jsimmons
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Everything posted by jsimmons
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Has anyone add support to RO for NRAP test weights?
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
jsimmons replied to pingopete's topic in KSP1 Mod Development
Never really looked at proland before. It is a very impressive library. I has most of the functionality that Eve Overhaul has been attempting to do. -
Is the latest RLA pack supported?
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[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
jsimmons replied to robertlong13's topic in KSP1 Mod Releases
Nice work. You should work with MasseFlieger who's work is at http://forum.kerbalspaceprogram.com/threads/96148-V5-0-RC1-released-AeroKerbin-Industries-Modified-IVAs just to prevent duplication of work. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
jsimmons replied to pingopete's topic in KSP1 Mod Development
Pete what variables did you change in scatter? -
Does this fix the issues you see with my 10x kerbol configuration?
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
jsimmons replied to pingopete's topic in KSP1 Mod Development
The pixelation will show in very large urban areas like Los Angeles but it might not be so bad. Need to try it out. Small cities like what you show here looks okay since they are not a very large continuous block. I had this issue with the terrain image repeat over a large area as well in my mod. If you look in the Overhaul archive I suggested also a four texture 90 degree rotated texture that is randomly placed. Perhaps if you also tell rbray this idea he might consider it. -
Is anyone maintaining this mod?
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Nope that was my mistake on my part. I just checked on the server that the packages are correct this time. I needed to do a hot fix for career mode anyways. - - - Updated - - - Thanks Nathan. Also I showed the work I posted about handing exoplanet atmospheres to the Weather mod maintainer. He loved the info. I also pushed out the fix you have for career mode in a new update. Were did you get the value in the SolarPowerCurve for the second column? - - - Updated - - - As a note for the people using the Overhaul version I would recommend using the Scatter mod with it now that I removed the atmospheric scattering setting from Overhaul.
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
jsimmons replied to NathanKell's topic in KSP1 Mod Releases
Okay. I will look up those values then. Thanks. -
Remove the smile which shows teeth and it will look better.
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
jsimmons replied to silverfox8124's topic in KSP1 Mod Development
Actually the default stock atmospheric model for Eve could not physically exist. Lets take the most simple model of the atmosphere, isothermic, and calculate the scale height from the physical properties of the planet. The scale height of a planet is equal to the (Blotzman constant (k) * Temperature in Kelvin) / (average molecular weight of air * gravity). Assuming that Eve atmosphere is mostly CO2 you end of with a scale height of 4.88 km which is way smaller than Venus of 15.9 km. The scale height is smaller than the one for Kerbin which means the atmosphere is heavier and closer to the surface of the planet. If you do the same thing with Duna you will find the scale height is 15.921 which means Duna's atmosphere which is thin extends far from the surface of the planet, over 200km in fact. Now if model the lower atmosphere with a adiabatic model then the atmosphere extends a bit further out for all cases. As for why a planet atmosphere is hot is not the thickness but the opacity in the infrared range of the atmosphere. The opacity = 1 - (Effective Temperature/Surface temperature)^4. Plug in the number for venus and you get .98 which means 98% of the solar radiation reaching the planet is absorbed. For earth only 40% of the energy from the sun is absorbed. Now if you take Mars its opacity is 17% but its atmosphere is .06 ours which shows the power of CO2 at retaining heat. - - - Updated - - - I have thought about this as well but it will be a great amount of work to do. Especially since cumulus clouds seem to generate over the ocean travel a bit building up moisture and then dumping it as rain. Unlike the current Eve cloud model those clouds don't travel very far before then break up. If you look at this GEOS simulation you can see what I mean. Well that is for a later time. Actually I was just discussing this in the 10x kerbol forum. Their exist an excellent paper on why stratospheric inversion happens. The research discovered that the lower atmosphere obeys a adiabatic behavior until the atmospheric pressure reaches .1 atm then switches to a isothermic behavior. The reason is convection is no longer the dominate influence at that pressure and this behavior is true for all worlds independent of position in the star system or atmospheric composition. The paper can be found here : http://faculty.washington.edu/dcatling/Robinson2014_0.1bar_Tropopause.pdf. So models do exist for exoplanet atmospheres. As you are aware the stock star Kerbol is totally messed up. If you want to perverse the 1360 W/m^2 radiance on Kerbin and use its surface temp of 5840K this will change the properties of the star as well as the amount of radiation reaching all the other planets. This impacts the range of temperatures a planet can experience. Remember energy has to balance. [QUOTA] Also note that Kerbin != Earth. It's close, but it's not there, it tries to be, but it's not there. Kerbin's geographical layout is also MUCH different than Earth's. So don't go into KWS expecting to get Earth's weather(excluding RSS because that's a whole other bucket of worms). -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
