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PrimeDirective96

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Everything posted by PrimeDirective96

  1. Whoops I meant to say Termania, I wrote that very tired. Petrichor is still bone-dry and was left mostly as standard save for the addition of scatterer, some thin wispy CO2 clouds, aurora and the dust storms, which really adds to the atmosphere there, just waiting for those lost cities and it will be the best planet in my opinion. Parts of Hados are survivable but you have to be on one of the mountain peaks high in the atmosphere, but reaching those areas and slowing down in the rarified air is sketchy due to the high gravity, the lower levels are still hell though. The "habitable" elevations hover around 300K, as you enter the lower levels the temperature gradually rises up to 700K as you approach sea level, just manageable with a suit, but then it rapidly goes up to 1300K within a few metres of the lava and leads to spontaneous kerbal detonation. The atmosphere is thus very unstable as you can imagine, dust and ash storms are frequent here so I went little nuts with the clouds, ash plumes and lightning . My plan is to try and ad some kind of valuable resource to make it a worthwhile site for mining operations, then I'll have to get to work designing some elaborate orbital cargo transportation system, which will be tough since the Delta-V needed makes Eve look like Duna by comparison. I'm not even sure I'll get around to doing any of that anymore sadly as I'm about to get super busy with study and work.
  2. Cool. Also, umm...I may have...kinda.... sorta....gone ahead and given your system the full Scatterer and AVP treatment myself. They now have appropriate Clouds, Aurora, Lightning and Dust Storms on some worlds (Like Petrichor, Anos and Hados) and Snowstorms (On Ieros and Termania) Correlae looks like a toxic tropical paradise and orbits Hados, which looks like friggin Mustafar with lightning, dust and volcanic plumes in a deep red-orange atmosphere. I also corrected the temperature curves so that "Sea Level" on Hados is at 1300 Kelvin within a few meters of the lava itself, and will legitimately explode a Kerbal if they get to close lmao and melt parachutes, but the temperature decreases to "survivable" levels if you go high enough. I gave Anos a few shallow hydrocarbon lakes and a thick smoggy atmosphere like Titan. Edit: I also forgot to mention, I added a resource config to allow for Hydrocarbon fuelled Jet propulsion using the Explodium Engines mod. Using Oxidizer as a "Fuel" and the surrounding fuel vapours in the atmosphere in place of oxygen, Jet travel is now possible there. I also kinda...sorta changed a few of the names of the planets, modified the sciencedefs, took a few planets out, added a few in and um.....effectively upended the structure of the system completely, I hope you don't mind . The system is now orbiting on the outskirts of Kcalbeloh, visitable via the Wormhole, with the stock system still intact and unaltered save for OPM, and a few bodies I retained and repurposed from Kerbol Origins . Another of the changes is Ichor, instead of orbiting on the fringes of the binary, because of the now reduced Hill Sphere of the binary system, I ended up moving it into Interstellar Space around Kcalbeloh but in a completely different part of space, much closer to the "Core" but still barely heated by the anaemic light of the blackhole's accretion disk. It has a patchy Aurora and is still so cold I gave it streams of liquid oxygen on it's surface, which matches up with the liquid-carved landscape it's scaledspace texture has from space. Anos is no longer it's moon, it's new home is one of the Gas Giants, which are now further out in the system. Temporalis now orbits tidally locked around the habitable zone of the L-class brown dwarf, and has a cloud pattern I took from Suluco from Kcalbeloh just inverted, so it fits the "Tidally Locked" theme you had going on there and the views from it's surface are quite something. I also made Termania's red oceans blue but kept the red landscape, although I'm tossing up whether to go back to the red because with scatterer and the clouds it looked very striking with that deep blood-red algae. Right now it looks like a beautiful arctic world with exotic red terrain, sporting the colors of the French, British or American Flags though lmao. I can show you what I've done if you like, as soon as I get a free minute to put together some good snapshots .
  3. Yes! That should do the trick. Thank you so much, you've been a huge help, now time to go to bed
  4. Any idea when Petrichor is getting the ruins of a destroyed civilization scattered across it's creepy surface? Can't wait to see that in game!
  5. Well that'll help a ton, alot of that I've already worked out on my own. Is there a list of the available BUILTIN object files? Is there a special program needed to access the hidden KSP files or something?
