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About GregroxMun

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    Hype Train Driver and Planet Designer

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  1. One of the goals of KSP should be a system for making planets more interesting. Here's a list of systems and features that could be combined to make some really interesting and unique things, in the form of planets which we can not make in Kerbal Space Program with the tools we have available. (This is also a warning to those who want to try to make these in KSP using only Kopernicus.) A planet with axial tilt distinct from inclination. (Note: Axial Tilt is now possible with the mod Principia, if you want N-body orbits.) A planet with seasons. Changing textures dependent upon the seasons. This could be accomplished with a set of four textures (one for each season) and the ability to change the texture for different parts of the globe. We could have yellowing terrain on Kerbin during fall, extra snow during winter, small ice caps during summer. Or we could have a Duna that shrinks and grows its ice caps in different parts of the year. Mesklin. (An oblate, rapidly spinning, hyper-earth planet with 3 gee at the equator and 700 gee at the poles.) Needs non-spherical atmospheres and oceans, and getting the shape exactly right would be difficult. We can in principle do this with an airless body, but getting the curvature of the planet just right would still be an issue. Ideally a featureless object should have a slope that appears to be zero when accounting for gravity and centrifugal force. For a body of uniform composition, the shape should work out to be an oblate spheroid. However, since KSP gravity is point-source, things don't behave right. Once again, this is something that principia can do, unless I'm mistaken, as it can do nonspherical gravity wells. But it doesn't fix the atmosphere or ocean. Rocheworld (Two planets close enough to share an atmosphere such that you could fly an airplane/waterfall through.) For an airless world this is possible with N-body physics, but you can't ever quite have working transfer between atmospheres because spheres of influence. Again this requires nonspherical atmospheres to function. Or, for that matter, proper binary systems. Sigma Binary shows that using KSP's orbit system it is possible to have binary orbits. However, spheres of influence are still tricky and behave counter-intuitively under Sigma's model. N-Body also allows this. Planets with subterranean oceans. This could be done with three sets of PQS terrains. Two facing upward (surface and ocean-bottom) and one facing downward (the bottom of the surface and the top of the ocean) No clue how you'd get through the terrain though. Unlike many on this list, this is something that several stock planets could benefit from: Eeloo and Vall. Planets with cloud cover and weather. While E.V.E. can provide clouds, we don't have any weather to go with them. Imagine if Laythe was perpetually covered in rain clouds, Jool and Eve had hazardous winds, or Duna had dust storms? Kerbin could have basic weather too. A difficulty setting, perhaps. Volcanic planets The commonly cited reason for Laythe's warmth is volcanism, but there exists no volcanoes. Volcanoes would heat up the ground around them, spew plumes of ash, and create clouds. Volcanoes could also be put underwater. Cryovolcanism on Vall and Eeloo would be an interesting mechanic. They could be sampled, they could push ships around, they could rain krill... Volcanoes on Eve would also be a nice touch. We could also make Io. Extrakerbolar planets Well this isn't entirely true, we can make planets and put them in orbit around other stars which are in turn orbiting the Sun, but we can't reparent the Sun around a galactic core. (We can clone the Sun and put the planets around the clone, but this has problems of its own) Black Holes, Neutron Stars. The lack of a convincing lensing effect is one reason, but in addition there's the problem of relativity. We don't have generally relativistic gravity nor specially relativistic motion. This one is probably never gonna happen. I've never seen anyone use a general relativity gravity simulator. Procedural planets with more than one or two truly distinct biomes. Procedural planets look pretty samey across their whole surfaces. Aside from a few things like color, it's very difficult to make a planet that has distinctly different terrain features in one place or another. Planets with this as a possible noise type for PQSMods. It's called Hybrid Multifractal and results in some pretty realistic looking mountains. Planets orbiting all very near a star. TRAPPIST-1 system can not be properly replicated as the sunlight in KSP is broken. Brown Dwarf systems, dimly lit as they would be, would also be affected. This also breaks the possibility of telescopic observations, particularly of inner planets. A simple fix for this would be a shader that works on large scales that lights up the sun-facing side of a planet, which fades out as you approach the body.
