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  1. Several weeks ago, I thought about how Kerbin would look realistically, under the satellite eye. I decided to create a pseudo-satellite image portraying the presumed vegetation and settlements realistically. I made it by superimposing the KerbalMaps picture of the region with various textures based on real-world mapping data. Enjoy.
  2. KSP 1.4.0 x64 I was in map view, waiting for the SOI change (Kerbin -> Mun). As soon as it happened, a staging occured "by itself". I did not press the space bar, for sure. My finger was idling on top of the "M" key. And normally, when accidentaly pressing "Space bar" in map view, nothing happens. I had no planned maneuver in queue. This is of course a bummer, now I have debris to play with. The only thing that really changed was a test run of "Too Many Orbits", but I already checked the log and the mod is just not loaded at all. I will remove it for the next session, of course. Log: https://www.dropbox.com/s/ucdu6elg0mfdfje/2018-03-13_2 KSP.log.7z?dl=1 Edit: I loaded the backup persistent file and this time i warped upon 1 minute prior SOI change and did not switch to map view. All the time within flight mode, the same issue occured - no finger near the keyboard at all. Edit: It also happens without "Too Many Orbits". I will load a backup before launch, load the vessel to VAB and disable autostruts-grandparent which I set up with EEX... perhaps this is the issue, because I found a few "A joint can't connect the body to itself." inside the log. Of course the log does not tell me which parts are the culprit... Edit: Yeah, removing the autostruts (but left two manually, only the two biggest tanks alone) helped. It seems like the abrupt change of the camera view on SOI change kraken-destoys the whole vessel somehow when the "wrong" parts have autostruts set. But still no clue which parts are wrong... Perhaps radially attached ones?
  3. The Icosahedron is the platonic solid which most resembles a sphere, and thus is the best out of that group of objects to create a pseudo-globe with. Although other shapes like the truncated icosahedron (AKA soccer ball) may be better approximations of a spheres (and if there's enough desire for them I may make a set of soccerball planets), the icosahedron can be turned into a map which works well for tabletop roleplaying games as you can fit a hex grid onto it. The following maps are to be used by printing them out, creasing their edges, folding them, and gluing or taping them together. (If you use tape, cut off the white tabs) I am out of tape and ink so I can not put these together myself, if you do build these planets, don't forget to take pics and show them off! Bonus points if someone tries to figure out a way to illuminate The Sun. Every planet and moon in the game is represented in "Satellite Map Style" (created by overlaying the normal map over the color map to create an illusion of map relief), as well as two versions of The Sun. Imgur Album (of the entire system) Dropbox Zip File Download Requests for icosahedral map conversions for other KSP Mod worlds (I won't rule out other worlds, where equirectangular projections are available) is open, make sure you put @GregroxMun in your request if you want to make sure I see it. I will probably end up doing an Alternate Duna from Duna Restoration Project, and the planets from Alternis Kerbol Rekerjiggered. And I'll also make versions of the maps set into hex grids in a few different versions--Kerbal-Scale D&D Continent Scale (related to a personal project of mine), Full-Scale Traveller and Traveller 5 Forms.
  4. Is there a ΔV map of the Kerbol System with the OPM planets at 6.4x scale? I was able to find them seperatly (IE OPM ΔV map and a 6.4x ΔV map) but none with both. If there is not does anyone know how I would determine the change in ΔV for a scale factor of 6.4?
