Jump to content


  • Posts

  • Joined

  • Last visited


81 Excellent

Profile Information

  • About me
    Kerbal engineer
  • Location

Recent Profile Visitors

2,019 profile views
  1. Ok let's actually do that T- 200 days : Tytan Heavy rocket launches from KSC carrying 170 ton, fully fueled propulsion module for the transfer vehicle. After 25 minutes of flight, propulsion module reaches it's orbit, 650 km above kerbin. I decided to put it that high to make trans-Urlum burn easier to perform with low thrust plasma engine. T-150 days : Another heavy launch! This time, crew habitation module is send to dock with previously launched propulsion module. After a successful rendezvous, crew module separates from the upper stage of the rocket and begins docking maneuver using build in RCS thrusters. T-100 days : Last peace of hardware required to complete the mission leaves kerbin. It is a small lander that will carry the crew from the Atlantis transfer vehicle to the surface of Priax and back to orbit. T-10 days : The Orion Heavy capsule launches from the KSC carrying 6 crew members on board. Capsule docks to the docking port number 2 of the crew the crew transfer vehicle. Finally, the capsule detaches from the Atlantis and begins it's journey back to kerbin. T-0 - the launch day : Launch day! After reaching an Urlum launch window, crew fires the main reactor and the plasma thruster for the trans-Urlum transfer maneuver. The burn will last for about 1.5 hours, increasing the speed of the space by around 4500 m/s. This will put the ship on trajectory that will lead to an interception by Urlum's gravity in 3 years and 70 days. Then the crew had to wait 3 years for the next part of the mission. They spend this time watching dr Kerman, Kerman Trek and other fantastic TV shows T+ 3 years and 40 days : Urlum arrival. Crew fires main engine again. This time to deaccelerate the ship and close the orbit around Urlum. Due to the high speed of the spacecraft, this burn also lasted for about 1.5 hours. After 1.5 hours, burn is complete and ship enters a stable orbit around Urlum. T+ 3 years and 49 days. 9 Days after the orbit insertion burn, ship performs a small correction burn. T+ 3 years and 60 days : Priax arrival. Crew fires the engine again to close the orbit 40 km above Priax surface. T+ 3 years and 61 days : Landing time ! Crew boards the lander and undocks from the orbiter. Next, landing burn is initiated to slow down the spacecraft and bring it down safely. As a propulsion, lander uses pair of small monoproppelent thrusters. Pilot had a really hard time finding a landing spot. Touchdown! Now it's time for the first step on the Priax surface. Bill Kerman - First Kerbal on the surface of Priax ! The rest of the crew joins him to make a space selfie. Crew spent next two months on collecting some science and making flying around using jetpacks. T+ 3 years and 122 days : Just before leaving, crew used a fuel reserve onboard the lander to visit the bottom of the nearby crater. Now it's time to finally leave this piece of rock and come back to kerbin. To do that, crew must enter the orbit and dock to the Atlantis crew transfer vehicle. Docking complete! After transporting all samples to the transfer vehicle, crew seals the hatch and detaches the lander. It will remain on Priax low orbit until Urlum's tidal forces will cause it to crash onto the surface. Meanwhile, crew executes a maneuver to leave Priax SOI. T+ 3 years and 135 days : Crew performs trans-kerbin insertion burn. Burn lasted for 1 hour and put the spacecraft on a return trajectory. Return trip will take a bit longer than a flight from kerbin. T+ 8 years and 356 days : Kerbin arrival. Ship performs the last burn of this mission to close the orbit around kerbin. T+ 8 years and 360 days : 4 Days later, Orion heavy capsule launches from KSC to bring the crew down from the transfer vehicle. The end PS: Unfortunately Priax turned out to be made out of ordinary rock and ice. Mods : Outer Planets (For Urlum and Priax) Kopernicus (required by Outer Planets mod) Near future propulsion Near future electrical Near future solar Near future spacecraft Near future launch vehicle
  2. That is correct. As a return capsule body, I used FL-A10 Adapter and yes there is a Probodobodyne OKTO2 command module and some batteries clipped inside. I experimented with uncontrolled return capsule but the parachute was always destroyed during reentry so I had to use command module in order to deploy it manually.
  3. No, The thrust was low (a few newtons ) so this wasn't a big problem. It saved a lot of fuel. At the altitude of kerbin's orbit I would have to burn >5km/s of Dv to get to the sun. Raising Ap beyond Jool's orbit dropped that value to around 2.5 km/s.
