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Everything posted by CaptRobau
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How cost-effective was SRB recovery on the Space Shuttle?
CaptRobau replied to CaptRobau's topic in Science & Spaceflight
Then what was the point, if they were at most breaking even? Was it a remnant of the original goal of making a reusable spacecraft/launch vehicle or was it a learning experience for future recovery operations? There had to have been a reason. -
A lot of you will know that the solid rocket boosters on the side of the Space Shuttle stack landed in the ocean on parachutes and were recovered and refitted for use on future Shuttle launches. A while ago I tried finding out how cost-effective this recovery/refitting was, but I couldn't find any concrete numbers. Scott Manley released a video today about mods that recover dropped stages if they have enough parachutes and it made me think about this again. So if anyone knows/can find numbers on the recovery/refitting of Shuttle SRBs, I'd love to know.
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
Awesome!!! -
Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
Only thing that's left are Slate's textures, so one of these days. Seconds, yes. -
Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
Do you guys mean with rotation the period a body needs to rotate once around its axis. Because that's quite simply this: Properties { rotationPeriod = 16452 } -
KCreator, I'm having issues with a transparent ring around my planet obscuring its rings and orbital paths, as you can see in the lower right corner of the screen below. Have you ever seen something like this and if so, do you know how to fix it permanently? I've managed to remove it when I set the Transform Scale (legacy) in the Atmosphere SFX menu to anything other than the default 1.025. But I can't get it to apply to the next time I launch, primarily because changing the Transform Scale isn't recorded in the SaveLoad configs.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
CaptRobau replied to Nereid's topic in KSP1 Mod Releases
I'm making ribbons for my Outer Planets Mod and I was wondering if anyone has templates for me to use, so that I only have to change the underlying ribbon and not have to carefully cut out the icons so they don't change color with the ribbon. Thanks in advance. -
KC integration is on the table, but I first need this update before I can rearrange everything. Hey, you suggested moving Eeloo . Do you know if it's possible to rename a body for in-game displays (science screen, map view, etc.) but still keep the internal name that the engine uses? That way I could have original Eeloo renamed Plock and not change its reference body. The Sarnus moon would then be called something else internally, but to the player it would be called Eeloo.
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
Outer Planets is not yet easily compatible with other Kopernicus Core packs. It will be in the future, but I can't move it into a compatible format just yet. -
Well I wanted to create a unique orbital feature for Urlum, but since axial tilt isn't possible I went with a retrograde orbit. I've removed that for 1.3, so your thing will no longer be an issue. The retrograde orbit just added too much difficulty because it was on a planetary scale. Retrograde moons are probably doable, but planets... Koperncius, which I use is very RAM friendly. I've noticed only a 150 MB increase in RAM usage with 1.3. I'm running the 32-bit version of KSP and an five-year old computer and I've had no issues.
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If Eeloo is an issue with you, just remove all the stuff belonging to Eeloo in Kopernicus/Config/System.cfg. Everything from Body (just above the Eeloo name) to the next Body (but not that body). That should put Eeloo in its original place. I think it might be caused by KSPRC, but I'm not sure Probably KSPRC since it's still 0.25 based. Clouds will be added at a later date, to any atmosphere planets/moons. The current Titan analog doesn't have an atmosphere as my last few posts have mentioned. Those are reserved for other bodies, but that's future talk. First the Sarnus update.
