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Everything posted by The White Guardian
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Nope. I summon @SmashingKirby148
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[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
It's a trick I learned from the best, although I promised to keep their method of creation a secret. Therefore I will not be giving any details as to how Evolution's worlds are created, sorry. -
Bloody epic! This is the kind of stuff that I wrote those tutorials for!
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[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Not yet, although I may release the first beta version soon. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
I come up with them myself indeed. I actually come up with the names before the planets themselves occasionally. Except for some cases, where the name is a pun or reference. -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
We are going to need more info than that, from our perspective there's no telling what you're doing incorrectly. -
Give it a thick atmosphere and make it a spaceplane heaven, that looks amazing to fly through!
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I've actually already agreed to work on this, I've got a lot of other things to finish as well however, which is why I haven't gotten to work yet.
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KSP uses a weird parameter for the atmosphere curve Y values. Here's how I calculate the staticPressureASL, or basically the Y value at an altitude of 0 on the pressureCurve: SUM(((8.3144621/O17)*E3*P17)/(1.01325*10^5)*101.325) in excel (It's a calc sheet). In this format, O17 is the molar mass of the atmosphere in kg/mol, E3 contains the temperature at sea level in Kelvin, and P17 contains the atmosphere density in kg/m^3 So, what I do is firstly I divide the gas constant by the molar mass to get the so-called 'specific gas constant', then use the ideal gas law to derive what the pressure would be. This pressure is in Pa. I then divide this pressure by the amount of Pa equal to 1 atm, so I get the pressure in atm, then multiply it by 101.325 to get KSP's weird system. So basically, here's what you need to do for every Y value on your curve. Firstly, divide by 1.01325*10^5 to get the value in atm, then multiply by 101.325 to get the value in KSP's system. Also, make sure to enter a value for staticPressureASL. This is just the Y value of the pressureCurve at an altitude of 0m, or 'sea level', hence why it's called staticPressureASL, or 'static pressure at sea level' in normal English. I hope this helps.
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[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
The ring problem isn't around Cyran. I actually encountered it when trying to add rings around two separate planets. So the problem is indeed Kopernicus here for some odd reason. I actually talked to @Galileo about this and he pretty much confirmed my suspicion that these fancy new shaders weren't quite release ready after all. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
For anyone interested in the development of sister mod Evolution, I did some DOE testing yesterday and, well... -
[1.2.1]Arkas: Development Edition
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Oh, the irony XD -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Thanks a lot! That'll definitely save me hours of time and frustration, trying to get it to work for myself. -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Yes, but keep the following things in mind: 1. ALWAYS back up your saves before installing a mod. Making frequent backups is never a bad idea to begin with. 2. Ensure that no crafts are orbiting high over Dres. I wouldn't risk anything beyond 100km. 3. There is a known issue with in-progress saves and adding Cyran to a planet mix, this is because I did not give them a FlightGlobalsIndex ID for more compatibility. This does mean that the ID list will shift on startup so crafts orbiting other ID-less planets can shift between these planets depending on their load order. So, if you already have a save in progress, here is how to fix it. After installing Cyran, go into PlanetCyran/Configs/Planets, copy Cyran.cfg and rename it to 'FGI_FIX' (make sure the extension isn't altered, it NEEDS to be a CFG file), then open it with a program like Notepad or Notepad++ and delete everything inside, then paste in the following code: Speaking of release 3.0+, here is something I've been working on. Excuse the image resolution, this photograph was taken on a laptop while en route. That's Glacia you're seeing right there. I wasn't that happy with it's design so I remade it entirely in a GPP-like style, and the result is pretty good I dare say! I'm also going to see if I can get geysers to work there with EVE, but since my Kopernicus skills are way more developed than my EVE skills this may take quite some time. Another feature planned for the next update is steps for better SVE integration, a second config for SVE users that allows for a huge memory drop when and only when the two mods are combined. This is because otherwise the SVE textures coming with Cyran will activate, with this config you will be able to safely delete the SVE textures folder bundled with Cyran for less memory usage. Original cloudmaps are still a WIP. I've also pushed