OhioBob Posted February 17, 2017 Share Posted February 17, 2017 6 hours ago, eddiew said: Which is probably realistic... Everything in the versions we released are proportionally correct. The stock-sized version is a 1/10th scale model of a realistic life-sized solar system. When you use rescale and resize factors that are different from each other, that is going to mess with those proportions. The realistic proportions are preserved only when rescale = resized. 6 hours ago, eddiew said: (I assume Gratian isn't an oxygen atmosphere... haven't poked around the configs, and there's nothing obvious in-game to tell me.) Correct about Gratian. Only Gael and Tellumo have abundant oxygen in their atmospheres. Quote Link to comment Share on other sites More sharing options...
Dr.Wolfram Posted February 17, 2017 Share Posted February 17, 2017 On 29/1/2017 at 10:44 AM, eddiew said: I shall go at night. -ninja snip- Hey Eddiew, guess what: Spoiler ...sooo, how much sunblock cream you used on your ore-extractor? Aaand does going at night really helps? Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted February 17, 2017 Share Posted February 17, 2017 Something ive been meaning to ask. Is there a way to disable terrain scatter collision? I LOVE it for short duration rover missions, but eventually i work my way to LONG duration missions/circumnavigations which require me to set an autopilot and walk away from the computer sometime. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 18, 2017 Share Posted February 18, 2017 @eddiew I'll have that skybox ready very soon. I had brought some confusion on myself with how I set it up in Photoshop causing it to be held back. Only Gael and Tellumo have oxygen, meanwhile the in game planet info tabs will tell you if it has oxygen, right under if it has atmosphere. Make sure to scroll down in that tab. Quote Link to comment Share on other sites More sharing options...
eddiew Posted February 18, 2017 Share Posted February 18, 2017 5 hours ago, Motokid600 said: Something ive been meaning to ask. Is there a way to disable terrain scatter collision? I LOVE it for short duration rover missions, but eventually i work my way to LONG duration missions/circumnavigations which require me to set an autopilot and walk away from the computer sometime. Have you considered the Bon Voyage mod? Drives rovers while they're not the active vessel, you can switch back to them at any time and they'll be "somewhere sensible" along that route. But you can timewarp, and because of that, you won't have issues of hitting a rock after half an hour afk Quote Link to comment Share on other sites More sharing options...
Galileo Posted February 18, 2017 Author Share Posted February 18, 2017 (edited) 5 hours ago, Motokid600 said: Something ive been meaning to ask. Is there a way to disable terrain scatter collision? I LOVE it for short duration rover missions, but eventually i work my way to LONG duration missions/circumnavigations which require me to set an autopilot and walk away from the computer sometime. I will write you up a mm cfg, disabling them tonight Edited February 18, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 18, 2017 Share Posted February 18, 2017 (edited) @Luovahulluus @eddiew Finally posted. Come and get it! Edited February 18, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted February 18, 2017 Share Posted February 18, 2017 8 hours ago, eddiew said: Have you considered the Bon Voyage mod? Drives rovers while they're not the active vessel, you can switch back to them at any time and they'll be "somewhere sensible" along that route. But you can timewarp, and because of that, you won't have issues of hitting a rock after half an hour afk Well when i saw "walk away" i really mean watch a movie or something and flick back and forth to enjoy the scenery of the trip and check out anything that catches my eye. 7 hours ago, Galileo said: I will write you up a mm cfg, disabling them tonight Wow, thanks so much. Quote Link to comment Share on other sites More sharing options...
Galileo Posted February 18, 2017 Author Share Posted February 18, 2017 36 minutes ago, Motokid600 said: Wow, thanks so much. I hit a snag and am awaiting some help to get the cfg working 100 percent.. sometimes module manager doesn't like to cooperate with me Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 18, 2017 Share Posted February 18, 2017 @Galileo Looks pretty classic. And simply a good fit along with the similarly colored unknown planet. Quote Link to comment Share on other sites More sharing options...
Galileo Posted February 18, 2017 Author Share Posted February 18, 2017 Just now, JadeOfMaar said: @Galileo Looks pretty classic. And simply a good fit along with the similarly colored unknown planet. i have been in a classic, minimal mood lately Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 18, 2017 Share Posted February 18, 2017 @Galileo Entering the blue period, eh? Spoiler Badum tish! Quote Link to comment Share on other sites More sharing options...
Galileo Posted February 18, 2017 Author Share Posted February 18, 2017 9 minutes ago, JadeOfMaar said: @Galileo Entering the blue period, eh? Reveal hidden contents Badum tish! nah Quote Link to comment Share on other sites More sharing options...
eddiew Posted February 18, 2017 Share Posted February 18, 2017 6 hours ago, JadeOfMaar said: @Luovahulluus @eddiew Finally posted. Come and get it! Nice, thank you Just as an FYI, there's a subtle seam visible in this corner... not sure if its fixable, and not really a big deal Quote Link to comment Share on other sites More sharing options...
