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Everything posted by Whirligig Girl
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Threads of the month: November 2022
Whirligig Girl replied to adsii1970's topic in Threads of the Month
verifying that that's Techo (one of the forum accounts that had been missing in the original post), @adsii1970 -
Threads of the month: November 2022
Whirligig Girl replied to adsii1970's topic in Threads of the Month
Really pleased to have our team featured. It was really amazing to see what we were all able to get done in just one week. Imagine what we might be able to do with even more people and two whole weeks. Makes ya think. -
for version 0.8 only. Hotfix for Elaan's atmospheric oxygen. Elaan was always intended to have breathable levels of oxygen, but somehow that got left out. Here's how to fix it: Download 0_Sauwel_b.cfg here and replace the file in WeekWorldPlanetJam/KopernicusFiles/1_Sauwel_b OR open the existing file WeekWorldPlanetJam/KopernicusFiles/1_Sauwel_b/0_Sauwel_b.cfg in notepad or notepad++, go to line 153 in the atmosphere node, and replace "oxygen = false" with "oxygen = True" I'm too lazy to go and update the zip file. The next version will include this properly.
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Kilonova- Whirligig World Grand Tour
Whirligig Girl replied to MythicalHeFF's topic in KSP1 Mission Reports
so to clarify, there's a universal minimum altitude, but a variable maximum altitude? that's unfortunate.- 46 replies
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Kilonova- Whirligig World Grand Tour
Whirligig Girl replied to MythicalHeFF's topic in KSP1 Mission Reports
Thresomin and Troymin have a minimum of like 80% ore--as another commenter said, I specifically designed them to be fueling outposts. I do wonder if the scan altitude is exposed to mod developers and if it is per-body or not. i am aware of the scan altitude issue, i just don't know if there's anything i can do about it.- 46 replies
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v0.8 - Scatterer Complete! link: https://github.com/GregroxMun/WeekWorldPlanetJam/releases/tag/0.8 This release was going to be a few days ago, and include just a few important bugfixes (particularly, fixing a fade value on Avu, and fixing career science balancing on Asite Par), but I decided to wait and finish scatterer atmospheres first. I also changed the kronometer link in the forum OP, so if you downloaded the original Sigma version of kronometer, delete that and install the LinuxGuruGamer version. https://github.com/linuxgurugamer/Kronometer/releases Every atmospheric planet now has a scatterer atmosphere. Planets Add AtmosphereFromGround (stock up-close atmosphere visuals) to Avu. Fix a bug where Avu would go transparent at certain altitudes; Avu will now remain opaque from any altitude. Even less placeholdery atmosphere for Windswept. About the same pressure and height, but now with well-defined pressure and temperature curves and a canon atmospheric composition. Regenerate scaledspace cache on Caen, Menea, and Ovoidun, to account for a change made before v0.7. Scatterer Add scatterer atmospheres for Windswept, Avu, and Erica. Note: In WWPJ's SETTINGS.cfg is an option to use a cloudless map for Windswept. This isn't a new feature, but it works well with Windswept's scatterer integration. Tweak scatterer atmospheres for Ildebra and Noir to make them a little more consistent. Roughly half the scale height on Mindo's scatterer atmosphere visuals. Career Integration Reduce the AntennaRange to 30% of stock. (antenna range can be increased in the game settings if you want it back to normal) Fix the default Asite Par science values so they are no longer comically high. (Fixing career progression) Make Asite Par science values dependant upon homeworld mode. (They are higher when homeworld is set to Kerbin) Make it impossible to generate ore contracts for Sauwel, Askilos, Diredul, Ildebra, and Merune. Change some names involved in contracts.
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but have you considered: egg giant.
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- grand tour
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I'm really pleased that the similarity between Mindo and Alternis Super-Tylo has not gone unnoticed. AFAIK it was a coincidence, but I noticed how similar they were as soon as I put Caps Lock's Mindo and Diredul in-game. The difference is that somehow, as bad as Mindo is, Super-Tylo is worse.
