jsimmons
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KSP2 Release Notes
Everything posted by jsimmons
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Made the new version offical. Thanks to everyone who did testing and report/resolved problems with the pack. As a side note I will look at making a special add on pack for the Outer Planet mods from Parasora. One last question for Nathan to add in my next update. What is the formula you use to start DRE and determine the atmosphere limit. The reason I ask is that the scale height has changed to realistic values. Now I like to have realistically thick atmospheres.
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Sorry I haven't updated sooner but I have been having technical difficulties with my test machine. So I have updated all the supported packs as well as added support for Astronomer's Interstellar pack and well as KSPRC. I haven't been able to test it so please give it a run and report back to me so I can fix it before I announce this update. It is aimed for KSP 0.90 so you will need to update from 0.25. The links for download are on the OP.
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cyberklad: I posted some delta-V values in a earlier post. No official delta-v map as of yet. With the transfer window adins: Do you have the latest version of this mod? I thought this was fixed in the newest versions. As a general note I have been working on the height maps for Kerbin. Finished the island launch site and now I'm fixing up the northern mountain launch site. I hope to have it ready by the end of this weekend.
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Sorry I was away on a business trip for work but now I'm back. So I have been testing the new height map and adjust three of the launch sites. The island launch needs a bit more work. Most of the island is under water. ThorBeorn: Yes I wil gladly try out new sites. Can you try it against my upcoming height map version. Additional sites would be great for testing and also seeing how nice it looks. You can grab my test version at http://www.infradead.org/~jsimmons/Eve-7.4-Heightmap.zip
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Did a release to RSS 8.2.1 to acquire some fixes. I see Gilly is going to take more work than I thought. Also I think people would be far more interested in having proper terrain on Kerbin. I will playing with for this week. I will try out the sinking issues to see if some launch pad settings might address. As for the rotating sites that is most likely a RSS bug.
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JebediahKerman42's Procedural Part Textures!
jsimmons replied to Freedom's topic in KSP1 Mod Releases
These with blackhearts textures will make some nice rockets. -
Nathan has anyone reported rotation launch site? Starwaster: I tried your height map to see the impact to the launch sites I have. Only the KSC and the high mountain site changed. The KSC looks like stock and I will have to rework the high altitude site. The high altitude site does look better . The KSC2 site looked like a canyon so I'm happy with that. I will have to do so flying around to see how it looks. Thanks for that work.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
jsimmons replied to RedAV8R's topic in KSP1 Mod Releases
Sorry to bother but I wanted to help this work along. I have some new RO configs based on Nathan alpha series for KWRocketry which I'm testing and I was wondering how do I go about posting what I have for review. For KWRocketry I noticed several parts have been rescale in different ways. Some affect the RO KWRocketry parts but a few parts like the batteries and fairings which have been rescaled. Do we need to resize those for RO as well? -
Leszek: So the initial orientation of the launch sites are correct but when you leave and go back they change their rotation. Is it always a rotation amount the same for all sites or is it different? By what amount does it rotate, 180? As for falling in the terrain is that for all sites or just some. It might be a launch site misconfiguration.
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Ugh. Okay I have this for Gilly and its still a ball. This is what I have. PQS { Gilly { maxLevel = 14 maxQuadLenghtsPerFrame = 0.001 // Multiple deformity by 10 // Divide frequency by 10 PQSMod_VertexSimplexHeightAbsolute { deformity = 80000 frequency = 0.05 } PQSMod_VertexHeightNoise { deformity = 1500 frequency = 0.4 } } }
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Ralathon: I will try out your height map once I'm back from my trip this weekend. I downloaded the jpeg and it claims to 5734 x 2867 in size so I was confused. Thanks for that work. Nathan: I plan to do another release soon to update your RSS mod. Before I do I like to ask about Gilly. Currently I have wrap = false but I like have same terrain as stock to keep the asteroid look. What values do I need to setup for that and how do I get the default values? Once I have those values is it a simple multiple by 10?
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Ralathon do you a 8K x 4K height map? I like to squeeze out as much detail as possible. Also what did you have Matlab do with the data set? I have to say it makes me nervous to change the PQS values. The reason being that the launch site are touchy. The KSC has this nice lagoon feeling, the island base is on a nice large beach on the west coast of an island and of course the canyon launch site just fits. I hate to lose those but if it makes the mountains real I can work the height map/PQS changes and locations to try to stick close to what we have now. Miltirace is that what you get with the provided height map?
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Except for the update to RealSolarSystem 8.2 not big changes. It works well in my testing for 0.25. I'm looking to add two new feature in the next release after this. I'm thinking about adding a atmosphere to Kerbol itself. Its kind of silly that you can get within a few kilometers of a blazing star. With this feature I plan if you come within 20M kilometers of kerbol your craft with start to heat up and "aerobrake". Secondly I really like to improve the terrain of kerbin itself but I'm going to need the artist out their for their input. We need those mountains back.
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The latest release doesn't have the same issues. It looks normal now. Thank you. I think I will release a version tomorrow for people to test.