kjgoebel
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Posts posted by kjgoebel
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1 minute ago, Hypercosmic said:
It won't breaking the game, right?
Just tried it. Doesn't seem to break anything. As I understand it, the directory structure of Kerbol Origins is such that you can delete any part of it that you don't want, and it should work fine.
Hmmmmm. I wonder what happens if you delete Sarvin without deleting any of Sarvin's moons........ Ah. Don't do that. But just deleting Eeloo is fine.
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1 hour ago, Hypercosmic said:
Is it possible to add an option to move stock objects back to their original orbits (like Eeloo back to its original orbit)? I guess some people don't like it.
You can leave Eeloo where it is by removing the Eeloo folder from KerbolOrigins/SarvinSystem.
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Welp, here's my fix for the biomes. For each body, go to the cfg file and replace the contents of the Biomes node with what I give below. Some bodies may not end up exactly as the creators intended, but this at least works and gives them multiple biomes to get science from. I apologize for any typos and for the changes I made to Fonso and Manai.
Faz:
Spoiler
Biome
{
name = Sandy_Pains
value = 5.0
color = 0.082,0.192,0.251,1
}
Biome
{
name = Lowlands
value = 6.0
color = 0.188,0.314,0.145,1
}
Biome
{
name = Midlands
value = 7.0
color = 0.541,0.510,0.133,1
}
Biome
{
name = Highlands
value = 8.0
color = 0.729,0.463,0.176,1
}
Biome
{
name = Peaks
value = 10.0
color = 0.659,0.224,0.220,1
}Harvest:
Spoiler
Biome
{
name = Plains
value = 1.0
color = 0.063,0.129,0.208,1
}
Biome
{
name = Lowlands
value = 2.0
color = 0.157,0.267,0.082,1
}
Biome
{
name = Midlands
value = 3.0
color = 0.596,0.565,0,1
}
Biome
{
name = Highlands
value = 4.0
color = 0.604,0.384,0.145,1
}
Biome
{
name = Peaks
value = 5.0
color = 0.659,0.067,0.02,1
}Rega:
Spoiler
Biome
{
name = Plains3
value = 0.4
color = 0.051,0.047,0.157,1
}
Biome
{
name = Plains2
value = 0.5
color = 0.094,0.173,0.345,1
}
Biome
{
name = Plains
value = 1.0
color = 0.094,0.286,0.063,1
}
Biome
{
name = Lowlands
value = 1.5
color = 0.322,0.584,0.125,1
}
Biome
{
name = Midlands
value = 2.0
color = 0.816,0.8,0.251,1
}
Biome
{
name = Highlands
value = 2.5
color = 0.867,0.478,0.133,1
}
Biome
{
name = Peaks
value = 3.0
color = 0.667,0.133,0.133,1
}Keelon:
Spoiler
Biome
{
name = Sandy_Pains
value = 5.0
color = 0.196,0.255,0.376,1
}
Biome
{
name = Lowlands
value = 6.0
color = 0.145,0.361,0.063,1
}
Biome
{
name = Midlands
value = 7.0
color = 0.741,0.729,0.145,1
}
Biome
{
name = Highlands
value = 8.0
color = 0.824,0.506,0.114,1
}
Biome
{
name = Peaks
value = 10.0
color = 0.753,0.192,0.188,1
}Manai was pretty messed up. The cfg file doesn't seem to be talking about the same colors that are in the biome map at all. So I took some liberties and came up with this:
Spoiler
Biome
{
name = Lava Sea Deeps
value = 12.0
color = 0.082,0.149,0.227,1
}
Biome
{
name = Lava Sea Shelf
value = 12.0
color = 0.071,0.102,0.188,1
}
Biome
{
name = Fiery Beaches
value = 6.0
color = 0.082,0.251,0.114,1
}
Biome
{
name = Lowlands
value = 4.0
color = 0.835,0.714,0.208,1
}
Biome
{
name = Midlands
value = 2.0
color = 0.098,0.204,0.077,1
}
Biome
{
name = Highlands
value = 1.0
color = 0.824,0.537,0.220,1
}Revus:
Spoiler
Biome
{
name = Inferior_Ice_Plains
value = 0.4
color = 0.039,0.063,0.125,1
}
Biome
{
name = Superior_Ice_Plains
value = 0.5
color = 0.102,0.188,0.314,1
}
Biome
{
name = Ice_Plains
value = 1.0
color = 0.114,0.353,0.125,1
}
Biome
{
name = Lowlands
value = 1.5
color = 0.416,0.627,0.125,1
}
Biome
{
name = Midlands
value = 2.0
color = 0.847,0.729,0.220,1
}
Biome
{
name = Highlands
value = 2.5
color = 0.973,0.463,0.063,1
}
Biome
{
name = Peaks
value = 3.0
color = 0.918,0.078,0.082,1
}Daphy:
Spoiler
Biome
{
name = Hardened_Fluff_Plains
value = 6.0
color = 0.102,0.337,0.165,1
}
Biome
{
name = Ice_Plains
value = 5.0
color = 0.659,0.584,0.063,1
}
Biome
{
name = Midlands
value = 3.0
color = 0.741,0.408,0.188,1
}
Biome
{
name = Highlands
value = 2.0
color = 0.761,0.180,0.174,1
}Fonso was a bit messed up, as I mentioned before. There are seven colors in the biome map but only five in the cfg file. So again, I took liberties:
