Jump to content

[1.8.1] Real Exoplanets v0.9.6 [04/03/2020]


Recommended Posts

I wanted to say "Alpha_Centauri_Bb" sorry,

https://en.wikipedia.org/wiki/Alpha_Centauri_Bb

"Using the same data as Dumusque, the Oxford team found the signal was caused not by a planet, but instead was a mathematical artifact of the window function"

 

I didn't know that you added "Proxima Centauri c" I noticed that is already on CKAN, I will updated it!

I was checking some interesting details here:

Thx!

Edited by pmborg
Link to post
Share on other sites
On 3/8/2020 at 10:22 PM, HebaruSan said:

Would you be interested in having this listed on CKAN?... I would take care of all the file editing,

Thank you for all your work with CKAN.  Will you be implementing optional checklist configuration clusters such as the "RSS, RSSVE, EVE, Scatterer"?

Edit: I forgot to add the most important thing I meant to write ;-): CTTP is also a dependency which I do not see CKAN yet include with REX:  [CTTP no longer needed]

Spoiler

Vacoreu.png

 

Also, between 0.9.4 & 0.9.6 AndrewDraws decided to change the folder structure: e.g. moving REXVE into the RealExoplanets folder...so long as CKAN manages the initial install am I correct in my understanding that an update via CKAN would take care of any such future changes in folder structures...i.e. CKAN remembers locally & removes the entire old structure it previously installed & then copies in the new REX structure,

or would it be good to do the extra check to make sure the old folders were completely removed  (ie. have CKAN uninstall REX, check GameData to verify REX related folders are completely gone, then have CKAN re-instal REX).  

Edited by AloE
correction updates
Link to post
Share on other sites
3 hours ago, AloE said:

Thank you for all your work with CKAN.  Will you be implementing optional checklist configuration clusters such as the "RSS, RSSVE, EVE, Scatterer"?

Edit: I forgot to add the most important thing I meant to write ;-): CTTP is also a dependency which I do not see CKAN yet include with REX:

Hi, here are the installation instructions from SpaceDock:

https://spacedock.info/mod/2286/Real Exoplanet

Spoiler

FOR USE WITH REAL SOLAR SYSTEM:

1) Dependencies (install these before Real Exoplanets)

- Real Solar System

- Kopernicus

- Module Manager

- Modular Flight Integrator

2) After REX's dependencies have been installed, install Real Exoplanets by extracting the "RealExoplanets" and "REX-Textures" files into the KSP GameData folder.

3) (Optional) In order for visuals to function, you must install RSSVE.

FOR USE WITH STOCK SOLAR SYSTEM:

1) Dependencies (install these before Real Exoplanets):

- Kopernicus

- Module Manager

- Modular Flight Integrator

2) After REX's dependencies have been installed, install Real Exoplanets by extracting the "RealExoplanets" and "REX-Textures" files into the KSP GameData folder.

3) (Optional) In order for visuals to function, you must install SVE.

EVE, Scatterer, and CTTP are not mentioned. I looked at including RSSVE and SVE, but I did not know a way to make SVE only install for stock players and RSSVE only install for RSS players, so I left that out.

Link to post
Share on other sites
3 hours ago, AloE said:

Edit: I forgot to add the most important thing I meant to write ;-): CTTP is also a dependency which I do not see CKAN yet include with REX:

CTTP is not a dependency anymore

Link to post
Share on other sites
1 hour ago, AndrewDraws said:

CTTP is not a dependency anymore

In the fresh CKAN created GameData I just made, here is what still has me confused...I see these calls to CTTP remaining for Trappist1b [no RSS] & Trappist1c [RSS]...so I anticipated that I still needed/benefit from CTTP for TRAPPIST1c when using RealSolarSystem, for example...or maybe those textures never get called anyway?  Please let me know so I can remove CTTP if it really does little/nothing now.  Thanks!

