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Whirligig Girl

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Everything posted by Whirligig Girl

  1. Biomes added and Cliffs reddened. Get it hot on GitHub or SpaceDock. https://github.com/GregroxMun/Duna-Restoration-Project/releases/tag/2.0
  2. Jool should be a realy gas giant instead of a shell. Proper atmospheric and interior layers of gas and liquids, crushing pressures, storms, etc. But no, we don't get that.
  3. Something like this: Dun: A red giant star that is done being on the main sequence. All planets: Moved to be 1.43 times further from the parent star due to the 30% mass loss due to stellar wind and fusion. Moho, Eve, and Gilly: A distant memory, having been swallowed by the Dun quite a while ago. Kerbin: A dead, molten chunk of lava. Mun: Same. Duna: Scorched airless rockball. Ike: Scorched airless rockball, but that's not really very new. Dres: Thin water vapor atmosphere. Jool: Now a cloudless deep blue world, Sudarsky Type III. Laythe: Runaway greenhouse effect. Tylo: Ice vaporized into a thin atmosphere. New home of the KSC is on the pole. Bop: A few more craters I guess. Pol: Ditto. Eeloo: Melted with a thick atmosphere. Vall: Ejected into a distant orbit, partially melted. The story is that at some point during the Sun's evolution into the Dun, the Jool system entered the habitable zone. Some kerbals moved there from Duna, and then continued Kerbal civilization there. Some of them entered hibernation while the rest died out, now that the system was depleted of habitable worlds. They woke up from their protected hibernation modules, and did their best to set up a protected space center on Tylo's North Pole. Astronomers were able to use the stars to find out just how long it's been. But they also find something else: a nearby star with no angular motion and a fairly high blue shift. It's the star which has become known as Savior. A red dwarf star, it will pass below the radius of Jool's orbit. If Kerbalkind is to survive, they must colonize Savior's planets. And there's really only one chance at it.
  4. A Sun. Well, a Dun. 'Cuz it's 'dun' being on the main sequence. As a matter of fact, that's a big part of the plan. There will be a red dwarf system passing by the Dun system: the goal is to use this as an opportunity to escape from the system.
  5. So I won't sit at home anymore, and you won't see my head in the window, and I won't be around every anymore and I'll be up there in the wall at the store. I will never say the word procrastinate again, I'll never see myself in the mirror with my eyes closed. It's actually an advertisement for a mod that will eventually be made. Unreleased Kopernicus mod of mine. I didn't apologize for when I was eight and I made my younger brother have to do whatever I say. Did a large procession wave their torches as my head fell in the basket, and was everybody dancing on the casket? Now it's over, I'm dead, and I haven't done anything that I want or I'm still alive and there's nothing I want to do. The sun ain't no red dwarf, I hope it never morphs into some supernova'd collaps'd orb, no, no, no.
