Megalodon 720 Posted August 5, 2014 Share Posted August 5, 2014 Then it hasn't appeared. I'll try a new way of installing. Link to comment Share on other sites More sharing options...
Teknoman117 Posted August 5, 2014 Share Posted August 5, 2014 Check your ksp.log or Unity's player.log (location is platform specific).basically the install *should* just be copy the contents of Pre Alpha/GameData/ to your GameData folder. Link to comment Share on other sites More sharing options...
NathanKell Posted August 5, 2014 Share Posted August 5, 2014 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. Link to comment Share on other sites More sharing options...
Teknoman117 Posted August 5, 2014 Share Posted August 5, 2014 (edited) 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 August 5, 2014 by Teknoman117 Link to comment Share on other sites More sharing options...
MrHappyFace Posted August 5, 2014 Share Posted August 5, 2014 (edited) 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 100,000mhooray for self advertising Edited August 5, 2014 by MrHappyFace grammar Link to comment Share on other sites More sharing options...
rbray89 Posted August 5, 2014 Share Posted August 5, 2014 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. Link to comment Share on other sites More sharing options...
Teknoman117 Posted August 5, 2014 Share Posted August 5, 2014 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 100,000mhooray for self advertisingDon'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. Link to comment Share on other sites More sharing options...
Megalodon 720 Posted August 5, 2014 Share Posted August 5, 2014 (edited) 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 August 5, 2014 by Megalodon 720 Link to comment Share on other sites More sharing options...
&Josh Posted August 5, 2014 Share Posted August 5, 2014 (edited) 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 objectThat 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#L26See 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 August 6, 2014 by &Josh Link to comment Share on other sites More sharing options...
Mr Shifty Posted August 5, 2014 Share Posted August 5, 2014 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.) Link to comment Share on other sites More sharing options...
autumnalequinox Posted August 6, 2014 Share Posted August 6, 2014 ohh wow this project looks very interesting. it seems all the various planet editors have sort of folded into this? i can't wait to make the Kerbin system more...interesting. subscribing. Link to comment Share on other sites More sharing options...
metaphor Posted August 6, 2014 Share Posted August 6, 2014 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. Link to comment Share on other sites More sharing options...
Teknoman117 Posted August 6, 2014 Share Posted August 6, 2014 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 objectCheck Player.log (not KSP.log) - http://docs.unity3d.com/Manual/LogFiles.htmlIt will provide a stack trace showing what the source of the exception is. Link to comment Share on other sites More sharing options...
Megalodon 720 Posted August 6, 2014 Share Posted August 6, 2014 Don't worry guys, I installed it a little wrong. It's working now.EDIT: Is it possible to add planets yet? Link to comment Share on other sites More sharing options...
Mr Shifty Posted August 6, 2014 Share Posted August 6, 2014 EDIT: Is it possible to add planets yet?No. From the Readme that's included with this Pre-Alpha build:This release is not configurable, as a configuration system has not been written yet. Link to comment Share on other sites More sharing options...
rbray89 Posted August 6, 2014 Share Posted August 6, 2014 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? Link to comment Share on other sites More sharing options...
BryceSchroeder Posted August 6, 2014 Author Share Posted August 6, 2014 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. Link to comment Share on other sites More sharing options...
rbray89 Posted August 6, 2014 Share Posted August 6, 2014 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. Link to comment Share on other sites More sharing options...
Mr Shifty Posted August 6, 2014 Share Posted August 6, 2014 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. Link to comment Share on other sites More sharing options...
rbray89 Posted August 6, 2014 Share Posted August 6, 2014 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. Link to comment Share on other sites More sharing options...
NathanKell Posted August 7, 2014 Share Posted August 7, 2014 Yes. Yes it is. Hey, it'd be nice if more than just me (and taniwha) are the ones poking SQUAD about it. If there's a critical mass, maybe they'll listen. Link to comment Share on other sites More sharing options...
medikohl Posted August 7, 2014 Share Posted August 7, 2014 http://forum.kerbalspaceprogram.com/threads/65401-WIP-PlanetFactory-CE?p=1336014&posted=1#post1336014Kragathea just made his work open source. Link to comment Share on other sites More sharing options...
Teknoman117 Posted August 7, 2014 Share Posted August 7, 2014 Yeah, he PM'd Bryce and I a few days ago about that. Guess a sentar remix is in the table... Link to comment Share on other sites More sharing options...
braininator Posted August 7, 2014 Share Posted August 7, 2014 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. Link to comment Share on other sites More sharing options...
antgeth Posted August 7, 2014 Share Posted August 7, 2014 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 #2it has zero effect on the actual gameplay. Link to comment Share on other sites More sharing options...
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