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jsimmons

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Everything posted by jsimmons

  1. Hi Nathan! So I figure its time to port 10x kerbol to the latest RSS and I found some new behaviors that I don't know how to fix. First difference I noticed was that initialRotation seems to be ignored. Like stock the 10x setup has the KSC start out in day light but now it starts at night time which was the behavior when initialRotation was set to 100.1833 like you have for Earth but I set the initialRotation = 0. Next I noticed strange behavior for the positions of the planets. The values returned by TransferWindowPlanner are correct with the earlier RSS version but the latest is giving me crazy values like the next transfer window is 7 years in the future for eve. In this case I set the Epoch = 0 but something is going on with the epoch code that planets are in the wrong places.
  2. StarWaster : Yes you sent me a email on May 24th 2014 about correction the planets rotation periods. I still have the email. Leszek: Oops. Zipped it up wrong. With most of RO being finished I started to test 0.25 with the latest RSS 8 version. I do see what you mean by the not accessing the other launch sites. I'm getting a Exception which I'm looking into. I like your suggestion about the Isp difficulty scaler. What settings do you select? I like to post that information on the OP.
  3. I tried it with a 10x scaled kerbal system and it works. Very well done.
  4. So I saw a plugin that creates a pork chop map so you know your launch window and how much delta-v you need. So I gave it a try in our 10x configuration and it works really well. Here is the link below. http://forum.kerbalspaceprogram.com/threads/93115-0-24-2-Transfer-Window-Planner-v1-0-1-0-%28Sept-9%29
  5. Since people have asked I calculated the delta-v needed for Kerbin, Mun, and Minmus.Note kerbin does not count the extra needed due to atmospheric drag. I would add a exta 1km/s. Kerbin surface to 200km = 9652.98 m/s Kerbin 200km to GTO = 2283.72 m/s Kerbin 200km to GSO = 3717.34 m/s Kerbin 200km to Mun intercept = 2689.42 m/s Mun intercept to insert (200km) = 916.52 m/s Mun surface to 200km = 1325.26 m/s Kerbin 200km to Minmus intercept = 3794.51 m/s Minmus intercept to insert (200km) = 248.53 m/s Minmus surface to 200km = 985.80 m/s
  6. RuBisco: The black sky issues should be resolved in the latest download. I haven't seen the black sky in a while.
  7. Nathan is it possible to create your own scaled clock. Stock has 6 hour days and RSS has 24 hours but 10x kerbal has 19 hour days. I'm hoping it would be possible since it would be nice to make a day 19 hours in my case.
  8. Lewis 101: Yeah that bothers me as well about the time. We don't have 6 hour days nor 24 hour days. The reason for the 19 hour days was to keep the days per year the same. I will talk to Nathan if we would be interested in change that is RSS.
  9. You only pick one of the downloads depending on your setup. If you run with default EVE then you pick that version. Some people use artist packs like Astronomers or SonicGalaxies. So I have provided support for these two popular add on artrist packages. Pick what fits your taste.
  10. Do you have a binary to download? I like to give it a try with a 10x kerbol RSS configuration.
  11. WololoW: Sorry about not updating the OP. It should reflect now that you don't need to download RSS anymore. EVE and RemoteTech2 are not needed but if you do use them please install before installing this mod. InfinityArch: No one has done this to date. I do plan to create a delta-v map.
  12. Megafly : All those bugs are related to the EVE-7.3. I have been testing with EVE Overhaul but it is not ready for prime time yet. That version should resolve those issues. Perhaps this weekend I will give Overhaul another look.
  13. frencrs: I fixed the RT2 with KSC. Yep I forgot to update the the RT2 location to the latest one. Now it should work. NathanKell. I will prepare proper packages then since I have your blessing to redistrubute your mod. Than you. Lesek: My first leap into KSC modding I will update the instructions and also I will prepare new bundles to avoid these problems.
  14. Finally got around to releasing the 10x kerbal configuration. I needed to do much testing first. I have a new thread for this work at http://forum.kerbalspaceprogram.com/threads/90547-0-24-*-10x-Kerbol-system-development-for-RSS-Version-1-0-Update-August-2014 Nathan icould you add that link to OP. The days of config file I think are over. Hope people enjoy this work and feel free to post pictures and videos if you like.