Spoiler
Biome
{
name = Sandy_Plains
value = 6.0
color = 0.071,0.188,0.259,1
}
Biome
{
name = Plains
value = 5.0
color = 0.125,0.322,0.447,1
}
Biome
{
name = Lowlands
value = 5.0
color = 0.082,0.302,0.176,1
}
Biome
{
name = Midlands
value = 4.0
color = 0.133,0.49,0.227,1
}
Biome
{
name = Gray Highlands
value = 6.0
color = 0.596,0.537,0.125,1
}
Biome
{
name = White Highlands
value = 7.0
color = 0.635,0.380,0.220,1
}
Biome
{
name = White Peaks
value = 12.0
color = 0.729,0.149,0.145,1
}Potatus:
Spoiler
Biome
{
name = Craters
value = 6.0
color = 0.102,0.141,0.314,1
}
Biome
{
name = Lowlands
value = 6.0
color = 0.157,0.227,0.051,1
}
Biome
{
name = Midlands
value = 5.0
color = 0.659,0.584,0.165,1
}
Biome
{
name = Highlands
value = 3.0
color = 0.69,0.4,0.063,1
}
Biome
{
name = Peaks
value = 2.0
color = 0.867,0.149,0.102,1
}Sarvin:
Spoiler
Biome
{
name = Equatorial Cloud Belt
value = 1.0
color = 0.753,0.169,0.169,1
}
Biome
{
name = Northern Temperate Cloud Belt
value = 1.0
color = 0.882,0.596,0.220,1
}
Biome
{
name = Southern Temperate Cloud Belt
value = 1.0
color = 0.863,0.420,0.231,1
}
Biome
{
name = Superior Cloud Belt
value = 1.0
color = 0.824,0.729,0.341,1
}
Biome
{
name = Kluhon Gas Clouds
value = 1.0
color = 0.510,0.663,0.329,1
}
Biome
{
name = Northern Subpolar Cloud Belt
value = 1.0
color = 0.271,0.604,0.604,1
}
Biome
{
name = Southern Polar Cloud Belt
value = 1.0
color = 0.306,0.431,0.612,1
}
Biome
{
name = Northern Polar Cloud Belt
value = 1.0
color = 0.263,0.431,0.612,1
}
Biome
{
name = Polar Gas Clouds
value = 1.0
color = 0.447,0.318,0.714,1
}
Biome
{
name = Aramnum Gas Clouds
value = 1.0
color = 1,1,1,1
}
Biome
{
name = Southern Polar Cloud Belt
value = 1.0
color = 0.306,0.576,0.741,1
}
Biome
{
name = Great Storms
value = 1.0
color = 0.6,0.631,1,1
}Shayle:
Spoiler
Biome
{
name = Ice_Plains
value = 3.0
color = 0.039,0.086,0.133,1
}
Biome
{
name = Lowlands
value = 4.0
color = 0.114,0.192,0.063,1
}
Biome
{
name = Midlands
value = 5.0
color = 0.824,0.729,0,1
}
Biome
{
name = Icy_Highlands
value = 6.0
color = 0.698,0.329,0,1
}
Biome
{
name = Peaks
value = 7.0
color = 0.553,0.165,0.165,1
} -
About the biomes: the colors are still specified incorrectly in the cfg files. For example, in Sarvin.cfg, the entry for "Equatorial Cloud Belt" says "color = 0.192,0.043,0.043,1". The color in the image file is (192, 43, 43), so you need to divide by 255 to get (0.753, 0.169, 0.169). Changing the line to "color = 0.753,0.169,0.169,1" (and similarly for all the other biomes) makes it work just fine.
There also appear to be a few typos. The color for "Northern Temperate Cloud Belt" is given as (0.255, 0.152, 0.056) but in fact the red component is 225, not 255. There are a few other entries like that. Something else odd is going on with Fonso, because there are five biomes in the cfg, but seven distinct colors in the image.
I could post the corrections I've made (after I finish making them). My cfg files are out of date though, because I'm using an older version of the mod. Perhaps I should just post the corrected biome listings? Also, my corrected version of Fonso.cfg works, but it's probably not what you guys intended (five biomes instead of seven).
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I love this mod, by the way. I love it because it's not "kerbal analogues" of things in the real solar system. My favorite objects in the stock Kerbol system have always been Minmus and Dres, because when I first saw them in the map I thought "Oh, what's that?" and wanted to go there and find out. Having an object that's co-orbital with Kerbin just makes a nice introduction to interplanetary missions, too. Nice work, guys.
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Here's the info. I'd make a pretty map, but design programs are not my strong suit.
All velocities are in m/s. Numbers in parentheses are maximum plane change requirements. Actual plane change requirements will usually be much smaller. These numbers were generated by a program I wrote. It produces the right numbers for the stock bodies, so I think these are probably pretty good. I have no way of dealing with atmospheres though, so you're on your own for landings on Fonso, Manai and Keelon.
