JohnMcLane Posted October 21, 2017 Share Posted October 21, 2017 (edited) @JadeOfMaar that would be awesome, i will also ask in the SSRSS-topic maybe galileo knows something about it. Edit: Makes no sense to ask there too if both have the same developers... Edited October 21, 2017 by JohnMcLane Quote Link to comment Share on other sites More sharing options...
OhioBob Posted October 21, 2017 Share Posted October 21, 2017 (edited) 5 hours ago, JohnMcLane said: @meanAnomalyAtEpoch = 0 //starting position in orbit @epoch = -31542641.784 //epoch, i took this out of the RealSolarSystem/KopernicusSettings Just as a side note... @meanAnomalyAtEpoch is where a body is in its orbit, and @epoch is when it is there. I'm sure RSS has a reason for using those settings, but for most mod packs it doesn't make much sense to use an epoch equal to anything but zero, which is the start time of a new game. If you want to change the initial starting position of a body, it makes more sense to alter @meanAnomalyAtEpoch. Mean anomaly is measured in radians from the body's periapsis. Epoch is measured in seconds from the initial start time of a new game, i.e. Y1, D1 0:00:00. (edit) Then again, I suppose it makes just a much sense to set @meanAnomalyAtEpoch to zero, i.e. the planet is located at its periapsis, and then use @epoch to specify the time that it was last there. Edited October 21, 2017 by OhioBob Quote Link to comment Share on other sites More sharing options...
JohnMcLane Posted October 21, 2017 Share Posted October 21, 2017 @JadeOfMaar This is the Log if you need it: https://www.dropbox.com/s/rcjyfvr81j68vhh/output_log.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
LapraLapso Posted October 22, 2017 Share Posted October 22, 2017 Hey! I installed this mod multiple times on 1.3.1 and always get the same problem. When going to the Astronaut Complex to hire to "Gaelans" it wont let me exit and the menu wont show up, but the game isnt frozen. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 22, 2017 Share Posted October 22, 2017 6 minutes ago, LapraLapso said: Hey! I installed this mod multiple times on 1.3.1 and always get the same problem. When going to the Astronaut Complex to hire to "Gaelans" it wont let me exit and the menu wont show up, but the game isnt frozen. Do you have other saves in your install? Apparently GPP_Renamer doesn't like that. If you do, then for now, delete it from in the GPP folder. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted October 22, 2017 Share Posted October 22, 2017 For the sake of everyone's amusement, I just spent 15 minutes trying to figure out which planet/moon Ciro was. I intentionally don't and haven't looked in detail at what is out there, I won't get a close look at anything until I fly there- that is what exploration is all about, for me at least. But still I would think I would know the name of the star, but noooo. Anyway, for a contract that is asking me to do things at various altitudes above Ciro, can someone tell me what low/normal/high orbits are for Ciro? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted October 22, 2017 Share Posted October 22, 2017 10 minutes ago, vossiewulf said: Anyway, for a contract that is asking me to do things at various altitudes above Ciro, can someone tell me what low/normal/high orbits are for Ciro? High orbit is above 1 million kilometers, low orbit is between 1 million km and 1,600 km (which is the start of the atmosphere). I don't know if it even possible to reach 1 million km without overheating. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted October 22, 2017 Share Posted October 22, 2017 2 hours ago, OhioBob said: High orbit is above 1 million kilometers, low orbit is between 1 million km and 1,600 km (which is the start of the atmosphere). I don't know if it even possible to reach 1 million km without overheating. Thanks, what I needed to know. Looks like I'm screwed on the contract, it asks for several science tests low above Ciro. Unless I can design a probe with 12 layers of ablative heat shields on one side and the other side looking like a radiator porcupine. I'll probably give it a try. Quote Link to comment Share on other sites More sharing options...
Tyko Posted October 23, 2017 Share Posted October 23, 2017 On 10/21/2017 at 8:45 PM, OhioBob said: High orbit is above 1 million kilometers, low orbit is between 1 million km and 1,600 km (which is the start of the atmosphere). I don't know if it even possible to reach 1 million km without overheating. That sounds like a challenge Maybe I'll have to sandbox a ship together and see if it's possible. Quote Link to comment Share on other sites More sharing options...
AG5BPilot Posted October 23, 2017 Share Posted October 23, 2017 16 minutes ago, Tyko said: That sounds like a challenge Maybe I'll have to sandbox a ship together and see if it's possible. It is definitely doable. Not easy, but possible. You know those "Asteroid Day" Sentinel contracts? Well, I got one for an Icarus Sentinel -- and since Icarus is closer to the star than is Moho, the Sentinel's orbit was REALLY close. And REALLY hot. Ap 445 Km, Pe 345 Km. Not easy to do at all. It needed a ridiculous amount of DV just to get there. Lots of cooling. And even so, any solar panels not shielded by the rest of the craft overheated and exploded. But it worked. I used Near Future Propulsion, but stock radiators. Quote Link to comment Share on other sites More sharing options...
