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  1. On some bodies altitude/terrain details can be quite difficult to make out from orbit. Like, orbiting Vall I passed from Lowlands to Mountains and couldn't even see the mountain how ever carefully I looked... It's all a grey blur. Which is probably perfectly realistic, it's just not super helpful when trying to spot a good landing site. So I'm thinking some kind of map overlay where different altitudes show up as different colours/shades would help?
  2. So, I like to run multiple missions, for example rescue Kerbals from Tylo because I didn't have the ΔV. whilst also sending out a new ship to Dres. However, When adding a new Maneuver it doesn't stop at it, or worse if I setup multiple encounters I don't have any method except figure out the time to next event and make sure I don't error. Which I end up doing. So waiting 3 yrs for the next event in the chain.. I'd rather launch a new Eeloo mission or Moho but now I have to wait till a transfer window occurs. So my suggestion is that there is a method Add Alert on the time line which would halt any fast forwarding of time.. Adding an alert would then add it to an up-and-coming events window. This window would let a player Time warp to the next event. This could be include system generated events such as Orbital windows opening and closing with regards to to and from planets.. also with options to add an alert/pause by selecting it. Basically its a list of all events in chronological order, with ability to halt and focus on them. thank you for reading
  3. I'd like to suggest the addition of a TARGET window (Picture in Picture) on the map screen. I find that when calculating the maneuver its hard to line up the target to see where interception happens whilst trying to manipulate the node it would be great to see the outcome on the planet or moon without fiddling about with the camera and icons obscuring the node. This could be automatically displayed when the node is created and a target selected.. or it could be an option.. it could also do a nifty split screen so when moving the camera when target goes off screen it does that nice sliced off screen effect..
  4. For anyone who likes to eyeball the transfer windows, here you go. These transfer windows are to scale with the orbits of the planets in Kerbal Space Program 2, aside from the eccentricity. I have a version where Kerbin is on top, and a version where Kerbin is on the side. Feel free to use it.
  5. as i was going to make a maneuver node, i looked at my navball and noticed that my craft was severely off course. when i went back to game view, i had to turn off and on RCS and SAS. I think SAS and RCS are disabled when you go in map view. to fix this, i tried to pause the game when I went in to map to make a maneuver node. This is another bug, where i cant make a maneuver node while paused. I also have a visual bug. My HUD keeps fliskering as if it is trying to be transparent but failing. please fix this in 0.4
  6. I know there are no heat elements yet in this game, but I did discover the heat indicators while going through the settings. I made a SLS and when I staged the side boosters, the indicators showed up, next to to the radial de couplers(Orange). When I switched to the map view i noticed that the indicators showed up on the map and started to drift away from view. Then they would reset, and do the same thing endlessly.
  7. In general the symbols used for various positions in orbit are too small, often overlapping, and generally hard to distinguish, especially when intercepts are involved. One simple things that I think would help make it more visually appealing and distinguishable as well as add a touch or realism would be to use the "correct" symbols for ascending and descending node. There are even unicode symbols for them - U+206A ☊ and U+206B ☊ (copied and pasted from Wikipedia page on astronomical symbols). Also, one thing I think was under represented in KSP 1 was celestial longitude and indication of reference direction, typically denoted by symbol for Aries: Symbol ♈︎ (HTML ♈♈ for the symbol without background). \♈
  8. this bugrep is for [v0.1.1.0.21572] OK, so now when you hover mouse cursor over PE label on your current orbit, the argument of Periapsis is displayed (hooray!) but, how about for next segment of conics? no, no text is displayed for any label on orange (next) orbit conic: What does that red capsule icon even means? Collision with Mun? No... Besides, the map is really cuttered right now, I suppose a set of Map options should be introduced for those who do not want to see those useless radial rings in supposedly the point of intersting with Mun's SOI =) Please let us choose the amount of clutter on the map suitable for our navigation needs ;-)
  9. Hard to differ points of entrance and exit for sphere of influence by only moving circles animation. For example how it looks like when after creating transfer manevour to Minmus I focused on it Visually it is hard to determine entrance and exit if you don't know in advance how their animations look like. And also I believe that it is very hard to remember for which case circles converge and diverge, especially for new players. Cost of mistake is high - you will get retrograde orbit instead of prograde, and reverse. I believe there must be markers for them in all cases, in this case for relative to Minmus view Upd: I describe problem for 0.1.1.0 version of ksp2
  10. Hey there, In map view, hover mouse cursor over PE (or AP) of your current or any other vessel orbit - no argument of PE \ AP shown, this is ridiculous when planning an orbit via maneuver node dragging, screenshot follows:
  11. I'm ok with enhanced textures, more diverse and richer colors and detailed terrain mesh because KSP is very poor in that department, but from what I have seen so far, all planetary bodies in KSP2 have nothing in common with KSP ones. Large geographical features seem to be completely gone. I can only recognize Kerbin's features. This means some of the long-established lore is lost. That's not good.
