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Everything posted by The White Guardian
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@OhioBob I think I got it. Here's how I developed my latest atmosphere model: Firstly, I used a calculator I made myself to calculate the density and molar mass of an atmosphere with a given composition, this composition being 39% carbon dioxide, 26% nitrogen, 25% hydrogen, 7% sulphur dioxide and 3% chlorine. This gives the following values: staticPressureASL = 116.4070708 (or 1.148848466 atm) staticDensityASL = 1.42344 kg per cubic metre temperatureSeaLevel = 300 Kelvin (since it's in a close Jool orbit around a white-ish star with a heavy greenhouse gas presence I set the temperature to about 300K) atmosphereMolarMass = 0.03050108 kg/mol I then entered these values into the calc sheet AtmoModel, which I modified to be more like an 'ending an atmosphere calculator', along with the values of 420,000 m for the in-game radius, 4,200,000 m for the 'realistic radius', and a gravity of 0.4G. This may change as I might compute the gravity scaled since it's a Marslike world by using Mars' average density. Point is, this resulted in a dynamic pressure of just over 150 Pa at an altitude of 36,400 meters and a time of 102.4 seconds. Using your rule of thumb I terminated the atmosphere at about 40,000 meters, corresponding to a time of 112.3 seconds. The other curves used in the model, temperatureLatitudeBiasCurve, temperatureLatitudeSunMultCurve, temperatureAxialSunBiasCurve and temperatureEccentricityBiasCurve, were all computed with a calculator I developed, simply enter the desired temperature ranges and the calculator will pretty much plot the curve save for the derivs, which I have to do manually with a handy Unity curve editor tool. For the eccentricity I simply multiply the eccentricity by 100 for a temperature variation baseline, resulting in a difference of 8.26 Kelvin. I cannot thank you enough for teaching me all of this. Needless to say I'll soon be revising all of the atmospheres I have made for my planet packs. But creating an atmosphere with an actual composition rather than just guessing values is already a huge improvement for me.
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How could I possibly have missed this? Thank you!
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Oh, I feel so stupid now XD Thanks a lot once again! @OhioBob So in the example calc sheet AtmoModel, in what cells should I input the data of my own planet? Or change part of the function? You see, I'm going to try to add a little 'input field' to the right in column Q so I can easily view the graph for different planets and make the 'ending an atmosphere' part a lot easier. In other words: what values (density, pressure, etc) aren't calculated automatically by the spreadsheet? (Like radius, surface gravity, what functions have values like that hidden within them?)
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[1.2.1]Arkas: Development Edition
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
They are included iirc, let me check real quick. I hate working with CKAN, so I doubt it. The install instructions should be more than capable of taking people through the installation process as it's as easy as dumping a folder in the right place. @smokytehbearI can't find the FF ribbons in the download but I recall working on them. I'll search my laptop's hard drive, I'm certain I can find them there. -
[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
I'm already working on Final Frontier ribbons myself, but thanks a lot for the offer! I doubt it. I absolutely hate working with CKAN, and add to that, I always try to make my install instructions, included in the ReadMe file in the download, as clear as possible. It should walk people through the entire installation, otherwise they can just ask for support here. -
@OhioBob in the spreadsheet AtmoMoldel.xlsx the rows K,L,M and N appear to be empty, no functions have been entered. The rows are named Escape Velocity (m/s), Dynamic Pressure (Pa), n (deg), t (s). Is this supposed to be this way?
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@OhioBob you may want to check that link it seems to be broken. Or my computer is being annoying again.
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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
I have the same problem, only one ring can have the ring shaders active at a specific time, all other rings that have these shaders disappear. -
So, for ending an atmosphere I first need a constant value of just below 1 for the eccentricity and I need to multiply a guessed periapsis for atmospheric reentry by 100000. Next, true anomaly, then use all of those values for eccentric anomaly and lastly time from periapsis. The problem I'm having is, how to I find the value of r in the formula of the escape velocity and the atmosphere density at that altitude?
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[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Hmm... I'll have to think about that. What exactly is your plan with KGR2? Because I've been planning on making a standalone configuration that adds all of my planet packs into a single, second star system, for utilization by modders. And I haven't been making any tutorials in a while, eh? I'll look into what I can make next. -
I'm having trouble with the 'ending an atmosphere' part. I can understand the formulas to some extent, but I can't find how to calculate the value of the dynamic pressure after a certain amount of seconds after entering the atmosphere, I feel like I'm completely overlooking it but I just can't find it. Can you elaborate a bit more on that part?
