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Poodmund

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Everything posted by Poodmund

  1. Fixed again. Thank you for the heads up; I'm periodically going in to the sheet every few days and restoring a backup. What I do mention in like the very first cell is that people 'should' make a copy for themselves and use their own copy rather than use the master copy but I guess some people do not have Google accounts or are not signed in and therefore cannot do so.
  2. Phew, I was starting to get worried. I have used it in the past to export large slope maps and the like: http://poodmund.com/gpp/maps/gael/. It would have been a shame if it was no longer an option to do so.
  3. Just a quick query, will there be an option/toggle to switch back to an Equirectangular projection for the big map if desired?
  4. Pretty much, in some cases due to the alignment of the bodies these situations don't occur too much and also highly inclined bodies throw a spanner in the works when considering it simply like this as you're not dealing with a planar situation.
  5. The y = -2x³ + 3x² or y = (3-2x)x² equation to calculate the Signal Signal strength is complex when rearranging to make x the subject (representing the linear, fractional value of link distance against max distance), ending up with imaginary numbers in some cases (not sure how Unity handles these). Try these: and see if they give you what you'd expect. I may be able to help you here. The values on the 'System Stats' page on my Google Sheets doc show the min max distance between Kerbin and the other bodies up to the game year 1000 (if I remember correctly). If I have permission from the original author I may be able to share the calculation document I used to get these figures. I actually contributed pretty much the majority of that Wiki article as it is today in parallel to creating the Google Sheets document. I wrote down what I was finding as I was creating the calculator as the info on that page originally was pretty bleak. If you have any queries about the information in the Wiki article directly or find any errors, please let me know. EDIT: You can call FlightGlobals.Bodies to return a list of all the Celestial Bodies in a system i.e. Bodies[0] = Sun Bodies[1] = Kerbin Bodies[2] = Mun Bodies[3] = Minmus Bodies[4] = Moho Bodies[5] = Eve etc. This should help populate the list dynamically but you'd have to hard code the max/min distance for the bodies from the Homeworld body unless you did an approximation calculation just using the apoapsis and periapsis of each body... it may be a good enough solution.
  6. Yes that is what I found also. I'm not sure at which point it determines the 0% Signal Strength threshold though in this case. I would guess that it flips from 1% to 0% as soon as the distance between the two connection points exceed the maximum possible signal distance.
  7. If you need some more figures to look at how the Sheet is generating its numbers, make a copy for yourself to your own Google Docs repo and make sure to unhide some of the hidden columns. I'm storing constants and dynamic variables off the main viewable sheet. Also, if you're not already doing so, be sure to check out http://docuwiki-kspapi.rhcloud.com/ and https://kerbalspaceprogram.com/api/index.html to see if there are any additional classes/objects you could call to make your life easier. EDIT: I also found that it seemed to by rounding the Signal Strength displayed in-game up to the nearest integer.
  8. Its kind of irrelevant seeing as if you wanted the stock system to use EVE/Scatterer etc. you'd also need to download and run a mod for the stock planets. This mod only applies effects to the OPM bodies. Any performance issues will pertain if using Stock EVE/SVE/KSPRC or a similar pack.
  9. I recently returned from holiday, yes, but as Galileo has stated there is an issue with Scatterer at the moment that affects systems with multiple bodies that have rings... this certainly affects OPM as we have Sarnus and Urlum that both have ring systems. Blackrack is aware of the issue and we will just have to wait patiently until a fix is found, solved and implemented into a new Scatterer release. Sorry guys, please be patient. Dependencies! Sometimes they drive you mad but where would we be without them; nowhere, that's where.
  10. The Polar Distortion panel requires no input. It literally takes the composition from the Noise Layers panel, does a Polar Coordinates distortion twice (top and bottom), linearly wipes them towards the center to transparent and fudges it around a little to get a spherically wrappable image. i.e. take a look at a grid... its goes from this: ... to this: Lets take a look at a real example going through this process. Flat noise image: Polar Distorted image: This Polar Distortion 2nd Panel should need no user input. It does this process automatically. Does this help? EDIT: In the uploaded After Effects file, I think I may have had the central region rotated to 180 degrees in the Polar Distortion panel... it shouldn't really matter but if you want to reset it back to 0, look in the image below as to how to do this:
  11. Great stuff, if you have any specific or general questions, please feel free to ask either here or via a direct message.
