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Found 32 results

  1. Community Delta-V Map 2.6 - KSP 1.3 View full size PDF versions (A4 & Letter) KSPedia Version Lights-out Theme (v2.4.1) (Thanks @Siege /u/s13g3!) Outer Planets Mod adaptation: By Swashlebucky; original by Misucat and his wife PDF version (v2.4.1) OPM - Lights-out Theme (v2.4.1) (Thanks @Siege /u/s13g3!) OPM - KSPedia Version (v2.4.1) (Thanks @AlexSheFF!) Changelog GitHub Check it for development, pull requests and other maps. All required tools for map editing are referenced there. How do I use it? It's simple! 1. Pick a planetoid you wish to visit. 2. From your initial position, add up the numbers between every checkpoint until you reach your desired checkpoint. 3. The total is the general Delta-V value needed to reach your destination. Example: - Kerbin surface -> Duna Surface 3400+950+130+10+250+360+1450 = 6550* *Aerobraking can reduce the needed dV to almost zero. Using it would result in the following: 3200+950+130+10 = 4490. - Eeloo Surface -> Kerbin SOI 620+1370+1140*+1330* = 4460 *Aerobraking can reduce this number to almost zero. *Numbers outside the stripes are the maximum dV needed to change between planets inclinations. Pay attention to them! Elliptical or Low Orbit? What's the difference? A Low orbit assumes a circular orbit 10km above the nearest obstacle/atmosphere. Elliptical orbits have the Periapsis at Low Orbit altitude and the Apoapsis at the planet's SOI edge. I added the Elliptical orbit checkpoint for two reasons: 1. It shows you the required dV needed to get your vessel grabbed into the planet's SOI, disregarding the value needed to circularize on a low orbit. 1a. It assumes you have set your encounter to the lowest periapsis possible, during the encounter maneuver. 2. If your destination isn't the planet, but instead, its moons, you don't need to count the whole dV needed to circularize around the planet's low orbit, since you won't use that. Instead, a simple capture/elliptical orbit is enough to transfer to a moon. That way, you can reduce the needed dV for a trip drastically. I hope this helps. Enjoy! License This work is licensed under CC BY-NC-SA 4.0. You are permitted to use, copy and redistribute the work as-is. You may remix your own derivatives (edit values, design, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivatives in the material: JellyCubes (Original concept) WAC (Original design) CuriousMetaphor (Original out-of-atmosphere numbers) Kowgan (Design, original in-atmosphere numbers) Swashlebucky (Design) AlexMoon (Time of flight) Official Wiki (Relay Antenna calculations) -- This was originally a continuation from WAC's Delta-V Map from KSP 0.23. Since then, a lot of people (credits above + advice from people in this thread and over the internet) have contributed to improve this chart and keep it up-to-date with the latest KSP version. I am very thankful to all those who helped make this chart possible. Seriously, thank you guys.
  2. Is the delta-v map showing the min or max delta-v usage?
  3. Simple thing; if I've got 3 Pe/Ap markers (Ship, target, maneuver) in very close proximity it can be difficult to tell which belongs to which orbit. Is there a mod that will colour-code the mouse over text to match the orbit colour?
  4. 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.
  5. 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?
  6. 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.
  7. 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?
  8. While I appreciate the mods closing this thread; as it no longer pertains to the current version of the game... It would also be helpful to know how to do it now? Edit: ah... I read thru to the bottom and see that the tilde "~" does still work!
  9. 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
  10. 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
  11. 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
  12. 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
  13. Tutorial: Setting Up EVE Cube Maps In this tutorial we will be looking at how to take advantage of EVE's Cube Map system to layer up to 4 textures onto a single cube map to reduce file size within mod distributions. This method will be outlining the process of taking 4 Equirectangular Cloud Maps, converting them to a single image by putting them into the Red, Green, Blue and Alpha channels, converting it to a Cube Map and setting it up for use in-game with EVE. ***Please Note: All the images below are clickable thumbnails to 1080p images*** ---- 1. Source your Cloud Map (or whatever you want to use) images from wherever. Google Images, NASA, your own creations etc. and ensure that they are all sized correctly in an Equirectangular format; as what has always previously been used in EVE & KSP i.e. Width = 2 x Height. You can use up to 4 image maps at this stage. Below, I have shown a 8192px x 4096px cloud map that has a transparent background. 2. Your images will need to be converted to Greyscale, flat images where the light portions will be the clouds and the dark portions of your image will be the transparent parts in game on your cloud layer i.e. the opacity of the pixel scales with brightness. Therefore, at this stage just edit your cloud map to have a black background with your cloud map layer over the top. 3. Do this for all 4 of your textures and save them as .bmp. For ease of use, I'd recommend naming them something simple like red.bmp, green.bmp, blue.bmp and alpha.bmp or 1.bmp, 2.bmp etc. 4. Open your Equirectangular to Cube Map conversion software, I recommend CubeTheSphere or Hugin (I will be using CubeTheSphere in this tutorial), and load in and convert your images to Cube Maps. In CubeTheSphere open your Equirectangular .bmp image and then select the individual cube face image size to be 2048px x 2048px under the Options toolbar. This will result in the output Cube Map to roughly equate to the same resolution as the 8k Equirectangular image. 5. Extract all the faces of the Cube Map to give you your 6 individual images being the Front, Back, Left, Right, Top and Bottom sides of the map. Do this for all of your 4 cloud maps. This may take some time as your computer is rendering out the images for each face of the cube. Be patient. 