jsimmons replied to NathanKell's topic in KSP1 Mod Releases
Sulfur Dioxide -
I can copy earth's parameter's for 10x kerbin. The environments are almost exactly alike. The only difference I saw was the effective temperature of Kerbin was about 10C lower than earth which suggest a slightly different atmosphere. Since I should release a fix version I will just use the default earth values. Now I have done some reading on the topic of exoplanets atmospheres and made some interesting discoveries. First yes the barometric formula assume a isothermal atmosphere which is not accurate as you pointed out. From from my reading ideal gases polytropic index range is from zero to the adiabatic index for stable atmospheres. Okay it can be greater than the adiabatic but usually that is for cases like a combustion engine. For a planet if the polytropic index is greater than the adiabatic index then the atmosphere is leaking into space. So we can calculate the lowest parts of the atmosphere using dry adiabatic gas laws. Above a certain barrier an isothermal model is used. Now this model only holds when convection is the primary driver of heat over radiant emission. I read a paper http://faculty.washington.edu/dcatling/Robinson2014_0.1bar_Tropopause.pdfdealing with exoplanets that proves that the transition layer is alway around .1 bar of pressure. Planets such as Mars lacks the atmospheric pressure to exhibit the stratospheric inversion we see with other worlds. So it does look like we can simulate atmospheres on "created" worlds. If done right KSP can have some of the functionality of Universe Sandbox
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I have have done a lot of reading and research about block body properties and exoplanet atmosphere modeling. First I like to discuss the changes that were needed for the star kerbol. As we know the stock star is totally messed up to the point nothing like it could really exist. Before this research I made a guess at kerbol's radius. Now using the Stephan Boltzmann's law and knowing Kerbin receives 1360 W/m^2 and the temperature of the surface of the star (5860 K) I could calculate the real radius. Next using Stephan Boltzmann's law you can calculate the total output of the star. Using the total output you can calculate the power at any distance from the star. The relation is (power at distance D) = (power output of Star) * (radius of star / distance D) ^ 2 which means solar power curves could be calculated on the fly. Also other law of use is Wien's displacement law which can be used to obtain the peak frequency. In theory that frequency could be mapped to an RGB value for the color of the star. The last nice calculation you can do is calculate the temperature at the surface of a body without a atmosphere using the albedo. The link http://www.dangermouse.net/gurps/science/temps.html shows the function used to calculate the temperature on the planet based on the star's properties and the body's distance from the star.
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[1.1.3] RealHeat (Minimalist) v4.3 July 3
jsimmons replied to NathanKell's topic in KSP1 Mod Releases
Is SO2 supported? -
It appears to happen a lot less. I noticed it happened more often with small planes. I will need to give it a try with the latest Kopernicus. - - - Updated - - - Oh I did not know that. Is Kopernicus capable of calculating the pressureCurve from the thermalCurve? In theory you only need a thermal curve. Even that can be calculated which in my case needs to be done since this is make believe worlds. I still like to base it on real world physics :-) What is the format of the key - altitude, value, ?, ?.
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Thank you for using this mod and I'm glad you are enjoying it. The atmosphere scale heights are based on actual physics. I calculated the molar mass of the air based on what Ferram defined as the atmospheric composition in his mod. We calculate scale height = (boltzman constant * Temp in Kelvin) / (molar mass * gravity). Yes we use the default lapse formula which is not an accurate model. RSS uses values based on data collected from the real world. I have a paper that defines a more accurate model but that would require code modification to Kopernicus. At 118k there is a thin atmosphere. As for heat re-entry yes I noticed that too but I think that is more to do with deadly re-entry being watered down. I hope the new version of DRE adds the excitement back. Sarnus, I see you are playing one of the extend packs. - - - Updated - - - Not a bad idea. I really need to do a real delta-V map. Need to get permission to use of the nice existing maps and update it with my numbers. - - - Updated - - - I might take you up on that. So a few issues still exist I need to complete. Most important thing is finishing off the bodies in the system. Currently Gilly needs to get its original shape back. Eve and Laythe need work with their height maps. I had work done for Eve but I packaged the wrong height map and the proper one I don't have anymore. I kind of remember what I did. I have a proto Laythe done as well. Gilly I haven't looked at so if you want to tackle it got for it.
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WIP - Environmental Visual Enhancements Development
jsimmons replied to rbray89's topic in KSP1 Mod Development
Well that is easy Explains why it looks good from orbit.