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AndrewDraws

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Posts posted by AndrewDraws

  1. On 3/30/2020 at 10:19 PM, Enchiladus said:

    Please help.

    The planet is visible from the map, but not in spacecraft view.

    I followed all steps accordingly, and yet I still get bugged planets.

    11cfe731074be0a584ceff4af9d8993f.png60576ed80616a9621fb7adc1d40907eb.png

     

    I downloaded 1.9.2 HOTFIX, which is for 1.7.3. I also downloaded Kopernicus for 1.7.3, I didn't think I would be running into issues but I am.

     

    I noticed the file size is slightly less in the HOTFIX version, am I missing something?

    Please post your KSP.log and a screenshot of your GameData folder.

    4 hours ago, oliver_curtis said:

    How goes compatibility with mods such as MKS, Interstellar and USI Life Support, for the resource maps. Et Al? When I land on the planets will there be resources? If not I'd be happy to take a look into learning how to apply the necessary work in to make it happen.   

    Extrasolar is compatible with the Community Resource Pack, so mods that require that mod, such as the mods you mentioned, should work well with Extrasolar. Each planet should have proper resource distributions.

  2. 11 hours ago, zrh said:

    Why when click Alpha Centauri in the tracking station or in the map,it doesn't have any reaction?I I can only enter the Proxima Centauri. 

    This is due to Alpha Centauri actually being a barycenter. If you click on Proxima Centauri and then hit tab a few times, that should allow you to select Alpha Centauri. I need to see if it's possible to make barycenters selectable in the map view.

  3. 15 hours ago, TheKSPlayer said:

    Hi, I've just wanted to ask something, I just downloaded the mod and in the readme.txt dependencies it says it requires Community Terrain Texture Pack but the last update for it was for 1.5.1, I'm playing 1.7.3, would it still work or is there some sort of alpha version for it?

    Hey, this is an error on my part. Community Terrain Texture Pack is no longer a dependency. I thought I had removed every mention of CTTP being a dependency but I guess that slipped through the cracks. My bad!

    In other news, here's a nice screenshot of the surface of Tau Ceti g

    xtTLOwd.png

  4. 1 hour ago, AloE said:

    I have been wondering how you decided on/calculated the orbital elements you are using for the extrasolar systems, including what data/choices you made regarding the inclination of the orbit planes of these extrasolar systems relative to our solar system.   I would be very grateful if you would share links to key datasets/methods you used or recommend in your OP "Sources".  Thank you :-)   

    Basically, all that's required for doing things helio/geocentrically (they're basically the same thing on the scales we are talking about) is to convert the right ascension and declination of the star into degrees. The right ascension translates into the longitude of the ascending node and declination translates into inclination.

  5. On 3/17/2020 at 7:55 AM, Tonas1997 said:

    This may be inadequate for the mod's purpose, impractical or even ridiculous, but what do you think about reparenting every star (the Sun included) to orbit around a central point, like something called "galactic core"? The scales don't have to be remotely similar to the real deal and there's probably a way to keep relative star positions and distances correct by tweaking orbital parameters; while they would drift over time, such a small deviation is close to indetectable, given the game's timescale.

    This would solve two "problems":

    - Interstellar trajectories not plotting correctly on scaled space (tracking station, map view). While you'd be switching to elliptical trajectories as you'd leave the Sun's SOI - given you'd be orbiting its parent body - the impact on the actual delta-V requirements would be minimal, depending on the stars orbiting speeds. In Kerbal Star Systems, it's a matter of a few dozen m/s. Escape trajectories would likewise have virtually the same shape.

    - Interstellar space having its own science zone. Going past the Sun's SOI should be rewarded with new science possibilities which is currently impossible since, for instance, the midway point between the Sun and Tau Ceti still counts as "space high above the sun" . Having a central body would allow for something like "Radio Plasma science high above the galactic core". Somewhat gimmicky, but extremely satisfying!

    Though I understand the appeal of reparenting every star, I decided a while ago that it wasn't worth the headache. Doing this would require that I completely recalculate the orbital parameters for each star. Currently, because interstellar coordinates are geocentric, it makes it relatively easy to translate those coordinates into an orbit around the Sun. All in all, I just think the benefits of doing what you're suggesting outweigh the drawbacks.

    25 minutes ago, TonyC said:

    Hi ! Just here to say that I really, really love the mod and the concept behind it. It's great to be able to explore a system that truly feels alien, with extreme bodies that seem actually perfectly realistic. It's a very nice change of pace from many other great planet packs, but with the usual Earth, Mars, Venus analogues etc.
    Thank you !

    Thank you for taking your time to express your appreciation for this mod. Your appreciation is appreciated :P 

  6. 6 hours ago, AloE said:

     I am extra happy you are doing this since I would have unwittingly kept using CTTP since my check showed some familiar references to CTTP in the TRAPPIST1 system even in the fresh CKAN instal for REX 0.9.6, sorry about that & thank you again :-)

    As for EVE & Scatterer, REX 0.9.6 does have some very pretty EVE & Scatterer configs in the "Visuals" folder, though as you wrote, AndrewDraws does not mention them directly (maybe perhaps because those mods are somewhat a default habit for RSS RSSVE users like me?):

    TRAPPIST1e & TEEGARDEN B (KSP 1.8.1 REX RSS RSSVE EVE & Scatterer)
    Ron4aYq.png 2J8lANe.png

    The installation instructions indicate that in order for visuals to work, SVE or RSSVE must be installed depending on whether you're using stock or RSS respectively. Scatterer and EVE are dependencies for both of those two mods.