out a ton of Final Frontier ribbons for all of the locations (save for Glacia because of it's remake, still have to make those ribbons) that will be included in the next release. In case anyone is wondering, yes, Kopernicus has new ring shaders. Will I use them? No. The problem is that they are still way too unstable in my opinion and an absolute pain to work with. Not only does Kopernicus downright refuse to apply the shaders to more than one ringed planet, all other rings using the shaders that aren't chosen by Kopernicus to have the shaders are deleted in-game. So until this feature is more stabilized ring shaders will not be included officially. You are free to tamper with the configs yourself, in that case, change the value 'unlit' to false in Cyran's ring configurations and add the following lines to them: penumbraMultiplier = 10 useNewShader = true Don't start barking at my door when other rings using the shaders will vanish though. I actually pronounce it differently myself, but that could be because I'm Dutch. I pronounce it as 'sai-ran'. Like 'tsygan', 'ts-ai-gan' -> 'sai-ran'. It sounds a bit angry and cool at the same time. For the moons, it's mostly syllables. Infernas -> In-fer-nas Iltan -> Il-tan Sennim -> Sen-nim Kivlan -> Kiv-lan Protorin -> Pro-tor-in Zerto -> Zer-to Only Crysalis and Glacia are slight exceptions: Chri-sa-lis Glacia -> Gla-sia -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
I hear you. I made a planet once, worked perfectly save for the fact that it was always invisible, both the actual and scaled surface. The problem? The name. It wouldn't load because of the &%#*%*# name I had given it! -
Alright, thanks. I'll keep working on this, see if I can get it all to work smoothly. I'm actually thinking about focusing the next Kopernicus tutorial on making better atmospheres for KSP. Stuff like ending an atmosphere realistically may be a bit far for most people considering the sheer amount of effort it takes, but temperatureLatitudeSunBiasCurve, temperatureLatitudeSunMultCurve, temperatureEccentricityBiasCurve, tempetarureAxialSunBiasCurve and temperatureAxialSunMultCurve seem pretty straightforward. I've actually already made a calculator that I'll be providing a link to that will ease the process to simply punching in the numbers and the curve comes rolling out. The derivs aren't automated as I have no idea what formula to use for those, but editing them in Unity is pretty easy and something I can explain clearly enough I believe.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
Sorry, mate, but that's Guardian Enterprises trademarked business secrets right there (Note: trademark pending. Bob at the postal office was slow.) -
It's still a bit unclear to me how I need to compile the results in the blue fields into a formula for Excel to work with, what blue cells do I need to enter and in what order?
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Combobreaker. Sorry, people XD I summon @SmashingKirby148
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Bloody hell, and I thought that that spreadsheet was complicated already. Guess I'm going to have to play this numbers game a whole lot longer before I can do this with relative ease. It may not be too hard but it sure is overwhelming at first sight.
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So I go to the 'equations' tab and enter the info into the grey fields, but what I have to do next is unclear to me as the blue tab seems to spew gibberish compared to the example curve info listed in the AtmoModel sheet. Can you elaborate a bit more on that part?
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@OhioBob how does one enter new temperature curves into the AtmoModel calc sheet? I just use @KillAshley's calculator for the curve shape but that only specifies the temperature for nine points on the curve, so how do I find out the temperature at each given altitude?
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
The White Guardian replied to nightingale's topic in KSP1 Mod Releases
@nightingale I have to do what now? Sorry, I never worked with this mod before. -
I just use a handy calculator created by @KillAshley that takes surface pressure in atmospheres, max atmosphere altitude and atmosphere temperature and automatically creates correct curves by scaling the stock ones, currently I'm mostly using Kerbin's because it's based off a real-life example. In any case, it works! There seems to be something off though with the atmosphere I made earlier, it has a surface pressure of just over 1 atmospheres and terminates at 40000m, but has only 0.4G? I think I misread something there, but with another atmosphere I just created I made sure not to make the same mistake. Glancing at your mod Realistic Atmospheres confirms my suspicion where you terminate Eve's atmosphere at around 50km due to it's crushing gravity, which the moon I mentioned earlier lacks. This planet, on the other hand, has a gravity computed to be relative to that of Kerbin with a little extra added because of the planet consisting of a denser material, giving it a radius of 624856.2 m and 1.17 G's, and an atmosphere termination of 49,600m, scaled to 50000m. Also, here is an image of the planet I mentioned earlier in-game: Since I'm not changing Jool's physical properties with this mod, is it okay if I give it it's atmosphere from your mod Realistic Atmospheres (given proper credit of course)?