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Whirligig Girl

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Everything posted by Whirligig Girl

  1. Because someone stole my textures without permission but also because math is not art, I'm altering the license of the textures Ellipsoid.png, Prolate_Height.png, and the old deprecated texture Triaxial_Ellipsoid.png The new license for these three textures is no longer the default All Rights Reserved copyright as with the rest of the mod, it is now Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). You can use these textures freely as long as you aren't making money off of them, you attribute them to me, and you distribute these textures under the same license (the rest of your mod can be whatever license you want and are allowed to use, only the ellipsoid textures need to be licensed with CC BY-NC-SA.) Version 0.8 will include the modified license in the readme, but this applies retroactively to previous versions. Attribution should be by my username: Gregrox, or GregroxMun, and link to the WhirligigWorld forum thread or Spacedock page. Obviously if you construct ellipsoid heightmaps on your own you won't have to deal with this license. All of the above were being used without permission in Better Dres. They were also using Didd's ridge, which is not allowed. Didd's ridge is artwork, not math, and so it remains under ARR. I have been communicating with the developer, who didn't realize another developer had sourced the textures from my mod. I decided to let them use WW's ellipsoid maps, as long as they remove Didd's ridge heightmap and attribute me. And so, needing a formal way of legally attributing me, I've had to relicense these textures. EDIT: They are now no longer using any textures from WhirligigWorld, which makes the point rather moot.
  2. Lito as a general template is a good placeholder or low-effort unimportant icy world, but I suspect it's more likely to be found in a different planet mod. If I do put something near Shol it's gonna be its own object, not just a baked Mercury. Perhaps a tidally locked world with a thin atmosphere and warm water life on the night side. Imagine: a colony powered by geothermal nuclear power, living under the dim red light of Gememma and the bright glow of Shol. Alien life forms thrive in the radiothermal vents, providing vast ecosystems which, while Kerbals can not eat, provide useful biomatter for their own farms. Meanwhile an unstable little asteroid moonlet, blasting white light into the sky like a third and brightest sun, rises over the horizon. Man it's a shame planetshine is limited to one body at a time! Anyway the above object is not confirmed or even all that likely, I am not really looking at adding any objects larger than, say Vesta. Not to Kaywell at least, Gememma could still be more populated.
  3. Psst: in the Gememma system especially, but just in general, turn down ambient light to near zero.
  4. Thanks for your suggestions. Alas, Diddmun can not be on-rails, since you can only have one PQS active at a time, and the scaledspace mesh would be so small and close that it'd be inside the camera (sometimes small bodies do have this unfortunate clipping effect, Statmun gets it sometimes for example). However, consider a gas giant orbiting far out from one member of a binary star system. It has a distant binary companion of its own, and around that there is an earth-like moon, with a moon-like subsatellite orbiting that. Around that subsatellite is of course yet another small satellite, just barely big enough and distant enough that a little boulder circles around it... that might be doable for some future planet pack. Fasteroid shall never return, and yet I think this suggestion will be fulfilled nonetheless. Shol does not have any stable orbits for satellites, although trojan companions are not out of the question.
  5. The GUI suggestion specifically is not actually related to the second sentence, but the notion of flight computers is. If we have programmable flight computers, then we can implement speed of light delay in probes. Then to balance things out, we'll make Kerbals require life support, so the choice between probes or Kerbals is a meaningful one. Without life support, you'd never use probes; without speed of light delay, you'd never use kerbals; without flight computers and with speed of light delay, you'd never use probes.
  6. I just spent the last few minutes commenting on various posts because I saw a forum thread titled "1,000 posts. One THOUSAND POSTS!" and I was at 5992 and I had to make this joke:

