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kjgoebel

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  1. Just tried it. Doesn't seem to break anything. As I understand it, the directory structure of Kerbol Origins is such that you can delete any part of it that you don't want, and it should work fine. Hmmmmm. I wonder what happens if you delete Sarvin without deleting any of Sarvin's moons........ Ah. Don't do that. But just deleting Eeloo is fine.
  2. You can leave Eeloo where it is by removing the Eeloo folder from KerbolOrigins/SarvinSystem.
  3. Welp, here's my fix for the biomes. For each body, go to the cfg file and replace the contents of the Biomes node with what I give below. Some bodies may not end up exactly as the creators intended, but this at least works and gives them multiple biomes to get science from. I apologize for any typos and for the changes I made to Fonso and Manai. Faz: Harvest: Rega: Keelon: Manai was pretty messed up. The cfg file doesn't seem to be talking about the same colors that are in the biome map at all. So I took some liberties and came up with this: Revus: Daphy: Fonso was a bit messed up, as I mentioned before. There are seven colors in the biome map but only five in the cfg file. So again, I took liberties: Potatus: Sarvin: Shayle:
  4. About the biomes: the colors are still specified incorrectly in the cfg files. For example, in Sarvin.cfg, the entry for "Equatorial Cloud Belt" says "color = 0.192,0.043,0.043,1". The color in the image file is (192, 43, 43), so you need to divide by 255 to get (0.753, 0.169, 0.169). Changing the line to "color = 0.753,0.169,0.169,1" (and similarly for all the other biomes) makes it work just fine. There also appear to be a few typos. The color for "Northern Temperate Cloud Belt" is given as (0.255, 0.152, 0.056) but in fact the red component is 225, not 255. There are a few other entries like that. Something else odd is going on with Fonso, because there are five biomes in the cfg, but seven distinct colors in the image. I could post the corrections I've made (after I finish making them). My cfg files are out of date though, because I'm using an older version of the mod. Perhaps I should just post the corrected biome listings? Also, my corrected version of Fonso.cfg works, but it's probably not what you guys intended (five biomes instead of seven).
  5. I love this mod, by the way. I love it because it's not "kerbal analogues" of things in the real solar system. My favorite objects in the stock Kerbol system have always been Minmus and Dres, because when I first saw them in the map I thought "Oh, what's that?" and wanted to go there and find out. Having an object that's co-orbital with Kerbin just makes a nice introduction to interplanetary missions, too. Nice work, guys.
  6. Here's the info. I'd make a pretty map, but design programs are not my strong suit. All velocities are in m/s. Numbers in parentheses are maximum plane change requirements. Actual plane change requirements will usually be much smaller. These numbers were generated by a program I wrote. It produces the right numbers for the stock bodies, so I think these are probably pretty good. I have no way of dealing with atmospheres though, so you're on your own for landings on Fonso, Manai and Keelon. In case it's not clear, "[Moon] Intercept" means coming in to the moon's parent's space just over the parent's atmosphere and doing a burn there to bring your apoapsis down to the moon's orbit. This makes maximum use of the Oberth effect, but it's not always the most efficient way to make low orbit over the moon. Eve Transfer: Kerbin escape + 93 (31) Faz Intercept: transfer + 113 Low Faz Orbit: intercept + 278 Faz Landing: 294 Eve Transfer Directly to Low Faz Orbit: 370 (only if Faz is in the right position) Rega Transfer: Kerbin escape + 800 (1464) Low Rega Orbit: transfer + 1506 Rega Landing: 259 Sarvin Transfer: Kerbin escape + 1399 (505) Daphy Intercept: transfer + 1332 Low Daphy Orbit: intercept + 941 Daphy Landing: 136 Sarvin Transfer Directly to Low Daphy Orbit: 1653 (only if Daphy is in the right position) Potatus Intercept: transfer + 457 Low Potatus Orbit: intercept + 798 Potatus Landing: 618 (depending on latitude) Sarvin Transfer Directly to Low Potatus Orbit: 923 (only if Potatus is in the right position) Fonso Intercept: transfer + 384 Low Fonso Orbit: intercept + 731 Fonso Landing: I dunno. Sarvin Transfer Directly to Low Fonso Orbit: 1115 (only if Fonso is in the right position) Eeloo Intercept: transfer + 263 Low Eeloo Orbit: intercept + 536 Eeloo Landing: 609 Sarvin Transfer Directly to Low Eeloo Orbit: always worse than Sarvin-grazing approach. Shayle Intercept: transfer + 231 Low Shayle Orbit: intercept + 486 Shayle Landing: 374 Sarvin Transfer Directly to Low Shayle Orbit: always worse than Sarvin-grazing approach. Low Sarvin Orbit: transfer + 2673 Keelon Transfer: Kerbin escape + 1665 (452) Manai Intercept: transfer + 560 Low Manai Orbit: intercept + 468 Manai Landing: I dunno Keelon Transfer Directly to Low Manai Orbit: 602 Revus Intercept: transfer + 160 Low Refus Orbit: intercept + 455 Revus Landing: 1014 Keelon Transfer Directly to Low Revus Orbit: always worse than Keelon-grazing approach. Transfer to Corolet at Periapsis: Kerbin escape + 148 (975) Low Corolet Orbit: transfer + 3456 Transfer to Corolet at Apoapsis: Kerbin escape + 1687 (3614) Low Corolet Orbit: transfer + 39 Corolet Landing: 105 Harvest is a special case, because it's coorbital with Kerbin. You're not doing a Hohmann transfer, you're doing a phasing maneuver. In principle, if you're willing to wait for a long time, any Kerbin escape will get you to Harvest eventually, if it doesn't get you back to Kerbin first. If you want to make it in one orbit though, you need Kerbin escape + about 30m/s to make Harvest intercept. Then it's about 360m/s to make low Harvest orbit and about 450m/s to return. Those last two numbers should be the same, because of the reversability of orbital mechanics. I think the difference is an artifact of using patched conics. For the transfer from Kerbin to Harvest, it helps to set up the burn so that you exit Kerbin's SOI with a significant outward radial component to your velocity relative to the sun. I believe that's also an artifact of using patched conics. Harvest Landing: 662 Happy Landings.
  7. Do people still want delta-v requirements info for this mod? Are the orbits or masses of the bodies in this mod likely to change drastically in the future? I have that information if people are interested and it's not going to become obsolete soon.
  8. amarius1, the problem with the biomes is in the config file where you specify the color associated with each biome. You're giving colors normalized to 255, while Kopernicus expects them normalized to 1. Changing color = 15,33,55,1 to color = 0.063, 0.129, 0.208, 1 and so on allows KSP to read the biome map correctly. Now I can analyze Harvest properly!
  9. There are already a couple of delta-v maps for OPM. I made a new one because their data is, well, wildly inaccurate. (Example: to go from Sarnus intercept to Sarnus elliptical orbit takes about 260m/s, not 1660m/s.) My map is hand drawn and hideous, but hopefully helpful. A couple of notes: 1) All numbers are m/s. 2) The numbers given for plane changes are supposed to be maxima, so you should never need anywhere near that much. 3) The rest of the numbers have no margin of error, so you have to add one yourself. Even the old delta-v map by WAC & Kowgan that we've all memorized has a few percent margin of error included (at least compared to what my program came up with when I tested it on the stock solar system). 4) Yeah, I don't know what it takes to land on/launch from Tekto. Maybe 2600m/s? I apologize for my crap handwriting. Enjoy.
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