  4. Yes, I'm planning to add different starting world option but there is still a lot of work to do beforehand. Now I'm working on a better terrain generator and improved configuration system. This will take a while. Unfortunately ksp does not allow for having different solar system in each save. And because of that there is no point in integrating this into the game.
  5. Just a quick mission to the Sun. Goal : Collect a sample of stardust and bring it back to Kerbin. How hard can it be ? (: Kerbol probe + Spacecraft : Probe: Name : Kerbol probe + Mass : 6895 kg Propulsion : Ion engine Power supply: 4x RTG Dv : around 11 km/s Communication : 1x High gain antena Shielding : 1000kg sunscreen Recovery equipment : none Sample return capsule : Mass : 700 kg Propulsion : none Power supply : 4x batteries Communication : 2x low gain ominidirectional antenas Shielding : Heatshield Recovery equipment : 1x main parachute. Mission Log : T - 0 Launch T + 20 seconds : Titan X rocket performs pitch and roll manuver to maintain optimal ascent trajectory. T + 1 minute and 30 seconds : Solid rocket boosters burnout and seperation : T + 2 minutes and 30 seconds : Payload fairing separation : T+ 4 minutes Main engine cutoff and stage one separation. T+ 5 minutes and 30 seconds : Second stage engine fires for 5 minutes to put the probe in a solar orbit. T+ 20 minutes Kerbol probe + seperates from a second stage. Spacecraft is now on a highly elliptic orbit around the sun with with AP far beyond Jool's orbit. T + 1 month Spacecraft enters hibernation state for next 3 years. T + 3 years and 256 days Kerbol probe + fires it's Ion engine for 2 hours and 20 minutes. This maneuver drops Pe to around 500 000 km. (Unfortunately, the communication system was not sufficient enough so I had to waste some fuel and perform this maneuver much earlier. ) T + 5 years and 120 days : After 5 years of flight, Kerbol probe + finally reaches it's destination. Due to the really high orbital speed, (>120 000 m/s), this part of the mission will last only for around 30 days. T+ 5 years and 135 days: The spacecraft pases it's peryapsis, 490 000 km above Sun surface. T+ 5 years and 217 days Spacecraft fires it's propulsion for 3 hours and 20 minutes in order to put spacecraft into return trajectory. T+ 7 years and 90 days Kerbin system entry. Probe performs slowdown burn to ensure that the return capsule will survive reentry. T+ 7 years and 91 days : Return capsule separates from the main probe. T+ 7 years 91 days and 2 hours. Return capsule reenters the atmosphere and lands in an ocean. The end
  6. Version V0.2 was released! Changelog: Changed template configuration system. Added ability to add different configuration for each template. Added basic map generator configuration. Improved examples. Better console output.
  7. New version is coming soon! Major changes : Ability to create custom settings for each planet template. Basic control over map generation process. Redesigned configuration system (one configuration file per template). Major code cleanup (including some changes needed for future implementation of multithreading). More example templates and configs.
  8. Planetary Twister What is this ? Planetary Twister is a solar system generator application for kerbal space program. It utilizes pseudo random number generator and coherent noise library (libnoise) to produce unique solar system each time you run it. Features : Build-in terrain generator. Build in orbit parameters generator. Basic copernicus configuration generator. Build-in planet pack exporter. Planned features : Advance map generator. Oceans generator. Atmosphere generator. Ring generator. Surface texture generator. Note : This project is still in early alpha stage. Supported platforms Linux (Windows version is coming soon). How to use? Screenshots Example solar system generated from default configuration : Installation Go to https://github.com/Bill2462/Planetary-Twister/releases and download the latest release. Unzip downloaded file. Changelog Source Code The source code is available on Github : https://github.com/Bill2462/Planetary-Twister Licensing This project is distributed under GNU General Public License v3.0.
  9. I think I found a solution to Copernicus problem. Instead of hard coding Copernicus file structure into the code, I will write a parser that reads a template file and replaces specified keywords with generated values. This will allow users to easily modified Copernicus file structure without modifying the code. This also means that I don't have to care about Copernicus configuration anymore. I only need to provide some example templates. I think I will use the configuration from outer planets mod as an example.