  6. GameData/SLIPPIST-1/SlippistSettings.cfg Change "False" into "True" and keep in mind it is case sensitive.
  7. I have a few requests. I don't know how practical they are, but nonetheless here they are: PQSMod_RandomMapDecal: An alternaitve to voronoiCraters. It randomly places map decals on the planet. MaxDeformity = Maximum height deformation. MinDeformity = Minimum height deformation. MaxRadius = Maximum size of map decals. (If MaxDeformity is 1000, then a decal with the MaxRadius should be 1000 if RadiusDeformityRelationship = 0) MinRadius = Minimum size of map decals. (If MinDeformity is 200, then a decal with the MinRadius should be 200 if RadiusDeformityRelationship = 0) Map = The heightmap texture for the decal. This can be used to place craters, volcanoes, bumps, blocks, or anything you can put in a heightmap. Count = How many decals should be placed. Seed = Seed for pseudo-random generator. RadiusDeformityRelationship = From 0-1, how much variation in the relationship between Deformity and Radius can there be in units of deformity percent. Order = Where should it be in the PQSMod Order. This is important so you can lay several of these mods on top of each other to establish an order of events. PQSMod_LandControlMap: LandControl, but land class locations are defined by reading colors off of a map instead of the very confusing latitude and longitude system. (Essentially like a biome map) This could be used for adding biome-specific scatters to a planet made from a color map instead of the confusing LandControl system. This would be a fairly major breakthrough for surface detail of mod planets the way most of them tend to be made. It could also be used to add more procedural detail to a hand-painted map than would be possible using hand-painted maps, as the height colors can still be used and they would smoothly blend into the rest of the planet. PQSMod_Ellipsoid: VertexHeightOblate doesn't actually produce a true oblate spheroid. This PQSMod would allow you to make a planet into an oblate spheroid, prolate spheroid, or triaxial ellipsoid. This can be used to produce asteroids and true oblate planets. ScaleDeformityByRadius = What it says on the tin. Boolean. AxisA = Deformity along the A axis of the ellipsoid. AxisB = Deformity along the B axis of the ellipsoid. AxisC = Deformity along the C axis of the ellipsoid. PQSMod_OffsetTerrain: Takes the whole planet's terrain and rotates it by longitude and/or lattitude. Could be immensely useful for the production of procedural + mapped tidally locked planets with ice caps. PQSMod_Rivers: Digs into a planet to produce rivers or canyons that reach down to a specific altitude (below zero on an ocean planet and they would become rivers) PQSMod_MapDecalLonLat: Map decal, but with longitude and latitude as the definition for placement. PQSMod_FlattenMountain: Select a height, and anything above that is flattened to it. Can be ordered so mods can be put on top. The opposite of FlattenOcean. Can be used to create mesas or plains.
  8. Here's how a Galactic Neighborhood Star Revamp will work. Sigma has stated he wants to keep the stars scaled against the absurd stock sun, which is not my favorite idea at all, but eh. I have a config which isn't ready for release that can take the mass of a star and find out its radius, temperature, luminosity, and from temperature a scientifically accurate color. M8V, M6V. B5V, M6III. Alpha Centauri B (K2V iirc) (a Cen A in background) with better lens flare scaling. They're now visible from many AU away without being too bright or invisible. Also, Proxima looking at a cen A and B. Coronas are not finished, you'll notice that not all of them have coronas yet. So we'll define star radius and mass as normal in relative units, but now we also define surface temperature manually in Kelvin. This is run through the Temperature-Color Generator and output as light color and surface colors. For main sequence stars, one of three sunspot textures are chosen: Big sunspots (M, Late-K), Medium sunspots (K, G, F), and small sunspots (ABO). No sunspots will be used for white dwarfs, neutron stars, and Giants. Giants will instead gain procedural PQSMods to give them unique bubbly (convection cell) surfaces that are based upon their radius and temperature. Their PQSMods are exported into a heightmap which is then inverted and used as the sunspot texture, which will give them the darker red lighting in the deeper regions. There will be 6 coronas. Orange-yellow (M, Late-K), Yellow-white (M, G), White-blue (F, A, B), and blue (O). The stars are defined to be realistic at 1/10 scale. However, after I finish my work, this will be turned into an optional mode and the default version will be modifed by Sigma into kerbalized versions of the stars. (Scaled against Kerbol, G-type yellow stars are actually yellow.)
