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The Outer Planets Traveling Circus Episode 28: Superheroes (The End)


Geschosskopf

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  On 2/9/2016 at 4:16 PM, Sigma88 said:

It could work but that is not my decision to make :)

Capt just needs to change the inclination of Karen in order to match charon's

But I don't think he will do that because other than their weird mass ratio pluto-charon have another interesting feature

They are mutually tidally locked. Sadly in ksp high inclinations and tidal locking don't go together very well, that's why Karen has such a low inclination in OPM

And the same goes for my PluronKhato binary

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Ah.  Well, I'll be content with just the binary thing.  I've got to go there someday just to fly around in that environment.  I imagine getting into orbit and landing on either Plock or Karon will be different from everywhere else in the game.  But that'll have to be done in its own game.  It just takes too long to get out there to fit it in with the stuff I've already got going on here, especially because this whole game is very likely going to be wiped out by 1.1

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  On 2/9/2016 at 4:39 PM, Geschosskopf said:

Ah.  Well, I'll be content with just the binary thing.  I've got to go there someday just to fly around in that environment.  I imagine getting into orbit and landing on either Plock or Karon will be different from everywhere else in the game.  But that'll have to be done in its own game.  It just takes too long to get out there to fit it in with the stuff I've already got going on here, especially because this whole game is very likely going to be wiped out by 1.1

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Actually gameplay-wise the difference is basically zero.

when you launch a craft to  a binary system, while you approach the two bodies you can see them "dance around the barycenter" but once you are close enough to enter the sphere of influence of the system, you will enter directly into the Primary body Sphere of influence (in OPM's case, Plock).

once you are orbiting plock, moving from plock to Karen is exactly the same (because your reference frame is linked to plock)

you never enter the barycenter's sphere of influence, and that is by design. because otherwise the kraken awakes and your ship most likely will be shot out the solar system at the speed of light (or some comparable bug)

btw, if you want a taste of binary without investing in a long trip to the outskirts of the solar system, you can find a Duna-Ike binary config file in the SigmaBinary download page. it is intended as an example to explain how to use the mod, but I know a number of players that use it in their base game :) 

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EPISODE 13 Continued

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EPISODE 14: Took Out the Trash and Never Came Back

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  On 2/15/2016 at 9:01 AM, Sigma88 said:

@Geschosskopf scansat maps for the tilted urlum system should be 100% accurate :)

Let me know in case you find any discrepancies :)

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Well, it's a question of the Lat/Lon of the planetary maps.  Instead of being tied to the planet's surface, it's tied to the ecliptic plane of the solar system.  So consider Wal, which is easy to discuss because of its equatorial ridge.  To somebody on Wal, the ridge always runs E-W all around the equator regardless of whether the system is flat or tilted.  But with the tilt happening, SCANsat says the ridge runs N-S around the prime meridian so isn't equatorial at all.

Thus, on the rectangular map projection, the ridge, instead of being a horizontal line across the middle, is a figure-8 with half of it vertical in the center and the other half split on the left and right edges, connected by strips along the top and bottom edges at the "poles".  And in the polar projection, the ridge is also vertical instead of horizontal.

14-09 Wal Maps

Now, I haven't tried landing on any of Urlum's moons yet so I don't know whether the SCANsat Lat/Lon corresponds to the planet's actual Lat/Lon.  And I'm curious as to which direction the Navball will point when on the surface as well.  Finding this out is actually the main reason I plan to try landing the science probe at the Priax anomaly.  This will determine if the map, the planet, and/or MJ are all using the same coordinates or not (plus might disclose strange navball behavior) :D  We'll see.

EDIT:  Wow, 3000 views already!  Thanks, folks!

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@Geschosskopf those maps reflect the position of the ridge :)

I had to change the ridge from equatorial to polar in order to make it lie in the same plane as wal's orbit.

Scansat, hyperedit and MJ should use the same set of coordinates, so if you choose a landing spot on the scansat map you should end up there.

The only difference is that the scansat maps are rotated 90'

So the poles are at latitude zero instead of 90.

But that is true in the game as well, so the maps are consistent with the moon geography :)

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  On 2/15/2016 at 2:12 PM, Sigma88 said:

Scansat, hyperedit and MJ should use the same set of coordinates, so if you choose a landing spot on the scansat map you should end up there.

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Great!  Thanks.  Now we'll see what the navball does :)

  On 2/15/2016 at 2:14 PM, WhiteKnuckle said:

A few of them are from me. This thread has pretty much sold me on OPM. And I'm a fan of your distributed approach to mission design.

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Thanks.  Heheh, at first I thought you said "disturbed approach" :cool:

I much prefer doing flotillas to motherships.  I've done both and both have their pros and cons, but the flotilla's combination of these factors suits my own tastes better.

