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OvenProofMars

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Everything posted by OvenProofMars

  1. Yeah, i'll get back to you once i'm home.
  2. Yeah, i'm aware of this bug. Its some sort of side effect from my savegame fixer. It can be avoided by going to the tracking station before launching your first vessel after loading a save game.
  3. Black body radiation merely describes the wavelengths of emr a heated object emits. And in that sense our sun would be considered yellow-green, as its intensity peaks at the wavelengths associated with yellow and green. Color however, in the more metaphysical sense of the word, is in the eye of the beholder (no pun untended), and is merely the interpretation of electrical signals created by our eyes. Our eyes are incapable of properly measuring light, and we therefore experience the sun to be white/yellow......well long story short....colours are weird...
  4. Yeah, orbit colours can be changed by passing a colour to the orbit renderer.
  5. I saw your mail, i'm currently at work, posting from my phone. I'll take a look at it once i'm home.
  6. I've been thinking; green stars do exist, but are not experienced as green stars due to how our eyes process colours. A star which has most of its emitted light being in the green part of the spectrum will still be viewed as white because our eyes also pick up the blue and red parts it emits. HOWEVER, KSP is a game experienced through the eyes of the Kerbal race, it is not unreasonable to assume their eyes work different than our own, and could possibly distinguish the color intensities far better, thus being able to actually perceive green stars as green
  7. Well, I think I can avoid using the list that PF:CE corrupts on the 64bit client, thus preventing my script from stopping halfway. This should in theory allow both my mod and PF:CE to fully load. Whether or not there would be any other issues I can't say for now.
  8. I'm indeed still using the stock sun texture for the shader. This texture is basically a noise pattern in different colors. If you know how to extract the original from the assets you could make a few variations for me if you want.
  9. Although I can't prevent PF:CE from corrupting the list, I think I can access the information through different means. I'll make sure to include this (if possible) in the next update.
  10. Although the methode of changing the star's color is indeed quite simple, actually getting a desirable and good looking star takes quite some fiddling. As there are 6 color parameters that need to be precisely balanced as each color influences the other ones. But I'll add some more colours on the next release. I've been quite swamped at work this week, so I've barely had time to work on the mod. I should have a new version, implementing the new creation methode, star colors and orbit colors somewhere next week.
  11. I do notice some weird behaviour from time to time, and ikerbals reported his ship exploding a few days back. Not sure what exactly is causing it yet. My new star generation methods is solving quite some other bugs I was experiencing so it might also help these issues.
  12. Hi guys, I see you are making some great progress might you guys be up for a chat some time? Seeing as you are working way faster than I am alone, I might have to reconsider the direction I'm taking my mod StarSystems to.
  13. Can't wait tot see what you guys make out of this. We're actually working on star/planet generation using the same method. Have you guys found a proper way to make the scaledversion gameobject yourself yet? Or are you still instantiating it?
  14. The solarmasses mentioned are indeed Kerbol masses, since for the game that is the sun.
  15. PF:CE will crash my script on 64bit by corrupting a list like 8 out of 10 times, even why I only load a single planet anywhere. So I gave up on PF:CE on 64bit (it seems to work fine on 32bit though). As for the mass of Kerbol; it is hardcoded. But if you want to increase it's SOI just decrease the mass off the black hole, the SOIs of the stars are calculated by the mass of the two bodies and their semi mayor axis.
  16. Yeah, I'll probably start testing with those. They are pretty much the same as stars. Still trying to figure out how the entire PQS system works. I sincery hope that the game adds all the nesicary pqs mods by itself if I set the initial conditions right.
  17. I don't know it's current effect on career mode, but since it uses the same methode for star creation as PF my guess would be that the archives break. I'm working on a new way to create stars and planets that should fix all issues associated with duplicate IDs and references that the PF methods has.
  18. I've been quite busy at work the last few days, and haven't had much time to work on the mod. I did however manage to recreate Kerbol from scratch only cloning the game object that holds the mesh and the materials. Although this doesn't seem like much it's a vastly different way of creating planets/stars that in theory should work much better with the game. Once i've tested it a bit more (there are still some classes that you need to manually create of which I'm not sure if I'm creating them correctly) I'll release a new version with the new methode and bug fixes. After which it'll be time for planets. Planets however are quite complex and literally have over 250 variables, parameters and classes you have to set properly, not counting the pqs_mods.
  19. I've been thinking about how to correctly implement binary stars, as the current game mechanics will only allow for a reconably realistic binary system when both stars have the same mass. When there's two stars with different masses the central point of gravity would also be moving around. Binary stars, especially those with different masses, would also vastly influence the orbit of orbiting bodies, which also cannot be simulated. Then there is the issue of the SOIs, which would be complex. I won't completely abandon the idea, but until I think of a realistic way of handling them I feel like there is is better stuff to implement.
  20. This might be an unintentional side effect of my latest fix. Thanks for mentioning it, I'll take a look at it.
  21. Thanks for testing regarding your findings: 1) good point, the radiators are most likely a custom class, and thus not reset by my script. I'll have to look into interstellar's code for that. 2) You are under constant acceleration/g-forces when close to the black hole, this is how the game reacts to these insane masses don't forget...it's still a black hole, you're not supposed to get close to them cos gravity and such . As for the lighting, there shouldn't be any. Can you describe it? 3) I'm currently working on a new way to create stars and planets, which in theory should fix all size related problems.
  22. Quick update for those interested. Yesterday I made quite some headway in creating stars/planets from scratch instead of instantiating (cloning) them. I managed to get stuff to actually show in game, without errors and without cloning a thing. Still needs a lot of work, but I'm fairly certain it can be pulled off.
  23. PF doesnt seem to work propperly with the ksp 64bit version. it corrupts an in game list I need, therefore killing my script halfway. As for my config file, there are some hardcoded fallbacks in place, thus changing certain node names will either result in a fallback or will result in the script not passing the checks that are in place and shutting down itself.
  24. Yes, I'm pretty sure that PC:CE is corrupting a certain list with transforms (that my mod needs) when run in 64bit.
  25. I'm pretty sure the flicker issue is either my rudamentry way of scaling the mesh, or due to the encoding of the corono texture.
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