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Sort of, but no custom surface constructs. Monoliths, randoliths, and various stock 'easter egg' constructs can be found on whirligig world's planets, but these are just due to the fact that most Kopernicus planets use templates of stock planets, and i haven't bothered individually removing the PQSCity instances from whirligig world's worlds. There's some funny references in flavor text, but perhaps the best easter eggs are the [redacted] -------------------------------------- I'm glad you're enjoying Whirligig World. In general I do feel that satellite planets and minor planets are overlooked in science communication about the real world solar system, so I make sure to provide plenty of representation for both in Whirligig World. Satellite planets are where the real action is, not just from a planetary science standpoint, but from an orbital mechanics standpoint. They're so much more interesting to maneuver around and between compared to the hurry up and wait of interplanetary transfers. Week World Planet Jam --a collaboration between 10 modders to make a solar system within one week. It's now released.
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Correct. We plan on implementing scatterer support for the other atmospheric bodies which do not yet have them, complete biome maps for all planets, and possibly science definitions. I'd also like to make a few sun intensity curve models to be switched between in the SETTINGS.cfg. Seeing the light dim as Diredul reaches apoapsis might be very cool. But I don't want anything to be too bright or too dim, either. Some of the developers have left their work finished as-is and aren't interested in doing further work on WWPJ, so the science definitions will have to be split between those of us who are still involved in polishing and maintenance. The biggest incomplete aspect right now is Windswept, which was never finished before the deadline, since Adstri had an emergency. There's a large square which covers most of a hemisphere which is finished, and beautifully detailed at that, but the rest of the planet is at a low resolution. Our solution for this was to cover it in a global dust storm map in scaledspace which is slightly transparent over where the terrain is finished, so you know which region to land in. I added a biome map which also indicates the finished vs unfinished region. One day we'd like to finish Windswept and perhaps get rid of the dust storm obscuring everything. Windswept being unfinished is the main reason the initial release is called 0.7 and not 1.0--but it's the only body likely to be changed significantly. you could upload these screenshots to imgur rather than filling up a deviantart account with them. KEX needs to be all in one folder called KopernicusExpansion. Delete the KEX files and reinstall that mod. Just install all of the plugin files rather than picking just the ones that are listed as dependencies. Also, and this won't help the game work better, but consider getting EnvironmentalVisualEnhancements-redux, which WWPJ supports shadow-casting for. there's a few locations for which this looks really spectacular.
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The old KEX doesn't work. that's why there's a new KEX. Unless VabienArt wants to put their version of KEX onto CKAN in its current state, WWPJ should be removed from CKAN. Do you have ModuleManager? Is there an error message when you start the game and reach the kerbin main menu? That error message contains instructions for how to get support from planet pack developers. Did you install Week World Planet Jam such that files that are supposed to be in GameData are actually in GameData/WeekWorldPlanetJam/GameData?c (i.e., if you just unzipped the contents of the zip file) More info is needed.
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It's been great helping to administrate this planetjam. Wolf-Rayet (Exo's Lab) initially roped me into the project to make the system layout, but because i had no planet of my own I was free to help the other contributors and to see their progress report over the course of the week. It made the end-of-week reveal that much more rewarding for me. In particular seeing Techo's (mrpasta44's) progress developing his very first planets has been spectacular. In the span of one week he's come a long way. Rushing to get a functional integrated build during the final day of the planetjam did at least give me a taste of the rushed pace the rest of the contributors dealt with.
