JadeOfMaar Posted November 27, 2016 Share Posted November 27, 2016 @MaxxQ [x]Science should work just fine and as for Planet Wiki, I don't mind if @jandcando is willing to take his specialty and produce his version of a GPP Planet Wiki. My dossiers on my Github wiki will give him a running start and I'm willing to help him all the way. I haven't begun to learn Unity and PartTools...and I mightn't for some time. Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted November 27, 2016 Share Posted November 27, 2016 (edited) 1 hour ago, JadeOfMaar said: @MaxxQ [x]Science should work just fine and as for Planet Wiki, I don't mind if @jandcando is willing to take his specialty and produce his version of a GPP Planet Wiki. My dossiers on my Github wiki will give him a running start and I'm willing to help him all the way. I haven't begun to learn Unity and PartTools...and I mightn't for some time. Thanks much! (Checks another off the list...) Edit: KEI seems to work just fine. Edited November 27, 2016 by MaxxQ Quote Link to comment Share on other sites More sharing options...
Nobody6 Posted November 27, 2016 Share Posted November 27, 2016 On 25.11.2016 at 6:32 PM, JadeOfMaar said: KSC's coordinates are 8.510' N, 168.250 W. Altitude... I have determined (using a probe core with Kerbnet access) that the location of the control tower is 8° 31' N and 168° 17' W and the antenna tip is 115 m above sea level. The (center of the) tracking station is located at 8° 28' N, 168° 14' W and the roof is 39 m asl. All values in v 1.0.1. Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 28, 2016 Share Posted November 28, 2016 (edited) Is there any way to tune the landscape to maintain some semblance of a slope in 10x scale without having the terrain 10 times higher? Most of Gael's land is now about 10 KM high and I need to watch out for mountains when in Low Orbit (not quite afaik, but close lol). I want to make the mountains close to normal height without flattening them out - is there a way to have steep areas maintain their normal size while stretching flatter areas? The only other thing I could think of would be to take the texture maps, clone them to make 100 tiles (covering the area of the larger body) then put some sort of randomizer on it do cut and paste terrain elements. If I tried this, I would probably blow up my computer before making something that looks reasonable. Edited November 28, 2016 by MaxL_1023 Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 28, 2016 Author Share Posted November 28, 2016 29 minutes ago, MaxL_1023 said: Is there any way to tune the landscape to maintain some semblance of a slope in 10x scale without having the terrain 10 times higher? Most of Gael's land is now about 10 KM high and I need to watch out for mountains when in Low Orbit (not quite afaik, but close lol). I want to make the mountains close to normal height without flattening them out - is there a way to have steep areas maintain their normal size while stretching flatter areas? The only other thing I could think of would be to take the texture maps, clone them to make 100 tiles (covering the area of the larger body) then put some sort of randomizer on it do cut and paste terrain elements. If I tried this, I would probably blow up my computer before making something that looks reasonable. Yeah set the landscape to 1 Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 28, 2016 Share Posted November 28, 2016 15 minutes ago, Galileo said: Yeah set the landscape to 1 That causes the 40km mountains. I think it scales the heightmap before applying landscape, so setting it to 0.1 preserves the height values while stretching all slopes out by a factor of 10. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 28, 2016 Share Posted November 28, 2016 Incoming Waypoint Manager support. Quote Link to comment Share on other sites More sharing options...
Rocketology Posted November 28, 2016 Share Posted November 28, 2016 More GPP awesomeness! E P I C Mod - Truly! Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 28, 2016 Author Share Posted November 28, 2016 1 minute ago, RocketPCGaming said: More GPP awesomeness! E P I C Mod - Truly! Awesome Sauce! Quote Link to comment Share on other sites More sharing options...
MaxxQ Posted November 28, 2016 Share Posted November 28, 2016 Started a science game earlier and loving it! Haven't done more than make a first orbit of Gael, but I have to say even that was pretty spectacular. Haven't had a chance to take any screenshots because I had a problem with my ship in orbit (and on launch and re-entry as well), that's not related to this mod. With SAS on or off, the ship is nigh on uncontrollable. When I select prograde, the ship turn towards the marker, but then just blows right on past it and goes spinning all over. Not too hard to get it back to the marker, but then I have to babysit it the entire flight. Same with the retrograde marker and the node target marker. Occasionally it'll lock onto the node marker, but then slowly drift away. At first, I thought my joystick (which was still connected) might have been the culprit, so I unplugged it. Didn't seem to help, but then again, I may have needed a restart. The only way I was able to finally get decent control was to use Atmosphere Autopilot in Fly By Wire mode, with Rocket Mode selected. Anyway, enough of that. I'll figure it out eventually. I just wanted to say that this is a great mod. First planet pack I've ever installed, and if the rest of the planets and moons are as interesting (and fun!) as Gael and others who done more say, then I may never go back to the stock system. Thanks for a fantastic mod, Galileo and crew. Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted November 28, 2016 Share Posted November 28, 2016 (edited) 5 hours ago, MaxL_1023 said: That causes the 40km mountains. I think it scales the heightmap before applying landscape, so setting it to 0.1 preserves the height values while stretching all slopes out by a factor of 10. Yes, that's how Sigma Dimensions works. If you're doing a 10x scale (RSS-ish) then I'd try 0.2 or 0.25 for landscape. It will be somewhat flatter than stock, but definitely better than no increase in height at all. I've also found that deleting the "rescale clouds" config to be worthwhile, so the clouds stay around 6 km where they're supposed to be. BTW, just started a 3.2x GPP career with Kerbal Research and Development in addition to most of the recommended mods. Kerbal Konstructs was a casualty, however, as everything spawned in the wrong spot after Gael was plumped up. Edited November 28, 2016 by Norcalplanner Added a bit Quote Link to comment Share on other sites More sharing options...