Spoiler

 

HXILzCJ.png

Trappist1c: NEEDS RealSolarSystem


		PQS:NEEDS[RealSolarSystem]
        {
			deactivateAltitude = 167000
			fadeStart = 102000
			fadeEnd = 127000		
            maxQuadLengthsPerFrame = 0.03
            minLevel = 2
            maxLevel = 6
            minDetailDistance = 6
			
			Material
            {
				color = 0.0, 0.0, 0.0, 1.0
                saturation = 1.0
                contrast = 1.0
                tintColor = 1.0, 1.0, 1.0, 0.0
                lowStart = 0.0
                lowEnd = 0.3
                highStart = 0.6
                highEnd = 0.9
                powerNear = 0.9
                powerFar = 0.9
                groundTexStart = 0
                groundTexEnd = 12000
                planetOpacity = 1
				
                lowTex = CTTP/Textures/PluginData/gravel.dds
                lowBumpMap = CTTP/Textures/PluginData/gravel_normal.dds
                lowNearTiling = 2500
                lowBumpNearTiling = 2500
                lowBumpFarTiling = 250
                lowMultiFactor = 25

                midTex = CTTP/Textures/PluginData/sand.dds
                midBumpMap = CTTP/Textures/PluginData/sand_normal.dds
                midNearTiling = 250
                midBumpNearTiling = 250
                midBumpFarTiling = 25
                midMultiFactor = 25

                highTex = REX-Textures/DetailTextures/DetailGround.dds
                highBumpMap = BUILTIN/cloud_normal
                highNearTiling = 5
                highBumpNearTiling = 5
                highBumpFarTiling = 25
                highMultiFactor = 25

 

Trappist1b: NEEDS NOT RealSolarSystem


		PQS:NEEDS[!RealSolarSystem]
        {
			deactivateAltitude = 167000
			fadeStart = 102000
			fadeEnd = 127000		
            maxQuadLengthsPerFrame = 0.03
            minLevel = 2
            maxLevel = 6
            minDetailDistance = 6
			
			Material
            {
				color = 0.0, 0.0, 0.0, 1.0
                saturation = 1.0
                contrast = 1.0
                tintColor = 1.0, 1.0, 1.0, 0.0
                lowStart = 0.0
                lowEnd = 0.3
                highStart = 0.6
                highEnd = 0.9
                powerNear = 0.9
                powerFar = 0.9
                groundTexStart = 0
                groundTexEnd = 12000
                planetOpacity = 1
				
                lowTex = CTTP/Textures/PluginData/gravel.dds
                lowBumpMap = CTTP/Textures/PluginData/gravel_normal.dds
                lowNearTiling = 2500
                lowBumpNearTiling = 2500
                lowBumpFarTiling = 250
                lowMultiFactor = 25

                midTex = CTTP/Textures/PluginData/sand.dds
                midBumpMap = CTTP/Textures/PluginData/sand_normal.dds
                midNearTiling = 250
                midBumpNearTiling = 250
                midBumpFarTiling = 25
                midMultiFactor = 25

                highTex = REX-Textures/DetailTextures/DetailGround.dds
                highBumpMap = BUILTIN/cloud_normal

 

 

Link to post
Share on other sites
1 hour ago, AloE said:

In the fresh CKAN created GameData I just made, here is what still has me confused...I see these calls to CTTP remaining for Trappist1b [no RSS] & Trappist1c [RSS]...so I anticipated that I still needed/benefit from CTTP for TRAPPIST1c when using RealSolarSystem, for example...or maybe those textures never get called anyway?  Please let me know so I can remove CTTP if it really does little/nothing now.  Thanks!

  Reveal hidden contents

 

HXILzCJ.png

Trappist1c: NEEDS RealSolarSystem



		PQS:NEEDS[RealSolarSystem]
        {
			deactivateAltitude = 167000
			fadeStart = 102000
			fadeEnd = 127000		
            maxQuadLengthsPerFrame = 0.03
            minLevel = 2
            maxLevel = 6
            minDetailDistance = 6
			
			Material
            {
				color = 0.0, 0.0, 0.0, 1.0
                saturation = 1.0
                contrast = 1.0
                tintColor = 1.0, 1.0, 1.0, 0.0
                lowStart = 0.0
                lowEnd = 0.3
                highStart = 0.6
                highEnd = 0.9
                powerNear = 0.9
                powerFar = 0.9
                groundTexStart = 0
                groundTexEnd = 12000
                planetOpacity = 1
				
                lowTex = CTTP/Textures/PluginData/gravel.dds
                lowBumpMap = CTTP/Textures/PluginData/gravel_normal.dds
                lowNearTiling = 2500
                lowBumpNearTiling = 2500
                lowBumpFarTiling = 250
                lowMultiFactor = 25

                midTex = CTTP/Textures/PluginData/sand.dds
                midBumpMap = CTTP/Textures/PluginData/sand_normal.dds
                midNearTiling = 250
                midBumpNearTiling = 250
                midBumpFarTiling = 25
                midMultiFactor = 25

                highTex = REX-Textures/DetailTextures/DetailGround.dds
                highBumpMap = BUILTIN/cloud_normal
                highNearTiling = 5
                highBumpNearTiling = 5
                highBumpFarTiling = 25
                highMultiFactor = 25

