-
Posts
6,337 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Whirligig Girl
-
KerbMun Orbital Station (KMOS) in Medium Kerbmun Orbit. [Whirligig World, ReStock] Whirligig World vastly rewards the construction and development of space infrastructure due to the high delta-v requirements for leaving Mesbin orbit (the oblate super-tylo in behind Kerbmun). I've already built a giant fuel miner/tanker which is sitting on the trojan minor moon which shares Kerbmun's orbit, and it will be sent to KMOS to correct KMOS' orbital inclination soon. This is only the Core Module of the station. I still need to send up the Fuel Tank Modules, the Power Plant Module, and a Docking Module. The eventual use of this will be a station for interplanetary ships returning to the Mesbin system. Rather than get all the way down to Mesbin Low Orbit Space Station (MLOSS), where a very hefty circularization burn of over 4 km/s must be made, ships will aerobrake at Kerbmun, rendezvous with the KMOS, and then their crews will take Orbital Shuttles down to the MLOSS, and from there they can take Takeoff-Landing Shuttles back to the surface and their underground homes and families. The KMOS will also be the starting point for the colonization of Kerbmun, nearly a thousand years later than initially intended.
-
[1.12.5] Restock - Revamping KSP's art (August 28)
Whirligig Girl replied to Nertea's topic in KSP1 Mod Releases
KerbMun Orbital Station (KMOS) in Medium Kerbmun Orbit. [Whirligig World, ReStock] Whirligig World vastly rewards the construction and development of space infrastructure due to the high delta-v requirements for leaving Mesbin orbit (the oblate super-tylo in behind Kerbmun). I've already built a giant fuel miner/tanker which is sitting on the trojan minor moon which shares Kerbmun's orbit, and it will be sent to KMOS to correct KMOS' orbital inclination soon. This is only the Core Module of the station. I still need to send up the Fuel Tank Modules, the Power Plant Module, and a Docking Module. The eventual use of this will be a station for interplanetary ships returning to the Mesbin system. Rather than get all the way down to Mesbin Low Orbit Space Station (MLOSS), where a very hefty circularization burn of over 4 km/s must be made, ships will aerobrake at Kerbmun, rendezvous with the KMOS, and then their crews will take Orbital Shuttles down to the MLOSS, and from there they can take Takeoff-Landing Shuttles back to the surface and their underground homes and families. The KMOS will also be the starting point for the colonization of Kerbmun, nearly a thousand years later than initially intended. -
Here is a nice Delta-V Table between all the moons of Mesbin. Plain white version: These are all approximates and may be somewhat higher or lower depending upon the specifics and the plane-changes. For specific transfer delta-v, please use the Transfer Window Planner mod. But for a basic idea of what delta-v to expect, this table should be satisfactory. I'm working on the Whirligig World wiki on GitHub, which will have a list of the Delta-V to targets from Mesbin orbit. Eventually we'll have a proper delta-v subway map, and I'd also like to have trans-satellite delta-v tables for the other systems (The Kaywell planets, the Tyepolbynar satellites, Valyr satellites, Reander satellites, the Gememma planets, and the Mandrake/Rutherford satellites)
-
[1.12.5] Restock - Revamping KSP's art (August 28)
Whirligig Girl replied to Nertea's topic in KSP1 Mod Releases
Burning to escape Mesbin and visit the dwarf planet that shares its orbit, the binary asteroid Wers/Vizea. I love the look of Restock Parts here. Normally you'd see a bright pink plume of ionized hydrogen, but the timewarp framerate is not good enough to see the plume, hah! (To be clear that's not a bug report) -
[1.12.5] Restock - Revamping KSP's art (August 28)
Whirligig Girl replied to Nertea's topic in KSP1 Mod Releases
Titan IIIE Rocket with the new 1.875m SRBs. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Whirligig Girl replied to Nertea's topic in KSP1 Mod Releases
Hurrah! Now I can finally show off some images I've been wanting to show off for a while now. The rest: -
Vall gets ejected because of its specific orbital resonance in combination with the large mass of Laythe and Tylo compared to Jool. But what baffles me is that you decided to try to make one unrealistic thing (tightly spaced moons) into another more fundamentally unrealistic and mildly stock-physics-breaking thing, super-spaced orbits.
