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Everything posted by Whirligig Girl
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Whirligig Girl replied to Ven's topic in KSP1 Mod Development
Cool. That's actually within the top ten hundred most used words! Interested-In-Space-Animal-Space-Game, did you use the up-goer five word thing? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Whirligig Girl replied to Ven's topic in KSP1 Mod Development
You mean like this? -
Up-Goer Five Sky-House-UPDATED WITH BETTER COLOR!
Whirligig Girl replied to Whirligig Girl's topic in KSP Fan Works
Ha! I remember this! -
Ven's Stock Part Revamp: LV-T30 blueprint
Whirligig Girl replied to Whirligig Girl's topic in KSP Fan Works
To be fair, I didn't come up with "metal macaroni." The inspiration for the above drawing was from a series of Reddit posts about an LV-T30 blueprint. I just decided to draw up my own based upon Ven's Stock Revamp version. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Whirligig Girl replied to Ven's topic in KSP1 Mod Development
That's why I separated the second idea as another mod concept. The first idea could be done just fine while keeping the same proportions. Changing the KS-25 4x to a LV-X30 8x cluster would be an aesthetic change only. Also, THIS: -
During class today, I saw on the KSP reddit that people were making blueprints of the LV-T30 engine. I decided to draw up my own. When I got back home I scanned it in, Blue-ified it, and here it is! It's based off of the revamp'd LV-T30 from Ven's Stock Part Revamp.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Whirligig Girl replied to Ven's topic in KSP1 Mod Development
THIS WOULD BE SEPARATE FROM THE BASIC STOCK REVAMP The idea of this concept is that it would support 6.4:1 scale stock system (either 6.4x or 64K mod). First: It would change the diameter of the 3.75m standard parts to 4.224m, and add 6.4m parts. This would essentially standardize the scale so that 64% real scale planets and 64% real scale rockets. There would be several size standards: Some Small and Medium rocket engines are compatible, and some Jumbo and Large rocket engines are compatible. 0.625m (Size 0 or "Tiny") Probe parts and other small utilities. 1.25m (Size 1 or "Small") Mercury-Redstone, Juno and Jupiter rockets, and other small orbital rocket diameters. 1.875m (Size 1.5 or "Medium") Gemini Capsule, Soyuz Capsule, and Soyuz/Sputnik/R7 Boosters and core stage. 2.5m (Size 2 or "Large") Titan-II Rocket, Apollo C/SM, Atlas V Rocket, etc. 3.2m (Size 3 or "Jumbo") Orion Capsule, Delta-IV Rocket, etc 4.224m (Size 4 or "Extra-Large") Saturn IB, Saturn V S-IVB stage 6.4m (Size 5 or "Gigantic") Space Launch System, Saturn V S-II and S-IC stages Primary manufacturers for each type of part Probodobodyne Inc.: Tiny parts and utilities, Tiny Rocket parts. Jebediah Kerman's Junkyard and Spaceship Parts Co.: Small and Medium Rocket Parts, Small utilities and structural parts. Kermolev Design Bureau: Medium Rocket Parts and structural parts. Rockomax Conglomerate: Large and Jumbo Rocket Parts and structural parts. Astrojet: Extra Large and Gigantic structural parts. Kerbodyne: Extra Large Rocket Parts and Gigantic rocket parts. STEADLER Engineering Corps.: Reaction Wheels, Control Systems, and utilities for all sizes. C7 Aerospace: Holds monopoly on almost all aircraft/spaceplane parts. Dinklestein Kerman's Construction Emporium: Miscellaneous structural parts. Maxo Construction Toys: Miscellaneous structural parts. O.M.B. Demolition Enterprises: Decouplers of all sizes. Zaltonic Electronics: Batteries of all sizes. Kerlington Model Rockets and Paper Products Inc.: All manned capsules Research and Development: Some modifications of already-manufactured parts to new purposes. For instance: Kerbodyne tank into XL Hitchhiker Storage Container, for instance. Some companies have made joint projects. Rockomax Conglomerate and C7 Aerospace: RAPIER Engines Probodobodyne and Rockomax Conglomerate: RGU-XL Probe Core Etc. The LFB would be a 4.22m part now, and the KS-25 4x base would be a 6.4m part, while the KS-25 engines themselves would be a 2.5m part. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Whirligig Girl replied to Ven's topic in KSP1 Mod Development
There ought to be a proper version number for each update, shown in the thread title, so that we know when there's an update. Here is a list of suggestions for the next updates: Kerbodyne S3-7200 Tank Model after the S-II Stage fuel tank of the Saturn V Kerbodyne S3-14400 Tank Model after S-IC Stage Fuel tank of Saturn V. LFB KR-1x2 Repurpose current Mainsail model onto this. Rockomax "Mainsail" Liquid Fuel Engine Redesign after the RS-68 Engine. You might think to yourself "But.. The Mainsail is a fuel-gobbling mainiac of an engine! Why model it after an engine as efficient as that?" Well, the answer is that it's not that anymore. In 0.24, the Mainsail was considerably buffed. It now has a higher Isp both in sea level and in vacuum. It would also allow building of the Delta IV series of rockets in scale, because the Delta IV is diameter 5 meters, which is approximately scaled down to 2.5 meters. Rockomax "Skipper" liquid Fuel Engine Redesign after some kind of twin-nozzle engine for launch stages (Think Titan-II) Kerbodyne KR-2L Liquid Fuel Engine I think it's obvious now that we don't have an F-1 that the KR-2L is what needs to be the F-1. It already looks like an F-1, so it makes sense. Honestly, I'd also include an optional config file to lower the vacuum efficiency of the KR-2L. Kerbodyne KS-25 x4 This huge gigantic base of badness and stuff will not do! Here's my suggestion: Make a new part that is the base adaptor+fuel tank for the KS-25 engines, make the KS-25 engines separate 1.25m engines, and make the current Kerbodyne KS-25 x5 into a... Kerbodyne LV-X30 x8 ...cluster that represents a Saturn IB base. Kerbodyne KR-1V Liquid Fuel Engine A new high-vacuum efficiency engine with lower thrust, repurpose current Skipper model. -