  5. Hello guys ! I'm currently working with @HuXTUS on a part. Adding a diffuse and a bump/normal map is very easy but what's up about specular ? Shaders have no slot for that. I just found an 1 year old discussion about that : Is it still the way to add specular ? And moreover, does someone has a great tutorial on how to add this alpha channel to the diffuse (not sure it works with JPG and PNG should be a mess for the game, no ?) Hope to see some help quickly Thanks
  6. So I was thinking about this the other day, and realized one simple thing: for crewed craft that intend to return to kerbin, there is no point to maintaining a commnet(or kerbnet if u call it that) link to the KSC. So I was thinking about a perfect option for that, which is to limit the visibility in map mode without a link. I would say that one will not be able to see beyond their current soi that they are in or beyond 1m meters, whichever is closer(this is so people could not see everything when they are in kerbol orbit). Another thing for this limited map is that the orbits will only show the same amount as the lvl 1 tracking station aka no patched conics or encounters. If this is implemented, then players will be more enticed to build a relay network, making the game more fun. Also, if there is a mod for this that works in 1.3 that you know of please point to it. thank you, 322997am
  7. Welcome to the OrbitalBuzzsaw Master Thread This is the thread where I post all of my creations. I occasionally post crafts, lore and rants/statuses here. Feel free to ask questions about anything. If you like the stuff, why not follow the thread? Table of Contents Lore Super Detailed Border Map (OLD VERSION) Flag sample pack Super Detailed Border Map (New Version!) Craft My Plane for "Crosswise the Sea" Statuses/Rants Other Threads Links to my other stuff YT Channel - Please Subscribe My Twitter
  8. I have no idea what has happend to my map, but it is really annoying. I have tried to restart the game and uninstall some mods, but it still looks like this
  9. I have seen this bug before when orbiting Duna, but I thought it was a fluke, or related only to Ike. But now I have seen it with Tylo as well. I am not sure if it is a problem only with moons or all celestial bodies. Basically, my map isn't showing an upcoming encounter. Then suddenly I am in the SOI. I tried reloading, making an earlier maneuvering point, but the encounter never shows up until it is too late. Has anyone else encountered this and have some sort of work around? Or is it another bug that just has to be accepted? Here is an example of what I am seeing. Here I have setup a braking maneuver with Laythe. According to the map, I will pass by Tylo: A couple hours later, I have this:
  10. I think it would be nice to have an app with the features of the map screen: - So you can plan your trajectories (and see the dV) - So you can see all of your vehicles (like in the tracking station) - When you press fly, it will focus on that vehicle and make you able to plan burns What do you guys think about this?? I hope some admin/squad dev will notice this as a good idea ofc!
  11. I am running a modded install including Kethane, and the map overlay is not showing properly. Every tile on the map is purple, and I cannot see the positions of ores without hovering my pointer over them, which is very frustrating. Is this supposed to be happening? Screenshot: https://db.tt/5hU46gO66K KSP.log: https://db.tt/F7rkgZJPeH Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.8.1.2 Toolbar - 1.7.13 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 B9 Aerospace - 6.3.1 B9 Aerospace Procedural Parts - 0.40.11 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 CryoEngines - 0.4.6 DistantObjectEnhancement - 1.8.1 Extraplanetary Launchpads - 5.7.1 Firespitter - 7.5.1 Interstellar Fuel Switch - 2.4.6 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 KerbalAtomics - 0.3.5 Kerbal Engineer Redux - 1.1.2.8 Kerbal Foundries - 2.0.1.5 Kerbal Joint Reinforcement - 3.3.1 Kerbol StarSystem - 0.4.1 Kerbal Inventory System - 1.4.3 KSP-AVC Plugin - 1.1.6.2 KSPWheel - 0.9.4.15 Infernal Robots - 2.0.2 ModularFlightIntegrator - 1.2.4 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 TweakScale - 2.3.4 Universal Storage - 1.2.2 KSP Interstellar Extended - 1.12.23 [x] Science! - 5.6
  12. I have some of the launching structure debris with a lot of fuel tanks and engines ejected that happens a few high-gain direct antennas on it, it is completely uncontrollable, comlpetely devoid if electricity, but some fuel tanks are not empty completely. It is obviously not connected to KSC. But the system thinks it's a relay satellite. EDIT: I think this is the wrong forum, shouldn't bug stuff go into Suggestions and Development ? None of the forums has the kind of description suitable for bug reporting, I'm totally confused.
