, copy the contents of KSP_Data/output_log.txt to a pastebin entry. Also, make sure you've installed it correctly - the planet textures should be in KSP/GameData/AlternisKerbol/Textures, otherwise it might not load properly.

Will do! Thx!

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It's tidally locked, so I'm pretty sure geosync is an impossibility.

It's possible in 2 specific instances. There are 2 geosync points for tidally-locked bodies - the L1 and L2 Lagrangian points. They're not completely stable, however, so in the most pedantic sense you're correct - they're impossible long-term.

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It's possible in 2 specific instances. There are 2 geosync points for tidally-locked bodies - the L1 and L2 Lagrangian points. They're not completely stable, however, so in the most pedantic sense you're correct - they're impossible long-term.

Well that and KSP doesn't model L-points.

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That's the sort of thing that happens when it can't change the solar system due to whatever reason, it collapses in on itself I guess. If it happens again, can you check the console (alt+F2 to open it), and scroll up through it until you find anything in red text, usually talking about NullReferenceExceptions. Also, as soon as you quit the game after that happens, copy the contents of KSP_Data/output_log.txt to a pastebin entry. Also, make sure you've installed it correctly - the planet textures should be in KSP/GameData/AlternisKerbol/Textures, otherwise it might not load properly.

FIXED! Had one too many file folders in the Gamedata file folder (my download came in a file folder (AlternisKerbol-VO) then AlternisKerbol.

I replaced the -VO folder with the AlternisKerbol and it all worked.

Oh well. Easy fix.

First impressions on the visuals are impressed! So far the game appears stable. :)

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Here's a persistence file that causes the solar bug every time I load up the game. Without fail, the two ships I had in Kerbin orbit are thrown into a strange solar orbit as soon as I load the save. It's not there anymore (I recently de-orbited it) but I had a ship orbiting Laythe that seemed to be completely fine each time I loaded it before on this save.

Each time I load the save then go to the tracking station. Both ships aren't where they should be.

Here are the mods I have loaded:

Plugin mods:

Alternis

City Lights and Clouds

Editor Extensions

Enhanced Navball

Firespitter DLLs (I forget why this is here, but there's no parts. Just the dlls.)

Kerbal Attachment System

Kerbal Joint Reinforcement

HyperEdit

Part mods:

6S Service Compartment Tubes

Surface Lights

http://www./download/8w1vfmr4giw3aey/Solar%20Orbit%20Bug.zip

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Here's a persistence file that causes the solar bug every time I load up the game. Without fail, the two ships I had in Kerbin orbit are thrown into a strange solar orbit as soon as I load the save. It's not there anymore (I recently de-orbited it) but I had a ship orbiting Laythe that seemed to be completely fine each time I loaded it before on this save.

Each time I load the save then go to the tracking station. Both ships aren't where they should be.

Here are the mods I have loaded:

http://www./download/8w1vfmr4giw3aey/Solar%20Orbit%20Bug.zip

Right, the mods we have in common are the Firespitter DLLs, Joint Reinforcement, HyperEdit, and the 6S Tubes... I made a minor tweak to the mod just now and haven't gotten it since, but that doesn't necessarily mean it's gone.

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Hey NovaSilisko

Me and a friend completely like the potential on this mod and how awesome the mod is, so thanks

we have be explored the bug with the incorrect loading and have found that it only happens with our exploration when you fully exit the game. When we returned everything(the crafts in orbit) was off, not around Kerbin, and even when quick-saving then re-loading back when this happens causes the game to crash (black screen). When going into the game from just the main screen everything seems to be fine

Maybe this will help, or maybe its already known that this is what cause the bug

otherwise, have a nice day

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Working on a new update. Hopefully fixes the solar orbit bug. Also adds a config file for optional increased timewarp values, global comet brightness, as well as enabling/disabling the mod (so you don't have to uninstall the mod if you want to go play on the vanilla system in another save)

I've been meaning to ask has anyone tried using this with krags planet factory? I'm wondering if the two work together without any issues.

I'm too scared to try, from the magnitude of the detonation that would likely occur upon doing so...

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Working on a new update. Hopefully fixes the solar orbit bug. Also adds a config file for optional increased timewarp values, global comet brightness, as well as enabling/disabling the mod (so you don't have to uninstall the mod if you want to go play on the vanilla system in another save)

Do you think you could add the color of the sun to the config file? It's a little too red for my tastes and it's my only pet peeve with the mod.

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