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  On 2/15/2016 at 5:19 PM, Sigma88 said:

@Geschosskopf the navball will be consistent with those coordinates as well. So if you follow the ridge it'll show your latitude changing and your longitude remain the same. (As you would expect from the scansat maps)

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I was thinking about the direction to take off in :)

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  On 2/16/2016 at 8:56 AM, Sigma88 said:

If you want to get an orbit 90' tilted from the ecliptic you need to point north (or south)

While if you want to get an orbit lying on the ecliptic, you just point east (or west)

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That's what I was thinking.  IOW, a bit of confusion.  Good :D.  I've gradually gotten used to maneuvering around within the system so haven't accidentally gotten into a retrograde orbit again, but it's still sometimes a chore wrestling with the map view's limitations.  Which makes Urlum a new an interesting place.  That's why I was kinda hoping all the surface-related stuff would be inconsistent.  But oh well, every little bit helps :)

 

 

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EPISODE 15: Gonna Have Some Fun Tonight

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  On 2/18/2016 at 8:52 AM, Sigma88 said:

Very interesting as usual :)

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Thank you.  Hopefully things will get more interesting once I put the Kerbals in the microwave :)

  On 2/18/2016 at 12:17 PM, Kuzzter said:

Excellent krakenfighting! "Signs and portents" indeed...

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That red line in the sky was a new omen of doom for me.  What it was, you know how when you're trying to rendezvous and it draws those red and orange lines from the closest approach markers to the planet's surface?  It was one of them, drawn on the skybox when not in the map view, and magnified greatly as a result.  It was kinda funny because it was stuck in that 1 spot so if I hadn't rotated the view around the ship looking for a good photo op, I'd have never seen it.  But I went back to the map view and cleared the ship's target, and the red line remained both in the map view (regular size) and the XL size on the skybox.

So I quicksaved, which worked, then tried to exit the game, but it crashed on exit during the persistence finalization.  The last quicksave (which I coipied and renamed as persistent, was just after FLAKEE docked and before the TRASHCANs arrived, so was focused on TOEJAM when it loaded.  TOEJAM immediately got the shakes and started spewing parts in all directions, but hitting F9 to load the same file as a quicksave instead of persistence solved that, thankfully.  I was a bit worried there for a while.

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  On 2/18/2016 at 5:27 AM, Geschosskopf said:

Various signs and portents then informed Mission Control that The Kraken was in the neighborhood so they shut down for a while.

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KrakenSign.... Not unlike Dune's WormSign with the crackling lightning along the sand. Your kerbals are far, far from home. Many Krakens abound.

Increasingly KrakenSign is nothing more than the Main Menu. ;)

(The forum is convinced I pasted content with formatting, so appologies in advance if this is Font Size 99 or something.)

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  On 2/18/2016 at 8:28 PM, Cydonian Monk said:

KrakenSign.... Not unlike Dune's WormSign with the crackling lightning along the sand. Your kerbals are far, far from home. Many Krakens abound.

Increasingly KrakenSign is nothing more than the Main Menu. ;)

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With me, it's more a darkening of the sun, the sudden wilting of plants or silencing of the frogs, and a spike above the normal background level of poltergeist activity,  Either that or it's just means Elvis is on final approach in his UFO.  He drops by to see me every few months :D

We do have actual "wyrmsign" where I live, though.  When you see lots of little methane bubbles rising to the surface of the bayou to form a track about 3-4 feet wide that advances at about walking pace, that's a pretty good indication that a reasonably large gator (say about the size of your kayak) is walking on the bottom there :cool:

But yeah, the main menu is sho'nuf Krakensign.  If you leave the game running at the main menu for any length of time, it will either crash there or soon after you actually start playing.  But if you hurry past it and into the game, you might have no problems for hours.

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  On 2/20/2016 at 9:19 PM, Kekkie said:

Also, could you visit the Outer Planets with the Intrepid? It would be so cool to see how the Skimmeroo does on Tekto!

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It might be, yeah--I've been thinking of installing OPM ever since reading the excellent reports in this thread. One planet at a time though, let's get to Jool first :) 

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  On 2/20/2016 at 9:19 PM, Kekkie said:

But maybe the Kraken will engulf Eeloo? Dun dun DUUUUUNN!!

Also, could you visit the Outer Planets with the Intrepid? It would be so cool to see how the Skimmeroo does on Tekto!

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The Kraken would already have eaten all of SE-2's stuff at Eeloo but for a fortuitious F5/F9 thing.

And yes, I agree, @Kuzzter or one of the numerous other great bards of the present KSP epoch should do an OPM story.  @lajoswinkler can show how to do it with crisp and sparkling engineering, every jot and tittle accounted for to the last erg.  I can, perhaps, show how to do it (or fail) with brute force, ignorance, and an unwilling crew of galley slaves.  But it takes an actual writer to do real justice to the grandeur that is OPM.  And "grandeur" is perhaps not a good enough word for this wonderful mod.  @CaptRobau and his numerous collaborators, plus of course @Sigma88, have made something here that should be stock, and none of that would be possible without @Thomas P.'s Kopernicus framework.

Damn, I feel like a NASCAR driver doing a post-race press conference for dropping so many sponsor names, but credit where credit is due.

  On 2/20/2016 at 9:30 PM, Kuzzter said:

It might be, yeah--I've been thinking of installing OPM ever since reading the excellent reports in this thread. One planet at a time though, let's get to Jool first :) 

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I'm sure you'll make something even more awesome when the time comes.

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