[ABANDONED] Black Hole Jool
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
Yes, on the assumption you require this to be downloaded from this thread. You may not include it in your download. -
[ABANDONED] Black Hole Jool
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
Minor fix to remove the science config, which was conflicting with stock. You MUST remove the previous version! Remove RealSolarSystem and ShimmyHole folders from Gamedata. -
[ABANDONED] Black Hole Jool
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
I'm conducting an expedition to Shimmy as we speak. It's going pretty well! -
http://www.twitch.tv/gregroxmun Tune in for an exciting adventure in space and time as we explore the Shimularity! That's a portmanteau of Shimmy and Singularity! It will be full of Hilarity! I assure you, streams of this quality are quite in a bit of a rarity.
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[ABANDONED] Black Hole Jool
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
Streaming this NOW on my channel! http://www.reddit.com/r/KerbalSpaceProgram/comments/2m0nq3/exploring_a_black_hole_in_ksp_streaming_now/ -
[ABANDONED] Black Hole Jool
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
Hmm. I guess I'm bad at math after all! Yay! -
[ABANDONED] Black Hole Jool
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
In-game the radius of Shimmy is 0.001 meters. I did some calculation. According to the regular laws of physics, the swarzchild radius of Jool is 62 centimeters. But what is the kerbal speed of light? Well, the only mod that I know of which deals with the speed of light (and not for FTL travel, but for actual transmissions) is RemoteTech. And apparently the Speed of Light in RemoteTech is THE speed of light. This makes sense because from a game balance standpoint, you don't want hugely long delays. Thus, my swarzchild radius of Jool is correct under Real world physics. Right? Well, if you're curious, the speed of light according to KSP Interstellar is 1/10 of our own speed of light. This is because we're talking about travel time, so game balance would have a lower lightspeed. NovaSilisko has confirmed that Kerbals exist in a universe with higher gravity than our own. Luckily, the mass values are configured for our universe, so raising the gravitational constant would also warrant lowering the mass. This balances itself out, so we only have to worry about 1/10 speed of light. Rs=(2(MG))/c^2 Rs=5.64E+14/ 29979246^2 And finally, unless I'm waaaaay worse than math than I previously thought, the swarzchild radius of Jool under KSP physics is... 63 centimeters. Hmm. That's the same as above within a rounding error. Let me think... oh, yes. It's 63 decimeters. Duh. It's 10 times more because the speed of light is 1/10 the size. So, the value of the swarzchild radius of Jool under IRL physics is 0.63 meters and under 1/10 speed of light is 6.3 meters. The question is... Which one should I use? Note that until gravity lensing is implemented, there will not actually be any implementation of this event horizon. Right now it's the closest a game can come to a true singularity. 0.1 centimeter radius is pretty small! -
[ABANDONED] Black Hole Jool
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
It frustrates me that so often people screw up illustrations. This is incorrect: If you compressed Space into 2D to show gravity as the Third, then why is the Earth still 3D? In reality, such an illustration would appear as a 3D version of this: (Albiet with constant gravity replaced with inverse squared gravity.) All objects on the "fabric of spacetime" are locked down to it. On a 3D version of this illustration, the surface is actually a 1D line wrapped around in a circle, and the interior of a planet is the 2D area wrapped around the... erm... well(?) shape. This makes sense if you expand space back into 3 dimensions. The surface of a planet is a 2D map wrapped around a sphere, and the interior is a 3 dimensional volume. Now take that back to the "Patchwork(Patched Conics!) of SpaceTime, where we remove one spatial dimension to visually replace it with the dimension of gravitation. It's just the Planetary Flatland, but the plane is stretched backwards wherever there's mass. Oh, what's that? You don't know what the Planetary Flatland analogy is? Sorry. I forgot I invented it. For the uneducated, Flatland is a 2D plane where creatures live, talk, etc. If you want to learn more about this philosophy and are