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[1.2] Galileo's Planet Pack (development thread) [v0.9]


Galileo

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9 minutes ago, Galileo said:

moons moons moons moons moons and moons and moons

Loki would be even more of a troll moon--in fact the perfect one if it/he was indeed a 3rd level moon.

Loki: "Hiiiii" ;D

But he's still a defiant bugger right where he is, as the only body in the Gauss system with no atmo. He'll tempt everyone to land on him first, and get away with it too.

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Just now, JadeOfMaar said:

Loki would be even more of a troll moon--in fact the perfect one if it/he was indeed a 3rd level moon.

Loki: "Hiiiii" ;D

But he's still a defiant bugger right where he is, as the only body in the Gauss system with no atmo. He'll tempt everyone to land on him first, and get away with it too.

using your gael biome map btw way. very nice

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1 hour ago, JadeOfMaar said:

@OhioBob There is, to a great extent, a direct correlation between the overall difficulty of each of Squad's planets and the height and bite of its atmosphere. This may have been their intention as originally, KSP is not supposed to be super-realistic and potentially confuse and irritate folks with the real detail where less surface gravity means taller atmosphere. (For example, contrasting a typical Duna landing to a landing at Augustus or Tarsiss...I haven't been to Tarsiss so I may be talking out my butt.)

I'm betting no one's going to expect that they'll fall in when they teleport to any normally safe altitude with HyperEdit. Having known nearly nothing about atmosphere until I met you, I'd still be quite unassuming like most other folks.

It may be easy to see this coming -> Novice: "Omg I'm falling!!! Why is there so much [redacted] atmosphere?!?!" ...

But also easy to see an infamous challenge coming along like the Jool 5, or a semi-unavoidable and highly exploitable (and as dangerous) event like the Tylo encounter: An "Atm-Olympics" or "Atmo-Ception" thing maybe. :P Seeing as Gauss itself, it's moon, and its moon's moon have amazingly tall atmosphere.

Catullus is certainly an oddball, and the atmospheres of the gas giants are really deep, but I don't find anything particularly unusual about the others.  In the stock game, outside of Jool, the atmospheres are 50, 50, 70 and 90 km deep.  Here we have atmospheres of 40, 40, 50, 50, 60, 70, 75 an 90 km.  That's pretty comparable.  I would hope a player would look at the stats in the Tracking Station to know what they're getting into as far as the atmospheres are concerned.  And if not, well then it's just a learning experience.  It likely won't be the first time nor the last that a mission is lost by flying into a situation unaware.

These atmospheres are also comparable to those in my Realistic Atmospheres mod, OPM, SSRSS, and some other mods (I did the atmospheres for those as well).  So it's not like there isn't quite a bit of experience out there with these types of atmospheres.  For instance, the atmospheres of the gas giants using RA/OPM are 400, 580, 325 and 260 km, so again this mod is comparable to those.  In SSRSS the gas giant atmospheres are even deeper at 800, 1260, 720 and 660 km.

(edit)  One of the reasons the SSRSS atmospheres are so deep is because we ran them all the way up to a "surface" pressure of 1000 atm.  For this mod I stopped at 15 atm, the same as Jool.  The OPM atmospheres stop at somewhere between 6-14 atm, so they would be even deeper if they all went to 15 atm.
 

Edited by OhioBob
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@OhioBob Ah, I may have over-exaggerated my answers/assumptions. Yes, there will always be the incident of flying into a situation unaware. :) And wow, those numbers in SSRSS.

W00t! @Galileo ....Augustus lakes? I now wonder just how many of the screenshots I saved for reference have become obsolete.

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8 minutes ago, JadeOfMaar said:

@OhioBob Ah, I may have over-exaggerated my answers/assumptions. Yes, there will always be the incident of flying into a situation unaware. :) And wow, those numbers in SSRSS.

W00t! @Galileo ....Augustus lakes? I now wonder just how many of the screenshots I saved for reference have become obsolete.

this will be changing until full release. nothing is safe :)

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35 minutes ago, Galileo said:

@OhioBob how goes the augustus lake map?

I've studied the maps and have identified some good places for the lakes, but I haven't marked anything up yet.  I was planning to do that tomorrow.  It's way too late in the evening where I'm at to finish it up tonight.  I'm also looking at Niven.

Just to fill everyone in, I've studied the temperature profiles of Niven and Augustus and have identified regions where the temperature and pressure is right for liquid to exist on the surface.  For Niven it would be liquid water in the sub-polar regions, and for Augustus it is liquid methane in the polar regions.  We're looking to see if there are some spots were we can sink the terrain and produce some lakes.


@Galileo, those tables of properties that I posted I also have in PDF format.  If you think that is something you might want to include in the package, I can send you a copy.