-
If the pic in the OP shows Moho as the largest of those three dots in the sky, then that moon should be outside of Moho's SOI, and certainly outside of the realistic hill sphere. Any moons of planets close to the Sun should be very close to the planet. EDIT: These planets aren't bad designs, but I feel that they would all be much better if they were separate sup-evian planets instead of moons. After all, Moho is only the size of the Mun roughly, and yet it seems to have several mun-mass moons in your mod. I think it'd be a better system design to have maybe one small moon of Moho close in, but put the other moons in lower orbits. Moho is a really bad place to put a big sprawling Moon system like you have, as evidenced by the fact that you have had to artificially increase the SOI size to make it work.
-
A discussion of the 0.9 update's main features Whirligig World 0.9 is going to be a fairly large update, addressing both new features and old to-do items. Here's a run-down of what to expect in the coming week or so. Interstellar Consortium and Unique Body Identifiers. Recently, planet modders have been coming together to create a new standard for how alien solar systems will be treated when installed together as multiple planet packs. The standard, lead by @Pkmniako, is the Interstellar Consortium. Forum page here. Interstellar Consortium also has a new plugin that makes use of Kopernicus' new Unique Body Identifiers feature to allow for even stock system replacements to be implemented into the IC, and also allows them to be played either from stock system or the mod's own system. So when the plugin is installed, you'll be able to set up the game such that Kaywell/Gememma are an alien solar system to fly to. You may want to recreate the original U.S.C. Manifest Destiny colony mission, or just send interstellar probes and warp ships. And if you want, you can play from Mesbin and eventually go out and re-contact Kerbin. This will also be compatible with the Kerbmun Homeworld Swap feature. Unique Body Identifiers basically tell you which version of a given planet you're using. For instance, Kaywell is not a modified sun clone, it's literally the sun. But if you want to move it to become a new star, you'd have to change the reference body for all of the planet's orbits to point to the new star. Instead, we give the Whirligig World Sun the UBI of "WW/Kaywell" and have the referenceBody target that. This means that we can assign that UBI to either the body with the internal name "Sun" or a new body with internal name "Kaywell" depending upon whether or not we're using Mesbin as the homeworld or Kerbin. The same applies to Mesbin, which internally is also called Kerbin, so we need to make sure Mesbin doesn't end up with Mun and Minmus, or that Kerbin ends up with all of Mesbin's moons. All the other bodies have been given UBIs as well, just to be safe. (The only case where I expect this to be useful for other bodies is perhaps for Mandrake and Rutherford, which comes from an original NovaSilisko concept for the solar system circa 2011. Someone else might want to remake that system, and we need to make sure M&R aren't confused). Environmental Visual Enhancements changes. The gas giant planets now have cloud maps, as do Egad, Ollym, Gannovar, Lito, and Totooa, which didn't before (Egad did when it was called Adjar, but this was never changed in the clouds). The different banding on gas giants rotates at different speeds and the cloud altitudes are roughly correct for the pressures they should be at. E.V.E. does not support multiple star lighting, so Mandrake and Rutherford's clouds have been turned transparent from space so that you can see the lighting of both stars. The clouds still appear from up close, though. Realistic ARM Asteroids. This is a pretty major change, and it's one I'd really like to get some feedback on. Asteroids can now be up to 10 times larger and down to 10 times smaller than in stock. They also now have realistic densities, and come in a few different types. Each type has different levels of ore and different densities, and are also configured for Community Resource Pack to include the various other minerals and resources you might find in a given asteroid. The asteroid types are as follows, in order of decreasing ore content. Icy. 1.5 g/cm^3 Carbonaceous. 2.3 g/cm^3 Stony. 3.4 g/cm^3 Metallic. 6.5 g/cm^3 Asteroids of different types can be found in different locations and are more likely in some places than others, but aside from going up to them with a spacecraft, there is no way to figure out which type is which right now. I'd like to some day have some plugin that will allow you to tell the difference, but for now you basically will just have to guess based upon which population it's likely to spawn in. Some time around WW 0.9's release I'll add to my work in progress GitHub wiki a document describing where asteroids are most or least likely to spawn. I have also included a patch to reduce the density of these new asteroids by 1/100th, which basically changes them back to around the density of the stock asteroids, in case you understandably think it's completely unreasonable to haul around a hundred million tonnes of rock. The ARM-moonlet Diddmun has been rescaled to better approximate its real world counterpart, and will have the higher density of 3.5 regardless of the density patch. Career Mode Atmosphere limit fix. While I know this was working correctly some time between KSP 1.3.1 and 1.6.1, as of WW 0.8 the career mode contracts don't work properly, because the game thinks you're launching from space and so you can't go from atmosphere to space. Now there is an "exosphere" surrounding Mesbin that does go all the way up to the original space limit. It won't have any effect for crafts unless you're re-entering over the poles of Mesbin. (this is in general a bad idea) Simplified Mesbin Biome Map fix. This is kind of a step back, but unfortunately every complex biome map I've used for Mesbin has had isses such as showing polar biomes near the equator. I have plans that would make this game breaking so I've had to vastly simplify the map into just five biomes. North Polar Basin, North Temperate, Equatorial, South Temperate, and South Polar. This is not a complete changelog by any means. I have done a lot of little fixes and tweaks that you'll see in the release changelog. I'm still working on things, I have a few more bugs to fix and I'd like to add a couple new asteroids to round out the Gememma system, but that's all I have to say for now. Remember if you want to play a prerelease of the next version, you should go to the Kopernicus server and the #gregroxmun-mods channel and ask for the WW_ping role, so you can be notified whenever there's a new prerelease. Link in the OP.
