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Whirligig Girl

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  • About me
    Luna Rose
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    Travelling to Mesbin

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  1. it's all i've ever wanted. i would make such a cool planet if i had working oblate atmospheres. (and uh. oceans. the planet would be possible but way less cool without oceans.)
  2. the image attached uses VertexHeightOblateAdvanced. the shape i ended up going with (visible in the end of the whirligig world thread) is wider than this, to match mesbin's original dimensions so gameplay remains the same; but the slopes should be gentler now even though it's not using the pure equipotential. Atmospheric oblateness is still impossible at the moment. If Atmospheric oblateness does become a thing it will probably require Whirligig World go through something of a paradigm shift or major update (or, and no promises, a sequel) to accomodate. It's something I've always wanted to do, but it's always been this far off future thing. Atmospheric oblateness would require both physics and visuals be changed to accomodate not just ellipsoidal shapes, but all the shapes possible with VertexHeightOblateAdvanced. And for a proper Mesklin analogue we also need oceans! which means ocean heightmaps with proper physics for buoyancy and collision on oblate worlds.
  3. The point equipotential shape above is cool because it's level everywhere... but it just looks so wrong. from a distance, it doesn't have remotely the right feeling. So I made a new shape for Mesbin which blends between the point equipotential and an oblate spheroid, thereby keeping the dimensions and properties the same, making the planet a little closer to level everywhere, and it's a good guess for what Mesbin would look like if it were real. I'm thinking this is going to be the new default. But this will be something that can be switched using a new setting in Settings.cfg. Options right now are Classic (uses VertexHeightOblateAdvanced to make an oblate spheroid of the same shape as the original Mesbin), ClassicTexture (the current 0.13.0 mesbin which uses a heightmap and has some ring artifacting around the poles), PointEquipotential (shown in the previous message), and Blend (the one shown here).
  4. this mod is pretty revolutionary for whirligig world. so now i'm prototyping a version of mesbin which uses a gravitational equipotential surface based on a point mass--essentially, gravity will be level everywhere on the planet instead of just the equator and poles. This is also somewhat more realistic, since we should expect Mesbin to have a dense core due to gravitational compression--although the actual realistic figure would probably be a little wider than this. This particular shape is defined by keeping the mass, polar radius, and polar gravity constant, and then finding a rotation period (changing both the actual rotation period, and the rotation period setting in the new PQSmod) where the equatorial gravity was roughly the same as before. Except it turns out, through sheer coincidence, the equatorial surface gravity ended up being exactly the same as before. The new rotation period is 1204s or 20 minutes, 4 seconds. Statmun and Thresomin have had their orbits lowered to account for the change. The maximum aspect ratio of a lenticular planet with a point equipotential is 1:1.5. At that aspect ratio, the planet is spinning at a rate such that its equator is at zero gees and the equator comes to a sharp angular point. Any faster and the planet would just start tossing its crust into space rather than getting wider. This is a shame, because Mesbin's aspect ratio is such an iconic aspect of it, so I will also be playing with other shape settings which may be realistic enough (although they will not have a level surface everywhere in KSP) and preserve the original aspect ratio of roughly 1:1.7. The trouble is, the mass is the same but you're closer to it. So even though it's not harder to get to orbit (since we're rotating faster), it takes noticeably more delta-v to visit the moons and to escape Mesbin. (Although the oberth effect might actually make it worth it when it comes to interplanetary transfers). There is a branch on github where this prototype can be played with. I'm not sure if I'll ever make it the default or "canon", but it's at least an optional setting that can be enabled.
  5. woe. lenticular mesbin be upon ye. https://github.com/GregroxMun/Whirligig-World/tree/VertexHeightOblateAdvanced
  6. oh that's excellent. maybe i'll be able to put this into Whirligig World if i get back to it. I've been wanting to make Mesbin properly level ever sense i first released it. (I just haven't been interested in planet modding for the past year or so, since running Planet Jam 2)
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel(R) Core(TM) i3-3240 CPU @ 3.40GHz, 3400 Mhz, 2 Core(s), 4 Logical Processor(s) | GPU: NVIDIA GeForce GTX 1060 6GB | RAM: 16GB In reality, as a planet rotates, the apparently static background stars will appear to rise in the east and set in the west, rotating around the celestial poles. the sky just before sunrise is very different from the sky just after sunset; just as the sky at midnight in summer is very different from the sky at midnight in winter. This behavior is correctly implemented in KSP1. In Kerbal Space Program 2, when landed on the surface of Kerbin, the skybox appears completely static; only solar system objects (i.e., Mun & Sun) appear to rise and set as Kerbin rotates. This behavior occurs in the KSC scene and the flight scene. This simple astronomical fact is not only a pretty major flaw for a space game to get wrong, it also makes it hard to judge the passage of time when timewarping on a planet's surface. To replicate: timewarp during night time. At any time warp level, the stars will not appear to move, but you may see the Mun zip across the sky, and the Sun may rise eventually. Included Attachments: .ipsImage { width: 900px !important; }
  8. that might be a result of how WW handles visual mods--Mesbin is technically "Kerbin," so if you have visual mods, and Mesbin is no longer Kerbin, then things could get weird. The names and descriptions are a result of a compatibility patch in Whirligig World itself. https://github.com/GregroxMun/Whirligig-World/blob/master/GameData/WhirligigWorld/ModCompatibility/InterstellarConsortium/IC_Descriptions.cfg
  9. I don't own KSP2. i can't play it. so I can not crew this train. Not as an engineer. not as a conductor. not even as a firewoman or a brakewoman or nothin'. for me personally, the hype is dead. Put me in the seat and the boiler pressure will drop from gigapascals to like. idk. 6 bar? when i started being the hype train driver years and years ago for like, KSP version 0.25 or something, i was just an overly excitable teenager. now im a substantially less excitable grown woman. so to anyone who is still excited for KSP2, more power to ya. But you're going to have to stoke the fire yourself.
  10. I am indeed impressed! I love the rover! i award THREE STARS and an inconvenienced cosmonaut made out of mystery goo for you! Star One ⭐ Star Two ⭐ Star Three ⭐
  11. looks like the biome map was never actually defined in the config. the biome map does exist, though. i'll try to remember to fix that next time i get around to working on the next PJ2 update. Currently the biome map is set for Ike, although the biome *names* and color matching corresponds to the custom haut oklo biome map.
  12. yay!! YAY!!!! excellent report so far, seeing that progress has been really cool.
  13. please note that this contains a spoiler about Imterril, so it'd be nice if you'd put it in spoiler tags! Second, Mesbin has about 13 G at the poles and 1.3 G at the equator, not 11 and 1. It's a clever idea to make this, but to me it takes the fun out of it just a bit from the perspective of a new player, so I won't be putting it in the OP.
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