Hattivat Posted July 30, 2014 Share Posted July 30, 2014 The mod that is causing problems here is PF:CE, as it has not been updated in ages. It's emphatically not a modder's job to make his mod compatible with mods that have not been updated since two game versions ago. Link to comment Share on other sites More sharing options...
_Augustus_ Posted July 30, 2014 Share Posted July 30, 2014 (edited) I got it working... As it turns out Kethane was never installed. However, I recommend using RSS to move planets instead of changing their configs to avoid bugs.Lol, its just a preview for testing purposes. As for mod compatibility, I don't know boulderco, kethane seemed to work on 0.23.5 for me and PF:CE corrupts stuff on 0.24 x64 which has been mentioned numerous times. To use PF:CE use the 32 bit executable.I actually got it working with x64.. Created my own star (Prox), Inaccessable, Fearless, and Boris orbit it. Ablate orbits Corbo. Edited July 31, 2014 by Vanamonde Successive posting. Link to comment Share on other sites More sharing options...
metaphor Posted July 30, 2014 Share Posted July 30, 2014 Hey, guys, how about compatibility between this mod and RSS? It'll be freakin' awesome to fly probes to Alpha Centauri and so on, didn't it?Remember that this mod with the stock game only scales the entire black hole/star system to be as big as Pluto's orbit. In reality, Alpha Centauri is about 10,000 times further away. It would take 4 years to get there while going at the speed of light. It would be a pain even with the interstellar mod at 100,000x time warp. Link to comment Share on other sites More sharing options...
RoverDude Posted July 30, 2014 Share Posted July 30, 2014 (edited) And this is the kind of attitude that makes modders not want to make free stuff for you.It is not the manufacturer's job to make sure the car works on the highway.As long as it works on tarmac then it is ready for release.A more accurate quote would be that it's not Ford's job to make sure that it's transmissions work in a Subaru. Or a helicopter.Never have I seen so many people complain about getting free stuff. Especially with the state of patches and turmoil with mod compatibilities these days as .24x settles in. Edited July 31, 2014 by Vanamonde Successive posting. Link to comment Share on other sites More sharing options...
_Augustus_ Posted July 30, 2014 Share Posted July 30, 2014 (edited) I fixed it, I am not mad anymore.Derp??? My Kuiper Belt no longer works...Javascript is disabled. View full albumLol, its just a preview for testing purposes. As for mod compatibility, I don't know boulderco, kethane seemed to work on 0.23.5 for me and PF:CE corrupts stuff on 0.24 x64 which has been mentioned numerous times. To use PF:CE use the 32 bit executable.I found a fix for corruption: Use RSS to move PFCE planets, don't edit their configs. Edited July 31, 2014 by Vanamonde Successive posting. Link to comment Share on other sites More sharing options...
RoverDude Posted July 30, 2014 Share Posted July 30, 2014 I fixed it, I am not mad anymore.Excellent, Then you can be nice and apologize for yelling at the OP. Link to comment Share on other sites More sharing options...
AndreyATGB Posted July 30, 2014 Share Posted July 30, 2014 Remember that this mod with the stock game only scales the entire black hole/star system to be as big as Pluto's orbit. In reality, Alpha Centauri is about 10,000 times further away. It would take 4 years to get there while going at the speed of light. It would be a pain even with the interstellar mod at 100,000x time warp.Not to mention how much your hand will hurt from so much scrolling in map view. Link to comment Share on other sites More sharing options...
TheScareCake! Posted July 30, 2014 Share Posted July 30, 2014 Holy kerbal, this mod works! I thought its impossible to do such a thing. When will we get the planets for those two stars? Link to comment Share on other sites More sharing options...
_Augustus_ Posted July 30, 2014 Share Posted July 30, 2014 Holy kerbal, this mod works! I thought its impossible to do such a thing. When will we get the planets for those two stars?Well no one but me and like two other people can get PFCE working properly with StarSystems... and StarSystems may have a built-in planet API sometime in the near future. So probably a month or two. Link to comment Share on other sites More sharing options...
tychochallenge Posted July 30, 2014 Share Posted July 30, 2014 Well no one but me and like two other people can get PFCE working properly with StarSystems... and StarSystems may have a built-in planet API sometime in the near future. So probably a month or two.Don't forget me! I actually got PFCE to work with this mod! Well, partially. Editing gas giants into orbits around the other stars is smooth like butter. What DOESN'T work is when I edit a MOON of a gas giant into a separate orbit around a star. Then nothing works. Link to comment Share on other sites More sharing options...
tygoo7 Posted July 30, 2014 Share Posted July 30, 2014 Also Kerbol needs at least 4x the SOI it has now so more planets can be added to the Kerbol System..BUT I CAN'T EVEN GET THE BLOODY MOD WORKING WITH PFCE AGAINDude chill, PF CE hasn't been updated since 0.23 and I don't think it will in a while. He said in one of the previous comments that this release is for testing purposes. Link to comment Share on other sites More sharing options...
_Augustus_ Posted July 30, 2014 Share Posted July 30, 2014 Dude chill, PF CE hasn't been updated since 0.23 and I don't think it will in a while. He said in one of the previous comments that this release is for testing purposes.It was working with PF fine until a while ago! Link to comment Share on other sites More sharing options...
tygoo7 Posted July 30, 2014 Share Posted July 30, 2014 It was working with PF fine until a while ago!Do you have any other mods installed? Link to comment Share on other sites More sharing options...
OkamiTok Posted July 30, 2014 Share Posted July 30, 2014 It was working with PF fine until a while ago!Also please stop posting 4-5 posts at a time. If you have something to say edit your post. Do not make 4 more posts in a row complaining about problems that you are having that are of your own doing as well as being related to an entirely different mod. Link to comment Share on other sites More sharing options...
