Jump to content

[1.0.5] RSS Planets & Moons expanded v0.12.0 Sedna is finally here!


pozine

Recommended Posts

Saying it again, this pack is awesome. I finally got a chance to try a mission with it today. Realism Overhaul was having some issues (my biggest problems with it is the realistic ion engines, I don't have a year to wait for a burn, does anyone know how to fix this in the configs?) so I went without it to send a lander and orbiter to Ceres.

- - - Updated - - -

When is 0.8.0

Link to comment
Share on other sites

Saying it again, this pack is awesome. I finally got a chance to try a mission with it today. Realism Overhaul was having some issues (my biggest problems with it is the realistic ion engines, I don't have a year to wait for a burn, does anyone know how to fix this in the configs?) so I went without it to send a lander and orbiter to Ceres.

- - - Updated - - -

When is 0.8.0

When it's done hahaha. It will add a couple other bodies. Some asteroids, a comet, some TNOs... ;)

Link to comment
Share on other sites

UPDATE 0.8.0 2015/08/15

- Changed Vesta Heightmap

- Changed Ida Heightmap

- Changed Pluto texture

- Added Orcus, Vanth, Makemake, Lutetia, Amalthea and 67P/C-G, the Rosetta comet!

- Added science values based on difficulty

- Added a biome to Metis

- Lowered Normalmaps size (lowers ram usage)

I NEED to know what you think of the new Pluto texture versus the one in last version.

Edited by pozine
Link to comment
Share on other sites

ORCUS! Great!

Also, that new Vesta is way better than I ever expected Vesta could be in KSP (In my old planet packs I couldn't get Vesta oblate because of how big it is, how did you do it?).

- - - Updated - - -

UPDATE 0.8.0 2015/08/15

- Changed Vesta Heightmap

- Changed Ida Heightmap

- Changed Pluto texture

- Added Orcus, Vanth, Makemake, Lutetia and Amalthea

- Added science values based on difficulty

- Added a biome to Metis

- Lowered Normalmaps size (lowers ram usage)

I NEED to know what you think of the new Pluto texture versus the one in last version.

I just took a look at it, and IMO I preferred the old one. The new texture seems a little too white/red rather than orange/brown as the real pictures came out.

Link to comment
Share on other sites

ORCUS! Great!

Also, that new Vesta is way better than I ever expected Vesta could be in KSP (In my old planet packs I couldn't get Vesta oblate because of how big it is, how did you do it?).

- - - Updated - - -

I just took a look at it, and IMO I preferred the old one. The new texture seems a little too white/red rather than orange/brown as the real pictures came out.

I found a real Vesta heightmap based on a mesh from the asteroid. Then, adjusted some parameters in kopernicus so that its dimensions match real world values. (Its radius is equal to Vesta's lowest point. Then matched the heightmap highest point to Vesta's highest point. Simple as that.)

I think I prefered ancient pluto too. Even if its not colored with real colors.

Also, I just found out that Vesta's new dimensions still aren't quite right. Oblateness will increase with the corrected dimensions.

Edited by pozine
Link to comment
Share on other sites

Note to Principia users regarding this mod:

The new version of Principia (Bourbaki) comes with initial state and gravity models configs for all bodies in Real Solar System as of 2015-08-16. Moreover, initial states and gravity models are provided for the following bodies from this mod:

Charon;

Titania;

Oberon;

Ariel;

Umbriel;

Miranda;

Ceres;

Vesta (fresh data from the Dawn mission :)).

We very strongly recommend that you use Charon, since otherwise Pluto keeps its motion around Charon without having Charon to pull it back, and ends up in a strange orbit.

No other bodies are supported, so if you do install pozine's pack, make sure you remove all other bodies: if Real Solar System is installed and unsupported planets are found, the game will crash. This means that you must remove them from the RSS Planets & Moons.cfg file, as well as remove their respective folders. You should probably remove their textures too, to reduce memory usage.