Duski Posted February 18, 2017 Share Posted February 18, 2017 Well I finally decided to get my head out of a hole and come back to the so called legend named the 'forums.kerbalspaceprogram.com'. Been like ages since I was last active on here, and I wanna play KSP again and downloading the latest version of this planet pack asap. Sad to see that SSRSS is gone atm. But, saw some eye candy on the last 4 pages, and gee, these planets r lookin' lit I say! Well, talk soon hopefully if I lose my thing for KSP again lmao. Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted February 18, 2017 Share Posted February 18, 2017 Thanks again Galileo. Hope your not spending too much time on it just because of me though : / Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 18, 2017 Share Posted February 18, 2017 (edited) @Duski I've been pondering where you went to and if all was still well. Good to know you're still alright. So you're going to be so into playing KSP that you can't talk? I getcha Edited February 18, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
eddiew Posted February 18, 2017 Share Posted February 18, 2017 (edited) 22 hours ago, OhioBob said: Everything in the versions we released are proportionally correct. The stock-sized version is a 1/10th scale model of a realistic life-sized solar system. When you use rescale and resize factors that are different from each other, that is going to mess with those proportions. The realistic proportions are preserved only when rescale = resized. Really? Mun seems awful close to Kerbin relative to their sizes... could be an optical illusion, but I thought it was a really big space between Earth and Moon. That said, I've sort of backstepped again, and changed my config to use 3.2x planetary orbits and sun size, but leaving all moon orbits at 1x. Moon-moon transfer isn't really a big deal anyway, and this restores the visuals to exactly what you get normally - unless you really like spotting those tiny planets with DOE Spoiler // Custom config for a weird setup of Galileo's Planet Pack // // Planet orbital radii, and the size of the sun are at 3.2x scaled // All moon orbits, all moon and planet radii are 1 // // This results in 2-3x interplanetary transfer delta-v, while preserving 'fun' sized landers, // spaceplanes, and moon-moon transfers. It is intended to encourage motherships and mining // operations. @SigmaDimensions { // Base Settings @Resize = 1 @Rescale = 1 @Atmosphere = 1 @dayLengthMultiplier = 1 // Advanced Settings @landscape = 1 // standard terrain @geeASLmultiplier = 1 @resizeScatter = 1 @resizeBuildings = 1 @CustomSoISize = 0 // nothing in GPP uses SphereOfInfluence it seems @CustomRingSize = 1 // otherwise it'll follow orbital size, which we don't want @atmoASL = 1 @tempASL = 1 @atmoTopLayer = 1 @atmoVisualEffect = 1 @scanAltitude = 1 } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Sun]] { @SigmaDimensions { @Resize = 3.2 // sun scaled to match regular 3.2x config, otherwise very slow orbits will result. Gael year = 720 days approx. } } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Icarus]] { @SigmaDimensions { @Rescale = 3.2 } } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Thalia]] { @SigmaDimensions { @Rescale = 3.2 } } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Niven]] { @SigmaDimensions { @Rescale = 3.2 } } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Kerbin]] { @SigmaDimensions { @Rescale = 3.2 } } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Tellumo]] { @SigmaDimensions { @Rescale = 3.2 } } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Gratian]] { @SigmaDimensions { @Rescale = 3.2 } } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Otho]] { @SigmaDimensions { @Rescale = 3.2 } } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Gauss]] { @SigmaDimensions { @Rescale = 3.2 } } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Nero]] { @SigmaDimensions { @Rescale = 3.2 } } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Hox]] { @SigmaDimensions { @Rescale = 3.2 } } } @Kopernicus:BEFORE[SigDim2]:NEEDS[SigDim] { @Body:HAS[#name[Leto]] { @SigmaDimensions { @Rescale = 3.2 } } } // all @dayLengthMultipliers removed (I did however have a slight accident at one point and forget to scale Gael's orbit, resulting in it being close to icarus... Tis a hot summer's afternoon at KSC!) Edited February 18, 2017 by eddiew Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 18, 2017 Share Posted February 18, 2017 (edited) 11 minutes ago, eddiew said: Really? Mun seems awful close to Kerbin relative to their sizes... could be an optical illusion, but I thought it was a really big space between Earth and Moon. Well if you consider that the gap is indeed immense between Earth and Moon in RSS it's quite safe to say that the distance between Kerbin and Mun is another of the many unreal features of the game like Kerbol having only about 1.7 surface gravity and Eve being so dang purple. I didn't think of that with Gael-Iota. Fascinating. Edited February 18, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