 

Trappist1b: NEEDS NOT RealSolarSystem



		PQS:NEEDS[!RealSolarSystem]
        {
			deactivateAltitude = 167000
			fadeStart = 102000
			fadeEnd = 127000		
            maxQuadLengthsPerFrame = 0.03
            minLevel = 2
            maxLevel = 6
            minDetailDistance = 6
			
			Material
            {
				color = 0.0, 0.0, 0.0, 1.0
                saturation = 1.0
                contrast = 1.0
                tintColor = 1.0, 1.0, 1.0, 0.0
                lowStart = 0.0
                lowEnd = 0.3
                highStart = 0.6
                highEnd = 0.9
                powerNear = 0.9
                powerFar = 0.9
                groundTexStart = 0
                groundTexEnd = 12000
                planetOpacity = 1
				
                lowTex = CTTP/Textures/PluginData/gravel.dds
                lowBumpMap = CTTP/Textures/PluginData/gravel_normal.dds
                lowNearTiling = 2500
                lowBumpNearTiling = 2500
                lowBumpFarTiling = 250
                lowMultiFactor = 25

                midTex = CTTP/Textures/PluginData/sand.dds
                midBumpMap = CTTP/Textures/PluginData/sand_normal.dds
                midNearTiling = 250
                midBumpNearTiling = 250
                midBumpFarTiling = 25
                midMultiFactor = 25

                highTex = REX-Textures/DetailTextures/DetailGround.dds
                highBumpMap = BUILTIN/cloud_normal

 

 

If that is the case, that is a mistake on my part. Isn't game-breaking or anything, but a mistake nonetheless. I'll fix that today.

Link to post
Share on other sites
9 hours ago, HebaruSan said:

EVE, Scatterer, and CTTP are not mentioned. I looked at including RSSVE and SVE, but I did not know a way to make SVE only install for stock players and RSSVE only install for RSS players, so I left that out.

 I am extra happy you are doing this since I would have unwittingly kept using CTTP since my check showed some familiar references to CTTP in the TRAPPIST1 system even in the fresh CKAN instal for REX 0.9.6, sorry about that & thank you again :-)

As for EVE & Scatterer, REX 0.9.6 does have some very pretty EVE & Scatterer configs in the "Visuals" folder, though as you wrote, AndrewDraws does not mention them directly (maybe perhaps because those mods are somewhat a default habit for RSS RSSVE users like me?):

TRAPPIST1e & TEEGARDEN B (KSP 1.8.1 REX RSS RSSVE EVE & Scatterer)
Ron4aYq.png 2J8lANe.png
On 3/6/2020 at 6:32 PM, AndrewDraws said:

The latest version of scatterer should work

Edited by AloE
add images
Link to post
Share on other sites
6 hours ago, AloE said:

 I am extra happy you are doing this since I would have unwittingly kept using CTTP since my check showed some familiar references to CTTP in the TRAPPIST1 system even in the fresh CKAN instal for REX 0.9.6, sorry about that & thank you again :-)

As for EVE & Scatterer, REX 0.9.6 does have some very pretty EVE & Scatterer configs in the "Visuals" folder, though as you wrote, AndrewDraws does not mention them directly (maybe perhaps because those mods are somewhat a default habit for RSS RSSVE users like me?):

TRAPPIST1e & TEEGARDEN B (KSP 1.8.1 REX RSS RSSVE EVE & Scatterer)
Ron4aYq.png 2J8lANe.png

The installation instructions indicate that in order for visuals to work, SVE or RSSVE must be installed depending on whether you're using stock or RSS respectively. Scatterer and EVE are dependencies for both of those two mods.

Link to post
Share on other sites

Check out this video of this guy traveling to Proxima Centauri in Real Exoplanets!

 

This guy only has about 2k subs, but this video has acquired nearly 70k views! I think it would be amazing if that video reached 100k views.

Link to post
Share on other sites

This may be inadequate for the mod's purpose, impractical or even ridiculous, but what do you think about reparenting every star (the Sun included) to orbit around a central point, like something called "galactic core"? The scales don't have to be remotely similar to the real deal and there's probably a way to keep relative star positions and distances correct by tweaking orbital parameters; while they would drift over time, such a small deviation is close to indetectable, given the game's timescale.

