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cmet24

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    Atmospheric scientist and avid KSP Player

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  1. @blackrack Your correct. The addition of forces to individual parts results in greater performance impacts when part counts are high. In the initial release there was a bug wherein forces were applied to occluded parts. This bug was fixed in a previous release (1.0.5). To examine the latest performance stats I unlocked the framerate and tested three KSP crafts from KerbalX: A-6E-Intruder A-10A A7100-100 Below are my results with and without KWP for each craft (links show screenshots): 1. A-6E-Intruder (127 parts) Stock: 61 FPS KWP: 60 FPS For the A-6E craft the difference in framerate was negligible. 2. A-10A (267 parts) Stock: 33 FPS KWP: 22 FPS For the A-10A craft the difference in framerate was more notable. In the stock playthrough framerates hovered around 30 FPS whereas in the KWP playthrough framerates were in the low 20s. On average, I'd say framerates were reduced by about 10 FPS (~33%) between stock and KWP. 3. A7100-100 (639parts) Stock: 9 FPS KWP: 7 FPS For the A7100-100 craft the difference in framerate wasn't terribly noticeable as the game ran quite slowly regardless of whether KWP was installed or not. Stock framerates were around 8-9 FPS while KWP framerates averaged out at ~7 FPS. I haven't tested the performance with the "Lite" version of the mod. I suspect the only difference observed would be in the MEM and/or RAM usage. During testing the following mods were used in each playthrough. The game version was KSP 1.12.2. KWP Playthrough: Click Through Blocker Toolbar Controller Zero MiniAVC AtmosphereAutopilot (Fly-By-Wire) Kerbal Weather Project (KWP) MechJeb2 ModularFlightIntegrator Module Manager Stock Playthrough: AtmosphereAutopilot (Fly-By-Wire) MechJeb2 Module Manager
  2. @charliepryor This is correct. Wind direction is displayed in the meteorological sense, that is in the direction the wind is coming from. So, if you launch a balloon when the winds are out of the west you should expect it to drift downrange, in the opposite direction, toward the east. When the climate tab is selected KWP will use climatological data which varies geographically, vertically, and diurnally. When the weather tab is selected KWP will use weather data that varies with height and time and is only valid for a fixed location (i.e. the launch site). The difference between the two datasets is further elucidated below and on the mod webpage. Climate Data Atmospheric fields (e.g. temperature, humidity, pressure, etc.) from the MPAS simulation were interpolated to a 1 x 1-degree rectangular grid. A five-year, hourly, climatology of Kerbin was produced by averaging this gridded weather data over time. Since the data is averaged by the hour the climatology captures the diurnal (daily) cycle of weather at every point on Kerbin. Weather Data At select Kerbal launch sites, weather time series were extracted from the 1x1 degree gridded weather dataset. These year-long time series allow players to experience dynamic weather that changes each day. Since these time series were retrieved from point locations, the weather varies temporally but not spatially. This is in contrast to the climatology discussed above, wherein the weather varies spatially but does not change from day to day.
  3. I should note that there have been several performance improvements to KWP since its initial release. Also, there is a "Lite" version of the mod that should have minimal impact on framerates. After its initial release I did some performance testing on a desktop and laptop computer. I posted my results in an earlier comment within this forum topic. . FYI: KWP has a built-in API for modders: https://kerbalweatherproject.readthedocs.io/en/latest/index.html If there are folks out there who interested in creating visual addons for KWP the API linked above may be helpful.
  4. KWP has been updated to version 1.0.6 Bugfix to address toolbar and GUI scaling. Modified texture icons for blizzy toolbar compatibility. KWP GUI will now scale with stock UI. Thanks to @charliepryor for pointing out the issue with Blizzy's toolbar and the UI interface. Note: If running KSP at 4K you can adjust the stock UI scale in the game settings (the KWP GUI will scale accordingly). The mod will still run, even if a modified version of Kerbin is present in the game. I just tested KWP with JNSQ installed. The mod executes fine. In JNSQ the atmosphere has a depth of 85 km. Above 70-km the default JNSQ atmosphere is used. Below 70-km the KWP atmosphere is used and weather, wind, etc. will affect flight. Interestingly, when I tested the mod with JNSQ, I didn't real detect any sort of obvious boundary at 70-km where the transition between the KWP atmosphere and JNSQ atmosphere occurs. That said, KWP's weather simulation is wholly inaccurate in JNSQ as the topography and geography of JNSQ's Kerbin is markedly different from stock Kerbin. If you don't care much about accuracy/realism and just want wind effects in your non-stock Kerbin playthrough than you shouldn't have a problem running KWP for any version of Kerbin.
  5. @OHara Sounds good to me! Feel free to fork the repo on GitHub. In designing the mod my original goal was simply to make weather have an influence on flight and reentry. I acknowledge that the implementation of wind in the game is far from perfect (especially on the ground). The game physics are a little finicky, which is part of the reason why I think there are so few wind mods in existence! That said, If you have any ideas on how to improve realism I'm all ears! KWP has been updated to version 1.0.5 Update for KSP 1.12 Fixed issue that prevented fairings from occluding drag. Updated DLL references. Thanks to @Infinite_Maelstrom for pointing out the fairing occlusion bug.