  9. Before we start, you'll need the above planet mod to play the challenge. Good? Alright, let's get started. For hundreds of years, Echobalkind has looked up into the sky and wondered about the Slippist, and the six faint wandering spirits. There was the rapid Spirit of War, the calmer Spirit of the Sky, the Spirit of Family, the Spirit of Observation, the Spirit of Conscience, and Spirit of Time. Later given the shorter names Beta, Charlie, Delta, Foxtrot, Golf, and Hotel, the wandering spirits have since been observed through telescopes and shown to be worlds much like Echo itself. Echobals everywhere have longed for the skies, as if it were some... fundamental nature of the Echobal spirit. And finally the technology exists to visit them all. THE CHALLENGE: Plant flags on all six alien planets of the SLIPPIST-1 ("TRAPPIST-1") system and return safely to Echo (Planet e.) Rules For a list of allowed mods, see the KSP Reddit Weekly Challenge Mod List, with the inclusion of SLIPPIST-1, obviously. You must bring a Kerbal and plant a flag on each planet. Possible Hard Modes Use only SSTO. No Refueling. No Docking. Interstellar Mode. (enable Alien System in the settings.cfg and launch from/return to Kerbin) Impress me. Some notes: Two of the planets have no atmospheres: Beta and Hotel. They do however have appreciable gravity, and aren't too different from Tylo. Charlie's atmosphere is thick and a bit hot. Plan accordingly. Delta's atmosphere is functionally identical to Duna, but Delta's gravity is quite a lot larger. Echo's atmosphere is thinner than Kerbin's by pressure but it rises higher than Kerbin's due to the lower gravity. Bring radiators to Beta. The planets are in a complex resonance chain of 24:15:9:6:4:3:2. That's 8:5, 5:3, 3:2, 3:2, 4:3, and 3:2 for nearest-neighbor relationships going from b to h. Transfer delta-v between planets can be greater than stock due to the very strong gravity of SLIPPIST-1. (Acceleration due to gravity, obviously. It's not more massive, just much denser) Those who complete the challenge can put this special scratch-n-sniff sticker in their signature if they want. It smells like root beer.
  10. New Release Again. https://github.com/GregroxMun/TRAPPIST1-for-KSP/releases/tag/0.4 Put planets in resonant orbits Add new texture for the star Add descriptions
  11. New release. https://github.com/GregroxMun/TRAPPIST1-for-KSP/releases/tag/0.3 Option to move to another star system (see settings.cfg) Default to NATO phoentic alphabet names (Beta, Charlie, Delta, Echo, Foxtrot, Golf, Hotel) Add better terrain and tidal lock to Echo. Add biomes. Refine atmospheres a little bit. Make the color and light of SLIPPIST realistic based on Temperature Kelvin to RGB calculation. Its prettier.
  12. Something soonish perhaps, yes. SLIPPIST-1 is now an awful lot of meters away. It's placed at a playable "interstellar" distance. (Same scale as the stars in Sigma88's Galactic Neighborhood) But you can also play in the system (which is actually the default setting.) Planets are also now named by the NATO phonetic alphabet (Slippist, Beta, Charlie, Delta, Echo, Foxtrot, Golf, Hotel) I still don't have a proper terrain for SLIPPIST-1e, it's still the placeholder planet with a finite solar day. I have a basic map for it, but development of its terrain is slow because I have to keep rotating the texture in a convoluted way.
  13. Yes, I know. The wikipedia page confused me because it was late at night and there were lots of stars.
  14. I was confused by the whole Kstor system, so it's probably some level of wrong.
  15. HR Diagram of the stars in this mod. Approximate. You'll notice the "Sun Blob" of objects that are very similar to the Sun, as well as the strange absence of red main sequence stars compared to more luminous types. So if you're looking to get your mod added to this, do consider having it put 'round a K or M dwarf star. (Note that SLIPPIST-1 and Holy Light are not released yet, they are my own mods. Also, OtherWorlds and Keridani System are not represented. They would both by K main sequence stars.