Edited by OhioBob
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1 minute ago, OhioBob said:


@Galileo, those tables of properties that I posted I also have in PDF format.  If you think that is something you might want to include in the package, I can send you a copy.

i was actually going to ask you that exactly :)

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Have to download the new version then i'll be paparazzi all over this mod. :D I'll be doing simple missions at first, and have to assemble my space station again which is a drag. :( Hopefully I don't get too addicted to Rust so I can actually post some screenshots.

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On 10/1/2016 at 0:38 PM, Galileo said:

Yeah I'm 28 years young. Spent all of my adult life in the military so in my mind I'm still 20. :) 

38, and have spent the last 19 in the USN myself... I knew you were a hard worker before, now I can do nothing but tip my cover. Haven't been able to play with this (I'm running 1.2 right now), but looking forward to it's update (along with Kopernicus of course) in the near-ish future.

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So yesterday I worked on performance.  I tweaked the scatter objects quite a bit because they where the most performance hungry.  Especially on Tellumo and Gael.  I will no longer be using my custom textures for the scatter objects either besides the rocks. The game runs so much smoother when it pulls from its pool of built in textures.  Still looks great though

4 minutes ago, Shadriss said:

38, and have spent the last 19 in the USN myself... I knew you were a hard worker before, now I can do nothing but tip my cover. Haven't been able to play with this (I'm running 1.2 right now), but looking forward to it's update (along with Kopernicus of course) in the near-ish future.

 Vis Per Mare!  I walk a fine line between addicted and hard working.  1.2 should be an easy port once module manager and Kopernicus update.  EVE and Scatterer have already been brought up to speed so barring any syntax changes in Kopernicus,  we should be good to go. 

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22 hours ago, Galileo said:

1.2 should be an easy port once module manager and Kopernicus update.  EVE and Scatterer have already been brought up to speed so barring any syntax changes in Kopernicus,  we should be good to go. 

Hadn't seen that, but good to hear. With a solid release date for 1.2, I imagine most of the major mod devs are already looking at thier updates... at least, I would hope so. Some of the things that have been changed in 1.2 are real nice, especially in the UI readibility category, and as a developer in my own right (on other games, sadly) I know I'd want my stuff up and out as quickly as possible. Here's to hoping.

As for the pics, maybe it's my monitor, but those are so dark I can't really see anything. Planets in the sky are neat though. :)

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32 minutes ago, Shadriss said:

Hadn't seen that, but good to hear. With a solid release date for 1.2, I imagine most of the major mod devs are already looking at thier updates... at least, I would hope so. Some of the things that have been changed in 1.2 are real nice, especially in the UI readibility category, and as a developer in my own right (on other games, sadly) I know I'd want my stuff up and out as quickly as possible. Here's to hoping.

As for the pics, maybe it's my monitor, but those are so dark I can't really see anything. Planets in the sky are neat though. :)

There are a lot of mods that cannot be updated since module manager isn't updated

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Finally an opportunity to play, and test out GPP 0.6 with medium res SVE. I took a STOVL around the volcano and relaunched the Enterprise with all the BadS's aboard. :)

Is it normal that when you apply the surface texture to a planet it's horizontally flipped? The runway launch direction, and KSC's location make sense now that I have to do this inversion.

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19 minutes ago, JadeOfMaar said:

Finally an opportunity to play, and test out GPP 0.6 with medium res SVE. I took a STOVL around the volcano and relaunched the Enterprise with all the BadS's aboard. :)

Is it normal that when you apply the surface texture to a planet it's horizontally flipped? The runway launch direction, and KSC's location make sense now that I have to do this inversion.

yes when a texture is saved as DDS it is vertically flipped. makes for great fun when you forget that during development :rolleyes:

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Scatterer seems to not like me. I'm getting the default sunflare. I haven't been back to Augustus yet to see if I get the lighting bug. Oh you just noticed the Ultra Jeb. I was gonna quote it into here. You're stalking me. D:

...

Hello again, Gael.... Toodles again, Gael. c:

3TOdPe7.jpg

 

 

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Just now, JadeOfMaar said:

Scatterer seems to not like me. I'm getting the default sunflare. I haven't been back to Augustus yet to see if I get the lighting bug. Oh you just noticed the Ultra Jeb. I was gonna quote it into here. You're stalking me. D:

...

Hello again, Gael.... Toodles again, Gael. c:

So i didnt test the newest scatterer before i put it into the DL. It has quite a few bugs. For the next update on 1.1.3, ill roll back to the last stable scatterer. Im sure scatterer on 1.2 will be better

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Yes. I'm getting the lighting bug again.

In time warp, in Map View, the lights appear on any body in the vector of the light source. Distance is not counted. I got it to happen to Iota while in Iota orbit, and Eta while in Iota orbit.... Now, out of timewarp but still in Map View and still facing Eta, I get a spotlight flashing across Iota at a regular pace.

Eta in the static lighting issue. I can't catch the Iota one. I'm going to need to grab a stopwatch and pace the thing. :rolleyes:

tgWk4Rs.jpg

 

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