  6. @OHara So the way the wind simulation works, is that it performs vector addition twice. First the total velocity of the vehicle in the absence of wind is calculated (this is the stock velocity). Next the wind velocity vector is subtracted from the stock velocity vector to get an estimate of the true velocity of the vehicle. Now, this calculation alone does nothing. To actually make wind have an impact in the game, forces are applied to the vehicle. In-game forces (e.g. lift and drag) are calculated using the stock velocity estimate and then again using the true velocity estimate. Forces are calculated twice since lift/drag depends upon the velocity of the vehicle. Finally, the difference in the calculated forces, between the stock velocity and true velocity, is computed. This difference in magnitude, representing the force of the wind, is then applied to each part. Note that forces are calculated separately for individual parts. The code for this is available here and is present between lines 190 - 300. Even if you're not familiar with C# I've commented the lines to specify what they do. The ground speed is calculated by the stock game. KWP calculates the true airspeed by subtracting the wind speed from the ground speed. In this convention a negative windspeed (i.e., a headwind) results in a higher airspeed. Relative winds are calculated using vector projection. The code for this is fairly straightforward and is available here (between lines: 387-396)
  7. @SpeacXPersonally, I haven't tried it with RSS. I would give it a try and see what happens! One issue you may run into is that the atmospheric boundary in RSS is higher than in stock KSP. The MPAS data KWP uses is valid up to 70 km ASL. So, if your altitude is above 70-km ASL (and your in the atmosphere) KWP will retrieve weather/climate data from the highest model level (i.e. 70-km). That is there would be no vertical changes in weather/climate data above 70-km. Oddly enough KWP's atmosphere is more similar to Earth's than stock KSP since the scale height in MPAS simulations matches that of Earth (8.5 km) not Kerbin (5.6 km). @traisjames Thanks for sharing your issues. I've yet to re-create this issue myself but when I do hopefully I'll find a fix for it! @Dman979 Pretty well! My university seminar was great. I got a lot of good questions and had a fruitful discussion about global circulation and heat-transport! By the way, I've shared my presentations (poster and seminar slides) on the KWP website where they're available to download.
  8. @ItsJustLuci So precipitation information is included with the mod, and is available to fellow modders via the API. In space, KWP provides information on precipitation rate. That said, there are no visual effects added by this mod. Rain, snow, etc. won't affect your launches. Precipitation, cloud cover, and visibility are provided via the KWP API mainly so that other modders could utilize the data to design visual effects or incorporate it into their mods.
  9. @loki130 So you can run a numerical weather model on your laptop. I've run the Weather Research and Forecasting (WRF) model from my own laptop in the past. However, doing so comes with significant limitations. The main constraint is memory. Memory constraints severely constrain your domain size and model resolution. Swapping out terrain is challenging because it involves not just changing the terrain but a slew of other variables such as land use, vegetation type, green fraction, etc. Alternatively, its feasible to run simpler models on a laptop. For example, a simple two-layer quasi-geostrophic (QG) model or barotropic model (see here). Unfortunately, these simple models don't typically consider the effects of terrain.
  10. @ss8913 Thanks for posting. I caught this issue myself last weekend and just now had time to fix it. This problem with the wind GUI has been resolved in the latest update for KWP (version 1.0.4)
  11. @FleshJeb Thanks! That's an excellent point you make regarding CO2 concentrations. Looking through the MPAS code it appears that the shortwave and longwave radiation schemes use CO2 concentration values from 2005, citing the 2007 IPCC report. In the code the CO2 concentration is set to 379 ppm. Unlike CO2, Ozone (O3 ) is provided from the GFS initialization data, which was retrieved for the year 2017. Since the O3 concentrations in the MPAS Kerbin simulation are derived from Earth data there is actually a minimum in ozone concentration over the southern polar region of Kerbin. This actually results in lower stratospheric temperatures, on Kerbin, being cooler over the south pole than the north pole.
  12. @harbingerdawn thanks for sharing your log. I've been unable to reproduce this issue with just Scatter and KWP (v. 1.0.3) installed. I haven't tested scatter and KWP with all of Nertea's mods yet. Do you have all of Nertea's mods installed or just the near future mods? Screenshot from KSP 1.11 running KWP 1.0.3 and Scatterer v0.0723 (Default Config + Sunflare)
  13. @Fixsme and @WarriorSabe it might be possible to simulate a Laythe like atmosphere using NASA's ROCKE-3D model which can be used for simulations of Titan's atmosphere. Alternatively, you could attempt to re-create conditions one might expect on Laythe by modifying MPAS orbital and planetary parameters until you end up with a climate congruent with the observed biomes. That said, somethings would be difficult to accurately simulate: like atmospheric tides which would be significant on a moon like Laythe! @Cochise Thanks for sharing the log file and mod list. It appears as if the path to the KWP binary weather/climate data was invalid. This should be corrected in the latest release of KWP (v. 1.0.3). If you still run into this issue let me know and I'll see if I can re-create the problem myself.
  14. KWP has been updated to version 1.0.3. Performance Improvements: Removed repetitive/unnecessary OnGUI() calls. Modified WxUnityGui.FixedUpdate() so that data retrieval is only performed when the GUI is active (shown) Bug Fixes: Added SetDifficultyPreset methods eliminating startup errors in log file. Solved issue with OnGUI errors when selecting main UI buttons Fixed issue with FARAtmosphere delegates Modified ModularFlightIntegrator to ensure aero override is not called when FAR is installed. Corrected typo in file path for binary weather and climate data. Thanks to @Gotmachine for cataloging error messages and pointing out performance issues associated with updating the KWP in-game GUI. Also, thanks to @dkavolis for adapting FAR to accommodate third party pressure and temperature values through the FARAtmosphere.
  15. KWP has been updated to version 1.0.2. What is new? Climate and Weather API for modders (see API documentation). Improved compatibility with FAR and other mods using Modular Flight Integrator KWP will now affect pressure and temperature when used with FAR. Fixed Issues: Performance improvements Fixed log spamming when leaving Kerbin SOI Resolved weather toggling issue when FAR is installed. Removed unnecessary calls to FI.BaseFIUpdateThermodynamics(). Deleted unused classes. Corrected calculation of external shock temperature
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