Deserdi Verimas

Procedural Craters on bodies other than The Mun

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Back in 0.21, the Mun was given a make over with procedural craters, which has made it a much more interesting place to visit. Does anyone know if there are any plans to impliment a similar cratering on other bodies in the Kerbal System? I'd love to see them applied to Duna - would make driving on long missions more interesting than it is now 

Edited by Deserdi Verimas

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I want procedural "stuff" on every world. Not necessarily craters everywhere (though the airless worlds could sure use 'em) but maybe rifts on Duna, cracks in the "ice" on Vall, and whatnot. I'd like each world to have a unique flair to its proceduralness but yes, I would like them all to be a bit bumpier in general.

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I agree with this.

13 hours ago, 5thHorseman said:

I want procedural "stuff" on every world. Not necessarily craters everywhere (though the airless worlds could sure use 'em) but maybe rifts on Duna, cracks in the "ice" on Vall, and whatnot. I'd like each world to have a unique flair to its proceduralness but yes, I would like them all to be a bit bumpier in general.

 

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Is the Mun actually procedural?  I havent noticed this (if its the case) as every save i notice the same features on the mun (the same cool spots are still there from my experience every save).  Are the smaller craters procedural?  Cause the major features seem to be static like the canyons, and location of major large craters (the dark areas).

As for teh idea, im all for it, more randomness is always nice to have as every save is just a bit different.  That and it would make land battles/base construction cooler as every save would have different spots that are defensible and stuff like cracks in ice would make for neat trench warfare.

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24 minutes ago, panzer1b said:

Is the Mun actually procedural?  I havent noticed this (if its the case) as every save i notice the same features on the mun (the same cool spots are still there from my experience every save).  Are the smaller craters procedural?  Cause the major features seem to be static like the canyons, and location of major large craters (the dark areas).

As for teh idea, im all for it, more randomness is always nice to have as every save is just a bit different.  That and it would make land battles/base construction cooler as every save would have different spots that are defensible and stuff like cracks in ice would make for neat trench warfare.

Procedural does not equal random

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3 hours ago, panzer1b said:

Is the Mun actually procedural?

If I understand correctly, they procedurally generated smaller craters for the Mun, which were then added to the displacement map. So the craters do not change between saves, but the smaller craters were not added manual.

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Is it possible to add rough terrain on e.g. the  Mun with procedural generation based on noice? Now everything looks so smooth. (I'm clearly no expert on this)

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Sadly, @HarvesteRs dev blog on the subject was lost in the forum change I think. He mentions that other bodies would ideally get the same treatment.

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Yeah. Moho, Ike, and Dres could all use a good pelting, perhaps with the Dres craters being wider and flatter. Duna would appreciate some light cratering, and what about some channels too?

Eve ... maybe it could have something akin to the Venusian "pancake domes" - volcanic features that can only form in a high-pressure atmosphere, because otherwise the kind of lava would just explode.

Edited by cantab

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What I'd really like to see, particularly on airless or thin atmosphere worlds, is many more craters at smaller scale sizes. I want to have to have to maneuver a little to land :)

 

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I agree with more procedurally generated maps for all bodiesthat have a surface on KSP ... and also for a new pass on the Mun craters. One of my favourite pet peeves on this issue is that the Mun crater border ridges sometimes intersect, something that simply doesn't happen in RL craters...

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Yeah, whatever you do to make a mesh for such a world, ideally it would be done in interactive passes, with some craters superimposed upon others.

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