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In the coming updates Eudea55 and I will be adding new moons to the gas giants of OPM. First up is Sarnus, which will get a slew of new moons in 1.3. First I want to share our vision for this mod and how that translates into what moons we and won't make. Our first goal with this mod is to extend the Kerbol system with planets and moons that have the distinctive Kerbal style, but like the stock celestial bodies are also grounded in reality. While I can't ensure that all the science works out, we've tried to keep our moons as realistic and believable as possible. To do that we've drawn inspiration from real-life moons and scientific concepts, but still allowed for some Kerbal flair. Our second goal was to have each moon feel unique. Some real-life inspirations allowed that without much change, but others had already been emulated by an existing planet or moon in KSP. The most clear example of this is our Titan analog. Eve and Laythe both covered much what makes Titan unique, so for us there was little incentive to make a true Titan analog, as that would just be an Eve/Laythe combo that wouldn't feel that new. So our stand-in for Titan, Slate, will only be a partial analog. The third goal was quality over quantity. Don't expect dozens of new moons in this mod. It'll just be a handful of very well done moons that are each unique and exciting to explore. Now we have that behind us, let's meet the new moons: Hale A small moon about half the size of Gilly that orbits in the rings of Sarnus. One side of the moon can often be seen from the other which, due to the irregular shape of its terrain, makes you feel like you're constantly standing on the edge of a cliff. Luckily there's not really an up and down in Hale's low gravity, meaning you can't fall of side of the moon. And if you do and bounce your way into an escape trajectory, you can easily use your trusted jet pack to get back to solid ground. Real-life inspiration: Saturn's shepherd moons Ovok Twice as large as Gilly, but due to its unusual composition it has a nearly perfectly smooth surface and a gravity as low as Hale's. Made up out of icy fluff, which contracts and expands under the pull of Sarnus and its own gravity, impacting asteroids and material from Sarnus' rings don't leave a leasting impact on the surface. Its smoothness makes for an otherworldly experience and its bounciness will be mean you'll have to be inventive if you want your spacecraft to stay landed. Real-life inspiration: Methone Eeloo This dwarf planet has now become a moon of Sarnus. Eeloo was always a poor analog of Pluto, even with the sparse data we have on our favorite dwarf planet. It does however make a great Enceladus analog. So we decided to move Eeloo to a place which better suits its look and composition. In a future update, we'll make something that does the Pluto system analog justice and perhaps also takes into account the discoveries that New Horizons will make in the coming months. For the moment, there's a dwarf planet called Plock with the same orbital characteristics of Eeloo in version 1.0-1.2.1 of OPM. It looks like Vall for the moment, but in the future it will get the full OPM treatment. Real-life inspiration: Enceladus Slate This moon is still in development, but I can reveal a few things about it. It's our Titan analog in terms of orbit, size and color, but as explained above, not in terms of atmosphere and oceans. That being said, Slate wasn't always as dead a moon as it is now. What that means, you'll learn as we finalize this moon. Real-life inspiration: Titan, among other places I hope you liked the sneak peek into update 1.3! Do keep in mind that small things can still change between now and release, but that the concepts and amount of moons are set in stone. We're happy with them and we also just want to release something at this point. There is no definite release date yet, but nearly everything but Slate is done at this point so it shouldn't be much longer.
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Thank you. It's an honor. Moons will come in the next release. It's already compatible with Transfer Window. Over time other mods will be supported, but at the moment we're focusing on making the basics work well. I'll looking into putting it into the CKAN repos. Someone made a 6.4x config that works. Shouldn't be to hard to change it from 6.4x into 10x. I'll post some info and screens on the new moons that Sarnus will have in the next update today, but I can tell you know that a close Titan analog as you describe it, is not going to be in. Eve/Laythe already cover all the major features of Titan. Thick atmosphere, strange oceans/lakes of who knows what, moon with liquid oceans, etc. We wanted to make something more unique than just a Eve/Laythe combo. That being said, certain aspects of Titan that Eve or Laythe have not yet covered will find their way into some of the three gas giants' moons. But you'll find out about that as this mod develops. We still want to be able to wow you
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Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
No preferential treatment sorry, it wouldn't be fair all the other people. I hope you understand. Eudea and I will give everyone a taste of what's to come soon. Also Terra is not a name that fits the Kerbal universe. Eve is already a less than subtle reference to Venus. Terra would be even worse. -
Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
No need to apologize, this is just modding not life or death. I honestly can't give a definitive time frame. We're finalizing one final moon for our first release, but we're both busy with other stuff to do and we're located nearly at opposite ends of the Earth so communication can be slow. But when we release the results will be well worth it I think. While Eudea is working on the texture side of the mod, I've been polishing all the other stuff using all the latest techniques that I've learned. The moons won't have biomes this update (impossible to do with constantly changing textures), but nearly everything else that you expect of KSP is in there. -
Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
Wouldn't doing a hue change also change the gold color of the pods, planets, etc. on the ribbons? That doesn't seem the case with any of your ribbons. -
Poll: monopropellant in the pod
CaptRobau replied to numerobis's topic in KSP1 Suggestions & Development Discussion
Having thrusters built into pods themselves, as some have suggested, is a terrible idea. That would make thruster placement even less intuitive, since you would always need to either disable those thrusters or build around the built-in thrusters. -
Kopernicus Core - Version NAN - Outdated
CaptRobau replied to _Augustus_'s topic in KSP1 Mod Releases
Augustus, how did you make the FF ribbons for OPM. Did you use a template from somewhere? -
FF support is coming to 1.3, thanks to Augustus who made some ribbons for us. I've heard that that camera bug goes away after a playing a bit. We're doing both. Many (older) planet packs use 2K or even 1K resolutions for their various textures, which severely impacts in-game quality. Kopernicus can handle higher resolutions with even less lag than previous plugins did with 1K resolutions. Higher quality textures combined with some other tricks allows us to have vertex map based moons that come very close to what Squad has been offering.