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stratochief66

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Posts posted by stratochief66

  1. You might get more eyes if you post your issue with some more data at this thread:

    http://forum.kerbalspaceprogram.com/threads/99966-1-0-4-Realism-Overhaul-v10-4-1-2015-264/page282

    I personally work on configs for a number of mods for RSS/RO, and I'm not sure of anybody who has looked over KW Rocketry in a while for compatibility. The smoke coming out of the launch pad generally means that the engine FX were not properly configured. I know this because I've seen the same issue on some engines I was in the process of configuring :P

    If the engines also didn't light, that would further lead me to believe that the KW parts you were working with are not currently configured for RSS/RO.

    Did you use CKAN in installing the mods to build up your RSS/RO install? If not, it is definitely worth a look as many modders have fed CKAN useful information, so the program already knows which other mods are necessary and recommended to work with other mods well.

    https://github.com/KSP-CKAN/CKAN/releases

    I would humbly recommend SXT, Ven's stock revamp, and FASA as mods with a high level of RSS/RO compatibility. With our next release Tantares will also be highly RSS?RO compatible (thanks Niemand303!) which is a stock-looking mod with a lot of soviet parts. Some mods, like FASA also come with pre-built craft, which I put in to hopefully help interested new players of RSS/RO get acquainted with our style of rockets and fuels and such without having to build one from scratch.

    I certainly hope you find your way to help, and that my above comments are helpful in and of themselves. Best of luck!

  2. Hello all! Long time user, first time caller.

    I have been taking care of the FASA RO configs for a while now. I noticed a bug in a new config for RO that led me to realize it is also the cause of a long standing bug in a FASA part.

    I make use of TacGenericConverter to simulate the fuel cells and LOX -> O2 converters of the Gemini & Apollo missions.

    ex:

    https://github.com/KSP-RO/RealismOverhaul/blob/d3509c468ae89ced4436e458c40be4ee2fb9904d/GameData/RealismOverhaul/RO_SuggestedMods/FASA/RO_FASA_Lunar_Gemini.cfg#L364-L379

    My problem occurs in a case like this, where there is also a ModuleEngine* variant included in the part as well. If that is the case, then the engine will autostage on the launchpad, burning immediately on craft load.

    I also found this was occuring when I was configured the SSTU Orion CM, so for now I left TacGenericConverter off of my configs for that.

    If you see an error in my code or usage, please let me know. I would far rather this be an error on my part that I can resolve, rather than a bug in TACLS. From my cursory research it looks like TACLS hasn't been updated in a long time, and I definitely don't want to have to learn a new LS mod to stop this autostagine.

    Thanks to anybody who has suggestions or feedback. :)

  3. The solution to a number of problems already listed is in the OP:

    Q: Can I still make vessels stop using timewarp?

    A: Yes, if you enable the SAS.

    So, if RemoteTech makes that small change (or if you turn it on, I'm not sure if you can, I don't use Remotetech) then the body will stop rotating when it expects it to. Same thing would work for MechJeb executed maneuvers, I imagine.

    I noticed a little bug that bears mentioning, I will also post it on the Github Issues page. If I lose control of a craft during launch/ascent, and aerodynamic forces cause it to start spinning wildly, then when I Revert to Launch the craft still bears the angular moment it had before I reverted, and so it torques the launch clamps mightily. If the mod could dump that angular movement data when it Reverts to Launch, that would be most excellent. I wouldn't mind this happening (I can straighten out once I launch) but it often causes the craft to keep jiggling a bit, which disallows high timewarp which I often want to use to get back to my desired launch time.

    I also liked the Artificial Gravity estimate, because I would use this mod and KAS/KIS to generate artificial gravity between my hab and the stage I used for my Mars injection burn. If you could return that information, or make it optional from the GUI that would also be most excellent.

    Keep being awesome :)

  4. Altair Lunar Lander (LSAM)

    Descent Module:

    Gross Mass: 35100 Kg

    Propellant Mass: 19266 Kg (3209 Kg LH2 - 16056 Kg LOX)

    Total Delta - V: 3000 m/s (Piloted) - 3100 m/s (Cargo)

    Engines: 4 x CECE (RL-10 derivative, throttling range 12% to 100%)

    Notes: Descent module assumes 0% propellant boiloff for the Earth - Moon trip. A target mass of 42 to 43 metric tonnes at initial LEO is to be assumed.