  16. Terrific. Here are my suggestions. SASS-X: Taking Advantage of New Horizons Edition * = Not changed or added, listed for completeness Venus - Arin - New Horizons *Jupiter - Jool - Revolting Jool Recolor -Amalthea - Ameli - Revamped Stock Solar System -*Io - Leeouch - New Horizons -*Europa - Eeloo - Stock KSP -*Ganymede - Slate - Outer Planets Mod -*Callisto - Bop - Revamped Stock Solar System -Himalia - Oree - New Horizons *Saturn - Saru - Saru Planet Pack -*Prometheus - Astid - New Horizons -Methone - Ovok - Outer Planets Mod -Mimas - Kelt - Holy System of the Vernians (Unreleased) -Mimas (Alternate) - The Death Star - The Death Star (Blocky terrain, but fixable with configs) -Enceladus - Mutel - Holy System of the Vernians (Unreleased) -Tethys - Nolas - New Horizons -Dione - Thatmo - Outer Planets Mod -Rhea - Tylo - Uncharted Lands -*Titan - Eve - Sigma: Eve Recolor -Hyperion - Gobe - Revamped Stock Solar System -*Iapetus - Wal - Outer Planets Mod *Uranus - Cooper Kerman's Arm, Smeared Across Spacetime - Stock KSP -*Miranda - Polta - Outer Planets Mod -Ariel - Serran - New Horizons -Umbriel - Priax - Outer Planets Mod -*Titania - Tylo - Stock KSP -Oberon - Atell - New Horizons Quaoar - Urkers - Holy System of the Vernians (Unreleased) -Wywot - Aptur - New Horizons Orcus - Bop - Uncharted Lands -Vanth - Pol - Uncharted Lands Makemake - Eli - New Horizons //Side note: Urkers and Menger in HSoV are loosely based on Orcus and Vanth
  17. Oblateness turns out to be quite difficult. So does literally everything about Mesklin. Believe me, I've tried building a planet like Mesklin so many times and using so many hacks, but things never work the way they need to. One of the things to keep in mind is that the oblate shape of the planet needs to perfectly match the plane perpindicular to gravity in a given location. Unlike the classic Inaccessible, you shouldn't be pulled to the equator or flung out into space. Also the PQSMod_VertexHeightOblate appears to be both buggy and also does not actually result in a true oblate spheroid. And there's some question about whether or not Mesklin should even be oblate. A physics simulation assuming the composition is rock, water, and ice with electronic-degenerate matter in the core allegedly showed that the planet was lens-shaped instead of a smooth spheroid. But it would probably be different since Kerbal planets have all of their mass concentrated in the center. I would say the closest thing we can get to Mesklin is a small dense airless body like inaccessible, just with more reasonable gravity/spin/shape that would match how centrifugal effects really work. Perhaps this could occupy the position of Haumea analogue in RevSSS+, if that ever gets made.
  18. Floor sixteen thousand and twenty seven: A scantily clad green lady is trying to sell you locomotive insurance from a booth.
  19. Ooh I'm adding this to the list. Planets with rivers and lakes that aren't at sea level. KSP's water is just a surface. You can't put rivers on it because rivers must flow downward. All of the rivers in KSP are really just long thin lakes at sea level.
  20. One of the goals of KSP should be a system for making planets more interesting. Here's a list of systems and features that could be combined to make some really interesting and unique things, in the form of planets which we can not make in Kerbal Space Program with the tools we have available. (This is also a warning to those who want to try to make these in KSP using only Kopernicus.) A planet with axial tilt distinct from inclination. (Note: Axial Tilt is now possible with the mod Principia, if you want N-body orbits.) A planet with seasons. Changing textures dependent upon the seasons. This could be accomplished with a set of four textures (one for each season) and the ability to change the texture for different parts of the globe. We could have yellowing terrain on Kerbin during fall, extra snow during winter, small ice caps during summer. Or we could have a Duna that shrinks and grows its ice caps in different parts of the year. Mesklin. (An oblate, rapidly spinning, hyper-earth planet with 3 gee at the equator and 700 gee at the poles.) Needs non-spherical atmospheres and oceans, and getting the shape exactly right would be difficult. We can in principle do this with an airless body, but getting the curvature of the planet just right would still be an issue. Ideally a featureless object should have a slope that appears to be zero when accounting for gravity and centrifugal force. For a body of uniform composition, the shape should work out to be an oblate spheroid. However, since KSP gravity is point-source, things don't behave right. Once again, this is something that principia can do, unless I'm mistaken, as it can do nonspherical gravity wells. But it doesn't fix the atmosphere