  12. What do you think is the order of the planets in the Debdeb (Deb Deb) system? Here is the overview in my order: Debdeb - It is a possible analogue of Alpha Centauri while also being 4ly away (as mentioned in KSP 2 - Episode 5 at around 1:20). Judging by the distance of the planetary Debris disk from the star, and the fact that it has already formed into planets, the age of the star might be around 5 to 50Myr. The only planets officially confirmed to be in Debdeb so far are: Charr, Gurdamma (+Donk, +Gop), and Glumo (+Merbel). Some planets are seen orbiting a yellow star, while Gurdamma is seen orbiting an orange-red star (which we know is Debdeb). This could be placeholder or outdated footage. We do know that Nate has confirmed that some of the planets we've seen are from different systems. The following is my order if all of the known new planets were in Debdeb. Charr - It has been officially confirmed to be the innermost planet. It has a very hot surface and it is made entirely out of iron. Planetary Debris Disk - It is formed formed from the protoplanetary disk after a few million years. It is orbiting the star and has formed at least 2 planets. Rask and Rusk - They have a partially melting surface. We're not sure if it is entirely due to tidal forces alone, or if star proximity plays a part. If they are present in the Debdeb system, my guess would be that they are the 2nd innermost planet we see on on the map. If so, they will likely have high amounts of iron and possibly some carbon. Gurdamma - It is a young earth, or proto Kerbin, with rings. It has liquid water, but no ice. Gurdamma is officially confirmed to be like Earth in the Hadean Eon. At that time Earth had a very thick carbon dioxide atmosphere, with oceans of liquid water. Gurdamma has no oxygen and it is covered in craters and occasional surface lava. This is also the planet we have the most footage of so far. Donk - It is a moon of Gurdamma which was formed with the ring after a recent collision. It has a light grey rocky surface. Gurdamma may also have a second distant moon with unknown composition. Gop - Gurdamma may also have a second distant moon with unknown composition. It is possible it is the unknown brown planet/asteroid we saw the footage of earlier, but that's kind of a long shot. Lapat - Although not confirmed, the little footage we have of it shows it has vegetation and clouds. It is most likely not present in Debdeb, as it would take a while for plants to develop. If it is in Debdeb, it would be in the goldilocks zone due to water and trees. The vegetation might be producing oxygen making atmosphere breathable. This could allow for animal life. Puf - It has an atmosphere and a large crater with liquid water which looks like an eye. If it is in the Debdeb system, the presence of ice caps might put it on the colder side of the goldilocks zone. It does not appear to be tidally locked. Clearly it had suffered a massive collision. Ovin - It is a giant dry planet with rings. It is larger than Kerbin and has a surface gravity of 4Gs. There is no surface water or ice. If it is hot and further away from the star, it might have a dense greenhouse gas rich atmosphere. There are no mountains on Ovin due to the high gravity. It might also be flinging asteroids from the mid-system asteroid field into the inner planets, like Gurdamma. Skutt - It is a large spinning asteroid with a rocky surface. With one side being covered in boulders and a fast spin, it will allow for some fun landing challenges. If it is in the Debdeb system, it would make sense for it to reside in one of the asteroid fields Glumo - It is a colorful Saturn analogue with rings. It's moon, Merbel, is the icy moon we first saw in the cinematic trailer. Its orbit does not align with the ring, suggesting it was captured by Glumo. In addition to ice, it also has some liquid water and atmosphere. There is a chance that underwater life is possible here. Maybe it was a captured planet that is now slowly melting. Glumo is confirmed to be in Debdeb. Due to its frozen moon, I would put it further away from the star. Perhaps it is the planet we see in the far corner of the map. In KSP 2 Episode 5, we got to see an early map of Debdeb. I have made a vector map using the information we currently have: SVG: https://www.reddit.com/r/KSP2Mods/comments/z2g1zg/comment/ixggn7v/?utm_source=share&utm_medium=web2x&context=3 What do you think of my order of Debdeb's planets and where they are located? Keep in mind that the only planets officially confirmed for Debdeb are: Charr, Gurdamma, and Glumo.