In case it's not clear, "[Moon] Intercept" means coming in to the moon's parent's space just over the parent's atmosphere and doing a burn there to bring your apoapsis down to the moon's orbit. This makes maximum use of the Oberth effect, but it's not always the most efficient way to make low orbit over the moon.Eve Transfer: Kerbin escape + 93 (31)
Faz Intercept: transfer + 113
Low Faz Orbit: intercept + 278
Faz Landing: 294
Eve Transfer Directly to Low Faz Orbit: 370 (only if Faz is in the right position)Rega Transfer: Kerbin escape + 800 (1464)
Low Rega Orbit: transfer + 1506
Rega Landing: 259Sarvin Transfer: Kerbin escape + 1399 (505)
Daphy Intercept: transfer + 1332
Low Daphy Orbit: intercept + 941
Daphy Landing: 136
Sarvin Transfer Directly to Low Daphy Orbit: 1653 (only if Daphy is in the right position)
Potatus Intercept: transfer + 457
Low Potatus Orbit: intercept + 798
Potatus Landing: 618 (depending on latitude)
Sarvin Transfer Directly to Low Potatus Orbit: 923 (only if Potatus is in the right position)
Fonso Intercept: transfer + 384
Low Fonso Orbit: intercept + 731
Fonso Landing: I dunno.
Sarvin Transfer Directly to Low Fonso Orbit: 1115 (only if Fonso is in the right position)
Eeloo Intercept: transfer + 263
Low Eeloo Orbit: intercept + 536
Eeloo Landing: 609
Sarvin Transfer Directly to Low Eeloo Orbit: always worse than Sarvin-grazing approach.
Shayle Intercept: transfer + 231
Low Shayle Orbit: intercept + 486
Shayle Landing: 374
Sarvin Transfer Directly to Low Shayle Orbit: always worse than Sarvin-grazing approach.
Low Sarvin Orbit: transfer + 2673Keelon Transfer: Kerbin escape + 1665 (452)
Manai Intercept: transfer + 560
Low Manai Orbit: intercept + 468
Manai Landing: I dunno
Keelon Transfer Directly to Low Manai Orbit: 602
Revus Intercept: transfer + 160
Low Refus Orbit: intercept + 455
Revus Landing: 1014
Keelon Transfer Directly to Low Revus Orbit: always worse than Keelon-grazing approach.Transfer to Corolet at Periapsis: Kerbin escape + 148 (975)
Low Corolet Orbit: transfer + 3456
Transfer to Corolet at Apoapsis: Kerbin escape + 1687 (3614)
Low Corolet Orbit: transfer + 39
Corolet Landing: 105Harvest is a special case, because it's coorbital with Kerbin. You're not doing a Hohmann transfer, you're doing a phasing maneuver. In principle, if you're willing to wait for a long time, any Kerbin escape will get you to Harvest eventually, if it doesn't get you back to Kerbin first. If you want to make it in one orbit though, you need Kerbin escape + about 30m/s to make Harvest intercept. Then it's about 360m/s to make low Harvest orbit and about 450m/s to return. Those last two numbers should be the same, because of the reversability of orbital mechanics. I think the difference is an artifact of using patched conics. For the transfer from Kerbin to Harvest, it helps to set up the burn so that you exit Kerbin's SOI with a significant outward radial component to your velocity relative to the sun. I believe that's also an artifact of using patched conics.
Harvest Landing: 662Happy Landings.
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Do people still want delta-v requirements info for this mod? Are the orbits or masses of the bodies in this mod likely to change drastically in the future?
I have that information if people are interested and it's not going to become obsolete soon.
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amarius1, the problem with the biomes is in the config file where you specify the color associated with each biome. You're giving colors normalized to 255, while Kopernicus expects them normalized to 1. Changing
color = 15,33,55,1
to
color = 0.063, 0.129, 0.208, 1
and so on allows KSP to read the biome map correctly. Now I can analyze Harvest properly!
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There are already a couple of delta-v maps for OPM. I made a new one because their data is, well, wildly inaccurate. (Example: to go from Sarnus intercept to Sarnus elliptical orbit takes about 260m/s, not 1660m/s.) My map is hand drawn and hideous, but hopefully helpful.
A couple of notes: 1) All numbers are m/s. 2) The numbers given for plane changes are supposed to be maxima, so you should never need anywhere near that much. 3) The rest of the numbers have no margin of error, so you have to add one yourself. Even the old delta-v map by WAC & Kowgan that we've all memorized has a few percent margin of error included (at least compared to what my program came up with when I tested it on the stock solar system). 4) Yeah, I don't know what it takes to land on/launch from Tekto. Maybe 2600m/s?
I apologize for my crap handwriting. Enjoy.
[1.8.1+][Kopernicus]Kerbol Origins v.0.4.9 - Development Stalled Indefinitely
in KSP1 Mod Releases
Posted
My pleasure. I'm happy to contribute.
Yeah, real life takes its toll