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LucalisIndustries

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Posts posted by LucalisIndustries

  1. 1 hour ago, Errol said:

    So you would need to disable the lagrange points for Eeloo when OPM is present

    seems like a mayor compatibility issue in case someone uses the mod and OPM at the same time, I'll do a miniupdate to prevent this ASAP

  2. 37 minutes ago, pbristow said:

    1. Change the shape of their "sphere" of influence into an oblate spheroid, with the short axis being the line between the two real bodies -i.e. the direction that shouldn't have any apparent gravity, but (slight) apparent anti-gravity. (Probably not practical, as it would mean changing KSP's calculation of when an SOI boundary is crossed.)

    2. Hack a replacement for the inverse-square law into the gravity calculations specifically for Lagrange points, so that within their SOI you get an attraction that's proportional to distance from the centre. N.B. this would also mean that patched-conics could no longer be used for forward path predictions - But I'd suggest that could be handled just by putting up a warning message: "Lagrange point found on forward path. Do not trust trajectory predictions!". The game would also need to drop out of time-warp down into full physics mode whenever a vessel crosses into a lagrange point's SOI (a good reason to keep their SOIs small!).

    I think this is straight up Impossible, KSP just calculates the SOIs by a radio, the shape can't be modified.

    39 minutes ago, pbristow said:

    make their SOIs smaller

    I'll see what I can do about this, I think 500k is the right size, but maybe I can variate them for the smaller bodies.

    40 minutes ago, pbristow said:

    and their gravity weaker

    Definitely have to make this, the gravity of the points is basically the minmus one, I'll se if I can make it be 1/2, 1/4 or something like that, the problem is on how KSP handles the bodies, a too low body size or mass can cause issues when switching the SOI.

    41 minutes ago, pbristow said:

    If you ever add the L3 and L4 points for Jool

    Noted, I'll figure out how to get them.

    44 minutes ago, pbristow said:

    Ooh, one last idea: Can the lagrange for particular bodies be individually added/removed? Presumably it's just a configuration file change, yes?

    any user can activate and deactivate them by searching the "LagrangeProyect" folder in gamedata, searching the planet/moon you want and change the file extention by adding or deleting .disable in the end of the file. (be sure to have the show file extentions activated)

    46 minutes ago, pbristow said:

    So I could set up my own version with just the lagrange points for the larger planets, say (Jool, Kerbin, Eve) and not for smaller planets or moons? OK, I should have a poke around in the mod directory myself to try to answer that question

    any user can work on it's own vertion for private use, if you made something cool and want to contribute, tell me and I can publish as part of the mod and give you credits.

    48 minutes ago, pbristow said:

    Can the lagrange for particular bodies be individually added/removed?

    I don't know how much possible that is, iirk Kopernicus doesn't works that way, it just reads the gamedata and loads whatever is there that calls it.

  3. On 11/28/2023 at 10:02 AM, Space Scumbag said:

    Really nice! That's something I have waited for a long time.

    Already wondered why no one takes an approach like you did. Just some extra invisible points in space you can orbit around.

    IIRK some people attempted it before, maybe someone had did it before but never published, I was also wanting something like this and said: wait, how does the Kopernicus planets code works? and after understanding with the help of some people I got like: okay, time to work 

  4. 1.0 Has been released

    Changes:

    Now every stock planet + Mun + Minmus has L1 and L2 points

     

    Refered to KSRSS and JNSQ:

    I'm not being able to implement them because I need the orbital periods of the planets,  to define them for the points to work, so by now they're in standby

  5. 1 minute ago, Kerb24 said:

    Is it available for JNSQ, or is that still in development? (I'm unsure from how the post is structured)

    If/When it is available, I'm definitely getting it!

    Still working on creating them, once I have KSRSS ready I'll work on JNSQ

  6. 1 minute ago, Kerbart said:

    I suspect they act like tiny gravity wells without an actual surface?

    Something like that, kopernicus doesnt allows you to totally disable the surface of a body (by now as long as you're over 100km you wont see anything), so theres some kind of shadow of it, and also the shadow it produces when its in front of the sun.

  7. clzNe7h.png

     

    Lagrange Proyect is the response to "I want Lagrange points but don't want to (or can't) use principia"

     

    Done:

    • Every Stock system Kerbol-Planet L1 and L2 points and the Mün and Minmus L1 and L2 points.

     

    • Stock systems moons eccepting Mün and Minmus are messy, and barely used, however, if you want some moon leave a comment and I'll add it.

    Posibilities:

    KSRSS reborn:

    • Add L1 and L2 for the Sun-Earth and Earth-Mun system, maybe more.

     

    • Still working on it, may work, may not.

     

    JNSQ:

    • Kerbin-Moon and sun-Kerbin system. (sorry, i dont know the jnsq names)

     

    • Currently not possible to implement since I don't have the JNSQ bodies periods.

     

    Open to suggestions about other planetpacks.

     

    Depenidencies:

    Stock: 

    • Kopernicus.

     

    Compatibilities:

    • Should be compatible with any rescale mod, or mod that modifies the stock system without changing the internal names of the planets.

     

    Download links:

     Spacedock

  8. So the idea is the next:

    Make the rapier be able to use not only LFO, but also create variants (like the BDB isor variants) that allow it to change the fuel that it uses

    I've been reading the B9 wiki, and making attempts with my own code, but I still don't get how to make it work.

    The main idea is to make variants (that you can switch in flight) that would change the fuel type between LFO, LH2O and CH4O, and  this should also affect the atmospheric mode with IntakeAir and the different fuels

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