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darwinpatrick

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Posts posted by darwinpatrick

  1. On 5/9/2022 at 10:58 PM, OhioBob said:

    I've never actually traveled to Grannus when installed as a secondary system.  I just never got that far when playing GPP+GEP.  The only times I've explored the Grannus system was with it installed as primary.  I think it's a pretty fun system to play that way - different than most other things I've played.

    After my Grannus primary run a couple years back I did a playthrough as secondary and it absolutely delivers just as well. I had never played with other star systems before but there really is no feeling like pushing the partcount limits to get a gargantuan ship across interstellar space to Nodens. Makes me thrilled for KSP2.

  2. 2 hours ago, Starhelperdude said:

    this is a strange question, but can I add GPP as a secondary with GEP, OPM and MPE already installed? would it be possible that ciro kind of orbits kerbol like grannus does? and would it be possible that grannus and ciro aren't together in some way`?

    What you're looking for is GPP Secondary. Not sure how it works with the other two packs but there's more info in the github.

  3. 10 hours ago, GEPEG_Unconscious said:

    I am curious how you handled the outer planets, especially on the power generation side of things. I can't image the large solar panels were generating anything out at Cernunnos.

    On page 8 of this thread I gave a rough overview of how I tackled those, with a couple pictures. Power generation wasn't a huge part of things, but when I did surface or asteroid mining I always just used a couple nuclear power generators. For the landers I went around the issue by using alternator engines.

  4. Very exciting playthough and documentation! Are you playing with engines that are more efficient than stock? I honestly don't know; they seem really neat but I've never tried part mods. If they're not too OP I can't help thinking about what Taranis holds for you... I didn't write those surface sample science definitions for nobody to read them! ;) 

    I'm happy you picked this up again. Let's go Sirona!

  5. Something very strange is going on with Nodens... take a look at the periapsis value.

    Spoiler

    3N53zgZ.jpg

    Basically, Nodens is small. In map, tracking station, even flight above around 80km. The proper surface slowly fades into existence around 80km and the mini-Nodens is gone past 30km. Needless to say, it's incredibly frustrating. I'm putting a video together on this grand colony mission so I have footage of what exactly happens when vessels hit ghost Nodens (very, very unnerving) if anyone is interested. The video's production may end here unless I can get Nodens to stop being tiny; it's been doing this for, as far as I can tell, since I started this career. (Also, it's hard to tell from the picture, but mini-Nodens's oceans are missing...)

    Is this something that anyone has ever encountered? I'll test more stuff in a sandbox but for now I'm just baffled.

  6. I don't have it installed, no. As for the oceans, I'm looking at the config and I'm pretty sure this is the relevant bit in the GPP_Planets/Tarsiss file. What I'm wondering is, what's the ocean color like on your end if you splash down there?

    Spoiler

    Ocean
            {
                density = 0.423
                maxQuadLengthsPerFrame = 0.03
                minLevel = 2
                maxLevel = 8
                minDetailDistance = 6
                oceanColor = 0.96,0.96,0.94,1
                Material
                {
                    mix = 0.2032745
                    color = 0.96,0.96,0.94,1
                    oceanOpacity = 0.85
                }
                FallbackMaterial
                {
                    colorFromSpace = 0.6401961,0.6852941,0.7921569,1
                    color = 0.96,0.96,0.94,1
                }
                Mods
                {
                    AerialPerspectiveMaterial
                    {
                        globalDensity = -0.00001
                        heightFalloff = 6.75
                        atmosphereDepth = 150000
                        DEBUG_SetEveryFrame = True
                        cameraAlt = 0
                        cameraAtmosAlt = 0
                        heightDensAtViewer = 0
                        enabled = True
                        order = 200
                    }
                    RemoveQuadMap
                    {
                        map = GPP/GPP_Textures/PluginData/Tarsiss_heightmap.dds
                        deformity = 0
                        maxHeight = 0.5
                        minHeight = 0
                        order = 1000
                        enabled = True
                        name = QuadRemoveMap
                        index = -1
                    }
                    OceanFX
                    {
                        Watermain
                        {
                            waterTex-0 = BUILTIN/sea-water1
                            waterTex-1 = BUILTIN/sea-water2
                            waterTex-2 = BUILTIN/sea-water3
                            waterTex-3 = BUILTIN/sea-water4
                            waterTex-4 = BUILTIN/sea-water5
                            waterTex-5 = BUILTIN/sea-water6
                            waterTex-6 = BUILTIN/sea-water7
                            waterTex-7 = BUILTIN/sea-water8
                        }
                        framesPerSecond = 1
                        spaceAltitude = 50000
                        blendA = 0
                        blendB = 0
                        texBlend = 0
                        angle = 0
                        specColor = 0.000,0.000,0.000,0.000
                        oceanOpacity = 0
                        spaceSurfaceBlend = 0
                        enabled = True
                        order = 200
                    }
                }
                Fog
                {
                    fogColorEnd = 0.06401961,0.06852941,0.07921569,1
                    fogColorStart = 0.2401961,0.2852941,0.2921569,1
                    skyColorOpacityBase = 0.7
                }
            }

     

  7. @OhioBob Circling back to the issue of Tarsiss's lakes color- I see in the config that the stock textures for water are used, making it look blue-green from within the atmosphere and while floating in it.

    Spoiler

    cSQY8gb.png

    Flbheu4.jpg

    This is significantly different than what's seen everywhere else- in the map view, tracking station, from low orbit in flight, and even the texture file the lakes are blue-white.

    Spoiler

    cuBYqMt.png

    Is this color discrepancy intended? It seems to me like the water you float in should look totally different (i.e., blue-white, same color as from orbit) than the water back on Gael. I mean, it's methane!

  8. On a slightly related note, after taking a world's first contract to splash down on Tarsiss, I was at first slightly frustrated at the lack of any equatorial methane lakes, but after getting a drone to one and looking around I discovered just how cool it was that I got off the equator. Something about everything on an angle made for a view that was well worth the plane change.

    Spoiler

    AaTBfzO.png

    Hats off to the devs on this. Thanks for making us work for the coolest views!
    Also, I noticed from orbit that the lakes are a milky white but on the surface they're blue-green. Is this intended or a bug?

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