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AndreyATGB

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Posts posted by AndreyATGB

  1. I'm trying to restore Moho's atmosphere to pre-0.18 values with RSS.

    This is my config (atmosphereMultiplier = 1 so the atmosphere should be more noticeable and temperatureCurve values are just placeholders):

    However it does not seem to work.

    Pressure is always 0 (barometer displays "IN VACUM").

    Temperature on the ground is 0° instead of 500°.

    Temperature at 10 km is 0.45° instead of 300°.

    How can I make it work? This is the first time I'm trying to make something with RSS. Any help will be appreciated.

    Add atmopshere = true and it'll have one. AFG doesn't seem to do anything though. Also your settings are pretty cray, 0.324atm at 2.2km. I think AFG needs to be in PQS in order to work, however the in-game menu also doesn't do anything so I don't know how that works. Did Moho have a visible atmosphere? Wasn't it just there to overheat your engines?

    Can someone explain how exactly atm/km and km/atm are calculated? It's obviously not actually just divided since 0/1 and 1/0 don't give -0.11 whatever.

  2. Is it normal that every single celestial object has its orbit inclinated over 30° ?

    Yes, it's such that Earth has the correct axial tilt. It isn't possible to do axial tilt so Nathan set Earth's inclination to its axial tilt and the rest of the planets are just relative to the ecliptic.

  3. Hey everyone - late to the party and trying to catch up. I've read over a few pages of the discussion, but if someone could give me a brief overview of where this mod stands right now in regards to 2.4, I'd really appreciate it. It sounds like there's a pre-release available, and everyone is pouring over it looking for bugs and balance issues prior to full update? Is there any sort of a guess on when it'll be good to go?

    Love this mod, by the way, and thanks to everyone working on it!

    Basically it's just 0.11 with some tweaks by WaveFunction (not official) recompiled for 0.24.2. It isn't cost balanced or offer any new contracts. Fractal hasn't posted for months so we don't really know if he's working on a new version or not.

  4. Okay so uh how much should I decrease the mass of the black hole if I want Kerbol to have about 4 times it's SOI now? And how do I even edit the black hole's mass?

    Also I am sure there is a way to stop PF from overwriting StarSystems.

    Black hole mass is the "Root" one measured in SolarMasses. I don't know if it's Kerbol masses or Sol though.

    For SOI, you need to rearrange the equation here, but you will need to know if those SolarMasses are Kerbol or Sol before that works. You can plug the original numbers in to get the SOI reported in-game to find what solar mass it is actually.

  5. Remember that this mod with the stock game only scales the entire black hole/star system to be as big as Pluto's orbit. In reality, Alpha Centauri is about 10,000 times further away. It would take 4 years to get there while going at the speed of light. It would be a pain even with the interstellar mod at 100,000x time warp.

    Not to mention how much your hand will hurt from so much scrolling in map view.

  6. Is there a guide/readme out there to get everything to build on windows (8.1). I have a pretty solid math and programming background and I would like to help out if I could. I spent about an hour trying to set everything up, but I did not get very far.

    Do this first.

    Then, download the repo and open the .sln file. You're gonna need to right click on references and add mono/unity-engine to integrators, Principia and Newtonian physics. You can then build-> run solution. It will output dll's in the respective folders of the things you compiled, but I think all 3 necessary are in Principia.

  7. @FlufySilverUnicorn I don't think that's possible, or at least I haven't seen it done. The game currently basically has lights on or off, there's no dim sun at a distance. Only difference when standing on Moho vs Eeloo is how much EC your solar panels produce.

  8. I agree with Kadaf's suggestion to separate G in two buttons. The wings are impossible to shape when trying to make fins for a rocket in the VAB for example, they only really work in the SPH horizontally. Even a tailplane is very difficult to shape properly, I usually just put it on the side of the plane and shape it there, then move it into place. It would be nice if we could shape the wings such that it doesn't matter how the part is oriented in the editor.

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