  12. Quick question, does anyone know if the PQS noise is additive or multiplicative when multiple PQS classes are layered, or is there a value to specify an additive, subtractive, multiplicative or divisive function?
  13. Working version restored. Thanks for letting me know how it is being edited and breaking, unfortunately I don't think I can do anything about it and is an issue with Google Sheets.
  14. I'm on holiday at the moment but will look to getting it sorted soon after I return.
  15. So KSP treats the Alpha Channel on the Scaled Space textures as a Specular Mask and the higher the value of any pixel on that mask (i.e. greyscale range) the higher the intensity of of the diffuse-specular light combination that is reflected off that surface back to the camera? Looking at both OPM and KSPRC textures there are differences. OPM textures sometimes have a full, solid white Alpha or no channel at all. The KSPRC textures seems to base the intensity on the Alpha channel on what looks like to be the slope angle of the terrain. Some clarification/confirmation on all of this would be appreciated.
  16. No worries, bud. Spoofing the 'Island Runway' name entry into the custom config and then deleting the coordinates doesn't seem to override it as an invalid entry either. Runway { name = Island runway !start !end } It still gets positioned at the vanilla coordinates.
  17. Errr... I already had... and I am adding my own coordinates for the KSC Pad and VAB for Landing Guidance and the KSC Runway for Spaceplane Guidance. I think you misunderstand my issue, I don't want to add my own coordinates for the Island Runway, I want to override MechJeb's default behavior of automatically adding in the vanilla coordinates for the Island Runway if no other coordinates are specified elsewhere.
  18. MechJebModuleSpaceplaneAutopilot.cs from lines 239 to 256 populate the runway list with both the KSC Runway and Island Runway with the vanilla Kerbin locations if they are not specified elsewhere i.e. LandingSites.cfg // Create a default config file in MJ dir for those ? if (!runways.Any(p => p.name == "KSC runway")) runways.Add(new Runway //The runway at KSC { name = "KSC runway", body = Planetarium.fetch.Home, start = new Runway.Endpoint { latitude = -0.050185, longitude = -74.490867, altitude = 69.01 }, end = new Runway.Endpoint { latitude = -0.0485981, longitude = -74.726413, altitude = 69.01 } }); if (!runways.Any(p => p.name == "Island runway")) runways.Add(new Runway //The runway on the island off the KSC coast. { name = "Island runway", body = Planetarium.fetch.Home, start = new Runway.Endpoint { latitude = -1.517306, longitude = -71.965488, altitude = 133.17 }, end = new Runway.Endpoint { latitude = -1.515980, longitude = -71.852408, altitude = 133.17 } }); However, if I am using a Planet Pack that does not have the Island Runway, how can I specify in the LandingSites.cfg to remove the Island Runway entry? I would have though that this would work: MechJeb2Landing:AFTER[MechJeb2] { Runways { !Runway[Island runway] } } ... but it does not seem to work. Any ideas?
  19. I suggest you take a look at this thread: You are not installing GPP or Kopernicus correctly. Please ensure you fully understand how the Kerbal Space Program directory is structured and where to locate add-on modification folders.
  20. The fact that your acceleration and mass are changing constantly, its very difficult to calculate this way. Coming from a different angle, would there be any point in raycasting from the CoT along the thrust vector to see if it hits the currently orbited body and readout the distance to surface and angle of incidence on the fly? Is that even possible?
  21. You may want to approach the CKAN guy and see whether they're interested in incorporating this into their main branch. Seems super handy.
  22. I run with a 980Ti too with a 3770k @ 4.3GHz, Seems to cope just fine.
  23. As Waz has said above, if you really tank the min light value but then lower the alpha value of the layer, you'll have something that will constantly be visible throughout the day/night cycle but will be dim during the day due to the almost transparent layer. At night when the light contrast will be higher, it should be more visible.
  24. Well yeah but that's the rub. Not really a better way of doing it manually though. Just a lot of grunt work.
  25. Delete half of them, load KSP, see if the problem persists. If it does, delete another half of the remaining mods, load KSP, see if the problem persists... rinse and repeat until the issue goes away. Then you know the sample of mods that caused the issue and you can investigate further.
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