  7. 1 hour ago, AloE said:

    In the fresh CKAN created GameData I just made, here is what still has me confused...I see these calls to CTTP remaining for Trappist1b [no RSS] & Trappist1c [RSS]...so I anticipated that I still needed/benefit from CTTP for TRAPPIST1c when using RealSolarSystem, for example...or maybe those textures never get called anyway?  Please let me know so I can remove CTTP if it really does little/nothing now.  Thanks!

      Reveal hidden contents

     

    HXILzCJ.png

    Trappist1c: NEEDS RealSolarSystem

    
    
    		PQS:NEEDS[RealSolarSystem]
            {
    			deactivateAltitude = 167000
    			fadeStart = 102000
    			fadeEnd = 127000		
                maxQuadLengthsPerFrame = 0.03
                minLevel = 2
                maxLevel = 6
                minDetailDistance = 6
    			
    			Material
                {
    				color = 0.0, 0.0, 0.0, 1.0
                    saturation = 1.0
                    contrast = 1.0
                    tintColor = 1.0, 1.0, 1.0, 0.0
                    lowStart = 0.0
                    lowEnd = 0.3
                    highStart = 0.6
                    highEnd = 0.9
                    powerNear = 0.9
                    powerFar = 0.9
                    groundTexStart = 0
                    groundTexEnd = 12000
                    planetOpacity = 1
    				
                    lowTex = CTTP/Textures/PluginData/gravel.dds
                    lowBumpMap = CTTP/Textures/PluginData/gravel_normal.dds
                    lowNearTiling = 2500
                    lowBumpNearTiling = 2500
                    lowBumpFarTiling = 250
                    lowMultiFactor = 25
    
                    midTex = CTTP/Textures/PluginData/sand.dds
                    midBumpMap = CTTP/Textures/PluginData/sand_normal.dds
                    midNearTiling = 250
                    midBumpNearTiling = 250
                    midBumpFarTiling = 25
                    midMultiFactor = 25
    
                    highTex = REX-Textures/DetailTextures/DetailGround.dds
                    highBumpMap = BUILTIN/cloud_normal
                    highNearTiling = 5
                    highBumpNearTiling = 5
                    highBumpFarTiling = 25
                    highMultiFactor = 25

     

    Trappist1b: NEEDS NOT RealSolarSystem

    
    
    		PQS:NEEDS[!RealSolarSystem]
            {
    			deactivateAltitude = 167000
    			fadeStart = 102000
    			fadeEnd = 127000		
                maxQuadLengthsPerFrame = 0.03
                minLevel = 2
                maxLevel = 6
                minDetailDistance = 6
    			
    			Material
                {
    				color = 0.0, 0.0, 0.0, 1.0
                    saturation = 1.0
                    contrast = 1.0
                    tintColor = 1.0, 1.0, 1.0, 0.0
                    lowStart = 0.0
                    lowEnd = 0.3
                    highStart = 0.6
                    highEnd = 0.9
                    powerNear = 0.9
                    powerFar = 0.9
                    groundTexStart = 0
                    groundTexEnd = 12000
                    planetOpacity = 1
    				
                    lowTex = CTTP/Textures/PluginData/gravel.dds
                    lowBumpMap = CTTP/Textures/PluginData/gravel_normal.dds
                    lowNearTiling = 2500
                    lowBumpNearTiling = 2500
                    lowBumpFarTiling = 250
                    lowMultiFactor = 25
    
                    midTex = CTTP/Textures/PluginData/sand.dds
                    midBumpMap = CTTP/Textures/PluginData/sand_normal.dds
                    midNearTiling = 250
                    midBumpNearTiling = 250
                    midBumpFarTiling = 25
                    midMultiFactor = 25
    
                    highTex = REX-Textures/DetailTextures/DetailGround.dds
                    highBumpMap = BUILTIN/cloud_normal

     

     

    If that is the case, that is a mistake on my part. Isn't game-breaking or anything, but a mistake nonetheless. I'll fix that today.

  8. 4 minutes ago, pmborg said:

    Hello @AndrewDraws,

    The world science never stop to amaze and surprise us, and there are already two potential updates :) for this wonderful mod

    • But unfortunately there is no Proxima-b planet anymore, it was a wrong data interpretation.
    • For other-hand there is a new super earth discovered and called Proxima-c.

    Cheers!

    Ummm... Proxima Centauri b has been confirmed for a loooong time. If it's confirmed that means that there is little doubt that it exists. Can you please provide a source that says Proxima Centauri b doesn't exist?

    As for Proxima Centauri c, this is old news and in fact, I've already added Proxima Centauri c as a mini-neptune into REX.

  9. On 3/1/2020 at 4:49 PM, AloE said:

    Do you happen to be checking also with the v.055 Scatterer for 1.8.1 (for me it seems to be behaving differently than the v.0541 'pre-release' 1.8.1 Scatterer).  Thus, when you have a moment, would be great to know from you which scatterer version(s) produces your intended/desired 'RSS REX approved ' appearance ;-)  Thanks!

    The latest version of scatterer should work

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