    Ascent Module:

    Gross Mass: 10800 Kg

    Propellant Mass: 5542 Kg (1977 Kg MMH - 3565 Kg NTO)

    Total Delta - V: 1970 m/s (Sortie) - 1985 m/s (Outpost)

    Engines: 1 x AJ10-118K (with modifications, see below)

    Notes: The engine was selected for a target VAC ISP of 321 s. A maximum thrust value of 21 kN and a throttling range between 45% to 100% would probably be necessary.

    Source:http://ntrs.nasa.gov/search.jsp?R=20100035768

    Thanks for extracting the numbers and providing the source, I've added this to my list.

  5. Sharkman, I'm currently researching Altair data for configuring one of the SSTU landers to behave like the Altair, any data you can provide from your book would be most helpful. In particular, engine thrust (or, just what specific engine the book suggests, such as an RL-10 or RS-18) dry mass and fuel mass. I'm looking for as broad of a base of Altair data as I can find because I prefer that over 'eyeballing' the masses.

  6. Have you thought about making the Dark Knight SRBs (Advanced SLS boosters)?

    http://www.nasaspaceflight.com/2013/01/the-dark-knights-atks-advanced-booster-revealed-for-sls/

    - - - Updated - - -

    Also another thing the CSM shrinks to default size when I reset. (Quick save, revert to launch etc)

    That is the WIP kicking in. Basic scaling (as it is now): relatively easy. To get it to not do that, we need to rescale the position of all of the nodes manually, because base KSP is fun like that. That takes much more work, and comes later. You can come to the RO IRC and we can talk you through helping out with that if you like.

    - - - Updated - - -

    About RO... Are you guys going to add real plume soon?

    I got those done! They can probably do with some tweaks (all RealPlumes can, they are art!) but I am relatively happy with them. Working RO configs with no plumes was a bit sad sometimes. :P

    - - - Updated - - -

    Great to hear!!! Can't wait to see the plumes hope they come soon :D

    On a side note, the CSM of the Orion is about 1100 m/s. So I'd go with that.

    PS: Another thing that has been bothering me, the bottom engines (4 thrusters around the SPS) are supposed to be high powered RCS thrusters not actual engines.

    - - - Updated - - -

    Also the core stage for RO has only 220 m/s of DV when stretched to realistic length.

    - - - Updated - - -

    Also, you need to look at the nodes for RO. (Decoupler)

    Jose is taking care of RO'ing the tank stuff (and he did quite well!) as I was just expecting to use ProcTanks since they are infinitely modifiable. However, I think Jose got the tanks to function alright, last time I checked them they were a bit underweight and I don't know if he had a way forward with that.

  7. Why is the Atlas Agena craft broken?

    TL;DR: FASA changed, dropped some parts that were part of the *.craft

    I updated the A-A craft to no longer use those parts. As has also been mentioned, those parts could also be added back by adding the removed configs or making changes to RO, but what I did here was quicker and just as functional for the craft.

    https://github.com/KSP-RO/RealismOverhaul/blob/master/Ships/VAB/FASA%20Atlas%20Agena.craft

    The updated craft will be part of the next RO official release (which is what ends up on CKAN, KSP Forums, etc.) but for now you can get a copy from our Github if you like.

    Thanks a lot for bringing the broken .craft to my attention :)

  8. Avast!

    I am loving KSP RO, but I am running into problems on my Mars Mission. The liquid boiloff rates are just too high, no matter what I do all of the fuel boils off within 100 days. Radiators, sunshields, pointing the craft at the sun, cryogenic and ballon-cryo tank. The planned misson to Mars using NASA's former MTV Copernicus (Shown in this Stanford study) uses ~230t Liquid Hydrogen tanks with NTR rockets, just as my testing article does. The Misson at its shortest would last about 545 days which means that in Realism Overhaul's current state, it is highly difficult (if not impossible) to use cryogenic fuels for long term missions. This is highly unfortunate, as in real life cryogenic fuels present an excellent option for manned solar system exploration.

    Tl;Dr

    The boiloff rate for liquid hydrogen (and possibly Lox) is highly exaggerated, with no present way to slow boiloff.