    AfGicDm.png

  7. Good to see this mod have continued support. Especially since apparently there's Uranus moons now. psst... are my "stockalike" science definitions still in the mod? If so, maybe you could give some attribution in the credits.
  8. This is related to the way Kerbal Space Program is balanced. We have a solar system that needs roughly a third (0.1^0.5=0.316...) of the delta-v required to get anywhere, but instead of balancing the parts by limiting the Specific Impulse (which scales linearly with delta-v) the game is balanced to make the dry mass of the rocket compared to the wet mass of the rocket much higher. (which scales logarithmically with delta-v, so you can't do a 1:1 mapping of delta-v cost to rocket requirement). If you want realistic performance out of your rockets, I'd recommend either playing in a rescaled solar system, or using the SMURFF mod to make the dry masses even worse. (I had an Isp scaling config somewhere but I can't find it, PM me if you want to try it and maybe I'll go look for it later) Note that 1/3rd the Isp of KSP's rockets results in really bad specific impulses. We're talking gunpowder-like performance. I've long felt uncomfortable with it, especially with the SLS parts from 0.23.5.
  9. Good eye EDIT: 7/22/2019: I don't know if I meant for that to be a pun at the time but hot damn that's a great pun. Lowell and Schiaparelli and others saw lines on Mars because they were projecting a view of the blood vessels in their retina onto the planet. Good eye.
  10. I'd like a scratch-like flight computer programming interface with a GUI similar to the Mission Builder. Then we could have lovely things like speed of light delay and life support and a meaningful Kerbal/Probe dichotomy.
  11. Working on a few new minor bodies for WW 0.8. If anyone has any feature requests not on the to-do list, now's the time to voice them.
  12. Poodle is superior to Wolfhound because the Wolfhound is 1) the wrong model for its stats, those stats should belong to the Skiff, and 2) the Wolfhound's specific impulse is far too high for rockets that use fuels with the same density as KSP fuel, meaning that rockets can be even smaller. KSP's rockets are too small compared to the real world to begin with, and the Wolfhound (or even Skiff) makes them even smaller!
  13. https://spacedock.info/mod/1805/Whirligig World 0.7.0 * Re-redone atmospheres, which were all too hot because I had set Kaywell's "1 au" distance too high. Kerbmun should no longer be uninhabitable. * Add Thresomin, a minor Mesbin moon halfway between Kerbmun and Low Mesbin Orbit in terms of Delta-v, chocked full of ore. * Add Troymin, a minor Mesbin moon in the Kerbmun Trojan point. Also ore-rich. They also have biomes, science definitions, and mod support. * Tweaked the asteroid generator configs to generate new structures in Mesbin's "rings" and the asteroid belts around Kaywell. * Revamped Derbin's terrain and clouds. * Revamped Derbin's biome map. * Revamped Jifgif, Fophie, Plaph, and Didd. They're now detailed enough to actually warrant giving them a visit! * Added biome maps for all remaining bodies except Wolda (oops). They are still very basic, but they are at least there. * Tweaked a few science definitions. Tyepolbynar had an incomplete definition which was fixed. Atmospheric Analysis now only shows you full composition information when flying low. You get only a basic scan when flying high. * More detailed Kerbmun biome map. * Remake Yawer, since the color map did not agree with the craters. It's not a perfect recreation in terms of accuracy, but it is just as good. * Added a VacuumEngines patch in WhirligigWorld/Parts, which adds stock engine clones with their stats changed to have larger engine bells. The actual models are not updated yet, so I've disabled it. To enable this patch you will have to change the filetype from .txt to .cfg. You may be surprised how much of a difference a few percent extra thrust and specific impulse makes. * Added a few new flags.
  14. The next update will include two new celestial-body asteroid moons to make interplanetary missions from Mesbin quite a lot easier. One is at the 3:1 orbital resonance and is about halfway between low orbit and kerbmun delta-v wise. The other is a trojan of Kerbmun, making it extremely easy to get fuel from it to Kerbmun. I added them because you're not guaranteed to be able to find a good asteroid, and while sending probes out to sample a bunch of asteroids until you find the right one is in theory realistic, it feels like it's just lazy grind in the case of cb Asteroids. Also KSP is honestly pretty buggy with klaws and asteroids sometimes. But since Statmun has no ore (it does in the current public version but don't get too used to it), mining low-orbit asteroids is the only way to ISRU in low orbit. That said, just sending up fuel tankers into low orbit is actually not very difficult. Setting up infrastructure is heavily rewarded in Whirligig World more so than in any other planet pack I know of. I'd say even more so than RSS, except that I can guarantee you infrastructure would be a lot more reasonable if the Earth had all of the raw materials in orbit that Mesbin does! I already have my own conjectural infrastructure setup, but I figure I'll let the player figure out the best way to do it on their own. It'd be really cool if there was a mod that was sort of a midway between Extraplanetary Launchpads and KAS/KIS rocket building. Instead of shipping rocket parts to Kerbmun, it'd be cool if you could 3D-print rocket parts from "ore" mining. Just the small ones that KAS/KIS lets engineers play with. Shame I haven't the faintest clue about plugin modding!
  15. Oh. Oh no. Oh no no no no. (Ignore the exponent difference, that's because of the rescale factor) I calculated every atmosphere orbiting Kaywell, as well as Mandrake and Rutherford's, with an incorrect Homeworld semi-major-axis. OhioBob's calculator doesn't actually require you use au, you just need the same units for both the homeworld and the target planet. So I was using that number for the habitable zone (specifically the distance at which you'd get the same insolation as Earth gets) and thus everything acts as if it is 1.6 times too close. I have to recalculate the atmosphere curves for every planet. @Ultimate Steve This is why Kerbmun is too hot. I won't be moving Mesbin and the other planets after all, but I will have to recalculate all of the atmospheres. Not just the temperature curves, but the pressure curves too, since they are interdependent. Technically this is not a difficult thing to do, but it is tedious enough, and I am lazy enough, that this is gonna be a pretty big setback. I was going to say that 0.7.0 would probably be out tomorrow. I'd probably say now mid-to-late Thursday at the earliest. This does mean that one of the new features I have implemented has more time to get more finished than I had initially planned for this update, so it's not all bad.
  16. Oops. After a Depression-and-Simple-Rockets-2-Fueled hiatus, I'm back to Whirligig World. Just so you know, 0.7's release is coming soon. And I think I've decided to move the planets, possibly fairly significantly and almost certainly enough to disrupt any transfer orbits. Kerbmun should cool down more as a result.
  17. Kerbmun is now around 10 kelvins cooler or so in the prerelease version.
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