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Posts posted by AndrewDraws
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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.
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51 minutes ago, Oscentlian Crumagen said:
It will not let me send I screenshot.
Alright you can put it on discord then
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1 minute ago, Oscentlian Crumagen said:
Can I send you a screenshot of the issue on Discord?
You can send a screenshot here
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3 minutes ago, Space Nerd said:
I thought it have lava?
There are parts near the terminator without lava
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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
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On 3/19/2020 at 8:44 PM, Oscentlian Crumagen said:
How do you deal with the miss-placement of Sunflares around the stars like this?
What do you mean?
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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.
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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
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1 hour ago, EnrageMango said:
Does this work in 1.7.3?
You'll want to install version 0.9.4 if you want to use it in 1.7.3
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Check out this video of this guy traveling to Proxima Centauri in Real Exoplanets!
This guy only has about 2k subs, but this video has acquired nearly 70k views! I think it would be amazing if that video reached 100k views.
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On 3/11/2020 at 6:14 PM, AndrewDraws said:
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.
I mean tomorrow -
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) 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.
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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!
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.
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3 hours ago, AloE said:
Edit: I forgot to add the most important thing I meant to write ;-): CTTP is also a dependency which I do not see CKAN yet include with REX:
CTTP is not a dependency anymore
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4 minutes ago, pmborg said:
I wanted to say "Alpha_Centauri_Bb" sorry,
Oh yeah. Alpha Centauri Bb was found to not exist many years ago right?
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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.
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27 minutes ago, HebaruSan said:
Would you be interested in having this listed on CKAN? We've had a user request for it. I would take care of all the file editing, all you'd have to do is say yes.
Yeah sure, if all I have to do is say yes, then why not lol
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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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Updated REX last night. The most major additions are the implementation of the new terrain shaders for all of the terrestrial planets and the addition of Proxima Centuari c
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2 hours ago, Space Nerd said:
Extrasolar by @AndrewDraws,
Real Exoplanets is better -
Some more terrain screenshots:
Currently testing to make sure everything looks normal in stock as well as in RSS before I release an update. Proxima Centauri c will be coming to this update as well.
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On 2/13/2020 at 3:43 PM, mcwaffles2003 said:
Sorry, but I am once again having the problem where my download only half completes on spacedock when trying to get the 0.9.4 update. Could you possibly link another dropbox update?
Hey sorry I took so long to do this:
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1 hour ago, FreeThinker said:
Notice that with the latest release of KSPIE you can travel to TRAPPIST by Alcubiere warpdrive in less then 50 hours game time. This can of cource be speed up with timewarp
I was telling him that more as a way to test if the glitch is still there when you travel to the planet
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10 hours ago, AloE said:
This 1080p screen capture video shows this 'effect I described for Trappist1f in REX with RSS:
That looks like a glitch that only appears in the tracking station. I think if you use hyperedit to teleport yourself over to TRAPPIST-1f, that weird effect shouldn't be there.
[1.7.3/1.8.1] Extrasolar v1.9.2 [24/01/2020]
in Add-on Releases
Posted
Please post your KSP.log and a screenshot of your GameData folder.
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.