  13. I am a complete beginner to making custom EVE content, and I want to use clouds to enhance my planet pack Precursors. I've been looking for a step-by-step tutorial on how to make an EVE cloud map for a long time, but I haven't been able to find anything. Every custom texture I've tried to make fails to load in-game. How do I make a cloud texture for use with EVE? What file type should I use? Do I need to use alpha channels? How exactly do I do that? Is this process supposed to be really easy? Where are some additional resources I can look at? I'm very stumped and frustrated. Any help would be appreciated. Thanks!
  14. So i wanted to get to minmus with my new base. I got to orbit and created maneuver but some weird white lines appeared. If i will finish the maneuver node and then remove him they will stay. I want to get rid of this weird bug because i can't see anything on the map with them. I have a lot of mods. I already tried loading old saves, restarting ksp and also restarting pc. Here are all the images of my mods: 1) https://ctrlv.cz/FUsJ 2)https://ctrlv.cz/TI2G 3)https://ctrlv.cz/nNn9 4)https://ctrlv.cz/ejwU 5)https://ctrlv.cz/sc44 Here is a video that i recorded from the game: https://1drv.ms/u/s!Av4IMDV4UzT7jkEbhaFDiA8n1PQX?e=WE5oAP
  15. For example, I want to fly to the Jool, land and take off from Laythe, Tylo, Vall, and Bop and back to the Kerbin. How much dV do I need?
  16. A month ago I made a map of Kerbin. At first it was just a map but as I began deciding to write stories about KSP, I decided I needed more stuff. So I began writing a history and developing the Kerbal society. You can use this history in your own works but I do ask that you credit me if you do. Here is the map - (Also a work in progress) I am open to suggestions and help as it will make this map even better. A massive thank you to @Pds314 for these amazing color maps (all the maps are located here): TABLE OF CONTENTS: (Will add links as pages are created) Maps Pre-History (10,000 BSP -5,000 BSP)* Rise of the Kingdom of Acnalb-Ayalp The Age of Revolutions Rise and Fall of the United Kerbal Republic The Great Anatom war The Rise of the KKF The History of Spaceflight Timeline The countries (Detailed info about each country): Aisur Alusninep Anatom Harvester-Massif Kerbal Island Republic (KIR) Kerbal Kommunist Federation (KKF) Kingdom of Acnalb-Ayalp Kraken's Claw Nis Erbmon Nopaj North Anatom Odalegnoc-Arriet Ogal Retarc United Kerbal Republic West Kolfus Woomera Currently used in: The original map that I used came from: @Pds314's map, located here: Or the map can be downloaded here: *BSP = Before Space Flight
  17. I got bored, decided to make a map of Kerbin.
  18. I will be using this for a future WW2-esque warfare series pretty much like Fall of Kerbin. This is what the world looks like after the Great War. Here are what the nations are based on: Steppe SSR: Mongolia League of 8 Provinces: Warlord-era China Ghal Empire: Mughal Empire Baya: Hyderabad Athenia: Greece Koldovia: Romania Yongaria: Hungary Yarsaw: Poland Yaropslavia: Yugoslavia Ussya: Soviet Union Inter-Allied Kreinland: Allied occupation zones after WW2 Strasser-Hesseria: Germany Uster-Wien: Austria Zeeland: Netherlands Kulembourg: Luxembourg Kelbium: Belgium Koissions: France Kritan: UK Wedilisk: Sweden Korilisk: Norway Konmark: Denmark Akanada: Canada United Federation: US
  19. When I'm opening map view and back the action PAW for every part (stock/mod) is missing Example engine for activate/deactivate; probe control from here, torque, control point; decoupler decouple; landing leg, fairing, chute deploy; etc. But the "remove from symmetry, autostrut still there. SAS, RCS, brake, gear, light, abort, and stage is not usable too I can't use action group or action key (brake, gear, etc) except throttle key, map key, and rotate camera. WASD and "set as target" click and "focus to" click can't be used I don't use any mod that change paw or key, it's only solved by F5-F9 or load in tracking station, please help me inform me if something needed