  15. Support for the Kerbol system scaled ten times the size that stock presents. For those who want to play the fantasy of the progression of little green men to the stars with all the challenges of traveling the vast void of a realistically sized star system. WARNING!!! THIS IS A WIP BETA RELEASE. THERE WILL BE BUGS. PLEASE REPORT. ======== This configuration is maintained by jsimmons License GPL Changes: * All Celestial bodies have been scaled up by a factor of 10 in size except the star Kerbol. The mass was scaled by 100 to maintain the same gravitational forces as stock. * All semi major axis have been scaled by a factor of 10. The new orbital periods where calculated with Kepler's 3rd law. * Celestial bodies rotations have been changes to preserving synchronous rotation. This means the same number of rotational periods per sidereal periods is preserved as stock. In other words the number of days per year is the same. The new rotations also preserve the same ballistic profile as stock as well. Thanks to starwaster42 for pointing this out. * Support for a total of 4 kerbalspace centers all located about 90 degrees apart. Thanks to NathanKell for helping me setup the bases. * Enable RemoteTech2 support for all 4 kerbal space centers. Increased the range to cover all of the kerbol system. This allows players to send out probes into deep interstellar space without the need to setup special relay networks through out the system. Note you will still need relays for very low orbit satellites and to communicate with objects blocked by celestial bodies. * Added in tracking station locations from KerbinSide. KerbinSide models not supported with RSS at this time. * Thanks to Starwaster for his Kerbin Height map. Did some tweaks to it to get mountains more pointy and created a cliff side base for one of the launch sites. * Thanks to PingoPete for giving permission to use RVE for our mod. It looks so much better now. NOT Supported at this time: * Missing height maps and normal maps for Laythe and Eve. Laythe and Eve needs more rework. * We need temperature and pressure curves for Eve, Laythe. Duna still needs a temperature curve. * The star Kerbol is missing an atmosphere and a new SolarPowerCurve is needed. KNOWN ISSUES: * There is a "cave" under the tracking station for the Inland KSC 2 center. This is due to the extremes of the landscapes elevations locally. If someone can figure out some PQSMod for the KSC center it would be most welcomed. * Due to the new rendering of the Inland KSC 2 center the old tracking station is buried in the terrain. Need to reposition it. * The older buildings of the KSC 2 are a little sunk into the ground. Need to reposition it. * Laythe and Eve need to be worked on for its height maps and deformities. * Gilly is a boring round shape. Need to get back the captured asteroid look. * Update star kerbol SolarPowerCurve and Atmosphere. * Need to add new CommSat station locations from stock to RemoteTech settings file. This mod no longer requires RealSolarSystem. INSTALLATION: 1. Start with a FRESH unadulterated install of KSP. 2. Install latest Kopernicus. 2. Optional. Install EVE, KSCSwitcher, RemoteTech2 or any other mod if so desired. Ensure you have the most up to date version and have followed their respective installation instructions. 3. Download the zip files from space dock - http://www.spacedock.info/mod/296/10x Kerbol system 4. Unzip the zip archive you downloaded to your KSP/GameData folder. 5. Launch KSP. Enjoy. ======================================== [ REQUIRED ] Kopernicus 1.2.2 Release 2 by Thomas P. [ VERY HIGHLY RECOMMENDED ] EnvironmentalVisualEnhancements by rbray89/waz (v 1-2-2) [ https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases ] Scatter by blackjack (v0.300) RemoteTech 2 by Remote Technologies Group (v1.8.3) Ferram Aerospace Research: (FAR v0.15.6.3). (Not yet updated for KSP 1.2) BetterTimeWarpContinued by LinuxGuruGamer (v2.3.7.3) [ RECOMMENDED ] All of the Mods noted for RealismOverhaul WORK AROUNDS: * All KSC sites are floating in the air. - You need to increase your Terrain detail setting. hints: The delta-V map for 10x Kerbol is the stock delta-V map multiplied by sqrt(10) Changelog: v6.3.0.1 Beta \/ * Updated to KSP 1.2.2 * Fixed up Laythe so its actual Ocean world again. v6.3.0.0 Beta \/ * Update to KSP 1.2 * Reworked directory tree structure. Much cleaner and easy to understand * Use ModuleManger to configure scatter. No more copying over scatter. v6.2.0.0 Beta \/ * The eye candy update. This version requires the 1.1-3 release of EVE to work. * The newer version of EVE had trouble with v6.1.0 version of 10xKerbol so did massive cleanup/merger of our EVE configuration. * Better clouds from the configuration posted in EVE forum by DrFumbles. Thanks for posting that. * Use the RVE terrain textures for Kerbin. v6.1.0.0 Beta \/ * Updated for KSP 1.1.X v6.0.0.1 Beta \/ * Added MiniAVC support. v6.0.0 Beta \/ * Updated to latest Kopernics, Eve, and Scatter. * Support scatter for all planets adjusted to calculated atmospheric properties * Created a pressureCurve for Duna. v5.1.2 Beta \/ * Include 10x version of OuterPlanet Mod thanks to Tellion * Cleaned up Zip files. They had old configurations from older releases. v5.1.1 Beta \/ * Added hot fix for the career mode bug from Nathan's RealSolarSystem mod. * Added in configs for scatter mod to use with Overhaul. v5.1.0 Beta \/ * Tested with Kopernicus 2.4 * Update the star Kerbol radius using real physics (Stefan Boltzman law). More work can be done to model the star. * Updated Overhaul version from - Aug 2 2015 v5.0.1 Beta \/ * Tested with Kopernicus 2.3 * Updated to the latest Overhaul - July 17 2015 v5.0.0 Beta \/ * Moved from RSS to Kopernicus. * Kopernicus renders the landscape more correctly than the old RSS so the surface near bases had to be redone. - Updates to ScaleSpace color map to match more closely the landscape. - KSC2 had to be reworked since the terrain was rendered differently. As a bonus I added access to the nearby large lake. * Dropped support of Astronomer's Oblivion pack. Caused too many headaches for users * Dropped Better Atmosphere's and KSPRC. Both need updating for 1.0x. v4.0.0 Beta \/ * Updated to RealSolarSystem 8.6 * Converted all RealSolarSystem png files we use to DDS format. * Added back in the Kerbin ice sheets. Now you can land at the poles. * Create a 8K texture that maps to the new Kerbin terrain. * Modify the locations of the Kerbin population centers to the new terrain. This prevents cities in the ocean. v3.1.0 Beta \/ * Uploaded correct normal map for Kerbin. * Using VOID I realized my atmosphere limits were wrong. Now they are truly correct this time. * Added in tracking station locations based on what KerbinSide has. Currently KerbinSide is not supported on RSS itself but we are ready for when it will be. * More beautification of the Overhaul pack. Skies on various planets look better. v3.0.0 Beta \/ * Updated all celestial bodies except for Eve and Laythe PQS to give them realistic terrain. * Added flat normal map for Jool. v2.1.2 Beta \/ * Fixed thick looking atmosphere for kerbin * Added in proper normal map in DTX format for Kerbin. v2.1.1 Beta \/ * Merged RVE work into Overhaul version * Chrisl track down the fix for the long standing issue of the KSC center rotating. * Calculated atmospheric limits using new scale heights. v2.1.0 Beta \/ * Updated to RealSolarSystem 8.5 * Added support for Astronomer's Interstellar pack * Added support for KSPRC visual pack v2.0.0 Beta \/ * Kerbin now has a height map. Meaning you have realistic terrian * Updated ScaleHeight for Eve, Duna, and Laythe according to the laws of Physics. * Add a OverHaul version for people to test. v1.2.1 Beta \/ * Update to RealSolarSystem 8.2.1 v1.2 Beta \/ * Updated to RealSolarSystem 8.2 * Added Licences v1.1 Beta \/ * Repackaged to include RealSolarSystem * Create a initial package for Better Atmosphere * Fixed RT2 for KSC v1.0 Beta \/ * Initial Release v0.5 Alpha \/ * Early release of RealSolarSystem.cfg for RSS v6.X Time for pretty pictures and a demo video (sorry I messed up the sound). https://www.youtube.com/watch?v=HTeeF5sI2oM
  16. Try this link. http://www.infradead.org/~jsimmons/Eve-7.3-Astronomers.zip
  17. Mecki: Yes I ported Astronmers pack to RSS. You can get it here http://www.infradead.org/~jsimmons/Eve-7.3-Astronomers.zip