Link to comment
Share on other sites

UPDATE 0.8.1 2015/08/18

- Updated most moons orbital elements so they match real world values

- Added biomes to : Pluto, Charon, Ceres, Vesta, Adrastea, Amalthea, Churyumov-Gerasimenko, Miranda, Pallas and Umbriel

- Changed texture format to DDS. Saved 18mb.

Also, Pre-0.8.0-Pluto is back!

Edited by pozine
Link to comment
Share on other sites

Next version will add an heightmap to Iapetus.

It has an equatorial ridge that rise 20 km high. The ridge has some of the highest mountains in the solar system. Which I thought it would be important to add in RSS.

Credits: Space Engine

Javascript is disabled. View full album

Tried to replicate this picture here : http://erikwernquist.com/wanderers/images/gallery/WANDERERS_iapetus_ridge_01.jpg

Edited by pozine
Link to comment
Share on other sites

  • 2 weeks later...
I don't think I will add Sedna. Its orbit is so exentric I highly doubt it's attainable. I will try though.

But for the next 2 months, I have to stop working on the mod because of college.

Just skip it.

NO, NO, don't do that! RL comes first, then games

Link to comment
Share on other sites

Do you have this on Github somewhere? Much as I appreciate the work you've put into this it needs some reworking. This would also open it up for use with, say, CKAN, although I'm not entirely sure how the RSSTexture folder would play.

I have some proposed changes and would be more than willing to implement them if you want, so long as I have a repository to commit to.

  • You shouldn't have a RealSolarSystem directory or a config for it. Use ModuleManager exclusively and don't overwrite.
  • All png files should be moved to a PluginData folder so that they are not automatically loaded by KSP. *see below
  • Each addition should have its own config file for easy pruning (for instance, I don't play with the outer dwarf planets).

These observations are based on downloads of the links from the OP (both the normal and "LITE" version).

Thanks for all the hard work, I really enjoy this mod.

E: * I was kind of wrong there.

[14:23:28] <Thomas> regex: Height, and biome maps should go into PluginData/. If RSS-Expansion uses different color maps for PQS and ScaledSpace, the PQS-Map should go into PluginData/ too.

The height and biome maps are png. Anything outside of PluginData should be a dds.

Edited by regex
Link to comment
Share on other sites

  • 3 weeks later...
Do you have this on Github somewhere? Much as I appreciate the work you've put into this it needs some reworking. This would also open it up for use with, say, CKAN, although I'm not entirely sure how the RSSTexture folder would play.

I have some proposed changes and would be more than willing to implement them if you want, so long as I have a repository to commit to.

regex,

as an upstanding community member, I would happily use your fork until pozine is able to finish up his school. I was just in the process of making some of these changes myself so I could use ATM.

Let us know if you start a temporary fork!

Link to comment
Share on other sites

Do you have this on Github somewhere? Much as I appreciate the work you've put into this it needs some reworking. This would also open it up for use with, say, CKAN, although I'm not entirely sure how the RSSTexture folder would play.

I have some proposed changes and would be more than willing to implement them if you want, so long as I have a repository to commit to.

  • You shouldn't have a RealSolarSystem directory or a config for it. Use ModuleManager exclusively and don't overwrite.
  • All png files should be moved to a PluginData folder so that they are not automatically loaded by KSP. *see below
  • Each addition should have its own config file for easy pruning (for instance, I don't play with the outer dwarf planets).

These observations are based on downloads of the links from the OP (both the normal and "LITE" version).

Thanks for all the hard work, I really enjoy this mod.

E: * I was kind of wrong there.

The height and biome maps are png. Anything outside of PluginData should be a dds.

Hello again!

Yeah I agree completely that it needs a solid rework and a Github.

I don't know how to use module manager so I had to overwrite some files like RealSolarSystem.cfg

I'd like to learn how to use it though. But if you can help me, that would be a lot better.

I will finish school in exactly one month.

*Manley voice*

So until then, fly safe!

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...