Tyko Posted October 23, 2017 Share Posted October 23, 2017 2 minutes ago, AG5BPilot said: It is definitely doable. Not easy, but possible. You know those "Asteroid Day" Sentinel contracts? Well, I got one for an Icarus Sentinel -- and since Icarus is closer to the star than is Moho, the Sentinel's orbit was REALLY close. And REALLY hot. Ap 445 Km, Pe 345 Km. Not easy to do at all. It needed a ridiculous amount of DV just to get there. Lots of cooling. And even so, any solar panels not shielded by the rest of the craft overheated and exploded. But it worked. I used Near Future Propulsion, but stock radiators. Yea....heat around the inner planets is tough. I'm about to send a probe to Thalia for the first time. Bob hasn't yet determined how hot it will be, so the first probe doesn't have any special heat management. Jeb wanted to add a rotisserie grill Quote Link to comment Share on other sites More sharing options...
AG5BPilot Posted October 23, 2017 Share Posted October 23, 2017 1 minute ago, Tyko said: Yea....heat around the inner planets is tough. I'm about to send a probe to Thalia for the first time. Bob hasn't yet determined how hot it will be, so the first probe doesn't have any special heat management. Jeb wanted to add a rotisserie grill In my experience, Thalia is just as difficult as Icarus, at least on or near the surface. In orbit, as long as the orbit's sufficiently high, it's not so bad. But the surface is brutal, and "night" doesn't help much. At least on Icarus it's cooler on the night side of the planet. I actually like Icarus. In my last career game I even had a base on the surface, a large station in orbit, and regular ion shuttles between Icarus and Gael. The DV's high, but travel time is short because Icarus's period is so short. I had a lander that could harvest lithium for the ion drives, and eventually the base started manufacturing more modules for the station. Cooling on the surface was a challenge, but it was fun. Thalia was more problematic. I ended up setting up a base on Eta instead. It's much more habitable. And there's normal ore there. Thalia's got almost no ore at all if I remember correctly. Note to self: Don't accept any more "Get ore from Thalia" contracts! Quote Link to comment Share on other sites More sharing options...
Tyko Posted October 23, 2017 Share Posted October 23, 2017 1 minute ago, AG5BPilot said: In my experience, Thalia is just as difficult as Icarus, at least on or near the surface. In orbit, as long as the orbit's sufficiently high, it's not so bad. But the surface is brutal, and "night" doesn't help much. At least on Icarus it's cooler on the night side of the planet. I actually like Icarus. In my last career game I even had a base on the surface, a large station in orbit, and regular ion shuttles between Icarus and Gael. The DV's high, but travel time is short because Icarus's period is so short. I had a lander that could harvest lithium for the ion drives, and eventually the base started manufacturing more modules for the station. Cooling on the surface was a challenge, but it was fun. Thalia was more problematic. I ended up setting up a base on Eta instead. It's much more habitable. And there's normal ore there. Thalia's got almost no ore at all if I remember correctly. Note to self: Don't accept any more "Get ore from Thalia" contracts! Thanks for the advice...I might redirect my probe to Eta for a first attempt, collect science there, then drop deeper into Thalia's gravity well and see how it goes. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted October 23, 2017 Share Posted October 23, 2017 50 minutes ago, AG5BPilot said: In my experience, Thalia is just as difficult as Icarus, at least on or near the surface. In orbit, as long as the orbit's sufficiently high, it's not so bad. But the surface is brutal, and "night" doesn't help much. At least on Icarus it's cooler on the night side of the planet. I actually like Icarus. In my last career game I even had a base on the surface, a large station in orbit, and regular ion shuttles between Icarus and Gael. The DV's high, but travel time is short because Icarus's period is so short. I had a lander that could harvest lithium for the ion drives, and eventually the base started manufacturing more modules for the station. Cooling on the surface was a challenge, but it was fun. Thalia was more problematic. I ended up setting up a base on Eta instead. It's much more habitable. And there's normal ore there. Thalia's got almost no ore at all if I remember correctly. Note to self: Don't accept any more "Get ore from Thalia" contracts! Icarus and Thalia both produce heat above normal solar heating (using HazardousOcean), which is what makes them so difficult. While both can be brutal at the surface, the excess heating in orbit is much worse around Thalia than Icarus. Above 15 km around Icarus you are in the clear, that is, you only have to worry about solar heat. But around Thalia you'll receive elevated temperatures all the way out to 9,480 km. Eta is above that height, so the heating there should be as normally expected. There's a local minima in Thalia's heating curve at an altitude of 1,800 km, so if you had to place a station in orbit <7,000 km, that would be the most habitable spot. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 23, 2017 Share Posted October 23, 2017 (edited) @OhioBob I'm checking the colors right now, red is PQS and vessels, while green is scaledspace blue does not appear anywhere edit: I can confirm that the scaledintensitycurve seems to affect both the red and green light, however my understanding of the code doesn't allow me to see what the issue is I leave this in the hands of @Thomas P. Edited October 23, 2017 by Sigma88 Quote Link to comment Share on other sites More sharing options...