-
Thanks for the report. Thanks for the suggestion. Good lord I hate KSP wheel and landing gear physics. I have a hunch it might have something to do with the gravity being less than it expects, reading Mesbin (Kerbin)'s gravity value as the canonical one gee of gravity, and it gives everything too much springiness. I have too noticed that the landing gears are really uncooperative, but until now I've just chocked them up to KSP being KSP. I'll look into this.
-
oh no it is I, GregroxMun, you should all go play Whirligig World and/or Alternis Kerbol Rekerjiggered. @Pkmniako?
-
I like that idea I guess, but you'd have to be careful so that you aren't forced to spend hours drifting down to the altitude you get crushed at, since KSP won't let you save if you leave the flight while in motion in an atmosphere or ocean. And it can't be just a normal bottomless ocean. It has to be an atmosphere that gets thicker and thicker until it behaves like liquid hydrogen. By that point though, temperatures and pressures could not be withstood by any vessel, so getting there is pointless. There should just be cloud layers and thickening fog and darkness until the depths begin to glow red hot, and the ship starts to explode. But you also need to be able to abandon probes before that point if you don't feel like waiting the better part of an hour to fall to that depth.
-
I completely agree. Jool's system is a really fantastic place to go, the only thing which could be better is Jool itself I guess, giving it layers and clouds alongside weather for other planets is the only think I could think to change, but that's a much broader problem of all planets, not Jool itself.
-
Visible Planets
Whirligig Girl replied to gustavodag's topic in KSP1 Suggestions & Development Discussion
Planets *should* be visible to the unaided eye from Kerbin, all of them including Dres and Eeloo should be at least near the limit of naked eye vision, with Jool, Eve, Duna, and Moho being quite bright in the night sky. We know this because I've seen these objects with my own eyes in the real solar system--Mercury, Venus, Mars, Jupiter, and Saturn. The reason you don't see them in-game is related to how 3D applications display objects. They don't usually do it by shining photons and reflecting them off of surfaces, that would be too intensive. If that were the case, then point sources of light would be able to shine, since occasionally photons would hit the "camera sensor" even if the light source isn't visually as large as a pixel. Instead, 3D objects are drawn flat onto the screen using mathematics that I don't understand well enough to explain. The result of this is that objects smaller than the size of a pixel on the screen are rendered invisible. It also doesn't handle contrast correctly, so if the background is a medium gray tone like the skybox and the planet's surface is only a few shades lighter, then it won't really stand out even when it's several pixels across. Solving this problem is not straightforward, and the solution in Space Engine, KSP's Distant Object Enhancement mod, and more, is to draw flat sprites on the screen where the planet should be that match roughly how bright the object should appear. This is imperfect, since they can sometimes appear to be too bright compared to other objects which are big and bright enough to not need sprites, but it does allow the user to see distant planets and moons. KSP has a LOT of visual issues/behaviors/flaws regarding the relative brightness of the planets and space. But it's more a result of just using standard rendering methods throughout the game and calling it good enough and working on other things than actual laziness. -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
Whirligig Girl replied to Nertea's topic in KSP1 Mod Development
Having 45 degree rcs in restock+ would be really fantastic. -
We can't go until we have any actual idea what Serenity is. When Squad announces it, then maybe the Hype Train is ready.