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Whirligig Girl

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  1. Whirligig World has been unplayable in the new version for too long! This week I hope to release a 1.8.1 and 1.7.3 compatible version of Whirligig World. Unfortunately the 1.8.1 compatible version won't have the following features: EmissiveFX (glowing lava) for Yalthe's lava lakes. New fancy terrain shaders on Mesbin.
  2. @AloE Scatterer changed how its scaledspace rendering of atmospheres works in a recentish update, which is why the configs no longer make sense. Scatterer also now takes into account starlight color, which is another thing that will need to be changed if the scatterer configs would be updated.
  3. unfortunately no, I haven't set up the configs for those. I love your cinematics by the way! Great work, I especially like the poem in the beginning of the second video! I don't check the forums so often these days, but if you want to get real-time responses to any questions you might have, you can come to my Gregrox Mods discord server linked in my signature.
  4. Kopernicus has been updated! Time for much rejoicing, right? Wrong! Whirligig World requires Kopernicus Expansions: Regional PQS and EmissiveFX. These mods are not updated for 1.8.1 and will not work as is. Also SnailsAttack just remade Mally for me because I couldn't be bothered. Not gonna show y'all any pics because that'd spoil it, but it looks a lot cooler than it did before.
  5. When I release Limnel, sure. It's already added to the readme's object list. Worldligreg Worm isn't dead, y'all, don't worry. Here's a new planet called Troymun, which will be a new trojan of Kerbmun. i'm really proud of it fits in really well with all the other planets in the mod, from a realistic and stylization standpoint Think it's real good, right? WELL YOU'VE BEEN FOOLED! TRICKED! BAMBOOZLED! This isn't Troymun, this is Themis, from my friend @SnailsAttack's Dauntless Planet Pack. This was a sneaky advertisement this whole time! Similar to Whirligig World's Kerbmun Homeworld option, Dauntless Planet Pack puts the space center on an Earth-like homeworld orbiting a super-earth called Orpheus. Except this isn't just a binary--it's a ternary, since the homeworld Eurydice has a trojan moon called Themis. I've been following Snails' planet pack development for the past over a year now, and have long been impressed by the exaggerated and stylized terrain forms he's come up with. It's a far cry from the attempted pseudo-realism of Whirligig World, but it sure looks cool. Snails actually beat me to the idea of putting a red dwarf in a close orbit around the Sun (As Limnel is in the upcoming Whirligig World). His M dwarf looks great, I gotta say. You can follow the development of Snails' Dauntless Planet Pack by going to my Gregrox Mods Discord Channel, which there are links to in my signature and in the OP of this forum thread. You can also see updates about Whirligig World.
  6. No uh that referenceBody = NH/Sun needs to be there lol. This is a workaround to a longstanding bug in KSP regarding reparenting the homeworld! That has to be referencing the Sun or you get severe problems. PostSpawnOrbit is used to put the homeworld around Sonnah. PostSpawnOrbit was literally made for New Horizons and Alternis Kerbol Rekerjiggered. If it causes hangs in 1.8.1 that may be because PostSpawnOrbit broke in kopernicus' 1.8.1. I haven't tried NH in 1.8.1 so I can't check.
  7. @linuxgurugamer @OhioBob instead of working on separate forks, why don't we merge our versions of the project so we don't have two competing versions? My version has working support for Interstellar Consortium as well as a patch that makes the NH sun a unique new star rather than an impossible stock-Sun clone.
  8. I supported Interstellar Consortium, which makes all planet packs installed share a universe. Galactic Neighborhood's support of NH just removed the stock bodies from the NH system, but this solution wasn't acceptable for Interstellar Consortium, for which one of the goals is that you could play starting from any planet pack that by default has a homeworld. So I renamed all the planets, both internally with NH_[name] for name and identifier, to preserve compatibility with IC and the stock system, and when IC is installed I also change the name displayed in-game. I don't provide any compatibility with GalacticNeighborhood in my version. Using :FOR[MyMod] is the standard for patching in planet packs, afaik you shouldn't be doing @Kopernicus:AFTER[Kopernicus].