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[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
'Cause I'm lazy and always forget to update it. -
[1.3.X] [Kopernicus] Cerillion
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Pushing out an update for this in a few minutes to support Kopernicus' fancy new ring shaders. This means that updating to the latest Kopernicus version is required or the game won't know what to do with the new parsers. Scratch that, this new ring system is unstable as *bleep*! This is gonna take some effort to get to work, people. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Awesome stuff! And I plan on making a tutorial indeed, especially the convert key will come in handy as I had to debug it with six brightly colored textures, then logging their precise position relative to each other and their rotation. That was a party for the eyes... -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
All I needed to know. I'll give it a try right away, thanks a bunch man! -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
Another little WIP screen of Evolution. Total Rebuild is almost ready. I've slightly altered the workings of Total Rebuild so it'll live better alongside Evolution: Total Rebuild: provide a unique challenge both for high and low end systems. Evolution: provide beautiful stuff for computers that can take it. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
Tried, and the result is... 'interesting' Code Rings { Ring { texture = Evolution/Kopernicus/SharedTextureDirectory/Ring2 color = 1,1,1,1 unlit = false useNewShader = true penumbraMultiplier = 10.0 lockRotation = true innerRadius = 1500 outerRadius = 3000 angle = 4 } } What's most surprising to me is that the ring is colored despite the color value, meaning that the texture is applied. Is a change to the texture necessary as well? Because right now the texture is 1x1024 pixels. -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
That is correct. It's a nebula I drew in GIMP. Here's how I made mine. I treated it like a planet map with a resolution of 8192x4096 pixels. Once you've got your skybox set up in a planet map like format, use this program to extract the six textures. To do this, save the skybox texture as a jpg image that has no alpha channel and import it in CubeTheSphere. Set the image size to 2048x2048, and extract the six image faces. They will be generated where the original .jpg is located. Next, open them in GIMP or Photoshop individually, flip them vertically and save as DXT5 DDS. Lastly, rename the images. You'll see that an image X gives six images with names like X_Front, X_bottom, et cetera with X being the image name. Rename them with the following convert key: Front = NegativeZ Right = NegativeX Back = PositiveZ Left = PositiveX Top = NegativeY Bottom = PositiveY For example, X_Top should be renamed to GalaxyTex_NegativeY. I doubt you're a stranger to TextureReplacer so I think you know where to place them. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
I don't know why, but no matter what I do I see no ring shaders. Could it be that I have to add something to the ring configurations? -
[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
To be perfectly honest, I was at the verge of saying "screw all of this complicated texturework, give me good old procedural generation again" before one of the planets I'd made turned out so surprisingly well that it gave me back my DETERMINATION. (Not sure if you get the joke ) I CAN FEEL THE POWER! Total Rebuild is already nearing completion planet-wise. Things still on the to-do list is making a custom skybox, and making everything as procedural as possible. Making planet packs the @Galileo way certainly brings with them an amazing amount of quality, but it's also rather heavy on the system. Procedural generation and memory optimizations where possible are what I'm going for with TR, both beauty and performance-friendly. After that I'll see about pushing quality to the max. -
I'll dig through the logfiles. I tried debugging by only setting the sunflares and not setting any planet settings at all, but my efforts broke the plugin I'll grab a new Scatterer.dll and start experimenting, I'll let you know when I know more. The thing could be however that, like stock KSP, Scatterer has to keep switching to either star for the light calculations. I might as well take a look at that new update, though I have been hesitating to use it seeing all the chaos it brought with it, potentially having to go over all of my EVE work sounded a bit daunting to me, but I'll check it out regardless. Speaking of which, are there any changes I need to make to my EVE code for the two to be compatible? Like, any specific parameters that the config must have?
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[1.2.X] [Kopernicus] Total Rebuild
The White Guardian replied to The White Guardian's topic in KSP1 Mod Development
I'm here to give an update on the situation as to why I haven't been very active on this thread as of lately. The thing is I recently installed GPP by @Galileo, and I must admit, I was quite blown away. "How could I ever create something that is at least comparable to this?!" I wondered. Now, a few days later, I'm here to make an announcement. I've gotten some pointers from the best, and now I'm proud to present something that will likely continue development once Total Rebuild is out. Meet Evolution. And yes, that there is a skybox made by yours truly. So, the question I'd like to ask is... continue this or not? -
@blackrack how dependent is Scatterer on the sun in KSP? The thing is, I'm making a Kopernicus pack that adds a binary star system but adding Scatterer makes my computer lag a lot. Since I'm running with 8GB of RAM, an Intel i5-6400 quad core CPU and an NVIDIA GeForce GTX 1050 Ti MSI Gaming 4GB card, having this computer lag is scary because it means that it'll completely obliterate systems with lower power. Also, I am not using the latest scatterer with all of the EVE changes, I'm using version 0.0256. To illustrate the planetary situation - the Sun is stripped of it's corona and lens flare and scaled down significantly so that it can barely be seen, then two stars are placed around it in a binary configuration. This means a total of three stars. Could the lag be an overload of calculations that Scatterer has to perform for the atmospheres?
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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
I'm flattered! Though, you might want to postpone those plans for a bit longer as I'm working on a second graphical overhaul, this time focused on Glacia and Dres. I'm also still not 100% happy with the way Sennim looks but that's a worry for later as it works like a charm. The two aforementioned moons resemble each other way too closely in my opinion though, plus, there seems to be a glitch with Glacia where some areas of the terrain are below an altitude of 0 meters which causes the terrain to go invisible while the hitboxing remains.