OhioBob Posted October 23, 2017 Share Posted October 23, 2017 4 minutes ago, Sigma88 said: @OhioBob I'm checking the colors right now, red is PQS and vessels, while green is scaledspace blue does not appear anywhere I've been working on something else all day and haven't had a chance to test it out yet. I'll give it try in GPP using the intensity curves. Give me a little time to report back. Quote Link to comment Share on other sites More sharing options...
OhioBob Posted October 23, 2017 Share Posted October 23, 2017 @Sigma88, OK, I'm getting the same colors as you. In IVA mode I'm just getting normal white light, no blue. I'm now going to play around with the intensity curves and see what happens to the brightness. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted October 23, 2017 Share Posted October 23, 2017 9 minutes ago, OhioBob said: @Sigma88, OK, I'm getting the same colors as you. In IVA mode I'm just getting normal white light, no blue. I'm now going to play around with the intensity curves and see what happens to the brightness. I must have confused threads idk how I ended up replying to you here Quote Link to comment Share on other sites More sharing options...
OhioBob Posted October 23, 2017 Share Posted October 23, 2017 (edited) @Sigma88, here's what I started out with: Spoiler Light { sunlightColor = 1,0,0,1 sunlightShadowStrength = 0.75 scaledSunlightColor = 0,1,0,1 IVASunColor = 0,0,1,1 sunLensFlareColor = 1,1,1,1 ambientLightColor = 0.06,0.06,0.06,1 sunAU = 13982766706 luminosity = 1360 IntensityCurve { key = 0 1 0 0 key = 500000 1 0 -2.885E-07 key = 1000000 0.9 -1.443E-07 -1.443E-07 key = 2000000 0.8 -7.213E-08 -7.213E-08 key = 4000000 0.7 -3.607E-08 -3.607E-08 key = 8000000 0.6 -1.803E-08 -1.803E-08 key = 16000000 0.5 -9.017E-09 -9.017E-09 key = 32000000 0.4 -4.508E-09 -4.508E-09 key = 64000000 0.3 -2.254E-09 -2.254E-09 key = 100000000 0.2356144 -1.443E-09 -7.272E-09 key = 128000000 0.032 -7.272E-09 -1.803E-10 key = 256000000 0.016 -9.017E-11 -9.017E-11 key = 512000000 0 -4.508E-11 0 } ScaledIntensityCurve { key = 0 1 0 0 key = 500000 1 0 -2.885E-07 key = 1000000 0.9 -1.443E-07 -1.443E-07 key = 2000000 0.8 -7.213E-08 -7.213E-08 key = 4000000 0.7 -3.607E-08 -3.607E-08 key = 8000000 0.6 -1.803E-08 -1.803E-08 key = 16000000 0.5 -9.017E-09 -9.017E-09 key = 32000000 0.4 -4.508E-09 -4.508E-09 key = 64000000 0.3 -2.254E-09 -2.254E-09 key = 100000000 0.2356144 -1.443E-09 -7.272E-09 key = 128000000 0.032 -7.272E-09 -1.803E-10 key = 256000000 0.016 -9.017E-11 -9.017E-11 key = 512000000 0 -4.508E-11 0 } IVAIntensityCurve { key = 0 0.7 0 0 key = 500000 0.7 0 -2.020E-07 key = 1000000 0.63 -1.010E-07 -1.010E-07 key = 2000000 0.56 -5.049E-08 -5.049E-08 key = 4000000 0.49 -2.525E-08 -2.525E-08 key = 8000000 0.42 -1.262E-08 -1.262E-08 key = 16000000 0.35 -6.312E-09 -6.312E-09 key = 32000000 0.28 -3.156E-09 -3.156E-09 key = 64000000 0.21 -1.578E-09 -1.578E-09 key = 100000000 0.1649301 -1.010E-09 -5.090E-09 key = 128000000 0.0224 -5.090E-09 -1.262E-10 key = 256000000 0.0112 -6.312E-11 -6.312E-11 key = 512000000 0 -3.156E-11 0 } } And then I changed it to this: Spoiler Light { sunlightColor = 1,0,0,1 sunlightShadowStrength = 0.75 scaledSunlightColor = 0,1,0,1 IVASunColor = 0,0,1,1 sunLensFlareColor = 1,1,1,1 ambientLightColor = 0.06,0.06,0.06,1 sunAU = 13982766706 luminosity = 1360 IntensityCurve { key = 0 1 0 0 key = 500000 1 0 -2.885E-07 key = 1000000 0.9 -1.443E-07 -1.443E-07 key = 2000000 0.8 -7.213E-08 -7.213E-08 key = 4000000 0.7 -3.607E-08 -3.607E-08 key = 8000000 0.6 -1.803E-08 -1.803E-08 key = 16000000 0.5 -9.017E-09 -9.017E-09 key = 32000000 0.4 -4.508E-09 -4.508E-09 key = 64000000 0.3 -2.254E-09 -2.254E-09 key = 100000000 0.2356144 -1.443E-09 -7.272E-09 key = 128000000 0.032 -7.272E-09 -1.803E-10 key = 256000000 0.016 -9.017E-11 -9.017E-11 key = 512000000 0 -4.508E-11 0 } ScaledIntensityCurve { key = 0 0.75 0 0 key = 116666667 0.75 0 -1.5E-08 key = 166666667 0 -1.5E-08 0 } IVAIntensityCurve { key = 0 0.7 0 0 key = 500000 0.7 0 -2.020E-07 key = 1000000 0.63 -1.010E-07 -1.010E-07 key = 2000000 0.56 -5.049E-08 -5.049E-08 key = 4000000 0.49 -2.525E-08 -2.525E-08 key = 8000000 0.42 -1.262E-08 -1.262E-08 key = 16000000 0.35 -6.312E-09 -6.312E-09 key = 32000000 0.28 -3.156E-09 -3.156E-09 key = 64000000 0.21 -1.578E-09 -1.578E-09 key = 100000000 0.1649301 -1.010E-09 -5.090E-09 key = 128000000 0.0224 -5.090E-09 -1.262E-10 key = 256000000 0.0112 -6.312E-11 -6.312E-11 key = 512000000 0 -3.156E-11 0 } } In the first case I was getting red and green light as you described, with both colors dimming with increasing distance from the sun. In the second case I changed ScaledIntensityCurve to produce even illumination across all the planets. Since only ScaledIntensityCurve was changed, only the green light should be affected. But what happens now is both the green and red light are producing constant illumination at all distances. So while the color is correct, the red light intensity appears to be controlled by ScaledIntensityCurve. We can move the rest of the conversation back to the Kopernicus thread if that is more appropriate. Edited October 23, 2017 by OhioBob Quote Link to comment Share on other sites More sharing options...
Gilph Posted October 24, 2017 Share Posted October 24, 2017 Relay and scanner just arrived at Otho. The lightning effects under the cloud cover was really well done. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted October 24, 2017 Share Posted October 24, 2017 "Go out there." "I ain't going out there, YOU go out there." "Dude you're the mission scientist." "And you're the macho pilot dude who charges out and heroically plants flags! Go out there with the magic swaying standing parts and plant your flag!" "Um..." "Don't worry! I'm sure they won't suck your soul out and leave it trapped on this kerbalforsaken moon. Just be aware that if they start making any humming noises I'm taking off without you." "You don't know how to fly." "I don't care!" Two-stage lander, dumped the first stage at low altitude for this third landing. When I first landed they were swaying back and forth, wish I'd caught it then- was distinctly creepy. Quote Link to comment Share on other sites More sharing options...
shawrie777 Posted October 24, 2017 Share Posted October 24, 2017 Hi, I'm struggling to make this mod work. Whenever I return to the space centre from an active flight, the game crashes and quits. I've tried with GPP_Secondary and without. I'm not sure what's wrong, can anyone help? Crash Files: https://www.dropbox.com/sh/mz9p31gex9pwycb/AADvaaPtt8VN3XRKg2Sn9eoMa?dl=0 Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 24, 2017 Author Share Posted October 24, 2017 1 hour ago, shawrie777 said: Hi, I'm struggling to make this mod work. Whenever I return to the space centre from an active flight, the game crashes and quits. I've tried with GPP_Secondary and without. I'm not sure what's wrong, can anyone help? Crash Files: https://www.dropbox.com/sh/mz9p31gex9pwycb/AADvaaPtt8VN3XRKg2Sn9eoMa?dl=0 Run the game in x64 bit. Quote Link to comment Share on other sites More sharing options...
shawrie777 Posted October 24, 2017 Share Posted October 24, 2017 11 minutes ago, Galileo said: Run the game in x64 bit. Whoops! I thought I was, but apparently not. Thank you. Quote Link to comment Share on other sites More sharing options...
Galileo Posted October 25, 2017 Author Share Posted October 25, 2017 (edited) Unidentified flying objects have been reported on Tellumo. We do not believe these images have been doctored in anyway. Spoiler these are seagulls. They were definitely identified. Edited October 25, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
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