  9. A few months ago, my internet went out, and I used that time to make a planet mod. It was designed to answer the question of what a space program on a super-earth-mass terrestrial planet would really be like, what would the limitations really be? It's not an unpopular meme in the space flight community that if the Earth were even a little bit bigger, space travel would become impossible, or at the very least impractical. Why let the math speak for itself? Here's an RSS-scale mod that adds two different homeworlds: a world with twice the mass of Earth, and a world with twice the radius of Earth. Ultragaia is a planet with twice the mass of Earth, but it is not twice as wide or twice as heavy. Its atmosphere is denser than Earth's, but not by much. Ultragaia has two moons: Duarph, which is a Ceres-sized moon in a low eccentric orbit; and Circumlune, which is very similar to Earth's Moon. Dubulrad is a strangely colored planet with twice the radius of Earth, but it is 9 times the mass, and has 5 times the atmosphere. It is an altogether different challenge to launch from. Dubulrad has four moons which are roughly analagous to the Jovian moons, though around half the size--subject to change. They are Oye, Euor, Galan, and Calid. Galan is currently just a Tylo Clone. In addition to those two homeworlds and their moons, there is also the planet Derjulan, a tiny sub-neptune with only 2 Earth masses, with an additional Earth mass in the form of its moon Aquarii, which is nearly identical to Earth. All of this is in orbit around the K-dwarf Caldos. Pics: https://imgur.com/a/pLoBoc9 Recommended mods: Realism Overhaul OR SMURFF Kerbal Atomics (And maybe an Orion Drive) Required mods: Kopernicus (And ModularFlightIntegrator and ModuleManager) Kopernicus Expansions: Regional PQS (Included with Super Earth Space Programs) DOWNLOAD: https://github.com/GregroxMun/Super-Earth-Space-Programs/releases/tag/0.0.1 click "Source code (zip)" To change homeworlds, go to GameData/SuperEarthSpacePrograms/Settings.cfg and open that file with a text editor. Then change "homeworld = Dubulrad" to "homeworld = Ultragaia" or vice versa. Incidentally, my analysis from a bit of gameplay is that conventional rockets are challenging to use on Ultragaia, but not to the point that space probes are impossible to launch. Conventional rockets are unusable on Dubulrad. I was able to use the Kerbal Atomics nuclear aerospike to launch a few rockets comparable in size to a few Saturn Vs strapped together that had probe payloads capable of launching from Dubulrad and landing on some of Dubulrad's moons. One day I'd like to try with waterlogged open cycle gas core NTRs, which have much denser propellant, but I'd need to mod in that functionality. But it is my opinion that on super-earth-mass terrestrial planets, the result is actually more capable space programs. Since chemical rockets are unusable, they will require powerful rockets such as Gas Core NTRs and Orion Drives, and those are also extremely capable rockets in space as well. A space program on a super-earth would start later, technologically speaking, but once it did get started it would be very powerful. Incidentally real super-earths would likely have much thicker atmospheres than either Ultragaia or Dubulrad, though with worlds like Ultragaia, the earthlike atmosphere is at least plausible. Real super-earths seem to be almost like Neptune and Uranus, rather than Earth and Venus. Realistic super-earths would likely have very thick oceans that are extremely unlikely to result in technological civilizations, and that's the real reason that the inhabitants of super-earth-mass planets wouldn't have space programs. Super Earth Space Programs is very much still a work in progress. There's not really any science experiments, the solar system is poorly fleshed out, and I haven't really worked on it in 4 months. But I've decided to release it early since otherwise I'm not sure when if ever I would release it. But if you want to have a go at launching rockets from super-earths, definitely give this a go. I'd be interested in hearing about your results, especially if you were to play using Realism Overhaul from Ultragaia.
  10. scatterer is not properly supported. Uninstall scatterer. Derbin and Valyr should have clouds with EVE, I'll try to look into that. It might be related to you playing on Kerbmun. KSC being too bright is unfixable. There's a LOT of KSC-related bugs whenever you reparent Kerbin, which is what we've done to make Kerbmun into a homeworld. Same with day/night cycles and KSC indicator wobbling in tracking station. Dessert and Woomerang launch sites can't be used with Mesbin, and aren't on land on Kerbmun (IIRC), so they've been removed. The heatshield exploding is gameplay, not a bug. Derbin's atmosphere scale height is very short due to its high gravity. Take a shallower approach. "Being able to see a huge water world underneath Mesbin if you look at just the right angle" if your camera is clipping through the terrain to see this, I don't care. But since there shouldn't be water, I'm guessing it's actually scatterer's fault, like I said uninstall scatterer. Transfer Window Planner can be used to get a delta-v map, though I don't believe it can be done from a moon to a planet. That being the case, you can always plan maneuvers in Kerbmun orbit with a probe (either cheated into orbit or not) to get an idea of delta-v for transfers. Kerbmun Kerbals have acclimated to the thin oxygen over many centuries of inhabiting Kerbmun. At first (and if you were playing from Mesbin) the Kerbals had to breathe oxygen canisters. COMING SOON TO A STAR SYSTEM NEAR YOU Whirligig World 0.11.1. I had intended for the next update to be 1.0. But I had to address Kaywell. When I invented Kaywell, I thought I had invented a realistic star, the goal having been to make