    (Extra Sauce: http://imgur.com/a/Ph2lJ )

    (Real life comparison for standard: http://large.stanford.edu/courses/2015/ph241/gerrard2/docs/20120009207.pdf )

    *in stanford study, source mainly near page 11*

    We hope to be able to support such missions with the future improvements to the stock KSP thermal system. Imagine a container of liquid nitrogen. As the nitrogen boils off, it makes the container and remaining liquid cooler because it absorbs energy in order to vapourize (heat of vapourization) Currently, KSP doesn't allow us to factor this into the thermal system when you are at time warp.

    Cross your fingers for such a feature in the coming months :)

  9. This won't help you, but... from the look of it, it is lacking it's fairing; it seems the required parts have changed names or are no longer in FASA (I suspect the latter, as I can't find a fairing piece that would fit the Agena).

    - - - Updated - - -

    Which mod is responsible for resource consumption in the background, btw?

    A) I find that my Centaur arrives at Mars with hydrogen left in the tank after a ~170 day voyage.

    B) The FASA Gemini relies on a LOX->O2 device in it's service module, which doesn't work in the background.

    1. Nail on head, yeah. FASA has changed/dropped some parts, so the Atlas Agena .craft needs to be rebuild, it is on my to-do list.

    A. Good for you! But seriously, boil-off is tricky business the way KSP is built right now. We should be able to get more accurate and precise boil-off with KSP 1.0.5 after it gets some thermal tune-ups.

    B. I believe that is a bug/issue in the behaviour of TACLS, which makes me sad. I really like TACLS, but I've discovered some strange bugs in it recently. I might have to review others mods for alternative life support... support, or start digging for bugs in somebody else's code in a language I don't speak. As you can see, neither is very appealing. If anybody has any suggestions or solutions, KSP RO always has open ears. :)

    - - - Updated - - -

    I seem to be having issues with Tantares and TantaresLV compatibility. All Tantares engines say, "Non RO", and require liquid fuel and oxidizer. Is this just a feature of the mod?

    I am not sure about the past state of Tantares support in RO, but I believe our configs had gotten out of date. However, I have seen somebody very hard at work to bring that back up to date (Niemand303). I haven't had time to test out the new configs myself, but if you download the bleeding edge off of Github (https://github.com/KSP-RO/RealismOverhaul) with 'Download ZIP', you can be among the first!

    - - - Updated - - -

    I'm having a bit of trouble while reinstalling RSS/RO, the load just stops while loading the stock MK1-2 command pod and debug toolbar shows a long stack of NREs. Anyhelp?

    http://i1383.photobucket.com/albums/ah315/Yukon0009/bugrss_zps7rsses2c.png

    Not sure if you got an answer or solution yet, but I would suggest removing all but the newest version of ModuleManager.

    - - - Updated - - -

    I've been wondering, in the current "boil off" system, liquid cryogenic fuels just "disappear" right? Is it possible to change that system so that rather then simply disappearing, the liquid fuel instead changes into it's gaseous version? Then we could create freezers using systems similar to the resource generators in TACLS to convert the gas back into liquid. Presumably a real Mars mission that relied on cryogenic fuels would resolve the boil off problem with freezers and being able to convert "boiled off" gases back to liquid would be a way we could represent that in game. Plus having the boil off system create cases would allow us to create systems such as the UA proposed Integrated Fuel System.

    My hope, and probably the hope of a many people is to have such a system. As KSP stands, that would require a substantial amount of change to RealFuels or the creation of another mod to handle that. However, in future version of KSP we will hopefully be able to implement such a system more easily.

  10. I have started RO configs for this already:

    https://github.com/KSP-RO/RealismOverhaul/tree/master/GameData/RealismOverhaul/RO_SuggestedMods/SSTU

    JoseEduardo and I have got a head start. Niemand303 also expressed interest in helping. You're warning that they are not complete yet is well taken, and you won't hear any complaining from us if/when you change properties of the parts.

    I intend to create RealPlume RO configs for the engines, really it is just a bit of configuration since Felger made doing that crazy easy.

    My goal is to get the correct real SLS & Orion scaling and reasonable masses for the SLS Block I, then get that reasonable polished before moving on.

  11. I'm noticing some issues with the parts used to created the Saturn 1B (FASA).

    1) The command module appears to have 313L more "fuel" than it can hold [Volume: Avail: -313: / Tot: 700T]. It does seem that the CM has about 14 days worth of life support for 3 crew, plus a sizable quantity of rcs fuel. But I always thought most of the life support and RCS fuel was stored in the service module. Maybe the bulk of the life support and rcs fuel should be moved to the SM part? Or we just need to increase the capacity on the CM.

