Jump to content

Galactic Neighborhood


Sigma88

Recommended Posts

31 minutes ago, RobinVerhulstZ said:

@Sigma88 I'm not sure why,but for some reason i lost EVERY planet of the default solar system except for Kerbin and its moons,aswell as almost all other plants lacking an orbit around their respective star.... oh god...

again, without logs I can't help you

Link to comment
Share on other sites

10 minutes ago, RobinVerhulstZ said:

How do i send you my log file?

 

you put everything listed here in a zip file and upload it somewhere like dropbox or google drive, then post the link here

this is what I need:

 

Just now, FreeThinker said:

hey @Sigma88 could you try to figure out how powerful an transmitter has to be to be able to transmit data from all star system in Galactic Neighborhood, than I can configure my Large dishes

I'll take a look, but I'm a bit busy at the moment and I have no idea how to check for that, so it might take a while

Link to comment
Share on other sites

12 minutes ago, RobinVerhulstZ said:

Perhaps around the Petameter range,perhaps even further..

Interesting, I currently have given the 100m diameter dish receiver a power of 1.0e+14, I assume this is it range in meters, then it already quite close to a PetaMeter, which is 1.0e+15 , which is about 1/10 of a light year.

@Sigma88  The question is, what is the distance to the stars in Galactic neighborhood?

Edited by FreeThinker
Link to comment
Share on other sites

13 minutes ago, FreeThinker said:

Interesting, I currently have given the 100m diameter dish receiver a power of 1.0e+14, I assume this is it range in meters, then it already quite close to a PetaMeter, which is 1.0e+15 , which is about 1/10 of a light year.

@Sigma88  The question is, what is the distance to the stars in Galactic neighborhood?

haven't checked the distance between the two most distant stars, but if you go to GameData/GalacticNeighborhood/Configs/[dev_stuff]/FAKE_INSTALL.txt

and change that file's extension to cfg, you will have all the stars activated (even without installing the relative planet pack)

once you have done that it should be easy enough to use hyperedit to move a random body (eg the Mun) to orbit the leftmost star, and increase the SMA untill the orbit line reaches the rightmost star

Link to comment
Share on other sites

@FreeThinker 

I've checked the orbits and I've calculated the distance of the most distant star from kerbin,

it is 3.39*10^13 meters

so, depending if you want an antenna that can cover everything from kerbin (which is in the center) or an antenna that can connect the two most distant stars, you will need to have a range of either ~3.5e13 meters or ~7e13 meters



which means you don't really need Petameters, "only" 35 Tera meters to connect everything to kerbin and 70 Tera meters to connect any two stars

 

keep in mind that I haven't really checked that these numbers are correct, I've just calculated them using the orbital parameters

Link to comment
Share on other sites

30 minutes ago, Sigma88 said:

@FreeThinker 

I've checked the orbits and I've calculated the distance of the most distant star from kerbin,

it is 3.39*10^13 meters

so, depending if you want an antenna that can cover everything from kerbin (which is in the center) or an antenna that can connect the two most distant stars, you will need to have a range of either ~3.5e13 meters or ~7e13 meters



which means you don't really need Petameters, "only" 35 Tera meters to connect everything to kerbin and 70 Tera meters to connect any two stars

 

keep in mind that I haven't really checked that these numbers are correct, I've just calculated them using the orbital parameters

Excelent, that means my most powerfull intersteelar dish (100m diameter), with a data transmit range of 1.0e+14 is capable of establishing a direct link from every star system in the galactic neighbourhood :cool:

Edited by FreeThinker
Link to comment
Share on other sites

@Sigma88

sorry if these were asked before:

1- for using this amazing system is it enough to get your mod or do we need to download and install every mod pack in the OP list we want separately?

2- can you add support for extra solar and kerbal galaxy in your pack too?

3- can you give an optional setting to have GPP as the home planet and kerbin's system as a galaxy system available?

thanks

Edited by Jiraiyah
Link to comment
Share on other sites

Just now, Jiraiyah said:

@Sigma88

sorry if these were asked before:

1- for using this amazing system is it enough to get your mod or do we need to download and install every mod pack in the OP list we want separately?

2- can you add support for extra solar and kerbal galaxy in your pack too?

thanks

You have to download the planet packs. 

Link to comment
Share on other sites

3 hours ago, Jiraiyah said:

@Sigma88

sorry if these were asked before:

1- for using this amazing system is it enough to get your mod or do we need to download and install every mod pack in the OP list we want separately?

none of the planet packs are mandatory, so you can run GN alone and you will get the 5 default systems.

every additional planet pack you install (chosen between those supported) will be added around a new star, so you can choose which planet packs you want and install them alongside GN

3 hours ago, Jiraiyah said:

2- can you add support for extra solar and kerbal galaxy in your pack too?

Kerbal Galaxy is a completely different style of galaxy compared with GN, they wouldn't play well together.

I remember having looked at extrasolar but idk why I never added it, maybe it was too early in its development or something like that

3 hours ago, Jiraiyah said:

3- can you give an optional setting to have GPP as the home planet and kerbin's system as a galaxy system available?

no, GN has a few rules that I want to keep in place, one of them is that the stock system has to remain the same as in stock KSP.

it is possible to make a cfg that does what you asked for, if you have a basic understanding of MM you should be able to do that.

Link to comment
Share on other sites

5 hours ago, Jiraiyah said:

3- can you give an optional setting to have GPP as the home planet and kerbin's system as a galaxy system available?

