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Status Replies posted by KerikBalm
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Is the Rald planet pack still being maintained? I looked at it in eddiew's logs and it seemed really interesting, couldn't find anything apart from an old thread. Thanks in advance.
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Yea, but they are small moon to asteroid sized worlds, so no need for scatterer updates.
I updated rald for scatterer today.
Im having a problem adding surface features to Rald. It super easy to add them to stock bodies, but it doesn't seem to work for ones made by kopernicus, so that will take some time to get in order (i hope it will be do-able)
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Is the Rald planet pack still being maintained? I looked at it in eddiew's logs and it seemed really interesting, couldn't find anything apart from an old thread. Thanks in advance.
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Is the Rald planet pack still being maintained? I looked at it in eddiew's logs and it seemed really interesting, couldn't find anything apart from an old thread. Thanks in advance.
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Is the Rald planet pack still being maintained? I looked at it in eddiew's logs and it seemed really interesting, couldn't find anything apart from an old thread. Thanks in advance.
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I still play with it, I may have changed something slightly from the last upload (terrain noise perhaps).
I mostly consider it done. Its still available on my Dropbox.
It doesn't need much maintenance, it works as long as kopernicus works. If kopernicus changes in a way that it no longer works, I will put out an update.
The version I have, its where duna is, and duna orbits it (with rald being about 3x the mass).
The version I originally showed, it was a moon of kerbin, at keosynchronous orbit ... Thats fun too, but its super easy to change
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so i saw you 2016 topic of adding an ocean to duna, and i thought it could help me in my endeavors since i need to raise kerbin's sea level, and i think it would be related. could you tell me how you did it, if you can?
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Do you have kopernicus?
What you want to do is add a vertex height offset to lower the terrain (the ocean will always be 0 elevation). This will make the planet slightly smaller, so if you want, you can increase the radius by the same amount you lower the terrain, but this will change the mass of the planet a bit unless you slightly lower surface gravity (since in KSP, surface gravity decreases at higher elevations).
For example: If you apply a vertex offset of 2km (lower terrain 2k), then increase kerbin's radius by 2km (which raises the ocean 2km), to have kerbin have the same mass, you need to set the surface gravity to be what it was on unmodified Kerbin at 2km high.
For my part, I wasn't worried by Duna's effective radius going from 320km to 319.25km.
Here's the file for Duna:
Kopernicus:AFTER[Kopernicus]
{
%Body[Duna]
{
@Atmosphere
{
oxygen = True
atmosphereMolarMass = 0.03981
pressureCurve
{
key = -0.5 101.25 0 -188
key = 0 6.755 -188 -0.0007
key = 12000 1.276 -0.000223 -0.000223
key = 20000 0.241 -4.22E-05 -4.22E-05
key = 35000 0.015 -2.787075E-06 -2.787075E-06
key = 50000 0 0 0
}
temperatureCurve
{
key = 0 281 0 -0.0004261126
key = 1000 272.8 -0.000573325 -0.000573325
key = 25000 153.7 -0.001877083 -0.001877083
key = 30000 150 0 0
key = 45000 150 0 0
key = 50000 160 0.003746914 0
}
}// close atmosphere
@ScaledVersion
{
Material
{
texture = MIP/Rald/PluginData/Duna_Color.png
normals = MIP/Rald/PluginData/Duna_Normal.png
}
} // close scaledversion
@Orbit
{
@referenceBody = Rald // Kerbin
inclination = 2.118
eccentricity = 0.01515
semiMajorAxis = 5740081.551931 // was 5740082.680519
longitudeOfAscendingNode = 180
argumentOfPeriapsis = 0
meanAnomalyAtEpoch = 3.14000010490417
epoch = 0
} // close orbit
@Properties
{
tidallyLocked = True
sphereOfInfluence = 2151572
geeASL = 0.376 // default is 0.3
}//close properties
@PQS
{
%Mods
{
VertexHeightOffset
{
offset = -750
order = 9999999
enabled = True
}
VertexHeightMap {} // this is the original one, we don't want to change that
VertexHeightMap
{
map = MIP/Rald/PluginData/DunaHeightAdjust.png
offset = 0
deformity = -2700
order = 999999999
}
VertexColorMapBlend
{
blend = 0.0
}
VertexColorMapBlend
{
map = MIP/Rald/PluginData/Duna_Color_Close.png
blend = 1
order = 9999993
enabled = True
name = _LandClass
index = 0
}
VertexColorMap
{
map = MIP/Rald/PluginData/Duna_Color_Close.png
order = 500
enabled = True
}
}//close mods
}//close PQS
Ocean
{
maxQuadLengthsPerFrame = 0.03
minLevel = 2
maxLevel = 16
minDetailDistance = 16
}//close Ocean
}//close Body
}// Close Kopernicus
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what do i need to get MIP mod to work in ksp?
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Hey, I saw your Mars-Based Planet featured in this post:
And I was really impressed. Unfortunately, the dropboxz download link is broken, so I couldn't grab it. Have you made any progress with the planet? I would really like to add it to my little solar system.
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Not very active at the moment, I'm on a bit of a KSP break, but I'll be back.
I don't have so many more ideas for things to change (maybe I'll try adding some noise function to give more close up detail, but im not sure). Go ahead and make suggestions in the thread if you have any
Im also using a version 3x bigger, along with using the SigmaDimensions mod to scale up the ksp system by a factor of 3. So the version im using doesnt fit so well into most people's ksp system
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Hey, I saw your Mars-Based Planet featured in this post:
And I was really impressed. Unfortunately, the dropboxz download link is broken, so I couldn't grab it. Have you made any progress with the planet? I would really like to add it to my little solar system.