in the mood to see a rather dramatic movie, watch . ( )When I first saw this movie, it got me thinking about 2 dimensions, 3 dimensions, and even 4 dimensions. But then I realized something was wrong with the way that Flatland was built. You can move around in 2 dimensions. But... that's what we do. I mean, yeah we can jump and fly in airplanes and stuff, but gravity holds us down to 2 dimensions of the ground. In a proper flatland, what I call the Planetary Flatland or Platland, the surface of the world is just a line which flatlanders can move forwards or backwards along. The planet still has 2D volume (Or, area, from a 3D view), but it's solid and impassable without a shovel or something. Platlanders can jump and move their arms up, they're not inherently restricted to 1D or anything, this is just a better way of imagining the flatland so that it approximates our universe. Sea creatures in Platland behave much like classic flatlanders, because bouyancy allows for the extra degree of freedom. Then the final season of Futurama came out, and in a simpler, more Lowest-Common-Denominator kind of way, . The line of the world is straight, it's not a circle.Recently I realized that if you make the third dimension Gravity instead of our spatial dimension, you just have a planetary flatland that is pushed back and warped wherever there's mass. And by the way, strictly speaking you don't have to use gravity to create black holes. If you as a 3D creature can manipulate the 2D fabric of spacetime, you can just create a wormhole using the third spatial dimension. Although I suppose that would act like gravity as far as the platlanders are concerned. Holy crap I just realized that that means there'd be two dimensions of gravity. [/rant] EDIT: This is how I can get away with using a third dimension to the Platland that's not just our own physical space. ANY higher dimension of our 3D space will bring the dimension count to 4. That 4th dimension could be that of Time, or Gravity, or just another one of space. These dimensions are all at right angles to each other. You could even visualize a space where the three visual dimensions are what we see as "Time", "Gravity", then just a Spatial dimension that is unrelated to ours! Let's just, for future reference, create a list of dimensions. Each dimension is perpendicular to all of the previous. They will relate to KSP, not the real world. You could relate these to the real world if you imagine a solar system like the Kerbolar System exists IRL. X=The direction from the Sun to Kerbin at the start of the game. I only need to specify XYZ so that we have a frame of reference. Strictly speaking it could be in any direction. Y=The direction going directly up out of the Pole of Kerbin. Z=Combining with X, PlaneXZ is the plane of Kerbin's Equator/Eccliptic. W=A fourth spatial dimension. G=The Gravital dimension. (Note that warping spacetime in any direction will cause gravitational attraction, but space is automatically bent by mass in the G- direction) D=Duration, the directions of time and antitime. (I'm not entirely sure if this relates to the game, because in KSP all positions are a function of time) T=Tivargy. It's a hypothetical gravital dimension running along W as G runs along Z. So, if you replace Z with W, gravity comes from T instead of G. It's at right angles to Gravity. N=Niotarud. It's Tivargy but with Duration instead of Gravity. If D runs along X, then N runs along W. -
[/geometry] Convert Skybox to Cylinder map
Whirligig Girl replied to Whirligig Girl's topic in Science & Spaceflight
I found a program which will export a cubemap to a cylinder map. Problem is, it consts money. Here's what I managed with the demo. The program is called Bixorama. I'm debating whether or not to buy it. -
[/geometry] Convert Skybox to Cylinder map
Whirligig Girl replied to Whirligig Girl's topic in Science & Spaceflight
The cyliner map is needed because that's how planets are textured. This is the kind of texture I want. It's not mapped onto a cylinder, but it is a cylindrical projection. Starting with this: We change it to this: (Ignore the color differences. There's not supposed to actually have been any color change in each side, but I couldn't find the cylinder map for this exact one, nor the cube map for the following map. As you can see, when the cube-reprojection is mapped to Kerbin, you get this. I want to map a skybox texture to the cylinder projection. (Not actually this skybox, this is just an example from SpaceEngine.) -
[ABANDONED] Black Hole Jool
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
Yep. This is it. -
[/geometry] Convert Skybox to Cylinder map
Whirligig Girl replied to Whirligig Girl's topic in Science & Spaceflight
I still need the end caps. That's what the green and red textures on the projection are for! -
[/geometry] Convert Skybox to Cylinder map
Whirligig Girl replied to Whirligig Girl's topic in Science & Spaceflight
What I'm trying to do is make a planet use the skybox as it's texture, but a Skybox and a Cylinder map are totally different topologies. I need a converter to change from a cube-map to a cylinder map. A Skybox is comprised of 6 textures. Up, Down, Left, Right, Forward, Backwards. A Cylinder map is one texture.