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Current version: v0.8 Download at GitHub: https://github.com/GregroxMun/WeekWorldPlanetJam/releases/ (0.8 release available) Download at SpaceDock: https://spacedock.info/mod/3124/Week World Planet Jam (0.8 release currently being uploaded slowly--use github.) If you want to discuss our work and more, check out my Discord. Week World Planet Jam A collaboration between ten planet modders to create a Kerbal Space Program planet mod within the span of one week. On 2022 August 14, at the behest of Techo, ten planet builders on the Gregrox Mods discord server came together to build a solar system together within one week, in an event called the Week World Planet Jam. We present the results of this collaboration here. The Sauwel system contains 9 planetary systems comprising 30 celestial bodies. Aside from a few initial conditions, each contributor created their planet blind, with no spoilers or hints about the other contributors' work. The system is therefore an interesting mix of different styles of planet design, resulting in a system where every planet is something of a unique oddball. The mod is released as of September 22nd, 1 month after the "deadline" version, and includes a few tweaks, art passes, compatibility patches, and bug fixes. Mod dependencies: Kopernicus (and its dependencies) https://github.com/Kopernicus/Kopernicus/releases KopernicusExpansions-Continueder https://github.com/VabienArt/KopernicusExpansion-Continueder/releases/ Specifically KEX-Common, KEX-RegionalPQS and KEX-VertexHeightMap16 SciRev/Scientific Revolution (bundled with WWPJ, MIT License) TextureReplacer (bundled with WWPJ, MIT License) Mod Support: Scatterer: scatterer atmospheres are present on all worlds with atmospheres. Environmental Visual Enhancements: Only supports shadow casting, no clouds. Install plugin only; do not install additional configs/visual packs. Kronometer: Several custom clocks are included, with instructions on how to change them in the SETTINGS.cfg file. Credits: Luna Gregoria (GregroxMun) - The central star Sauwel, layout of system orbits and masses, Scatterer sun lens flare, cloud map for planet d, project lead. WarriorSabe - Planet b (2 objects), Scatterer sun lens flare. Wolf Rayet (Exo's Lab) - Planet c (8 objects), cloud map for planet d, project lead. Adstri - Planet d (1 object), polar ice caps on planet e. Techo - Planet e (3 objects), project lead. Marshall (Myth) - Planet f (3 objects). Caps Lock - Planet g (3 objects). Tholin - Planet h (6 objects). CIOCIA (Cloverdove) - Planet i (1 object). Jo (JoQueebious) - Planet j (2 objects). The Homeworld and the Kerbals who Inhabit it The interstellar starship U.S.C. Optimism intended to settle Sauwel d, only to find it a bone-dry windswept desert poor in elements vital for Kerbal biochemistry. A new homeworld had to be chosen. Elaan, Caen, and Asite Par were voted on by the crew. No one wanted to land deep in the gravity well of volcanic hothouse Elaan, but cold Caen and warm Asite Par nearly tied, with Asite Par winning by just six votes as it had much more oxygen. Asite Par was chosen as the homeworld. It has 0.7 atmospheres of pressure, 0.68 G gravity at sea level, 0.432 Earth masses (Kerbal-scale), and a 507km radius. It's also hot, getting more illumination from Sauwel than Earth gets from the Sun, with daytime temperatures climbing over 100 degrees fahrenheit. It is kept cool enough to support water and life by high-altitude reflective dust. But Asite Par's life has had millions or even billions of years to adapt to these temperatures, and it's also nowhere near the boiling point of water. A nasty strain of the purple lichen-like material coating the wetter regions of Asite Par had evolved to metabolize Kerbin biochemistry, and soon became a blight on Kerbal crops that was difficult to control. Even worse was the variant which attacked the algal symbionts which give Kerbals their green color. These parasitic fungus-like infections would result in death if not treated. Eventually doctors found that infected patients could endure much higher temperatures, and they could metabolize the opposite chirality sugars and other biochemicals of native Asite Par life, at least until they died. Instead, they set to work coming up with a genetically modified variant of the parasite which could entirely replace the symbiotic algae in Kerbals. This version would be stable, non-infectious, and would defend against the original parasitic strain. Eventually, the benefits of the treatment for inhabitation on Asite Par would be studied and recognized, and many began getting the treatment done intentionally, and have the procedure