  20. Is the delta-v map showing the min or max delta-v usage?
  21. Simple thing; if I've got 3 Pe/Ap markers (Ship, target, maneuver) in very close proximity it can be difficult to tell which belongs to which orbit. Is there a mod that will colour-code the mouse over text to match the orbit colour?
  22. Several weeks ago, I thought about how Kerbin would look realistically, under the satellite eye. I decided to create a pseudo-satellite image portraying the presumed vegetation and settlements realistically. I made it by superimposing the KerbalMaps picture of the region with various textures based on real-world mapping data. Enjoy.
  23. KSP 1.4.0 x64 I was in map view, waiting for the SOI change (Kerbin -> Mun). As soon as it happened, a staging occured "by itself". I did not press the space bar, for sure. My finger was idling on top of the "M" key. And normally, when accidentaly pressing "Space bar" in map view, nothing happens. I had no planned maneuver in queue. This is of course a bummer, now I have debris to play with. The only thing that really changed was a test run of "Too Many Orbits", but I already checked the log and the mod is just not loaded at all. I will remove it for the next session, of course. Log: https://www.dropbox.com/s/ucdu6elg0mfdfje/2018-03-13_2 KSP.log.7z?dl=1 Edit: I loaded the backup persistent file and this time i warped upon 1 minute prior SOI change and did not switch to map view. All the time within flight mode, the same issue occured - no finger near the keyboard at all. Edit: It also happens without "Too Many Orbits". I will load a backup before launch, load the vessel to VAB and disable autostruts-grandparent which I set up with EEX... perhaps this is the issue, because I found a few "A joint can't connect the body to itself." inside the log. Of course the log does not tell me which parts are the culprit... Edit: Yeah, removing the autostruts (but left two manually, only the two biggest tanks alone) helped. It seems like the abrupt change of the camera view on SOI change kraken-destoys the whole vessel somehow when the "wrong" parts have autostruts set. But still no clue which parts are wrong... Perhaps radially attached ones?
  24. The Icosahedron is the platonic solid which most resembles a sphere, and thus is the best out of that group of objects to create a pseudo-globe with. Although other shapes like the truncated icosahedron (AKA soccer ball) may be better approximations of a spheres (and if there's enough desire for them I may make a set of soccerball planets), the icosahedron can be turned into a map which works well for tabletop roleplaying games as you can fit a hex grid onto it. The following maps are to be used by printing them out, creasing their edges, folding them, and gluing or taping them together. (If you use tape, cut off the white tabs) I am out of tape and ink so I can not put these together myself, if you do build these planets, don't forget to take pics and show them off! Bonus points if someone tries to figure out a way to illuminate The Sun. Every planet and moon in the game is represented in "Satellite Map Style" (created by overlaying the normal map over the color map to create an illusion of map relief), as well as two versions of The Sun. Imgur Album (of the entire system) Dropbox Zip File Download Requests for icosahedral map conversions for other KSP Mod worlds (I won't rule out other worlds, where equirectangular projections are available) is open, make sure you put @GregroxMun in your request if you want to make sure I see it. I will probably end up doing an Alternate Duna from Duna Restoration Project, and the planets from Alternis Kerbol Rekerjiggered. And I'll also make versions of the maps set into hex grids in a few different versions--Kerbal-Scale D&D Continent Scale (related to a personal project of mine), Full-Scale Traveller and Traveller 5 Forms.
  25. Is there a ΔV map of the Kerbol System with the OPM planets at 6.4x scale? I was able to find them seperatly (IE OPM ΔV map and a 6.4x ΔV map) but none with both. If there is not does anyone know how I would determine the change in ΔV for a scale factor of 6.4?
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