or ocean. Rocheworld (Two planets close enough to share an atmosphere such that you could fly an airplane/waterfall through.) For an airless world this is possible with N-body physics, but you can't ever quite have working transfer between atmospheres because spheres of influence. Again this requires nonspherical atmospheres to function. Or, for that matter, proper binary systems. Sigma Binary shows that using KSP's orbit system it is possible to have binary orbits. However, spheres of influence are still tricky and behave counter-intuitively under Sigma's model. N-Body also allows this. Planets with subterranean oceans. This could be done with three sets of PQS terrains. Two facing upward (surface and ocean-bottom) and one facing downward (the bottom of the surface and the top of the ocean) No clue how you'd get through the terrain though. Unlike many on this list, this is something that several stock planets could benefit from: Eeloo and Vall. Planets with cloud cover and weather. While E.V.E. can provide clouds, we don't have any weather to go with them. Imagine if Laythe was perpetually covered in rain clouds, Jool and Eve had hazardous winds, or Duna had dust storms? Kerbin could have basic weather too. A difficulty setting, perhaps. Volcanic planets The commonly cited reason for Laythe's warmth is volcanism, but there exists no volcanoes. Volcanoes would heat up the ground around them, spew plumes of ash, and create clouds. Volcanoes could also be put underwater. Cryovolcanism on Vall and Eeloo would be an interesting mechanic. They could be sampled, they could push ships around, they could rain krill... Volcanoes on Eve would also be a nice touch. We could also make Io. Extrakerbolar planets Well this isn't entirely true, we can make planets and put them in orbit around other stars which are in turn orbiting the Sun, but we can't reparent the Sun around a galactic core. (We can clone the Sun and put the planets around the clone, but this has problems of its own) Black Holes, Neutron Stars. The lack of a convincing lensing effect is one reason, but in addition there's the problem of relativity. We don't have generally relativistic gravity nor specially relativistic motion. This one is probably never gonna happen. I've never seen anyone use a general relativity gravity simulator. Delta-v to manuever around these is enormous anyway. Procedural planets with more than one or two truly distinct biomes. Procedural planets look pretty samey across their whole surfaces. Aside from a few things like color, it's very difficult to make a planet that has distinctly different terrain features in one place or another. Planets with this as a possible noise type for PQSMods. It's called Hybrid Multifractal and results in some pretty realistic looking mountains. Planets orbiting all very near a star. TRAPPIST-1 system can not be properly replicated as the sunlight in KSP is broken. Brown Dwarf systems, dimly lit as they would be, would also be affected. This also breaks the possibility of telescopic observations, particularly of inner planets. A simple fix for this would be a shader that works on large scales that lights up the sun-facing side of a planet, which fades out as you approach the body. Nor Kerbins around a Brown Dwarf. Planets with realistic water systems. Water is flat in KSP, so you can't have lakes that are high up flowing into rivers and waterfalls and going into the ocean. All rivers have to be static and at zero altitude. Eccentric Kerbins The "branding spot" requires some form of seasons to do right. If I'm not mistaken though, the atmosphere temperature model of KSP can support this reasonably well. Oscillating Kerbins Requires N-Body and careful setup of orbits. Requires a remarkably complex season model. Atmosphere model would have to change constantly as the orbit does. To be fair, this one takes many decades to show up so it wouldn't be worth it anyway. Free-Floating Kerbins Planets are always illuminated equally, no matter how far from the sun they are. And it would be rather disconcerting if you merely landed a bright spacecraft on a dark surface. Note that this is fine if the Sun orbits some other lightless light source and you put the free-floating Kerbin far away. Multi-Star Systems with more than one bright sun. Tatooine systems, where a habitable planet orbits two close-together suns. Or even Kerbins with 5 Kerbols in the Sky How about the Ultimate Trojan Star System? Impossible due to the lack of proper binary orbits and the fact that only one star can shine on a planet at a time. Multiple lens flares can work, but not starshine and shadows. Eclipse Planets. A planet with enough moons might get eclipses very often. Such a shame KSP doesn't do eclipses. (Well scatterer and EVE can)
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