acl8610
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Bottle Rocketeer
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Using NASA Mission Control Software with KSP
acl8610 replied to Rich's topic in KSP1 Mod Development
Is it ready for testing yet. If so sign me up! -
Ok so I got the impactor science to work. I was using a lander with a probe, landing it and then activating the seismometer. I would then switch vessels to the booster stage of the same rocket in orbit, and deorbit it and crash it. It also has a probe core. It seems to me the trick is to make sure the impactor is named as the "probe" and not the lander with the instruments. This can be done by renaming the lander's core before separation in orbit. Prior to this I had tried every combination of active vessel, not active vessel possible, no luck. Thanks for the quick advice everyone!
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I really don't want to be that guy here, but how do you get the the seismic data to work w/re to an impactor.... What do you do? Is it the ship with the seismometer that crashes, or is it a ship that previously landed before the impactor? Also how far, if this is the case, do the ships have to be w/in 2km for the physics or what? It would be nice if the wiki on interstellar explained this. Thanks in advance.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
acl8610 replied to rbray89's topic in KSP1 Mod Releases
The city lights seem to be floating... -
Posting just to say I was here!
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
acl8610 replied to rbray89's topic in KSP1 Mod Releases
This is still not a small feat... even generating basic weather so it "looks and feels" like what were used to on Earth is insanely complex, even if only the most primitive equations are implemented. The overall size of the grid dosen't matter, it is the amount of data points within that grid. Even if a "nested" model is used where a coarse global grid is calculated with a floating finer gird within (say around a plane or reentering ship), a personal computer would crash and burn. There is a reason that the weather service uses supercomputers. Where I work, we write very fine-scale weather forecast models this way for small areas less than 20mi and for time frames less than 6hrs. The amount of computing we use is crazy... EDIT: http://www.mmm.ucar.edu/wrf/users/downloads.html This may be a good place to start though.... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
acl8610 replied to rbray89's topic in KSP1 Mod Releases
Maybe this is a dumb question, but where is the cloud GUI in release-5? Edit: Found it -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
acl8610 replied to rbray89's topic in KSP1 Mod Releases
Ok, so very delayed response here, but I finally had some time to find some video capture software and get some shots, biggest issue is the horizon flicker. The slight ground texture shift isn't that noticeable in the video but I can live with it. Also as for other mods, I have mechjeb only. This is release-4. Video: http://youtu.be/-XfB811yo8Y -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
acl8610 replied to rbray89's topic in KSP1 Mod Releases
I've noticed two bugs: 1.) The atmosphere blinks along the horizon when viewed in low orbit. This is most noticeable around Eve but I've seen it around the other planets with clouds. 2.) The ground textures move/jump around slightly such as looking at the bottom of a swimming pool. Only noticed this on Eve but assume it could happen anywhere a cloud is in front of kerbol. I'm on Windows7 with a Nvidia GeForce 310M