it more luminous that most stars of its mass, so that I could put Mesbin and Derbin as far apart as I could. I thought, for a long time, that I had succeeded. The WW version 0.11 was meant to be the last version before 1.0. In the reddit post announcing the update, a player commented that Kaywell wasn't luminous enough. I told them they were wrong. They were right. It turned out that, somehow, my star was MUCH less luminous than it should have been--closer to 6-10 Lsol rather than 2.52. For a long time after I struggled with trying to reconcile my star--and the very much already finished system--with the unrealistic mass/luminosity ratio. Most people would probably never notice... but it would always nag at me. I came up with several different possible ways to change Kaywell, and sat on those for a month or so. I had resolved to keep Kaywell as it was, unrealistic, until I remade the system from scratch when KSP2 was released. Then KSP2 got delayed, and I realized Whirligig World would have perhaps another full year of relevance. So I decided to go ahead and fix the star. I made it more luminous, and moved all the orbits out. And finally Kaywell was realistic, and it didn't even take that much effort! But there was one small problem: those new orbits sucked. They were almost three times slower, which would have slowed gameplay down to a crawl, ruined any missions planned or in progress to the planets between the updates, and it just wouldn't have been fun. I felt defeated. Here it was, a more realistic system that was worse than the original. I have long maintained (and generally still do) that realism doesn't detract from gameplay in most cases, and can actively produce interesting situations. But extremely slow orbits isn't interesting, it's just boring. So I undid my changes, and resolved yet again that yes, I really would keep Kaywell as it was. Then I woke up with a start on December 1st 2019. "MAKE IT BINARY!" I said, and I made a note of it to deal with later. The reasoning is that two main sequence stars of a given total mass will almost always have a lower luminosity than a single star of the same mass. So all I had to do was find the right mass and luminosity ratios and do a lot of last minute work splicing an entire star into the game's configs and lore. And so Limnel is born. That's right. Kaywell is now a trinary star. (Kaywell, Gememma, and Limnel) By default, the mass of Limnel will be added to Kaywell, so Kaywell is effectively identical to as it was before (planet orbits will be identical). There is, however, a new setting in the settings.cfg to make Kaywell and Limnel binary, with a barycenter that both stars and the planets will orbit. In this case, Kaywell will use its new, more realistic mass of 1.17 Msol. Kaywell will also be 1.17 Msol if Principia is installed, but will not orbit a barycenter. Also of note: using an unreleased and unfinished (so don't ask about it.) development version of 1.8 Kopernicus, I was able to play around with the new terrain shaders, but I expect to make a release for 1.7.3 before I release the 1.8 terrain updates. Unfortunately there seems to be a bizarre lighting bug that prevents me from putting the new terrain shader on Mesbin, which is very sad.
  11. I have uh... I've decided not to change Kaywell after all. Whirligig World 2 is gonna be a thing someday (in KSP2), and when that comes, Kaywell and Gememma will likely be very different.
  12. You could do variants where the models look old but they use more modern color pallets, like those from ReStock. For instance, the yellow here is quite ugly, but a *slightly* oranger yellow might look better, or one without the black stripes perhaps. And the bluish grays could be replaced with white, perhaps. Just as variants of course, that classic old color scheme is iconic. Also the version of the ancient tanks that had the thick lips on the end didn't have the ability to be radially mounted. They were remodeled to be more cylindrical when the radial mount capability was added. It's funny, though, because I remember when 0.18 was coming out and the first part revamps were being done, I was so excited because they had revamped the SRB and it looked great, but still looked like the original part. When I downloaded the update I was disappointed to see that the tanks had been completely redesigned. Now of course it didn't take long to get over that, I am soooo glad the art style went in a more realistic direction (it paved the way for porkalike styles including the amazing ReStock, and just generally allowed for better stock replicas of real crafts, which are more often painted white than cool gray). That said, these parts represent a strange and interesting "what if" to satisfy that middle schooler's craving. I look forward to seeing more (even if I never actually download it it's still really interesting to see), and I'm sorry @Consta your thread never got any attention when it was new.
  13. a whole new world has opened up and its naME IS KERBIN, HAHAHA! That's right it's ya boi GregroxMun back at it again with the Hype Train! Full steam ahead, boiler pressure is clocking in at uh... oh my. 360 gigapascals. Fantastic, we got earth-core energies.

