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Everything posted by Whirligig Girl
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
I have tested it, and it works fine. However, SD is not updated to 1.1.3 afaik.- 289 replies
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
(Full Album) Keeping in my new idea of the Porkalike Paradigm, where the changes to the bodies should not completely overwrite the original body, here is my new Vall. It's got a lot of the original Vall back in it now, both in the shapes and the colors. I also took a little inspiration from Ganymede, of all things.- 289 replies
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
What is in 0.5 Jool's algae-filled atmosphere given an oxygen content. This should make Jool datum-level ascents possible. This can be toggled off in the settings.cfg. Much better, totally new Jool texture. Redone Jool Moon orbits. Revamped Vall (For the third time). What will be in 0.5 New Biomes for Jool to match the new Texture for Jool. Optional config to change Mun and Duna sizes to more closely match Luna and Mars. (Mun is too big, Duna is too small) Fix Moho's AtmosphereFromGround. Currently Moho's atmosphere is still gone since I unswapped templates. Fix science values (but not definitions) for the revamped Jool system. Asteroid configs. Less common near-Kerbin objects. Remove Dresteroids. Add an asteroid belt at the approximate semi-major-axis of Dres. Irregular Jool Satellites in eccentric, inclined, and distant orbits. Biomes for Kev, Ameli, Gilly, and Bop. Maybe new biomes for Tylo, Vall, and Moho. Revamp Kerbin. More contrasted and saturated green lands. Browner mountains. Mun: Slightly browner coloration Maybe a fix for the broken MapDecal, otherwise I might just have to remove it. Art pass for Duna. Lower the contrast from dark to light A blended-in color map for more subtle differences in lattitude/longitude. Maybe a biome map redo. Re-revamp for Ike. New Heightmap, new Color Map, new Biome Map, etc. Ike looks so fake. Tiny blob moon for Eeloo. Called Mix Named for the Goddess of snow. Eccentric and high orbit, a captured Transjoolian object. Small asteroid moon for Duna and Ike. Named Rimos From the ancient Kerbal god of the third wheel. Orbital parameters will be informed by the orbits of the Plutocharonian moons. As such it will likely be very far out. What will be in 1.0 Revamp Science Definitions These should be more actually scientific. They should expose some of the nature of the planet, how it formed, and other mysteries of the Kerbal's solar system. Minmus isn't pudding. Crew and EVA reports made in first person, not second person. Sensor reports (thermometer, barometer, seismometer, and gravimeter) written in third person. Surface samples, Mystery Goo reports, and Material Lab reports remain in second person. More advanced settings to toggle in the settings.cfg. Taking suggestions for this. DDS texture conversion, re-enable Kopernicus' OnDemand feature. This will save a lot of memory.- 289 replies
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
The more I look at the Jool Texture that came with 0.4, the more I dislike it. And I've recently become good at making custom Gas Giants instead of modifying other people's textures. (Both previous versions of the texture are modified from the Alternis Kerbol texture.) This one is different. It's a totally original, custom texture. The only thing it shares in common with other textures is the north/south color gradient of the 0.1-0.3 texture, which was made my own for the RevSS texture in the first place. The best part, is that it contains some of the features on the original Jool. I'll leave it up to y'all to figure out what features those are. I also tried to match the changes of thickness that the stock Jool's cloud bands have. When I was making this, I thought back to how Porkjet remade the stock parts. In many cases, they have the distinctive look and feel of the original part, despite looking a lot cleaner and well-made than the original. They also have many of the details of the original part. I was trying to take that as inspiration when making this texture. So this isn't just a green gas giant similar to Jool. It's Jool. The rest of the album is in the spoiler ahead: Sorry for the long hiatus from this mod. I've been working on The Holy System of the Vernians. I feel like I need a break from that mod now, and I'm coming back to work on this some. In other news, classes are back as of this week, so I won't have as much time to work on mods. I have an astronomy class this semester, which makes me rather happy.- 289 replies
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GregroxMun's Miscellaneous Development Thread
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
https://www.dropbox.com/home?preview=HolySystemOfTheVerniansAV3.zip https://www.dropbox.com/s/rsunetmihiosfmm/HolySystemOfTheVerniansAV3.zip?dl=0 Alpha version 3 of The Holy System of the Vernians. Changes: Gas giant Drury, a saturnian planet closer to the Sun than Delsip. Four moons. The rocky (placeholder: Dres) moon Kelt. The asteroid moon Irn. The ammonia(or maybe H2S, not sure yet)-ocean moon Eckel. (placeholder: Laythe) The asteroid moon Pegh. Delsip moved out. new moon of Delsip: Mersel. A small volcanic moon. Made the red spot on the south equatorial band into a white spot, to make it less Jupitery. New colormaps for Alriz and Orderg. New ice giant: Kepel. Erkers moved here and renamed Urkers. Urkers has a new map and colors scheme. -
The Kerbal Wilds: Career Mode Story In a Toy Solar System.