done to their kids from hatching. Now, most Kerbals on Asite Par are purple, and those that aren't mostly live around the polar regions to escape the worst of the heat. Purple Kerbals are called Parbals, which is, depending upon who you ask, a portmanteau of "Purple Kerbal," "(Asite-)Par Kerbal," or "Parsite Kerbal." System layout: Science/Career Compatibility Astrophotos Simulated views through telescopes of each of the planets, just enough to give you a hint of what they look like, without spoiling them entirely. Screenshots These may contain spoilers and may show inaccuracies since they were taken over the course of development. [pending] License Please provide attribution both to Week World Planet Jam, and to the modder whose work you are using. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. CC-BY-NC-SA 4.0
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Kilonova- Whirligig World Grand Tour
Whirligig Girl replied to MythicalHeFF's topic in KSP1 Mission Reports
impressive!- 46 replies
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Make your own Atmospheres for KSP (automatically)
Whirligig Girl replied to OhioBob's topic in KSP1 Tools and Applications
I can't get the latest version to work using Google Sheets. Something is going wrong; even with iterative calculation enabled there are div/0 errors everywhere and the config doesn't end up getting generated. I don't have access to Microsoft Excel. Is there a known way to get it to work with Google Sheets or am I going to have to find a way to use it with Excel? -
------ Chapter 2: In Dessert. Chapter 3: Hopper-9 Outer Space Ventures looks to the Mun: .Chapter 4: Hopper-10 & 11. Tech Tree Unlocks: Chapter 5: Hopper-11, 12, 13; Groundskeeper, Automaton 1 & 2. Chapter 6: Mystery 1 & 2
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Outer Space Ventures - A Very Small Career. Somewhere in a little pocket universe, there is a little pocket universe, and in that pocket universe's pocket universe, there's a little blue planet, and on that blue planet are a people who, like all peoples who can see the night sky, dream of traveling beyond it. Prologue - The Scapegoat Prologue 2 Chapter 1 - Hopper flights 1 through 8. (You know. Basic Flea Stuff.) GAME SETTINGS MODLIST This is a career mode game that I've been posting in the mission reports section of my Discord server. My server has a long-standing tradition of fairly narrative-heavy mission reports, both with the stock solar system and with planet mods. So I figured, you know what would be funny? And then I started playing this game. The contents of this first post were originally posted on 2022 June 15.
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Developer Insights #14 - Part Creation
Whirligig Girl replied to Ghostii_Space's topic in Dev Diaries
KSP1's asteroids and comets are not large or massive enough to have gravity that would matter from a gameplay perspective, even accounting for the notion that KSP's gravitational constant could be super high and its planetary densities more like real planets, and asteroids and comets which ARE large enough wouldn't be movable by crafts buildable in KSP1...although KSP2 includes vastly more powerful rockets, which does mean there is a potential overlap between the kinds of planets which you would be able to move and the kinds of planets which could have a measurable gravitational influence. (Personally, I think there's a pretty big gap in KSP between the movable "part" asteroids and celestial objects no larger than Gilly. KSP1's terrain system makes it difficult to have tiny celestial body asteroids because its level of detail system freaks out as you increase distance, and because the near clipping plane for the scaledspace camera prevents you from seeing scaledspace objects which are too close. KSP1's physics (and art) makes it difficult to have huge part asteroids; the enormous and realistically dense ones in Whirligig World tend to get buggy when you interact with them. I just wish KSP had analogues of major and interesting Main Belt Asteroids, Kuiper Belt Objects, and Minor Moons!) Still though, even if you added gravity (a simple newtonian force calculation, perhaps), it seems unlikely that that could work in timewarp, since iirc KSP2 will still have patched conics gravity. If it is possible to do it in timewarp (since i believe rocket power will be usable at timewarp?), it has the advantage that you might could do realistic things like gravity tractors for asteroid movement, but that seems like it'd be really difficult to pull off unless the game specifically gave you the tools to help you do it. -
This is badS! fantastic report, hope to see more.