    2) According to the CSM wiki, "dry mass" should be 11.9t while the "launch mass" should be between 14.7t (Apollo 7 is listed at 16.5t) and 28.8t (Apollo 8). The dry mass of the CSM appears to be 9.036t while the fully fueled mass is 30.556t. I assume that the lower dry mass was to allow for the addition of science modules and such. So if there is basically 2.9t of mass available for "extras", then the wet mass of the completed CSM is about 4.6t heavy. These weights are without the LES.

    3) The only "Spacecraft LM Adapter" I can find appears to be non-RP0 but the "Spacecraft Lunar Module Adapter - Fairing" has been setup for RP-0. It should also weigh in at 1.84t but appears to only weight 1.789t (adapter + fairing).

    4) The S-IVB should apparently have a dry mass of 10.6t but I'm seeing 11.951t. I did include a pair of "Saturn IB/V - APS Flight Pack" modules (+.426t) and a pair of "S-II Ullage Rocket" motors (+.497t). Not sure if those should be included in the dry mass of the S-IVB or not, so it's 0.43t - 1.35t overweight.

    5) The "FASA Saturn iB Apollo" craft file is using a "non RP-0 - Saturn S-IB Stage" fuel tank (FASA_SIB) which looks like it's a tank and thrust plate in one. The part is in the "Improved Solids" tech node. But in the "Advanced Construction" tech node there is a "Saturn S-IB Stage Tanks" fuel tank (FASAApalloLFTS1BStage1). It doesn't have the thrust plate so can't mount the engines. In that same tech node there is a thrust plate that initially looks correct. It's listed as "Engine Mount" (FASAApolloStrS1BPlate) but it's not sized correctly. Since all the other Saturn IB/V parts (other than engines) become available in the "Advanced Construction" tech node, can we either get the FASA_SIB part moved and made RP-0 compliant, or at least resize the FASAApolloSTRS1BPlate so it actually fits on the FASAApalloLFTS1BStage1 tank?

    6) The "FASA Saturn IB Apollo" craft file is using "non RP-0 - Saturn S-1B Fin" (FASAStrS1BWing) which is currently in the "Advanced Jet Engines" tech node. Since all the other Saturn IB/V parts (other than engines) become available in the "Advanced Construction" tech node, can we get this part moved and made RP-0 compliant?

    7) It seems like fuel weights are off. The S1-B stage should have a dry mass of around 42t and should carry about 399.4t of fuel giving it a wet mass of 441.4t and a 150s burn time (at least according to one source. Astronautix actually gives it a gross mass of 448.6t, 155s burn time, with the same basic dry mass resulting in 407t of fuel). Using the FASA_SIB part (which I know is non RP-0 but has the engine plate required to mount the eight H-1B engines), eight H-1B engines, eight FASAStrS1BWing fins, and four "Baby Sergeant Solid Kick Motor" ullage rockets (not sure why those were used but that's what's in the FASA Saturn IB Apollo craft file I'm using for reference), the dry weight of this stage is 31.708t. When I add enough fuel for 148s burn time (the max I can put in the FASA_SIB tank), the fuel weighs 411.305t. The end result is a wet mass of 443.013t which is only about 2.3t heavier then it should be. But that still means the fuel is weighing about 12 tons more than it's apparently supposed to and that's with at least 2 seconds less burn time. Not exactly sure what can be done here since adjusting the resource masses will effect alot more then just this one vessel but is there any way to validate that Kersone should weigh 0.82kg/L and that LOX should weigh 1.141kg/L?

    Anyway, between the extra 4.6t on the CSM, and the extra 2.3t on the S1B stage, the Saturn IB is about 7t heavier then it should be. With 2-7 seconds less burn time available.

    EDIT: I found a reference that claims the S-1B stage could hold 405kL of fuel (155m3 of RP-1 + 250m3 of LOX). The S-1B tank as it currently exists can hold 404137.4L. I haven't tested yet, but an extra 862.6L of fuel might give the extra 2-7 seconds burn time that various references suggest the S-1B tank should have.

    1) Good eye on noticing the L of available volume. That is the kind of minutia I usually don't notice or fix. That is controlled by this line of code, if you want to adjust it: https://github.com/KSP-RO/RealismOverhaul/blob/master/GameData/RealismOverhaul/RO_SuggestedMods/FASA/RO_FASA_ApolloCSM.cfg#L249

    I believe I put pretty much all of the LS materials where they should be, but I might double check that. There is minimal water aboard, most of the water consumed is generated by the SM fuel cells, and those materials are already in the SM. The rest (food, lithium hydroxide to clean the air) would need to be available in the CM cabin for obvious reasons, they can't be piped in from the SM.