  6. Is there a tutorial on how to add terrain scatters to planets? Also where are the stock scatter files located?
  7. Nice hidden gem of a pack you got here. I love Petrichor, can't quite put my finger on why, it just seems eerie and mysterious, and it's gorgeous to look at. Will this ever get Scatterer support? It looks great as is, but with scatterer it would look amazeballs.
  8. Awesome pack tbh. Not sure if this is still being updated but were the clouds removed? I'm using AVP and they're not showing up. Edit: Some funny business with Scatterer as well.
  9. I'm trying to modify a planet in a pack. I'm satisfied with the color but want it to look more vibrant and "Soupier", it looks okayish at the very low altitudes but fades away into black nothingness too quickly during accent despite the static pressure being really high. Not game-breaking just looks odd. What parameters do I need to modify and by how much?
  10. Thank you so much! Question: How much does changing the concentration percentage affect engine performance?
  11. How would one add the Explodium Vapour resource to another planet's atmosphere in say a planet pack config?
  12. I really like this mod, it adds much to the somewhat unfinished base star system. Although it struck me how many of the atmosphere pressures, heights and temperatures of some of these bodies make zero sense from a real world perspective. Daphy being the most egregious example, a 2.1 km high atmosphere that is 60% that of Kerbin Surface Pressure, despite it's piddling gravity. It certainly turns the ideal gas laws and thermodynamics on it's head in a wacky way. The atmosphere of Fonso likewise makes little sense. On a more serious note, Keelon's terrain is very bugged below 1900 metres.
  13. I know this this has already been somewhat answered, but is there any chance Pras will get the EVE treatment in future? I think this is a great planet mod, but would love to see some clouds on Corelian and Pras. But I suppose there's nothing wrong with Pras having clear skies if it lacks the water vapour for cloud formation. Which would make sense given the low temperatures, too low to start a runaway greenhouse effect and kickstart a weather system, and the math closely checks out given it's surface albedo, distance from the sun and the sun's luminosity. Although I do suppose some thin wispy high altitude icy cirrus clouds would make the most sense and would be a cool addition kinda thing. One could suppose the presence of oxygen is largely due to photolysis of ice, with the hydrogen being lost to space. Although the Molar Mass provided in the config file would still seem to suggest the presence of predominantly Nitrogen however. So possibly Cometary in origin? The moon is also surprisingly cratered given the thickness of the atmosphere, which might point to the atmosphere being a recent addition without enough time for significant erosion, and given that the moon is likely geologically dead it's surface isn't undergoing renewal. Just my thoughts.
  14. It and other M3 parts like the Cargo bays have may more drag than they ought to, even for KSP, just press f12 and take a look at the in-flight aerodynamics overlay, the drag lines are insanely long for those parts, longer than the drag lines from the Cockpit where you would think most of the drag is occurring. Probably just a glitch with the node attachments for those parts not reading them as occluded, hopefully it get's fixed for version 1.1. Edit: Since apparently the drag lines aren't an accurate measure, I decided to take a look at the drag values using the aero-data in the action menu's for each of the parts in a very simple Mk3 plane with a fuselage consisting of a Nose Cone, Mk3 Cockpit, Mk3 Cargo Bay (Long), Liquid Fuel Fuselage (Short) and a Mk3 Engine Mount with 3x J-X4 Turbo Ramjet's on the engine nodes. I put the plane into a cruise at approximately Mach 1 (According to Kerbal Engineer) at an altitude of almost exactly 500 m and took the drag values of the parts consisting the fuselage and engines and rounded them to the nearest half. Recorded drag values (kN): Aerodynamic Nose Cone: 23 Mk3 Cockpit: 82 Mk3 Cargo Bay CRG-100: 103.5 Mk3 Liquid Fuel Fuselage Short: 27 Mk3 Engine Mount: 154 J-X4 ''Whiplash" Turbo Ramjet: 0.17 One can see from the values that the Engine Mount has a more drag than any other part on the plane. I recorded the values for the Engine Mount a second time but with two engines, under the same conditions as before and recorded a drag value of 184 kN. I then looked at a single engine and no engine by decoupling it at high speed and noticed a fairly substantial drag increase there too. This makes designing Shuttle's that fly like the real shuttle near impossible.
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