_Augustus_ Posted July 30, 2014 Share Posted July 30, 2014 I got it working again. I don't know what the problem is. Anyone know how to increase the mass of Kerbol??? Link to comment Share on other sites More sharing options...
Specialist290 Posted July 31, 2014 Share Posted July 31, 2014 It has come to the attention of the moderation staff that some heated words have been exchanged in this thread recently. Please keep in mind that, while others may disagree with you on how urgent a particular fix or feature request may be, I'm sure everyone involved in this discussion honestly wants this mod to be the best that it can be. Please remember to conduct all of your discussions in a civil manner, and if you do see a user on either side of the discussion being unfairly harassed or abused, please bring it to our attention through the post reporting system rather than jumping into the thread and responding in kind, as in the end it will allow the mod maker to focus on the issues that really need fixing rather than having to wade through several posts of unnecessary bickering.Have a nice day Link to comment Share on other sites More sharing options...
OvenProofMars Posted July 31, 2014 Author Share Posted July 31, 2014 (edited) I got it working again. I don't know what the problem is. Anyone know how to increase the mass of Kerbol???PF:CE will crash my script on 64bit by corrupting a list like 8 out of 10 times, even why I only load a single planet anywhere. So I gave up on PF:CE on 64bit (it seems to work fine on 32bit though). As for the mass of Kerbol; it is hardcoded. But if you want to increase it's SOI just decrease the mass off the black hole, the SOIs of the stars are calculated by the mass of the two bodies and their semi mayor axis. Edited July 31, 2014 by OvenProofMars Link to comment Share on other sites More sharing options...
_Augustus_ Posted July 31, 2014 Share Posted July 31, 2014 (edited) PF:CE will crash my script on 64bit by corrupting a list like 8 out of 10 times, even why I only load a single planet anywhere. So I gave up on PF:CE on 64bit (it seems to work fine on 32bit though). As for the mass of Kerbol; it is hardcoded. But if you want to increase it's SOI just decrease the mass off the black hole, the SOIs of the stars are calculated by the mass of the two bodies and their semi mayor axis.Okay so uh how much should I decrease the mass of the black hole if I want Kerbol to have about 4 times it's SOI now? And how do I even edit the black hole's mass?Also I am sure there is a way to stop PF from overwriting StarSystems. Edited July 31, 2014 by _Augustus_ Link to comment Share on other sites More sharing options...
AndreyATGB Posted July 31, 2014 Share Posted July 31, 2014 (edited) Okay so uh how much should I decrease the mass of the black hole if I want Kerbol to have about 4 times it's SOI now? And how do I even edit the black hole's mass?Also I am sure there is a way to stop PF from overwriting StarSystems.Black hole mass is the "Root" one measured in SolarMasses. I don't know if it's Kerbol masses or Sol though.For SOI, you need to rearrange the equation here, but you will need to know if those SolarMasses are Kerbol or Sol before that works. You can plug the original numbers in to get the SOI reported in-game to find what solar mass it is actually. Edited July 31, 2014 by AndreyATGB Link to comment Share on other sites More sharing options...
OvenProofMars Posted July 31, 2014 Author Share Posted July 31, 2014 Black hole mass is the "Root" one measured in SolarMasses. I don't know if it's Kerbol masses or Sol though.For SOI, you need to rearrange the equation here, but you will need to know if those SolarMasses are Kerbol or Sol before that works. You can plug the original numbers in to get the SOI reported in-game to find what solar mass it is actually.The solarmasses mentioned are indeed Kerbol masses, since for the game that is the sun. Link to comment Share on other sites More sharing options...
_Augustus_ Posted July 31, 2014 Share Posted July 31, 2014 (edited) It broke again... don't you think that a line or so of code could be written to stop overwriting for the time being until you make your own planet API?Fixed it, but it's still annoying. Edited July 31, 2014 by sal_vager Link to comment Share on other sites More sharing options...
sal_vager Posted July 31, 2014 Share Posted July 31, 2014 _Augustus_, you will have to be more patient for any fixes to this or any other addon, modders do this in their free time which can be limited. Link to comment Share on other sites More sharing options...
Teknoman117 Posted August 1, 2014 Share Posted August 1, 2014 We're currently working on a replacement for Planet Factory, as Krag seems to be missing. It's under the LGPL license, so when/if there is a time it needs fixed and we don't have time, the community can help. We've even making many technical improvements upon PlanetFactory (many tested already). It functions by rewriting the prefab the solar system is spawned from so there are no issues because of live tree modification.http://forum.kerbalspaceprogram.com/threads/88168-Early-development-0-24-Kopernicus-Planetary-System-Modifier Link to comment Share on other sites More sharing options...
OvenProofMars Posted August 1, 2014 Author Share Posted August 1, 2014 We're currently working on a replacement for Planet Factory, as Krag seems to be missing. It's under the LGPL license, so when/if there is a time it needs fixed and we don't have time, the community can help. We've even making many technical improvements upon PlanetFactory (many tested already). It functions by rewriting the prefab the solar system is spawned from so there are no issues because of live tree modification.http://forum.kerbalspaceprogram.com/threads/88168-Early-development-0-24-Kopernicus-Planetary-System-ModifierCan't wait tot see what you guys make out of this. We're actually working on star/planet generation using the same method. Have you guys found a proper way to make the scaledversion gameobject yourself yet? Or are you still instantiating it? Link to comment Share on other sites More sharing options...
_Augustus_ Posted August 1, 2014 Share Posted August 1, 2014 Why don't you guys merge? Oven, while they work on planets you should work on improving the stars.Also I'd really like to test Kopernicus. Link to comment Share on other sites More sharing options...
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