Whirligig Girl replied to Whirligig Girl's topic in KSP Fan Works
No, sorry. I'm a terrible person who can almost never finish what i started. OK maybe. I don't have the save file anymore, it seems, so I'll either have to hack a save file to get it to where it was, or start over.- 10 replies
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Strangely Recognizable Eve Moons
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Releases
This isn't a replacement for the stock system, and you have given me nothing to compare to. It uses very little RAM, because I use Load On Demand for the (very small anyway) textures. -
GregroxMun's Miscellaneous Development Thread
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
http://pastebin.com/06QdGJTs Asteroid Generator Config 1.0. Asteroids can now have their crater sizes changed Easy access to add heightmaps. EDIT: UPDATE: (Full Album) There's also a Dres Placeholder as Kelt and a Laythe Placeholder as Eckel. On Eckel: Eckel is also just a Laythe placeholder. The plan is to give it liquid Dihydrogen Monosulfide lakes, and dark green photosynthetic plants. The idea being that life has evolved on Eckel, but using H2S instead of H2O as its solvent. I might decide to change it to some other solvent later, I'm still in the early design phase for this particular moon. I want it to be a point of considerable interest. Barnes, the home planet Sudric's own moon, already has normal life forms on it. A look at how life could have formed in differing biochemistries is no doubt of particular intrigue to Vernian scientists. The idea with having so much life in the system is that the Kerbal universe does seem to be relatively teeming with life. The green color of Jool is (according to NovaSilisko, and how I've based my Revamped Stock System Mod) from algae in the clouds, and there are at least two planemos that probably have underground oceans. (Vall, Eeloo) Laythe of course has a liquid water ocean AND an oxygenated atmosphere. It seems obvious to me that life in the Kerbal Universe is more common. And thus, so it shall be in the Holy System. -
No.
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Hey, Pledna was my idea in the first place.
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Strangely Recognizable Eve Moons
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Releases
I suspect you're not on the latest version of Kopernicus. -
GregroxMun's Miscellaneous Development Thread
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
Ooooh look! A spin-off! Story behind this: I wanted to have a quick way of making asteroids for a planet pack. The idea was you just take your heightmap, slap it into a planet, define the orbit and some other stuff, and you're done. As much of the asteroid would be pre-defined as possible for things to still look unique. And then I said "hey, wouldn't it be cool to use Module Manager Magic to have a configurator that would configure a bunch of things for you?" And so I made a thing that lets you change the planet's radius, and it would change the deformity on the PQSmods to match. And then I said "OK, how about changing the seed of all PQSmods too?" And so I did that. And eventually I said "well these look too samey. I should figure out a way of changing their lumpiness." And then, for no reason, I said "But what if I want lumpiness to be randomized?" And so, using only ModuleManager as the language, I made a polynomial that might approximate randomness. PolynomialFunction1 { //y=1.8+(0.06(x^6 - 21.29x^5 + 180.145x^4 - 770.323x^3 + 1739.539x^2 - 1937.123x + 808.053)) //Useful Domain: 1 < x < 6 X = 2 //input Xt1 = #$X$ @Xt1 != 6 //Xt1 = X term one. Xt2 = #$X$ @Xt2 != 5 @Xt2 *= 21.29 Xt3 = #$X$ @Xt3 != 4 @Xt3 *= 180.145 Xt4 = #$X$ @Xt4 != 3 @Xt4 *= 770.323 Xt5 = #$X$ @Xt5 != 2 @Xt5 *= 1739.539 Xt6 = #$X$ @Xt6 != 1 @Xt6 *= 1937.123 Xt7 = #$X$ @Xt7 != 0 @Xt7 *= 808.053 Yans = #$Xt1$ @Yans -= #$Xt2$ @Yans += #$Xt3$ @Yans -= #$Xt4$ @Yans += #$Xt5$ @Yans -= #$Xt6$ @Yans += #$Xt7$ @Yans *= 0.06 @Yans += 1.8 } As it turns out, it's really crappy for approximating randomness. The manual setting for LumpHeightMultiplier and LumpinessMultiplier works better, because it's actually the kind of thing you would want control over. But on the other hand, I created a method for creating any polynomial of Standard Form as a module manager config. And I'm pretty proud of it. So the asteroid generator isn't quite fit for making totally unique asteroids and moons, but I think it's good enough if you already have a more unique heightmap to supplement the noise. It does save quite a lot of time when actually making asteroids. Links to v0.2 of the Random Asteroid Generator: ManualLumpiness PolynomialLumpiness Put these in .cfg files in GameData. Released under a CC BY-NC-SA license. We will soon be seeing this as it relates to the Vernian/Sudric project. -