To do this you need to go into the planetfix.cfg file (not exact name) in the GPP folder in the Planet packs folder of GN. There is a line in that file that is something along the lines of:

isHomeworld = false

You need to change that to true. You may also need to change that same value in a cfg for Kerbin somewhere too but I'm not sure about that bit. 

Link to comment
Share on other sites

3 minutes ago, Benji13 said:

To do this you need to go into the planetfix.cfg file (not exact name) in the GPP folder in the Planet packs folder of GN. There is a line in that file that is something along the lines of:

isHomeworld = false

You need to change that to true. You may also need to change that same value in a cfg for Kerbin somewhere too but I'm not sure about that bit. 

I'm not goint to say this is bad advice, but this is very bad advice :)

KSP needs the homeworld to be named Kerbin (for some weird reason) so there's that, and also having more than 1 planet with ishomeworld = true at the same time will probably lead to a lot of issues

Link to comment
Share on other sites

1 hour ago, Sigma88 said:

I'm not goint to say this is bad advice, but this is very bad advice :)

KSP needs the homeworld to be named Kerbin (for some weird reason) so there's that, and also having more than 1 planet with ishomeworld = true at the same time will probably lead to a lot of issues

I did say that you would have to change that value to false for Kerbin but true for GPP. I wasn't aware of the Kerbin rename thing though. Thanks. 

Link to comment
Share on other sites

23 hours ago, Sigma88 said:

none of the planet packs are mandatory, so you can run GN alone and you will get the 5 default systems.

every additional planet pack you install (chosen between those supported) will be added around a new star, so you can choose which planet packs you want and install them alongside GN

Kerbal Galaxy is a completely different style of galaxy compared with GN, they wouldn't play well together.

I remember having looked at extrasolar but idk why I never added it, maybe it was too early in its development or something like that

no, GN has a few rules that I want to keep in place, one of them is that the stock system has to remain the same as in stock KSP.

it is possible to make a cfg that does what you asked for, if you have a basic understanding of MM you should be able to do that.

Well, thanks for time and descriptive reply. I think I will go with kerbin being the home planet now. But I still don't understand what in the kerbal galaxy can cause problem? anyways, if you say they won't play nice, I will take your word for that, after all, you know much better than a noob like me and honestly, with that many mods you support I don't think i would need any more planet packs into the whole system because, let's say, I will add as many as you support except those related to real solar sizes :D who needs more planets anyways :D

Link to comment
Share on other sites

@Sigma88 or @Galileo

Sir, Something is happening in my game and I don't know how to describe it, I have added most of the planet packs in the game, but even before that, just using this mod + kopernicus + sigma binary + GPP, when i get into ksc view, the lights go off from day to night in a second or two and it stays at night for all the time, when i go into tracking station, i see that it should be day and lighten up, coming back to KSC i see it's day but again in a second it gets night and i see night sky box, it's like for some reason the scene can't keep track of day light cycle or speeds it up drastically? unfortunately, there is nothing in the log files to send simply because it's a visual lighting in the scene, also, as if it is normal, all the buildings are having their night lights on !

Edited by Jiraiyah
Link to comment
Share on other sites

21 minutes ago, Jiraiyah said:

@Sigma88 or @Galileo

Sir, Something is happening in my game and I don't know how to describe it, I have added most of the planet packs in the game, but even before that, just using this mod + kopernicus + sigma binary + GPP, when i get into ksc view, the lights go off from day to night in a second or two and it stays at night for all the time, when i go into tracking station, i see that it should be day and lighten up, coming back to KSC i see it's day but again in a second it gets night and i see night sky box, it's like for some reason the scene can't keep track of day light cycle or speeds it up drastically? unfortunately, there is nothing in the log files to send simply because it's a visual lighting in the scene, also, as if it is normal, all the buildings are having their night lights on !

I would just have to recommend you don't play with every planet pack available. Also,  Galactic Neighborhood does not support EVERY planet pack, so you are probably experiencing some conflicts. 

Edited by Galileo
Link to comment
Share on other sites

1 minute ago, Galileo said:

I would just have to recommend you don't play with every planet pack available. Also,  Galactic Neighborhood does not support EVERY planet pack, so you are probably experiencing some conflicts. 

no sir, looking at the op page, I saw that it supports GPP, this problems accured right from start when i have GPP + Galactic neighbour + Kopernicus, and OPM, no other planet pack was there, if you want to i can try it on a clean install to see if the problem is still there or not

Link to comment
Share on other sites

take a look

http://prntscr.com/dbz1c8

going to ksc

http://prntscr.com/dbz1sz

two seconds later :

http://prntscr.com/dbz1y4

@Sigma88

Ok, tried this in stock clean installation take a look at this folder :

http://prntscr.com/dbz3l2

as you see, there is nothing other than Kopernicus, sigma binary and this mod, and still, the fast transition between day and night in ksc view is there, so @Galileo it's not about any planet packs

 

Edited by Jiraiyah
Link to comment
Share on other sites

1 minute ago, Sigma88 said:

yup, I stand by my previous post.

if you put a ship on the launchpad and look around everything will be illuminated correctly

Oh sorry i didn't see that post, so it's just ksc view? I can live with it :D although it would be a bit weird to record videos for online sharing, is there any fix for this?

Link to comment
Share on other sites

2 minutes ago, Jiraiyah said:

Oh sorry i didn't see that post, so it's just ksc view? I can live with it :D although it would be a bit weird to record videos for online sharing, is there any fix for this?

the only "fix" for videos would be to record the KSC scenes on a system that does not reparent Kerbin

and then switch to GN for the rest of the video.

 

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...