6. Now you need to rename the faces to correlate with EVE's naming conventions. In EVE the following sides of the Cube are given as X Positive, X Negative, Y Positive, Y Negative, Z Positive and Z Negative. Seeing as we will finally be outputting the textures for KSP in .dds format, we will need to name the sides of the faces upside down as .dds flips the image vertically when saving. For ease of use, use the following guide to help you rename the files: Xp : Right Xn : Left Yp : Bottom Yn : Top Zp : Front Zn : Back So you should end up with something like the following list of files for each of your cloud maps: redXp.bmp (Right Image) redXn.bmp (Left Image) redYp.bmp (Bottom Image) redYn.bmp (Top Image) redZp.bmp (Front Image) redZn.bmp (Back Image) 7. Once you have your cube maps for all your 4 cloud map textures, go back into Photoshop and load the first 3 X-Positive face images. i.e. redXp.bmp, greenXp.bmp & blueXp.bmp 8. Convert each of the images to Greyscale. Confirm to 'Discard' when asked. 9. Ensure that each of the images is flattened. 10. Navigate to the Channels panel and select the 'Merge Channels' button from the drop down menu. 11. The Merge Channels menu should pop up where you can select the RGB option from the drop down menu, select the 'RGB' option and 3 channels and click 'OK'. 12. In the next menu select the appropriate image for each of the corresponding colour channels. Click 'OK' to merge the images into one image. 13. As a result you will end up with something similar to what is shown below. By toggling the visibility of each of the colour channels you can see you individual textures appear on their separated colour channels. 14. To add the 4th cloud map, cube map face texture to the image, we will be putting it into the Alpha Channel. To do this, in the Channels panel click 'Create New Channel' to add another channel to the image. This will by default apply a solid black mask to this channel which will act as the alpha channel. 15. Open up the 4th appropriate cube map face in Photoshop (in this examples case the alphaXp.bmp), convert it to Greyscale as before and select all the image and cut/copy it. 16. In the Channels panel with the new Alpha channel selected as the Active Channel, paste the image into this channel. You should see it appear similarly to what is shown below when only the Alpha channel is toggled visible. 17. At this stage, toggle the RGB channels on and the Alpha channel off and save the resulting texture as a DXT5 .dds texture. I have shown my nVidia dds configs below during the saving process. When saving the .dds texture, make sure to name them '******Xp.dds' for ease of use later i.e. cloudsXp.dds 18. Repeat steps 7 through 17 another 5 times for each side of the Cube Map and you should end up with 6 .dds textures with your 4 cloud maps appearing on the 4 separate channels named: ********Xp.dds ********Xn.dds ********Yp.dds ********Yn.dds ********Zp.dds ********Zn.dds These are the final textures that will be used in-game. Copy them to your Textures directory inside your mod directory. 19. EVE requires a separate config to know how to handle cube maps. This file can be located anywhere in your mod directory but must be named 'textures.cfg. I always recommend the use of the EVE GUI to edit the configs as no syntax or parameter errors can be made but for this demonstration I will be listing the config structure below as I assume the knowledge and familiarity with EVE's GUI. The Textures config can be found in the TextureConfig panel in the GUI. In this config, you will be required to list the following information: Cube Map = True and paths to each of the cube map faces. i.e. EVE_TEXTURE_CONFIG { OBJECT { name = Mod/Textures/imageName isCubeMap = True texXn = Mod/Textures/imageNameXn texYn = Mod/Textures/imageNameYn texZn = Mod/Textures/imageNameZn texXp = Mod/Textures/imageNameXp texYp = Mod/Textures/imageNameYp texZp = Mod/Textures/imageNameZp } } 20. Once EVE knows to recognise the 6 images as a Cube Map, you can navigate to your Celestial Body's Cloud Manager in the CloudManager Panel in the GUI and add a cloud layer. You can name this layer whatever you wish and input your specific settings for altitude, speed etc. 21. Toggle the MainTex option and input the path to your texture; this will be as specified in the Texture Config section i.e. Mod/Textures/imageName 22. Change the RGBA setting by default to AlphaCubeMap. If done correctly up until this stage, the image path should be displaying as white text. 23. Scroll down the GUI and toggle the 'layer2D' option so that it renders the cloud texture as a graphic in ScaledSpace/PQS. 24. At this stage you can hit Save and Apply and EVE should now render, by default, the cloud map you specified to be in the Alpha channel of your Cube Map. If following my instructions above with regards to the alignment of the cube faces using CubeTheSphere it should be aligned correctly. If using other software or this is not the case, you may need to play around with the sides of which your textures are appearing on the Cube Map. 25. To change the rendering of the cloud map to that of the Red, Green or Blue channels, cycle through the 'alphaMask' option to switch between your 4 cloud map textures. 26. At this stage you should be finished and able to choose between 4 different cloud maps by using only 6 cube map textures. Hooray! From here you can go back into your cloud layers and edit the parameters of them to how you wish to configure your EVE Cloud Layer to appear. ---- For reference, if you were to use 4 separate 8k DXT5 .dds textures for the 4 cloud maps, the resultant total file size would be 170MB. By combining these 4 maps into a single 2k DXT5 .dds Cube Map the resultant total file size is only 24MB... more than a 700% saving! Imgur Album of the above Tutorial Images for your reference: A big thank you and shout out to @rbray89 for making all of this possible with EVE and the continous support that he has given when we badger him with questions. EVE Forum link: I hope that you found this helpful and will be an aid in your endeavour to create better and more efficient visual packs for EVE. If you have any queries, feel free to ask by pinging me with an @Poodmund tag in this thread.
  14. 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:
  15. ATEC

    Mobile APP?

    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!
  16. 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
  17. 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.
  18. 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
  19. (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?
  20. 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.
  21. 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!
  22. 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.
  23. 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.
  24. 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.