http://imgur.com/a/E7XCj Spacedock: http://spacedock.info/mod/873/Strangely Familiar Eve Moons These are totally procedural (like, the numbers were picked more-or-less procedurally, not just the PQS terrain) moons based on a work in progress Quick-Asteroid config that I'm working on. It features a sort of randomization based on a polynomial function written in the ModuleManager language. This was thrown together in just a few minutes. It is presented as-is, and is unlikely to be built on or improved by myself. You can use it for your own projects, as long as you credit me. License: CC BY-NC
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GregroxMun's Miscellaneous Development Thread
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
(Thanks to @Sigma88 for converting to .dds and adding my Alpha Maps to the texture) I've given an alpha map to Drury and Urkers, meaning that different parts of their textures are different levels of shininess. Full Album Here I was inspired when I was making Drury's texture, by something I had come across when exploring the cosmos in Space Engine. It was a gas giant that had a dip in its clouds which showed more of the rayleigh scattering effect than were visible the parts that were covered in the clouds. The result of this was that the region of the planet where this showed appeared to be shiny. I thought it looked cool, and I wondered if I could make something that looks sort of like that in KSP. Here's the result, and I think it turned out pretty cool. Now, these are pictures, but the effect is considerably more apparent when the planet or the camera is moving. Next up is Urkers. I've done a similar trick here to make the white lowlands of the satellite matte and non-shiny. The brown and black highlands are still quite shiny though. It's a subtle effect, but it's there. I've also made some improvements to the moons of Delsip. First, there's a new moon, kind of to replace Erkers which used to be there. This new moon is called Mersel. Full Album It is a small volcanic moon, but it is so cold that some parts are frozen over and are merely cryovolcanic. It is active enough that it can hold onto a relatively warm (10 celsius, IIRC) and a thin atmosphere. This atmosphere makes for some interesting changes on what we expect. You get lower-than-Mun gravity, but the thick atmosphere makes things weird. For instance, I felt like descending on parachute power was taking too long, so I got my Vernian out of his capsule and jetpacked him down. Ironically, when the ship finally did land, it was too fast and it ended up crashing and bouncing into the air and falling down again, with the parachute dragging behind. It was pretty cool, I have to say. I've also tweaked Orderg and Alriz to make their colors a little more reasonable. -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Whirligig Girl replied to shaw's topic in KSP1 Mod Releases
Those aren't Kerbals by the way, they're my "hack" for getting a playable alien species. I just retextured Kerbals. This is for my upcoming planet mod, which is meant to be separate from Kerbin and Kerbals. -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
Whirligig Girl replied to shaw's topic in KSP1 Mod Releases
http://imgur.com/a/JEYEb CHEEK NOSTRILS -
GregroxMun's Miscellaneous Development Thread
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
I'll do a proper tutorial at some point, but the basic idea for terrestrial planets is that I use procedural colors (either purely height based or height/lon/lat based) and then export that map, then use that map to make a color map blend to add some more subtle coloration. For the gas giants, I just used my personal spacecraft to visit various real world gas giants in the universe, map them over several orbits, and then put them on my planets. (/s) Proper gas giant tutorial will come soon as well. Do you have some kind of problem with that? -
Well crap, now I'm going to have to make my own Pledna for the Planet Six Challenge. You know. A good one.
