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Everything posted by The White Guardian
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I'm afraid I'll have to ask for a little help. The curves are no problem for me, I've already loaded the formulas into Excel, from where I can run the calculations with ease. My problem is the ideal gas law. I'm not sure how to calculate that one properly. How did you do that in the example, with Pandora's values? Here are the values that I have: Atmosphere composition: 80% Chlorine (Cl2), 6% Methane (CH4) and 14% Hydrogen (H2) That leaves me with an average density of 2.6238 kg/m^3 And an average molar mass of 0.05908684 kg/mol I'm not entirely certain how to do the math from that point onward though, can you elaborate a bit more on what steps you used to determine the surface temperature? (Could be that it's very simple and that, for some reason, I'm thinking way too complex, or the other way around, I'm thinking too simple)
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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
Ring shadows would be amazing! I was actually wondering if this would be possible though: From this To something like this, rings appear to be made of fine particles up-close. I'm not best at drawing these sort of things, but SpaceEngine has what I mean, I could snap a picture of what I'm taking about real quick. This is what I'm talking about! See how rings turn into small particle bands upon closer inspection in SpaceEngine? I wonder if a similar feature could be implemented for rings in KSP, because currently rings in KSP are best admired from far away, which is a real shame if you ask me. I bet anyone enjoyng OPM by @CaptRobau would feel thrilled to fly past Sarnus' rings if they looked like this up close. Plus, we can then pretend to do this! -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
LandClasses are in percentages iirc, 0 being the lowes point and 1 being the highest point on the planet. It's guesswork, really. I'm not a LandControl expert I'm afraid, I'm learning the basics of that mod myself since it's a complete beast. Like @Sigma88 said, unless you change the radius CacheFiles aren't generated. You can force this though: Debug { exportMesh = true //should a cahce file be generated in the specified location? (Or otherwise, in Kopernicus' folder?) update = true //should the planet be updated? } You can also use debug to force KSP to NOT generate cachefiles, like with stars and gas planets, while still updating the planet. Debug should be directly inside Body{} -
Kerbal Deluxe Development help
The White Guardian replied to Plink456's topic in KSP1 C# Plugin Development Help and Support
Also, no offense, but Tyr's map is making my eyes bleed. The sharp edges don't just defy various laws of physics, they are actually a bit painful to look at. Thus, consider this a little gift. I've taken the liberty of converting it to a .dds image, and since Google doesn't support that filetype you can't see a preview there. Here's an image of what it looks like: The image is, of course, seamlessly tileable. -
Kerbal Deluxe Development help
The White Guardian replied to Plink456's topic in KSP1 C# Plugin Development Help and Support
Yes. Just don't add VertexHeightMap and VertexColorMap, and don't add the ScaledVersion node. Just add VertexSimplexHeight and see what happens! Or, for an easier effect, make a planet that templates Eve, remove the PQS mod 'PQSMod_VertexHeightMap', and add the mod VertexHeightNoise, then check it out in-game. Don't add the ScaledVersion! Just leave it out! The planet will look like Eve in scaledspace, but once you get closer you'll see that the terrain actually works. Then you just need KittopiaTech to export and obtain the textures so you can update scaledspace. This means you'll only need colormaps and normal maps, no height maps at all. But, why would you add 134 planets anyway? Trust me, either the texture quality must be crappy, or every computer attempting to run this that isn't using some god-tier quad-core processor, lots of RAM and a priceless GPU will become slow as heck, meaning that nobody can enjoy this mod. Best option would be to release several smaller 'packs' and let people choose themselves. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
Hmm. Guess we'll have to wait and see then. Thanks a lot though! -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
I wonder, for the next version of Kopernicus, if some sort of shader could be added to the ring-system. They look pretty great already, it's just that they get kinda weird up-close (thick lines instead of fine particles), which is why I wonder if some kind of shader could be added. Like scaledspace versus actual surface, getting close to the rings slowly blends in a specified texture to provide an overlay of small, colored particles. It may sound a little weird, but please, bear with me. I'll upload an example of what I mean made with GIMP later. -
It poses no gameplay threat. However, I strictly advise everyone to NOT do science on Rega, or otherwise, delete the results. I've discovered a problem with it's biomes that requires me to alter the map, thus existing biomes may change. I am not sure how this will affect already made results, so just to be safe, don't go to Rega.
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Hmm... yeah, I could do that. However, @amarius1 I may have underestimated the amount of work this was going to be, and considering I have a week of hell coming up starting Wednesday, I doubt I'll have much time to work on it. Thus the update may take over a week to arrive. Trust me when I say it'll be worth it though.
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[1.2.X] [Kopernicus] Planet Cyran
The White Guardian replied to The White Guardian's topic in KSP1 Mod Releases
Neither. No maps were used at all. You see, planets in KSP do not require maps to work. The textures can then be exported using Kittopia. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
Aaand nailed it again. See, people? Just a little patience and confidence. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
The White Guardian replied to Thomas P.'s topic in KSP1 Mod Releases
@Snark thank you for cleaning up. I swear, this thread reminds me of Viscera Cleanup Detail after every KSP update. @Thomas P. I, for one, understand the value of the version-lock, thus I shall wait patiently for Kopernicus to update as well. I wish you the best of luck with getting an update ready. I wish I could code mods myself, in that case, I'd definitely be willing to lend a hand here, but alas, I can only code Kopernicus configs... -
In SVE configs: @Kopernicus:FOR[SVE] In the sunlight mod(Copy the config once) Config 1: @Kopernicus:NEEDS[!SVE] Config 2: @Kopernicus:NEEDS[SVE]:AFTER[SVE] Config 1 will only load if the SVE tag is NOT detected. Config 2 will only load if the SVE tag is detected and, if so, loads after the SVE tag. Give it a try, it should work. Then again, I'm typing this late in the evening...
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@sarbian @msnbcorp Okay, I've lost track of what's happening. Let me just explain it one last time: there's no need for alphabetical order. Just write: @Kopernicus:FOR[First] for the first mod @Kopernicus:FOR[Second]:AFTER[First] @Kopernicus:FOR[Third]:AFTER[Second] And so forth. That should do the trick. FOR: gives a config a specific 'tag', you can then use AFTER in another config to make mods load after this specific tag. Easy peasy, no changes for ModuleManager required.
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First mod: @Kopernicus:FOR[MODNAME] Instead of MODNAME, just write any name. With FOR you create, well, basically a 'folder' (not an actual folder, I'm just trying to explain it as best as I can). Every config with the same FOR[] entry is added to this folder, and they are loaded at once. Next, you can write @Kopernicus:AFTER[MODNAME]
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Kopernicus Creativity Marathon
The White Guardian replied to KillAshley's topic in KSP1 Mods Discussions
KCM 4 is actually closed already. It did so nearly two months ago. Saying that out loud makes me realize what a sh*t load of time has passed already without a winner being declared. @KillAshley everything going alright over there?