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braininator
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Everything posted by braininator
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I cloned a planet in Kopernikus, then reused RSS' Uranus code to make it Neptune. I have now made the moon of Uranus, Titania as that was the one you had a a heightmap for. I couldn't see a height map for either Triton or Melinda in your textures. I have spent a few minutes googling those textures and all I could find were grainy spherical images of the moons. Is this because we never sent a probe on more than a flyby of these? edit: as a giant derp I dropboxed the files to my desktop, instead of email and overfilled it. As I no longer have access to the old computer for a few days I probably won't make any progress to next weekend except gathering textures.
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It works!!!!! Just ignore the fact that it looks like Uranus, with uranus' description and a completely random orbit... and that the code I used in RSS config is a copy with 2 names and one number tweaked..... That is... shall we say... placeholder.... With Metaphor's permission, I will fill out Neptune and Uranus using his texture's and data tonight.
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I am going to test my hypothesis of copernicus cloning with rss editing at some point today. I am going to basically copy Uranus and make it Neptune. (or the other way around) once I discover whether it works I will find the data needed. If it does work do you mind, metaphor, if I use your textures?
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The normal map can be exported for planets in game. If you use ctrl 9 it brings up a menu, you want to teleport using that menu to the planet, and then hit the scaled space button. This will hang your computer for a few minutes. Then go into the file and remove the _ at the end of the exported files and you are good to go
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Kopernikus can currently clone planets, but with new names and global flight index. I think other than the fact that they look and behave the same way, they are unique planets to the original. I wonder if it is possible to use it to (in a bug free way) clone planets and then edit them with RSS. I realize that this would be less efficient then Kopernicus completed, but it would work better than PF, at least if there is no incompatibility. Regarding the black body bug I know it wasn't fixed for CE but it was in the regular version I believe, which hasn't been downloadable since Spaceport went down.
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I just downloaded the files. Out of curiosity, did you export them for SE at 8k by 4k or did you scale them up in Gimp or Photoshop? What files did you replace with those textures? Custom PQS is not done yet, and they removed Kopernikus in prealpha 3. Either way I am curious as to the performance of this as 8k textures made my laptop struggle in RSS, and both my computers(both my laptop and gaming desktop) struggle in PF.
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Something I am curious about, down the road for this, or perhaps another planetary mod, is the potential for changing what the ground actually looks like. I don't mean the terrain such as craters, mountains or the like. When actually on the ground, the texture on the ground is generally determined by where you are, such as ice on minmus, grass on the green parts of kerbin. Once most of the core features are done, would it possible to be able to edit these textures themselves, and perhaps replace them with seamless square textures?
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I had meant that line as a joke to some extent, but being able to scale them would be awesome. My laptop can't handle RO+That craft... Going to transfer the GameData and the save over to my desktop so I get more than 1/15 normal time. Also, once I am on said desktop... I think I can go bigger...
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Meet N-10. It has 118 F-1A engines in hte first stage, with an approximate 950 thousand KN of thrust. Based on the formula power = F*Velocity, with V being exhaust velocity, the first stage puts out 2.6 billion kilowatts. Here is a shot of the engines. It has a 45 meter base to the rocket, and the mass of the entire craft(Dummy payload with a computer core as the cone) is so high that in map view the number goes of the screen so I can't tell what it's mass is. On A completely un-related note, Nathan would it be possible to upscale the KSC to a larger size? It might not be big enough for some of the really large rockets.
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Are the kopernicus examples supposed to be outside the main Kopernicus folder in game data? Also in reference to Hodor, your math is a little wonky I believe. You doubled the radius, which according to the formula v = 4/3pi*r^3 means that the volume is approximately 8 times as much. Assuming uniform density, which you did, the mass is 8 times. However, the radius doubles so according to the law of universal gravitation, it is 2^3/2^2 or twice. I believe you are out by a factor of two
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While I am not a developer of this, I still noticed your report is a little vague. Can you be more specific than that please? I have run Kopernicus with hardly a change in performance(Only noticeable in task manager), even on high stock time warp. Are you running non-stock time warp? Do you have other mods? Do you have a full save file? How does task manager say your computer is handling KSP, you might have reached the max processing power your computer can do.
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How do you expect this to mix with RSS? I am planning an alternate solar system... kinda like the kerbal system to ours... just more realistic. Now obviously I would like to use this upon release in this project, as PF is.... unstable, and limiting. If I like the planet how it looks directly out of this, will I need to mention it in the RSS config? Will they fight? (Nathan if you read this, do you wish for me to ask a more RSS specific question related to this project here, not to confuse you or anyone else, or should I ask in the RSS thread?) Thanks
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Thank you Krag for your hard work on PF, I have greatly admired and enjoyed CE over the last 6 months. It has been a truly wonderful experience Thanks
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This sounds like a bad install. Try just unzipping a fresh CE download, and moving what's inside the folder DIRECTLY into the KSP Game data folder you shouldn't have any problems. Welcome to the forums
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So I actually just flew a mission in KSP last night for the first time in a while, and I got the ksp bug again Anyway from what I have seen so far, it is a lot more stable then PF. PF's scaled space were not always right, they shook in the planetarium, and the intercepts were shaky. All those issues were resolved, at least what I have seen so far. Very high quality work Though you released the time warp after I almost got there, and after I waited 10 minutes for my intercept Haven't seen any bugs so far, but I will update you upon landing and further testing Quick side note do you mind putting the github link in the first post?
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Actually... You can... at least in CE... The other's download link disappeared before I discovered this code that works: CelestialBody { GeeASL = 1 bodyDescription=Ah, finally some rings... According to the fish the name translates into Kerbal as ratnes or "to stand". Significant? I doubt it... Based on Polyphemus from Avatar. Texture from Celestia pack by Milosz21. } //This planet is not configurable Orbit { inclination = 1.5 eccentricity = 0.01 semiMajorAxis = 220003242000 LAN = 82 argumentOfPeriapsis = 58 meanAnomalyAtEpoch = 1.4 epoch = 0 referenceBody = Sun } This is what I use
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I am unsure what you put hte radius to be, however, in Kittoptech, PF, PF CE, and possibly also RSS that the radius of a planet only has so much accuracy to the number. IIRC it was about 2 significant figures. This also had the standard issue of the terrain not meeting the mesh in each of them...prompting me to believe it is in the core game. HTH
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Wow that looks amazing Once everything is done and you have the cfg system do you plan on documenting all the different variables exposed in the cfg? I know planets are more documented then when PF was released, but documentation would still be appreciated Also my dad helped me program a java program that formated PF CE cfgs. If you can get me an early blank CFG file (with all variables put in there... but blank...) Dad and I can probably adapt it for this purpose.