  18. Sorry Nathan I didn't get back sooner to you. I enabled wrap for both Pol and Bop. Doesn't look so bad after all. The only one I had to disable wrap will Gilly since I want to keep that shape since it is only 130km in radius. Is their a way to get the Default PQS values for Gilly and is it a simple 10x scale? As for the EVE-7 cloud elevation I see it is only a Eeloo and Kerbin issue. For Eeloo the maxium height on the planet is 3874 meters in height. Now with some art packages they add a glow to the planets just above the heightest point. But for Eeloo setting to 3875 doesn't work. I have to set it to 7200 so the glow layer doesn't intersection the terrian. I also seen this issue with kerbin in that all the clouds have to moved up 6 kilometers so they appear at the correct altitude. I have a launch site at 4km and the clouds were by default below it even tho they we set at 6km. Is this due too Eeloo and Kerbin having altitiudes much lower than the "sea level"?
  19. I started the process of support for BA with RSS today. I'm the guy that does the 10x kerbal config. For BA I had to adjust the clouds a bit for kebin since the surface has changes via the PQSMods that I have done. Also I changed all the cloud speeds so now clouds don't fly pass your jet What is not working is the rings around Jupiter as well as the Asteroid config. So I need to do more work. Here is a early release if you want to try it. http://www.infradead.org/~jsimmons/Eve-7.3-BA-V5.zip As for Eve Overhaul I have just started to looking at support for RSS 10x kerbal with it. It will be awhile before I get to BA with it. Anyways that is in early development.
  20. Nathan I tried your wrap = true suggestion and it works with EVE-7.3 just fine I had to do wrap = false for gilly and pol otherwise they become boring spheres. Now the clouds are at proper heights. I did noticed for Astronomers and BA pack that Eeloo and Dres surface ended up being higher than what they should be. So to the users I like to ask do you want the me just change the height of the glow and say Eeloo and Dres has a new highest point or tweak the alititudes until it matches "stock".
  21. So I have been trying the various noise levels to avoid having the cloud layers too high on duna. Nothing has worked so far until I realized the problem exist in scaled space. The planet is scaled 10x and so is the surface variance. What I need to so is get the surface variance back toward a normal level. Is this what the heightmap png is for? Even if you have a heightmap how do one control the maximum height in meters?
  22. Time for people to try out my 10x kerbal for 7.0 RSS. This is not a offical release but a pre-release to get peoples feedback. I have two flavors you can try. http://www.infradead.org/~jsimmons/Eve-7.3-Default.zip : Default EVE 7.3 configuration. http://www.infradead.org/~jsimmons/Eve-7.3-Astronomers.zip : Configuration for Astronmers Pack. Sorry I haven't got to Sonic package. I plan to in the near future. Some notes on this release. There are four space ports about 90 degrees apart. Each port itself acts as a RemoteTech ground station. This is to allow people to send probes out into deep space without a needing to spread a telecom network across the system. Lastly their is one problem. The inland KSC2 tracking center has a cave under it. Havent figure out how to plug it. I'm releasing also to help out others with their configurations.
  23. Thanks Nathan. I found Player.log (what linux uses) and I found the error. Besides having to set the Oceans setting AtmosphereFromGround is a must for planets with a atmosphere. I started to place your values into my config and the planets all started to work. I noticed that innerRadius and outerRadiuse tend to be .99 * radius of planet and 1.025 * radius of the planet. Any conditions which this will not be the case? Also what are the default values of invWaveLength if none are given? In other words will the sky be the correct color as in the stock game.
  24. Tabbing issues. I was seeing if disabling LandControl would help, Nope. I updated the config with proper tabbing and remove the disable LandControl section. Same results.
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