  13. every time i do an orbital encounter it's very hard to see up close the encounter with the planet or other object. if we could detach the camera from any body or object in the map mode it would make it MUCH easier to get orbital encounters much more accurate because we could zoom in on the encounter to make small changes. It would be great if you could do that. sincerely, rockets don't make toast
  14. (pinging @DMagic for comments as he clearly has extensive knowledge on icons like this post) More particularly, I am trying to colorize a vessel's map icon in the tracking station or mapview scene. Here're the codes below that I got to work but... //You should be able to use MonoBehaviour to run the codes related to MapNode during Update() public class CNCCommNetUI : CommNetUI { MapObject m_MapObject; public CNCCommNetUI() { base.colorHigh = new Color(0f, 0f, 1f, 1f); // blue connections } protected override void Start() { base.Start(); GameEvents.onPlanetariumTargetChanged.Add(OnPlanetariumTargetChanged); } protected override void UpdateDisplay() { base.UpdateDisplay(); //attempt to access vessel's map sprite //m_MapObject is of MapObject class, obtained from 'private void OnPlanetariumTargetChanged(MapObject mapObject)' MapNode mn = m_MapObject.uiNode; MapNode new_mn = MapNode.Create(mn.mapObject, new Color(0f, 0f, 1f, 1f), 512, mn.Interactable, mn.Pinnable, mn.InputBlocking); // try to colorise the grey icon as blue m_MapObject.uiNode = new_mn; } private void OnPlanetariumTargetChanged(MapObject mapObject) { if (mapObject == null) { return; } switch (mapObject.type) { case MapObject.ObjectType.Vessel: CNCLog.Debug("OnPlanetariumTargetChanged: Vessel: " + mapObject.vessel.vesselName); m_MapObject = mapObject; break; } } } The relay icon somehow turns into the different icon of an unknown type (generic?), and remains un-colorised. The MapNode class (decompiled by VS's ILSpy addon) has a confusing maze of methods like NodeUpdate(), Terminate() etc. Does anyone know how to solve this puzzling question?
  15. Not so much a question as a public service announcement for anyone else that, like me (unless I'm the only one), missed a blindingly obvious part of the GUi that makes life a lot easier. I can't believe that I only (accidentally) discovered yesterday that a simple right click on any of the markers that appear on orbits on the map screen (eg periapsis, ascending node etc) and the value remain visible. Previously I've been scooting back and forth between the marker and maneuvere node I'm adjusting.
  16. Basically, I am doing a project using the orbit of the ISS. I am struggling however to find a proper ground track for the ISS. What I need is simply a world map (equirectangular projection), centered on the equator and base meridian, with 1-3 orbital paths of the ISS displayed. Must include a map scale indicator as I need to measure land distances as well. Thanks! If there is some kind of software that can give fresh data of the ISS orbit, that would be even better!
  17. This is a quick tutorial on how I create biome maps. I have read how others do it and I'm sure others do exactly as I do but I haven't seen a tutorial so, here is mine. If i do anything wrong in this tutorial please feel free to correct me. I'll be using the latest Photoshop CC during the tutorial, but it can easily be done in Gimp. Ok so, lets begin: Create a new project, DUH Select whatever texture you want to create a biome for. Once you have done that, create a new layer. Next, Select your rectangle tool and cover the entire texture with a black rectangle. Now set the opacity of this layer to roughly 30%. Now pick an area that you want to have a biome. For my example im using this crater. Now Select a color that you want to represent this biome. Ill be using RGB Red. select a solid brush and set the hardness to 100%. You can set to whatever size you want, I wouldn't go too big or too small though. (don't select the type of brush I used, its too soft). Now, color in the area you wanted as a biome with the color you chose earlier. You can get as detailed as you want. Now you can choose another area that you want as a biome. I chose another crater area (you can do anything, not just craters) Again choose another color. I chose RGB Green. Color that area in with the color you chose You can do as many biomes as you would like but KSP only allows so many. I forget how many that is. Once you finish coloring in the areas you want to be biomes, go back to your layers and change the opacity back to 100% Your texture should now look like this (obviously if you have more biomes it will look different) Now go to your Window Tab and select Info Now if you move your cursor over your biomes the info tab will reflect the RGB value associated with that biome. Remember this or write it down. Now you can save your work. I usually save my biomes as PNG but DDS will work as well. Remember those RGB values? now you can imput those into your biome node in your planet's cfg (I'm not going to teach how to write out a cfg. If you are making biome maps you are beyond that already) Thats basically it. Just place your biome map where ever you need it to be. Again, if you are making biome maps you probably know where you need to put it. If there is anything that i need to change or include let me know. I made this rather quickly and probably skipped something. I hope this helps those of you that want to know how to do this. It may not be the best technique but it works for me, so maybe it will work for you.
