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[Early development, 0.24] Kopernicus Planetary System Modifier


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I thought you did something like axial tilt in RSS?

I wonder if we could roll our own version of orbit driver ... I'm not declaring impossibility yet =P. But, everything else has priority ATM.

Edited by Teknoman117
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rbray adds a PQS to Jool in EVE Overhaul. You can check the code in the Overhaul branch.

BryceSchroeder: got the mail! Thanks! I'll send you a PM with my email.

A lot of KSP's code directly reads rotation as a linear angle (in degrees!) rather than an orientation. So no, axial tilt very, very probably is impossible short of code changes.

Unity in-general uses degrees rather than radians in Euler rotation angles for some odd reason.

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If y'all need a mod for timewarp, my mod, BetterTimeWarp, just sets all altitude limits to the same: every time warp level but the last and 2nd to last works below about 100,000m

hooray for self advertising

Don't worry, I've done that to the threads for the mods that needed tweaking. I've submitted a pull request for changes to make Time Control compatible. At a quick glance, it looks like your mod will be compatible as is.

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In the log I get something new, it says: 'Im already up Britannia!' Britannia being the name of my save.

EDIT: I got this on my career save, but it doesn't appear on sandbox.

[Exception]: NullReferenceException: Object reference not set to an instance of an object

Edited by Megalodon 720
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In the log I get something new, it says: 'Im already up Britannia!' Britannia being the name of my save.

EDIT: I got this on my career save, but it doesn't appear on sandbox.

[Exception]: NullReferenceException: Object reference not set to an instance of an object

That would most likely be KCreator's KittopiaTech mod printing those, see line #26 here: https://github.com/KCreator/Kittopiatech_Planeteditor/blob/master/Source/PerSave_Loader.cs#L26

See also KCreator's post regarding 64-bit compatibility: http://forum.kerbalspaceprogram.com/threads/68619-0-24_2-Plugin-WIP-KittopiaTech-Ingame-Terraforming-Tools-V0-1741?p=1309609&viewfull=1#post1309609

Edited by &Josh
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I thought you did something like axial tilt in RSS?

My one (very minor) contribution to RSS was to suggest tilting orbits rather than axes to at least get Earth's tilt right. Seems that's what NK's done there. All rotation in KSP is normal to the reference plane, so you can tilt orbits relative to the reference plane to get your desired tilt. Problem in RSS, is that now all the planets have tilt relative to Earth's. (But it seems most folks don't really notice.)

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A lot of KSP's code directly reads rotation as a linear angle (in degrees!) rather than an orientation. So no, axial tilt very, very probably is impossible short of code changes.

Hmm.. what if the same system as current is kept within an SOI but the entire SOI is rotated with respect to the outside (virtually). Then it would just have to be something that changes the point on an SOI's surface that a ship comes out from or in to (for example, if a planet is tilted 5 degrees, a ship exiting the SOI equatorially would actually appear outside the SOI 5 degrees to the north/south). The visual appearance of propagated orbits in map view might have to change... and also the appearance of objects outside the current SOI in ship view.

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In the log I get something new, it says: 'Im already up Britannia!' Britannia being the name of my save.

EDIT: I got this on my career save, but it doesn't appear on sandbox.

[Exception]: NullReferenceException: Object reference not set to an instance of an object

Check Player.log (not KSP.log) - http://docs.unity3d.com/Manual/LogFiles.html

It will provide a stack trace showing what the source of the exception is.

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A lot of KSP's code directly reads rotation as a linear angle (in degrees!) rather than an orientation. So no, axial tilt very, very probably is impossible short of code changes.

Hmmm... what if we create an orbit "body" where the original body was, then put the original body on a TINY, SLOW tilted orbit as a child of the first "body"? It seems like that would work?

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Hmmm... what if we create an orbit "body" where the original body was, then put the original body on a TINY, SLOW tilted orbit as a child of the first "body"? It seems like that would work?

An interesting thought, although the problem of successfully suppresing the "center" body would be challenging as it might come up in a lot of places.

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An interesting thought, although the problem of successfully suppresing the "center" body would be challenging as it might come up in a lot of places.

I had considered it and am a bit worried about that. Might be worthwhile to keep in mind while working on this mod. You guys seem to have a lot more knowledge of where it could crop up.

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Hmmm... what if we create an orbit "body" where the original body was, then put the original body on a TINY, SLOW tilted orbit as a child of the first "body"? It seems like that would work?

It wouldn't work. All bodies in KSP rotate normal to the reference plane (not to their orbital plane), no matter what their inclination is. You can't have two bodies with axes that are inclined to each other, though you can have a body's rotational axis inclined relative to its own orbit.

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It wouldn't work. All bodies in KSP rotate normal to the reference plane (not to their orbital plane), no matter what their inclination is. You can't have two bodies with axes that are inclined to each other, though you can have a body's rotational axis inclined relative to its own orbit.

Ah. Dagnabit. Well that is just silly.

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Yes, Sentar is possible, though also, possible is that he has a CFG reading system already set up. That could be useful if you would like something to work with when implementing a file reader if that type of thing would be useful.

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hey, so, i started a new career save on a (fairly) stock game and played around with (read: tried to break) kopernicus a bunch (landers, rover, planes, etc). i'm impressed, to say the least!

the only bug i discovered is a graphical one. the only graphics mod i have installed is Distant Object Enhancement, so i don't believe it's a mod conflict. i've supplied two screenshots of it below... it seems to be something funky to do with how the night side of the planet is rendered (particularly the terminator).

screenshot #1 (please note, i tweaked the levels in photoshop a bit so you can see it more clearly)

screenshot #2

it has zero effect on the actual gameplay.

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