  2. This looks like a Sigma Binary Easter Egg. It's Earth Day, after all.
  3. I already use realistic atmospheres custom made by OhioBob a few updates ago.
  4. Sure a totally new game and a new engine and new art assets and the whole kerjigger is one thing, but an expansion pack that requires the full game already is a different thing. That would make it twice as expensive for a new buyer.
  5. I don't believe it should. I don't think I changed any bodies that are used in SASS.
  6. Added bodies: Rimos: Asteroid moon of Duna/Ike. **... Mix: Tiny lump of stuff around Eeloo. *.... Changed bodies: Laythe, Vall, and Tylo are all now much closer to their stock sizes. *.... Done just in time for the KSP Subreddit's Jool Five challenge. Tylo is made larger than Kerbin, but much less dense. Vall is slightly smaller. Laythe is slightly smaller, and has a slightly lower density. Atmosphere rescaled to match near-stock (From OhioBob's realistic atmospheres) Vall no longer has the weird looking craters. *.... Tylo has been revamped again and again and again and again, and finally it looks good. ***.. Jool's stormy spot has been removed. *.... Removed from biome map too. *.... Gilly has been re-revamped. *.... Now uses Gilly's stock height to some extent, so it's not totally replacing everything from stock. Darker, manually painted color map. Removed most craters on Minmus, fixed zero-altitude craters.
  7. But you already paid for the game. And not everyone does want to pay for such a thing.
  8. No, don't make that an expansion pack, for Kraken's sake! That's what patches and updates are for!
  9. That's absolutely terrific! Thank you so much! EDIT: Can you allow us to edit the scale of the atmosphere compression factor (The thing that makes it 0.8 times the height) and choose whether or not it's a Kerbal Scale or Real Scale body? I can see on Sheet3, which is permission locked, that the options appear to exist. EDIT2: Oops, the option is already there. I didn't get much sleep last night, you see...
  10. Kerbal Space Program: Galactic Adventures. The first major feature is a local cluster of around a hundred procedural star systems, orbiting around a central supermassive black hole. This should provide a decent analogy of the distribution of real stars. Mostly red dwarf stars, many orange stars, some yellow stars, a few white stars, rare blue stars, rare red giant stars, and rare red supergiant stars. Throw in a neutron star, a few white dwarfs, and a stellar-mass black hole as well. The seed for the procedural generator defaults to 0, but can be changed to another number for a new universe if you the settings config. In addition to the procedural local system, there are a few analogues of notable real world (and maybe some fictional) exo-systems. Alpha Centauri and Proxima Centauri, TRAPPIST-1, etc. Some planets, just a few, will have life on them. (Probably just trees and grass or something simple, but how cool would it be to have alien animals that you could grab with a claw and bring home for examination) Distances between these objects should be on the scale of 1/10 lightyears. The second major feature is a set of different interstellar technologies that become available only after most of the rest of the tech tree is unlocked. The Advanced Tech Tree would gain you access to fission and fusion technology, laser propulsion, laser communication, and antimatter technology. In addition, there are many improvements to the stock rocket parts that can be unlocked. This Advanced Tech Tree can be split into several parts, corresponding to the state of the art space engine of that part of the tree. Slowboat, Relativistic, and Superluminal. Slowboat drives are basically just really powerful rocket engines that allow a ship to go to another star system within hundreds of years instead of hundreds of thousands. (Strictly speaking with timewarp extension you could go interstellar with a conventional rocket.) These would be fusion rockets and Nuclear Pulse Rockets. Slowboat drives are also terrific for fast interplanetary travel. Relativistic drives are even more powerful engines, and include such things as ramjets and antimatter fuel. We also get matter replicators which use ore as a