    2) I would appreciate any link you provide with specific CM/SM masses, I consulted half a dozen reputable ones in forming the current values in RO, but if you point me to any new ones I would love to see them :)

    It gets hard to know what is meant by 'dry mass' for the SM or CM unless more detail is provided by the source. Does it include LS supplies, astronaut masses, etc, etc. Also, different Apollo missions were flown at different masses for various reasons. For instance, Apollo 7 was the lightest because it was launched atop an early Saturn iB rocket. Later Apollo missions launched on Saturn iB rockets report more mass, I am assuming this is achieve through optimizations of the launch trajectory, slight improvements in tank dry masses, engine ISP, etc.

    3) What is 50 kg amongst friends? But seriously, the precise mass of all of these parts have been adjusted again and again slightly by different people looking at different sources. Remember not to take any one source as gospel.

    4) There were a great many variations on the S-IVB flown, and their dry masses varied substantially. Some flew with more or fewer APS packs, some with a lighter J-2 engine without restart capability. Again, we collect multiple sources and make our best adjustments from there.

    5) The FASA Saturn iB Apollo .craft files, and all the other FASA craft files were constructed for RO, before we got RP-0 up and running again for KSP 1.0+. As far as I know, the FASA parts have never all been configured fully for RP-0 and your comment seems to confirm that. Personally, I am playing through RP-0 for the first time (and loving it!) and I am contributing minor changes to help improve RP-0 as I go along. For instance, I helped add the new RD-107 & RD-108 because I love building R-7 style rockets in my early career. Currently I have just placed a 1 man capsule into orbit, and when I progress to the 'Apollo' stage of RP-0 I will hopefully be able to improve the support for later FASA parts.

    6) We would be more than happy to help you help us make those changes. :)

    7) Multiple sources were consulted in arriving at the current Saturn iB values, here is a pretty good one I recall using as well: http://www.b14643.de/Spacerockets_2/United_States_1/Saturn-1/Description/Frame.htm

    The whole www.b14643.de is an excellent source in general. I added the ullage engines as sort of an afterthough, so they aren't factored into any of my mass estimates, but they are all relatively light and I found they didn't impact the ability of any of the FASA craft files I built to perform their intended missions.

    Unfortunately, there are no 'perfect' dry stage masses, or exact fuel loads or engine burn times. There was a bit of variation in each of these from launch to launch, and we see variation from source to source and ultimately have to put one set of numbers in the game. Engines actually burn for a few seconds and consume some tons of fuel before they are released from the launch pad, some variable amount of fuel boils off and is lost, some small amount of fuel or oxidizer is left in the tanks when the engines are shut down, etc. etc.

    I have often switched into rocket mass pedant mode, particularly when a craft will not perform the intended mission when everything is put together, or ends up with waaay too much spare dV. In particular, I went through a lot of trouble figuring out issues with the Saturn iB - Apollo and Titan - Gemini launches with both of those issues and dug up plenty of bugs and inaccuracies and fixed them over time.

    My number 1 rule when configuring parts or creating .craft for public use is "can this consistently perform the intended mission when hand-flown"? Ultimately, a choice to adjust the LM Adapter mass 50kg, or decide whether or not to remove the ullage engine mass from the dry mass of a stage doesn't affect that prime goal, so I don't sweat it.

    That said, we are definitely more than happy to see PR (pull requests) for Realism Overhaul that intend to improve the accuracy and authenticity of the mod. I only ask that if you adjust the mass of a part, or the fuel volume, etc. is that you use that modified part in game to ensure that the overall craft can still perform the intended mission.

    So, if you're interested in joining the club you can come and see us

    at: http://webchat.esper.net/?channels=RO . The channel can be quiet at some times of the day, but we're always glad to help out. Also, all of Realism Overhaul, Realistic Progression 0 and many many other excellent mods are brought together and improved here: https://github.com/KSP-RO

    Thanks for caring enough to comment chrisl :)

  12. What I've seen so far of this is truely amazing! There are even some super cool and useful functions that I haven't seen in other parts, such as being able to dynamically change between visual and functional models in the VAB.