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GregroxMun's Miscellaneous Development Thread
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
Thanks for your kind words. I'll let you know if I need any help with the science definitions. And since this is an alpha version, you feel free to post the album (in spoiler tags if you want). This is what the sky in a globular cluster would look like: (full size here) So I think in comparison, my night sky is reasonably sparse. And of course, if you don't like it, you can use another skybox pack. So, here's a progress report: Meet the new planet Drury. (Full Album) Drury is the latest giant planet. It's the innermost of the giant planets in the Holy System, and is more like our solar system's Saturn. I've also made the storm on Delsip's south equatorial band white, to make it not so obviously Jovian. The "eyes" are still red though. Also, meet the new ice giant of the system: Kepel. It has more in common with Neptune than Uranus, and its texture is not finished yet (I'm not sure I like how big and swirly the upper cloud layers are). (Full Album) And finally, the end of this progress update: Meet Urkers. Formerly the Planet Six Probe Challenge moon Erkers, now changed to be significantly different from Erkers. Urkers boasts a darker color scheme, and the highlands are a sooty black color. It has been moved from Delsip to orbit the planet Kepel as (for now) its sole moon. (Full Album) As you can see, Urkers still has the subsatellite Mengers. And Mengers is still just another name and orbit for the Revamped Stock System Joolian moon Kev. This is eventually going to be changed, don't worry. No new downloads yet, because I have some more stuff I'd like to finish first. Not too far away from being ready for a proper standalone thread in add-on development. -
[WIP] Kerbals 1869 - New! Pre Release Trailer! 8-2-16
Whirligig Girl replied to Fengist's topic in KSP1 Mod Development
The KSP Hype Train is a Gresley A3, painted green, with HYPE on the Tender and 07A on the sides of the cab. -
[WIP] Kerbals 1869 - New! Pre Release Trailer! 8-2-16
Whirligig Girl replied to Fengist's topic in KSP1 Mod Development
AWWW HECK YES! This is exactly what I've been wanting. At least out of models. Depending on where you go with the gameplay (will rocket parts be actual rocket engines? Will they use realistic fuels? Where's my rivet gun, I need to make my living room wall more steampunky?) I might want to make some pseudo-realism patches to these. I wanted to have a steampunk parts pack to go with my The Holy Solar System of the Vernian Astronomical Church mod, which features the steampunk and religious Vernians in a totally new and original solar system. Of course, the issue is that the planet Sudric, being that it is so small, needs properly nerfed rocket parts. This was the drawing that started my system's design, as well as the idea that I wanted these people to have steampunk rockets. The idea that they pray to their god to go faster than light was the reason I made them religious. And here's what I've got so far in game: http://imgur.com/a/FryGx Vertical Propulsion Emporium looked far too junky and not aerodynamic enough, but these models you've made looks absolutely great! I also made a document about what kinds of machines and resources a steampunk mod would want, if you're interested. http://pastebin.com/raw/FL8RnJEu Maybe we might collaborate? -
I very much prefer paper and pencil for most drawing, although producing heightmaps for planets on paper would by quite a feat. EDIT: which gives me an idea. Make a Sketchplanet. A world which is made entirely from textures which have been drawn on paper and then scanned in.
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On the contrary. Ike is much darker and has a Duna nearby.
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Ike and Dres are very different in pretty much any way. Ike is texture-colored, where Dres is procedurally colored. Dres is texture-heightmapped, where Ike is random-noisily heightmapped. The only things they vaguely share is an overlapping range of shades of grey, a lack of an atmosphere, and a vaguely similar size. Really, to be honest, if Dres and Ike were swapped, Dres would get far more attention than Ike ever did. If Ike were out there all alone, with no Duna around to attract people to it, it would be visited only by the completionists. There would never have been the Ike Awareness Society because no one would have cared about Ike enough to start that whole "meme."