This would solve two "problems":

- Interstellar trajectories not plotting correctly on scaled space (tracking station, map view). While you'd be switching to elliptical trajectories as you'd leave the Sun's SOI - given you'd be orbiting its parent body - the impact on the actual delta-V requirements would be minimal, depending on the stars orbiting speeds. In Kerbal Star Systems, it's a matter of a few dozen m/s. Escape trajectories would likewise have virtually the same shape.

- Interstellar space having its own science zone. Going past the Sun's SOI should be rewarded with new science possibilities which is currently impossible since, for instance, the midway point between the Sun and Tau Ceti still counts as "space high above the sun" . Having a central body would allow for something like "Radio Plasma science high above the galactic core". Somewhat gimmicky, but extremely satisfying!

Link to post
Share on other sites

Hi ! Just here to say that I really, really love the mod and the concept behind it. It's great to be able to explore a system that truly feels alien, with extreme bodies that seem actually perfectly realistic. It's a very nice change of pace from many other great planet packs, but with the usual Earth, Mars, Venus analogues etc.
Thank you !

Link to post
Share on other sites
On 3/17/2020 at 7:55 AM, Tonas1997 said:

This may be inadequate for the mod's purpose, impractical or even ridiculous, but what do you think about reparenting every star (the Sun included) to orbit around a central point, like something called "galactic core"? The scales don't have to be remotely similar to the real deal and there's probably a way to keep relative star positions and distances correct by tweaking orbital parameters; while they would drift over time, such a small deviation is close to indetectable, given the game's timescale.

This would solve two "problems":

- Interstellar trajectories not plotting correctly on scaled space (tracking station, map view). While you'd be switching to elliptical trajectories as you'd leave the Sun's SOI - given you'd be orbiting its parent body - the impact on the actual delta-V requirements would be minimal, depending on the stars orbiting speeds. In Kerbal Star Systems, it's a matter of a few dozen m/s. Escape trajectories would likewise have virtually the same shape.

- Interstellar space having its own science zone. Going past the Sun's SOI should be rewarded with new science possibilities which is currently impossible since, for instance, the midway point between the Sun and Tau Ceti still counts as "space high above the sun" . Having a central body would allow for something like "Radio Plasma science high above the galactic core". Somewhat gimmicky, but extremely satisfying!

Though I understand the appeal of reparenting every star, I decided a while ago that it wasn't worth the headache. Doing this would require that I completely recalculate the orbital parameters for each star. Currently, because interstellar coordinates are geocentric, it makes it relatively easy to translate those coordinates into an orbit around the Sun. All in all, I just think the benefits of doing what you're suggesting outweigh the drawbacks.

25 minutes ago, TonyC said:

Hi ! Just here to say that I really, really love the mod and the concept behind it. It's great to be able to explore a system that truly feels alien, with extreme bodies that seem actually perfectly realistic. It's a very nice change of pace from many other great planet packs, but with the usual Earth, Mars, Venus analogues etc.
Thank you !

Thank you for taking your time to express your appreciation for this mod. Your appreciation is appreciated :P 

Link to post
Share on other sites
20 hours ago, AndrewDraws said:

Currently, because interstellar coordinates are geocentric, it makes it relatively easy to translate those coordinates into an orbit around the Sun

I have been wondering how you decided on/calculated the orbital elements you are using for the extrasolar systems, including what data/choices you made regarding the inclination of the orbit planes of these extrasolar systems relative to our solar system.   I would be very grateful if you would share links to key datasets/methods you used or recommend in your OP "Sources".  Thank you :-)   

Link to post
Share on other sites
1 hour ago, AloE said:

I have been wondering how you decided on/calculated the orbital elements you are using for the extrasolar systems, including what data/choices you made regarding the inclination of the orbit planes of these extrasolar systems relative to our solar system.   I would be very grateful if you would share links to key datasets/methods you used or recommend in your OP "Sources".  Thank you :-)   

Basically, all that's required for doing things helio/geocentrically (they're basically the same thing on the scales we are talking about) is to convert the right ascension and declination of the star into degrees. The right ascension translates into the longitude of the ascending node and declination translates into inclination.

Link to post
Share on other sites

Hi, I've just wanted to ask something, I just downloaded the mod and in the readme.txt dependencies it says it requires Community Terrain Texture Pack but the last update for it was for 1.5.1, I'm playing 1.7.3, would it still work or is there some sort of alpha version for it?

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...