  14. pV4Taki.png new forum signature :) 

  15. My planet packs usually try to bring something new to the table gameplay-wise, rather than just adding new planets in a new solar system, I like to change things up with weird homeworlds, rather than just Earth/Moon analogues. Here's a couple examples of what I mean:

    Alternis Kerbol Rekerjiggered
    Alternis Kerbol was not originally developed by me, it was developed by NovaSilisko, but the weird homeworld mechanic involved in the mod is a major part of what drew me to rekerjigger it. In Alternis Kerbol, the homeworld is still Kerbin, but it now orbits a warmer, bluer Jool as a large satellite. This alone changes up the dynamic significantly, with wide ranging effects on early game exploration, orbital mechanics, and the general feel of the game.

    Toy Solar System
    Toy Solar System was another one of my early mods, which rescaled the solar system to 1/10th scale. Like AKR, it was a remake of an older mod, and it has since been supplanted by Sigma Dimensions, which generalizes rescale to any scale factor you want. Although these changes affect the whole solar system, playing at this scale is a truly different experience compared to stock scale, perhaps even more so than the difference between stock scale and Real Solar System.

    Little Green Men from Mars
    Initially developed by Probus, I took over and cleaned and polished a few things. This mod was effectively Real Solar System, except the space program starts on Mars. The delta-v to Mars orbit is actually comparable to the delta-v to stock-scale Kerbin orbit, and thus allows Real Solar System to be effectively played with stock parts. But more than that, it also introduced a new challenge: re-entry. In stock KSP, re-entry and landing is as simple as parachutes and maybe a heatshield. On Mars, you have to contend with the minuscule atmospheric drag while still dealing with heating. As a result, all returns require some care and effort put into them. This notion of difficult returns will come up later a few times.

    Alien Space Programs
    This one is the most obvious example of this tradition. Initially developed as Duna Space Program between myself and Sigma88 (and now maintained by Gordon Fecyk), Alien Space Programs generalizes the concept of Little Green Men from Mars, but for the stock Kerbol system. Duna, Eve, and Laythe were the first worlds to get made. Duna was a lot easier than LGMfM, and indeed was much easier than Kerbin. Eve was a particularly difficult challenge, and getting to orbit in career mode is especially difficult. As far as I'm aware, Eve Space Program is the only mod which places the space center on a conventional Super-Earth planet (albeit at Kerbal scale). Laythe Space Program plays very similar to stock KSP at first, but like Alternis Kerbol, you have an entire satellite system to explore right off the bat. I later added a few more modes. Jool Space Program plays actually quite a bit like Real Solar System on Earth, since stock-scale Jool's mass and gravity is similar to a full-scale Earth. The difference being, once you're in space, you have some relatively small moons to go and explore. Tylo Space Program was similar to Laythe Space Program and Alternis Kerbol, except crucially, the lack of an atmosphere around heavy Tylo meant that each return was a big deal, as Tylo is the hardest planet to land on delta-v wise in the whole stock system. Tylo was also different enough to warrant a mildly modified tech tree. Finally, Minmus Space Program was added for those who like it really really almost comically easy. Perhaps one day Gordon or myself will add all of the stock planets. And back when I was actively working on ASP, I always wanted to generalize the concept to other planet packs.

    Sudric System
    Holy System of the Vernians, or as it would later be halfassedly released as, Sudric System, was going to be a pretty major conversion when I was originally working on it. The planet you start on is significantly less massive than Kerbin, (though still much heavier than Duna), and I was going to have a whole steampunk spaceship parts architecture and space-religion-lore. After I got stuck for a long time, I ended up releasing it as-is and cancelling the project. This is probably the weakest of the homeworld weirdness, but it's there. And the massive binary companion around the homeworld definitely is a far cry from the Earth-Moon system.