  18. Hi guys In map mode: Targets: Orbit is green, target vehicle is green Other: Orbits are grey, vehicles are grey Current: Orbits are blue, vehicle is ...GREY. Can anyone please make a small addon to change current vehicle colour to blue? When I have a ship in orbit and there's lots of vehicles close, it's handy to see MY ship as a different colour.
  19. Does anyone have an updated keyboard map for the mac version? I'm having trouble with several commands - esp. one's that use (F)unctio keys. Macs treat F-keys differently, we also don't have an <INS> key on our keyboard. Thanks.
  20. Hello pilots. I have a question. I have downloaded the manley air race (it is an air course), and now i want to know how i can install it. If anyone can help me it would be great!
  21. Here is my version of a delta V map for 1.05 In order to use this map you add up all of the numbers between you and your destination e.g. to get to Duna from low Kerbin orbit will take 950+ 110+ 370= 1430 m/s of Delta V The map is only an approximation and you can make do with less Delta V but I would recommend having more than the chart suggests. I did not do the calculations for that I used two different charts: One chart was made back in 2013 by @SkyRender and was used for most of the in orbit values. The other chart was @Kowgan who credited the following in his thread: @JellyCubes WAC, CuriousMetaphor, @swashlebucky and AlexMooon. This chart was used for the in atmosphere numbers. I hope you find this useful.
  22. I made a thing. I hope it's useful http://davidhyman.github.io/ksp_bodies_graph/ It's intended as something for quick estimates rather than a full blown mission planner, but I hope it neatly fills the gap between the static dv maps for KSP (of which there are several) and the various calculators for detailed mission planning. I took some inspiration (and data) from @Kowgan, @swashlebucky and @interwound (http://deltavmap.com/) - thank you! Bug reports, corrections and improvements welcome at github: https://github.com/davidhyman/ksp_bodies_graph References: http://deltavmap.com/ swash's delta v map https://github.com/merlinthered/ksp_cheat_sheets
  23. A thousand apologies if this has been asked before, but several searches have failed to turn up exactly what I'm looking for... Is there a setting in vanilla KSP, or a mod, that decreases or reduces the effect of shadows, just for Map view? I'm not looking to affect the shadows in "normal" flight view, and I do like to see where the day, night, and terminator are on the map, but I'd really like to be able to see the night-side surfaces a little better on the map... just a partial reduction of the shadow effect should be sufficient.
  24. I did a quick search of the forum, but I couldn't find anything relating to this. I've got this blue square icon that is showing up in my map every now and then. Usually it's a ship I've recently used. I have no idea what it's for. http://i.imgur.com/nsTSjXE.png If anyone recognizes it and could tell me what it does, I'd be grateful. These are the mods I have installed at the moment, in case it's something from one of them. Distant Object Enhancement Extraplanetary Launchpads Kerbal Attachement System Kerbal Inventory System Kerbal Stats Infernal Robotics MechJeb 2 Module Manager Toolbar (I uninstalled this one but it's possible CKAN put it back) EDIT: This is unrelated to the above question, but how do I turn off the formatting in this new forum format? It automatically leaves that big gap for each return-to-new-line, and I don't know how to... have it not do that.
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