  10. Problem with normalmap solved! So far I did it in Gimp but adding this steps to generator source code shouldn't be too complicated. Simple instructions how to convert 'blue' normalmap to normalmap that can be loaded into KSP : 1. Load normalmap into gimp. 2. Decompose image into Red Blue and Green layers (using Colours ->Components ->Decompose). 3. Duplicate Red layer. 4. Rename duplicated red layer to 'alpha'. 5. Delete Red layer. 6. Delete Blue layer. 7. Create two duplicates of Green layer. 8. Rename them to 'red' and 'blue'. 9. Compose all layers into RGBA (using Colours -> Components -> Compose). 10. Export final image. 4 No X axis inversion was needed. Look's like libnoise map exporter does this by default. But I still can't solve issues with copernicus configuration. Planet terrain look's like this : It is almost flat, but according to heightmap it shouldn't. What I'm doing wrong?
  11. Thank you for your help (: I found some more information about it in : https://github.com/ducakar/TextureReplacer I will try to shuffle RGBA -> GGGR in gimp and hopefully this will work.
  12. Hi! I'm not quite sure if this is the right place to ask this questions but anyway (: I'm writing a random planetary system generator for KSP. It is an app written in C++ and designed to randomly generate a whole solar system with all necessary configuration and textures. For importing everything into a game, it uses Copernicus. The whole idea is to make it as simple as writing configuration for a generator, launching an app and copying results into gameData. So obviously I can't use any external editor to generate textures for the system. So far I've managed to generate random properties and terrain without major problems. But I've encountered two major issues with : 1. Normal map generation. 2. Creating simple Copernicus configuration that just adds planets with all necessary properties and PQS mods. Problem with normalmap is quite weird : My generator uses LibNoise library to create random terrain and then lodePNG library to convert results (BMP file) into PNG. Example generator output : Heightmap : Colormap : Normalmap : Unfortunately, the map view is broken (Planet looks like ideal sphere without any mesh) : Also, something is not right with the planet shadow : It is probably caused by a wrong normal map. But I have no idea how to fix that. The second problem is connected with Copernicus configuration . Generated copernicus cfg looks like this: @Kopernicus:AFTER[KOPERNICUS] { Body { name = Cyran Template { name = Moho removeAllPQSMods = true } Properties { description = This planet was randomly generated radius = 370000 geeASL = 0.6 rotationPeriod = 525178.380846 rotates = true tidallyLocked = true initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000 ScienceValues { landedDataValue = 2.484671 splashedDataValue = 2.757956 flyingLowDataValue = 2.402657 flyingHighDataValue = 2.481151 inSpaceLowDataValue = 2.797260 inSpaceHighDataValue = 2.140740 recoveryValue = 2.842828 flyingAltitudeThreshold = 12000 spaceAltitudeThreshold = 2.289556 } } Orbit { referenceBody = Sun color = 0.415686,0.352941,0.803922,1 inclination = 1.27 eccentricity = 0.0127567 semiMajorAxis = 409355191706 longitudeOfAscendingNode = 259 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 2.27167344093323 epoch = 99.6799999999973 } ScaledVersion { Material { texture = randomSystem/Cyran/Cyran_color.png normals = randomSystem/Cyran/Cyran_normal.png } } PQS { Mods { VertexHeightMap { map = randomSystem/Cyran/Cyran_height.png offset = 0 deformity = 12000 scaleDeformityByRadius = false order = 20 enabled = true } VertexColorMap { map = randomSystem/Cyran/Cyran_color.png order = 20 enabled = true } } } } } Configuration structure is defined in generator source code. Only parameters are changing (they are randomly generated). Problem is that heightmap looks quite nice but resulting terrain does not. It is surprisingly boring and flat. My question is: What kind of Copernicus configuration structure I should use to get nice terrain out of heightmap? Please excuse bad english (:
  13. It took 20 minutes to fix it (: I released V1.0.2. Changelog : Fixed compability with Copernicus 1.3.0-6: Download : https://spacedock.info/mod/1176/Reworked Stock System
  14. Ok, I had a 'little' break in playing KSP but now I'm going to fix this mod and maybe update some cfg / planet maps.
  15. V1.0.1 has been released. Changelog : + Eeloo terrain is now a little bit less chaotic. + New Gilly terrain. Screenshots : Gilly : Eeloo : Download : From Space Dock : https://spacedock.info/mod/1176/Reworked Stock System
  • Create New...