resource. Superluminal drives become more advanced and powerful as you go up. The superluminal drive is the Warp Drive, which allows faster than light translation through space, at the cost of lots of power. Theorhetically the velocity attainable by this drive is unbounded, but it would require far too much energy to be practical after around 100c. They also do not account for the actual speed of the destination, so if you go from the fast Moho to the slow Jool you're gonna need a rocket to slow down. Towards the end we also get some really out-there sci-fi stuff like short-range teleporters which can teleport objects between two stations. At the end we get matter/energy torch drives and energy/matter object replicators. We also get FTL ansible for instant communication with probes and science transmission. The third major feature is the inclusion of Special Relativity and Time Dilation. From a vessel-centric viewpoint, time appears to go by faster and faster as you approach the speed of light. From an outside perspective, the ship's acceleration appears to decrease. This is coupled with the capability for thrust, both high and low, under timewarp. In addition, signals now actually travel at the speed of light, and probes need flight computers to execute manuever nodes from a distance. The speed of light can be changed in the save file, but defaults to 1/10 the real world value. Up until the third part of the Advanced Tech Tree, this should be a hard science expansion. (At least as hard as Stock KSP is.) At the third part it should still be tough. I expect some amount of research into the real physics of the Alcubierre drive to be used for warp. And please don't have the strange colored ball that USI Warp Drive uses, that would be a tremendous disappointment. If you're doing it with an expansion pack and you have black holes anyway, you might as well have a good warp effect shader. There would be a few technological advancements here that mods could not feasibly do here. A procedural star system generator would require something new for sure, and the special relativity simulator as well. Obviously this would be a much much bigger expansion than what I think we expect from Making History.
  11. A blur wouldn't help, but a lowering of the resolution would. I know what causes the problem, and the only solution is to apply more noise on top or to reduce the heightmap's resolution. Either way you get a reduction in detail, which may not be worth it. This is the main reason why I don't like heightmap-only planets.
  12. Not sure if I'm gonna go along with this version or try something else. What say y'all? I call this version "Lunar Mun" because it uses actual Lunar craters on the entirety of its surface. It's not the Moon's map copy-pasted on top of the Mun, it's a sampling from smaller, different parts of the Moon. Major features remain extant, but with realistic detail added. But there is a cost: the terrain looks just a bit too mushy and blocky. It looks OK. (Pics of the surface here) The finished version of this will probably be slightly brown as before and with an edited color map, so all you're seeing here is the more or less finished terrain heightmap. Now there is an alternative to the complex heightmap and simple noise. Instead of this, I could do some more PQS-trickery that will actually replicate, in higher definition, the real geology of the Moon. The way it would work is this: We start with a well-chosen noise set up for medium-scale detail. We then add a heightmap, probably hand-painted, has large bowl craters and some "early" geological features. We flood them with lava by lowering the map below zero altitude and setting a PQSMod_FlattenOcean. We set a HeightColorMap to darken the regions that have been flattened to simulate the dark lava in the maria. We then add newer craters (procedural or height, or maybe both) on top of this, followed by a height color map and color map blend to finish the texture. I know more or less how to do it. But it would be a difficult thing to do in practice, because it requires quite a bit of fiddling around with amny different interworking PQSmods. And it might not actually end up looking much better than this. So that's why I have a poll for y'all.