Theysen Posted November 28, 2016 Share Posted November 28, 2016 1 hour ago, MaxxQ said: Started a science game earlier and loving it! Haven't done more than make a first orbit of Gael, but I have to say even that was pretty spectacular. Haven't had a chance to take any screenshots because I had a problem with my ship in orbit (and on launch and re-entry as well), that's not related to this mod. With SAS on or off, the ship is nigh on uncontrollable. When I select prograde, the ship turn towards the marker, but then just blows right on past it and goes spinning all over. Not too hard to get it back to the marker, but then I have to babysit it the entire flight. Same with the retrograde marker and the node target marker. Occasionally it'll lock onto the node marker, but then slowly drift away. At first, I thought my joystick (which was still connected) might have been the culprit, so I unplugged it. Didn't seem to help, but then again, I may have needed a restart. The only way I was able to finally get decent control was to use Atmosphere Autopilot in Fly By Wire mode, with Rocket Mode selected. Anyway, enough of that. I'll figure it out eventually. I just wanted to say that this is a great mod. First planet pack I've ever installed, and if the rest of the planets and moons are as interesting (and fun!) as Gael and others who done more say, then I may never go back to the stock system. Thanks for a fantastic mod, Galileo and crew. 9/10 times you accidentally pressed ALT while using WASD and trimmed the vessel (happens most of the time when using physics warp during ascent) Press ALT+X next time and check the flight controls indicator on the bottom left to be centered in the middle Quote Link to comment Share on other sites More sharing options...
Dwarfy Posted November 28, 2016 Share Posted November 28, 2016 Quick question regarding Tellumos rings. Should I be avoiding them with my Satellites, or are they not a solid object? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 28, 2016 Share Posted November 28, 2016 @Dwarfy Rings are not tangible. There's no worry. Go ahead and fly through them and take screenshots Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 28, 2016 Share Posted November 28, 2016 3 hours ago, Dwarfy said: Quick question regarding Tellumos rings. Should I be avoiding them with my Satellites, or are they not a solid object? Watch out for Lili though! Quote Link to comment Share on other sites More sharing options...
Rocketology Posted November 28, 2016 Share Posted November 28, 2016 I have to say: Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 28, 2016 Share Posted November 28, 2016 *flips table* @RocketPCGaming Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 28, 2016 Share Posted November 28, 2016 I bet if you started a patreon for RSS-scale textures and heightmaps you would get enough to make it worthwhile. You almost need a third level of dynamic loading. Distant view textures, then at a few hundred KM switch to a rough heightmap (but with higher resolution textures), then below ~50km switch to a very detailed heightmap/textures which are only loaded for a certain area surrounding the observer, as at that altitude the horizon and atmospheric haze prevent very distant observations. I would pay the cost of KSP again to get a RSS version with that kind of detail. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 28, 2016 Author Share Posted November 28, 2016 36 minutes ago, MaxL_1023 said: I bet if you started a patreon for RSS-scale textures and heightmaps you would get enough to make it worthwhile. You almost need a third level of dynamic loading. Distant view textures, then at a few hundred KM switch to a rough heightmap (but with higher resolution textures), then below ~50km switch to a very detailed heightmap/textures which are only loaded for a certain area surrounding the observer, as at that altitude the horizon and atmospheric haze prevent very distant observations. I would pay the cost of KSP again to get a RSS version with that kind of detail. i would but i dont really understand patreon. I stick to good ol Paypal lol Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 28, 2016 Share Posted November 28, 2016 My understanding of Patreon is it's a better implementation of broadcasting yourself (or the things you do) and getting paid for it than YouTube is. I'm sure it still connects to Paypal. I'm not well acquainted with anyone who uses it to frequent it myself but I'm confident my hunch is a good one... However, your texturing magic will cease to be a secret if you include texture production in your streams. Quote Link to comment Share on other sites More sharing options...
Galileo Posted November 28, 2016 Author Share Posted November 28, 2016 Just now, JadeOfMaar said: My understanding of Patreon is it's a better implementation of broadcasting yourself (or the things you do) and getting paid for it than YouTube is. I'm sure it still connects to Paypal. I'm not well acquainted with anyone who uses it to frequent it myself but I'm confident my hunch is a good one... However, your texturing magic will cease to be a secret if you include texture production in your streams. yeah i dont want to let those super secret secrets to get out Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted November 28, 2016 Share Posted November 28, 2016 First flyby of Iota with Miss Kraken of the House of Nero Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 28, 2016 Share Posted November 28, 2016 Woooooooahhhh! flag action! Quote Link to comment Share on other sites More sharing options...
MaxL_1023 Posted November 29, 2016 Share Posted November 29, 2016 Trying to get a Kerbal on Niven in 10x is getting sketchier by the second. My rocket is 153m tall and weighs 5000 tons, and I still need a first stage with 4000 m/s of delta-v to lift it! (I am using SMURFF but its still crazy). Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 29, 2016 Share Posted November 29, 2016 Well you opened your can of worms @MaxL_1023. You gotta eat them, or whatever you do with a can of worms. Quote Link to comment Share on other sites More sharing options...
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