    Whirligig World
    The jewel in the crown of absurd homeworlds, Whirligig World's Mesbin is not even slightly like Kerbin. It is an oblate spheroid rotating once every 28 minutes and massing 71 Kerbins, and it's completely airless. The colonists crashed on Mesbin by mistake, they were aiming for one of Mesbin's many moons. Geostationary orbit is extremely low, and the static moon "Statmun" rests there. The fast rotation period means getting into orbit is actually slightly easier than on Kerbin, but the lack of atmosphere means you have to do a powered landing every time. And the incredible mass means that even when you do get into orbit, launching up to the moons or escaping the planet requires a hell of a lot more fuel. For those who still want to explore the vast Kaywell/Gememma star system, there is an optional patch available to move the homeworld to Kerbmun, Mesbin's Kerbin-sized, Kerbin-like moon. In this mode, the homeworld is still significantly different from Kerbin, in that there's an extensive system of moons, and the parent body is still the extremely weird Mesbin. Mesbin's so different that I had to redesign the tech tree so it'd make sense--starting with the Tylo Space Program tree.

    Where to next?
    For a while now, as Whirligig World gets closer and closer to a 1.0 release, I've wondered what comes next? What's my next major planet pack? What can I do to the homeworld to make it weird? I've explored a few options.

    Tiny, high-pressure-atmosphere planet. This would be the polar opposite of Mesbin. You would start out not with rockets, but with aircraft parts, and jet engines would be enough to get you to space, and maybe even flybys of small moons. I actually did prototype this, and unfortunately it turned out to just not be very fun. With the low gravity and high pressure, flight was extremely slow, and since KSP's piloting controls are not suited to continuously flying a plane in the same direction for minutes at a time, I figured that the idea probably wouldn't work that well in practice. It's still something to consider some time.

    Asteroid Space Program. This would still be quite different from Mesbin, but shares some similarities. In this mod, you'd start on a large asteroid, something like Vesta or Pallas. The tech tree would also be completely reinvented to provide only terrible cold-gas thrusters at first, slowly unlocking gunpowder solid rockets, monopropellant rockets, and only around the time you need to start landing and launching from planets would you get the liquid fueled rocket motors. I have mocked this up and have had some fun with it, and I think it's promising enough to go forward with the idea. The project even has a name--Breathless, though with the recent Keanu Reeves memery, perhaps Breathtaking would be better? The name of course refers to the lack of atmosphere on an asteroid, though it's worth noting of course that the name could apply to Whirligig World and most of the Alien Space Programs.

    Super-Earth Space Program. Following in the footsteps of Eve Space Program, I'd like to make a Super-Earth Space Program one day. It'd have to be at full RSS scale, though, and support Realism Overhaul. I want a major point of the mod to be a case study in how space programs might manage on planets much heavier than the already quite massive Earth. The trouble there is that RSS-scale mods are much harder to get to look good. RSS barely manages to look passable at that scale. I've only had limited success with RSS-scale/style planets, and that was in Alternis Sol.

    It's possible, with homeworld switching, to implement several of these ideas into a single planet mod. And since after all this time I'm starting to get burned out on making planets, maybe that's a good idea. As it stands right now, my problem with developing new planet packs is that for almost a year now, all I've really been doing is polishing Whirligig World, not really adding much new to the mod in the form of planets. And that's fine--the system's plenty large enough with nearly 40 bodies, but it does mean two things: 1) 40 bodies is so much, how am I supposed to make more bodies that are sufficiently different from those already in WW? 2) I'm out of practice, and find it difficult to produce new worlds.

    When I think about building new systems, I often think on very large scales. I like thinking about unique orbital arrangements, especially those that showcase real phenomena we see in exoplanets and simulations, but I end up writing and drawing up systems with several dozen bodies in them. That's not too many worlds to define the orbits, masses, densities, and atmospheres of. But it's so much to actually make, painting the maps, writing the terrain configurations. For this reason, I usually try to limit myself to 15-20 bodies, about as much as the stock Kerbol system.

    All of this is compounded by the fact that I struggle with depression, and actually continuing anyproject is hard. When I think about how long it's taken to get Whirligig World to a state where it is almost ready for 1.0, and think about how much work is going to go into making a new mod from the ground up, I'd be lying if I said I wasn't really intimidated. And that's not even mentioning that I still have quite a few projects which are inactive that I'd like to get active again, like Alternis Sol and Ultimate Solar System.

     
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