  13. Coming Soon: 0.6: The Satellite Update Majority of changes are to satellites of planets. The stars next to each entry represent how hard it (will be/was) to pull it off correctly. (5 point scale) Changelog so far: Added bodies: Rimos: Asteroid moon of Duna/Ike. **... Mix: Tiny lump of stuff around Eeloo. *.... Changed bodies: Laythe, Vall, and Tylo are all now much closer to their stock sizes. *.... Laythe is slightly smaller, and has a slightly lower density. Atmosphere rescaled to match near-stock (From OhioBob's realistic atmospheres) Vall is slightly smaller. Tylo is made larger than Kerbin, but much less dense. Vall no longer has the weird looking craters. *.... Tylo has been revamped again and again and again and again, and finally it looks good. ***.. Jool's stormy spot has been removed. *.... Removed from biome map too. *.... Gilly has been re-revamped. *.... Now uses Gilly's stock height to some extent, so it's not totally replacing everything from stock. Darker, manually painted color map. To do: Get some sleep. ***** Redo biomes for Gilly. **... Add biomes to Mix and Rimos. **... Fix negative altitude craters on Minmus. *.... Release. **... After 0.6 (And remember my roadmaps are always wrong to some extent!) The Selena Update Majority of changes are to the moon-like bodies of the solar system. Those which have intermediate gravity and no/thin atmospheres. Pt 1: Rocky Mun Revamp: ***** Rebuild heightmap from scratch, keeping many of the same features but actually looking like the Moon. Will require some PQS trickery to work. Should have a two-faced appearance (Far side is more cratered than near side.) Moho Revamp: ***.. Grey, cratered. Replace the Maria with plains. Give it back its hot thin atmosphere. Dres Revamp: **... Add more craters. Add white spots. Make less contrasted. Pt 2: Icy Minmus Revamp: **... Make either much darker/dirtier or much lighter/whiter. (Not sure which, but I do not like the current overly green color.) Add craters back to highlands. Vall Revamp: ****. Smooth, cracked Europa-style terrain. Blue-white surface with brown cracks. Some occasional craters. Eeloo Revamp: ****. Cracked Europa style terrain plus rugged, bladed, cellular Pluto style terrain. White lowlands with brown-red highlands. The Mod Compatibility Update Outer Planets Mod New textures for Sarnus, Urlum, and Neidon. ***.. These are already finished. I would happily give them away to OPM to use by default. OPM!Eeloo Revamp ***.. Rename to Encethys Replace straight cracks with curvy cracks a la Enceladus. Better craters. Slate Revamp **... Make smaller (equivalent to Tylo in older versions of RevSSS) Give a thin atmosphere that does not quite reach out of the mountains. Better craters. Tekto Revamp *.... Remove shininess from terrain. Plock-Karen Add three small satellites outside of Karen. Mix (stolen from Eeloo) *.... Rydo (small, but made out of something that's dense, even for the Kerbal universe) **... Pebbs (Bright red with white dots) *... Principia Axial Tilts for all Planets **??. Kerbin's tilt remains at 0 by default, but optionally a setting can be enabled to shift to 23 degree tilt. Moho, Eve, Duna, and Mun all have tilts based upon their real analogues. (With Mun's going along with an orbital inclination change) Jool has a tilt of 11.3 degrees. Big satellites will have the same tilt. If OPM is installed: Jool gets 3 degree tilt. Sarnus, Urlum, and Neidon get prototypical tilts. Urlum moons will be appropriately tilted! Retrobop patch for Joolean moons. Make sure everything is N-body stable for at least 200 kerbal years. EVE and Scatterer I've already wrote up about this recently. The Minor Planet Update Adds more dwarf planets and minor bodies Asteroid Belts: **... Main Belt between Duna and Jool. Jool trojans and acheans. Sub-Moho vulcanoids. Trans-Joolean Objects (Trans-Neidonian if OPM is installed) Dres renamed to 1 Dres. ..... 2 Atherva: Pallas Analogue. **.... 3 Heruno: Juno Analogue. **.... 4 Vestia: Vesta Analogue. **.... 85 Laith: 85 Io Analogue. (included as a joke about Jovian moons having asteroids of the same name) **... 90482 Oolee: A smaller dwarf planet than Eeloo on the opposing side of the Sun. ****. 136108 Haumecina: A rapidly spinning dwarf planet. ****. 90377 Setune: A dwarf planet in a wildly elliptical and distant orbit. ****. 67P Churimenko: A Jool-family comet. ***.. 1P Edmalley: A short-period comet. **... 19P Bowling: A periodic comet. **... And it occurs to me that I've spent 2 hours off and on making this list when I should be sleeping. ¯\_(ツ)_/¯
  14. This gem. The "Lazarus" Institute, a subreddit dedicated to Galaxy Quest in-depth discussion. (Usually Star Trek) <----- Also this.