    I want to ask if anybody has worked on configs for some of the parts for RO / RealFuels? I still need to read through all 30 pages of comments, so I may end up answering my own question.

    Some of the parts have obvious and direct analogs in reality, so I may either be able to directly copy some of the RO configs I had developed for some of the Chaka Monkey exploration pack. In particular, I worked on the Ares and SLS upper and lower stage parts. If the ICPS and HUS engines were also capable of retracting, this would be hands down perfect.

  13. I have a problem concerning the TAC Life Support under RSS/RO:

    Currently, I am building a space station and I have a LS modulue containing enough water purifier and CO2 scrubber for 12 people. Although station is not finished yet, 2 people are already on board. CO2 scrubbing is fine. But I get a lot of waste water. I mean: A LOT.

    A quick look showed me that I get an additional 120 liters of waste water per hour(!), Fresh water is not diminishing so the mass of the station grows constantly. I thought, that due to massive recycling my 2500l waste water tank would be enough for 1-2 yeats but now it seems that I have to send a waste carrier each day... :huh:

    Is this a bug of TACLS besides RO (so this would be the wrong thread then) or is RO involved?

    EDIT: I realized, that I should have read the part description more thoroughly. The CO2 scrubber produces a lot of water in the resulting process. Ok. But mass shouldn't increase, right? And is it really that much water?

    Hello,

    I did a bunch of work on some specific TACLS RO configs, specifically for a number of parts that recreate historical craft, such as FASA Mercury, Gemini, and Apollo, as well as some of Raidernick's Vostok & Voskhod stuff.

    Could you please provide some detail about what specific parts you are using? None of the parts that I worked with would have supported 12 people, but I can look at the ones you are using and see if I am able to tweak them to match the realism I aimed for in my previous configs.

    And an excellent catch, by the way! I had to take great care in my configs to ensure the conservation of mass! Can you tell if it is your CO2 scrubber or waste water module that is generating the excess water?

  14. Hello! I utilize this mod in RSS with no reaction wheels, so this mod is awesome for me.

    One thing I have trouble with is nulling out small rotations. Is there a different mod that will report/display your orientation or first derivative of orientation, or is that a feature (or possible future feature) of this mod? ie. Roll: 0.07 degrees/second, etc.

  15. Good news! I worked for me as well.

    I attempted to use it with RSS, but with no luck. The Alt-F11 Gui shows no options or information, just pops up blank. I attempted to change the config.xml planet name to Earth with no luck, that actually causes a memory leak or something and IIRC the GUI still popped up blank (before the memory leak induced crash). I also tried copying the KerbinSettings.txt and renaming to EarthSettings.txt, no luck.

    Is is theoretically possible to get this working with RSS? It would be pretty cool if we could. RSS is lacking shiny graphical mods since the 1.0+ bump.

    Thanks for all the hard work blackrack!

  16. I also find this doesn't work with Realism Overhaul, but it would be cool if it did!

    The engine modules for reaism overhaul are definitely different from stock. RealFuels does quite a bit to modify that.

    ie, here it the RealismOverhaul MM code for the FASA J-2:

    https://github.com/KSP-RO/RealismOverhaul/blob/master/GameData/RealismOverhaul/RO_SuggestedMods/FASA/RO_FASA_Saturn.cfg#L813-L852

    I could also post the MM config log file for an engine so you could see how an engine's .cfg looks by the time the game gets its hands in it, if that would help?

  17. Hello frizzank!

    In testing the FASA parts and fine-tuning them for RO in 1.02 I found that the LEM engine does not gimbal. NathanKell suggested I change the gimbal transform used, and it works with this line added:

    gimbalTransformName = thrustTransform

    Your current config uses:

    gimbalTransformName = Engine_Nozzle

    which appears to be a non-existent transform for this part.

    You always deserve more thanks than you get for developing and continuing to work on FASA, thank you so much for the work Frizzank.

  18. I have been slowly adding planets (and moons) to the new Kopernicus RSS over the past week. It is relatively straight forward for the planets and moons that had configurations in past RSS versions. If you can get the pieces NathanKell linked above to work together (they currently contain 1.0 Earth and the Moon) then you can probably start following the pattern to add planets and moons. I am basically taking information from the previous RSS config file and re-formatting them to fit the Kopernicus mold.

    Adding planets and moons that were not in the previous RSS will be possible, but more work. New bodies will need height maps, surface maps and a normal map like the existing planets currently have.

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