OhioBob Posted February 18, 2017 Share Posted February 18, 2017 (edited) 34 minutes ago, eddiew said: Really? Mun seems awful close to Kerbin relative to their sizes... could be an optical illusion, but I thought it was a really big space between Earth and Moon. I wasn't talking about Kerbin-Mun, I was talking about GPP. In the stock game, Mun is too close to Kerbin. If two bodies that size were that close to each other in real life, both bodies would be tidally locked to the other. The fact that Kerbin is not tidally locked makes it an unrealistic system. There are other things in the stock system that are also unrealistic. I tried to avoid as many of those things as possible in GPP, though there are still a few unrealistic things that got into GPP for visual effect or storytelling purposes (like Nero's rapid precession). For the most part, the distance between planets and their moons in GPP were computed by taking into account tidal forces, conservation of angular momentum, and about 4.5 billion years. Edited February 18, 2017 by OhioBob Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted February 18, 2017 Share Posted February 18, 2017 (edited) Hey I'm having a little trouble developing my latest planet for my planet pack. This image sums up my issues: The top image: My planet looks nice and round without much issue. But, there's a serious problem when looking at the image below it. That's what I would like my planet to look like - very deformed with very high mountains. I'm using these textures as my colour, normal and height: The textures, to me, all check out. So here's the code for the scaledVersion which I am using: ScaledVersion { Type = Vacuum Material { texture = Olei/PluginData/Dread_color.png normals = Olei/PluginData/Dread_normal.png shininess = 0.0 specular = 0.0,0.0,0.0,1 rimPower = 2 rimBlend = 0.3 Gradient { 0.0 = 0.9,0.9,0.9,1.0 0.5 = 0.6,0.6,0.6,1.0 0.9 = 0.3,0.3,0.3 1.0 = 0.05,0.05,0.05,1.0 } } } My problem is that the view from orbit does not depict any of the mountains from the surface, which I would really like to stand out The bottom image is a major problem with all the planets - the normal map is overlayed onto the heightmap when I approach the planet. They kinda blend and it's horrifically ugly. Other planet packs manage to eliminate this issue - is it possible for me to be able to do the same? If so, any information on the issues would be awesome. Sidenote: How do I polar distort my textures so that they wrap around the planet without distortion (as you can see in my textures, they don't have the stretching at the poles). Thanks! Edited February 18, 2017 by Gamel0rd1 Quote Link to comment Share on other sites More sharing options...
eddiew Posted February 18, 2017 Share Posted February 18, 2017 12 minutes ago, JadeOfMaar said: I didn't think of that with Gael-Iota. Fascinating. FWIW, you can't get Ceti much further than 1.6x its orbital radius before it gets outside of Gael's SoI, so the moons are about as far out as they can be without making use of Kopernicus' custom SoI parameters Quote Link to comment Share on other sites More sharing options...
Galileo Posted February 18, 2017 Author Share Posted February 18, 2017 (edited) 39 minutes ago, Gamel0rd1 said: Hey I'm having a little trouble developing my latest planet for my planet pack. This image sums up my issues: The top image: My planet looks nice and round without much issue. But, there's a serious problem when looking at the image below it. That's what I would like my planet to look like - very deformed with very high mountains. I'm using these textures as my colour, normal and height: Reveal hidden contents The textures, to me, all check out. So here's the code for the scaledVersion which I am using: ScaledVersion { Type = Vacuum Material { texture = Olei/PluginData/Dread_color.png normals = Olei/PluginData/Dread_normal.png shininess = 0.0 specular = 0.0,0.0,0.0,1 rimPower = 2 rimBlend = 0.3 Gradient { 0.0 = 0.9,0.9,0.9,1.0 0.5 = 0.6,0.6,0.6,1.0 0.9 = 0.3,0.3,0.3 1.0 = 0.05,0.05,0.05,1.0 } } } My problem is that the view from orbit does not depict any of the mountains from the surface, which I would really like to stand out The bottom image is a major problem with all the planets - the normal map is overlayed onto the heightmap when I approach the planet. They kinda blend and it's horrifically ugly. Other planet packs manage to eliminate this issue - is it possible for me to be able to do the same? If so, any information on the issues would be awesome. Sidenote: How do I polar distort my textures so that they wrap around the planet without distortion (as you can see in my textures, they don't have the stretching at the poles). Thanks! I will take a look at it this evening. Just send me your cfg for it Edited February 18, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted February 18, 2017 Share Posted February 18, 2017 12 hours ago, Galileo said: nah J.J. Abrams would be proud. Quote Link to comment Share on other sites More sharing options...
Duski Posted February 19, 2017 Share Posted February 19, 2017 8 hours ago, JadeOfMaar said: @Duski I've been pondering where you went to and if all was still well. Good to know you're still alright. So you're going to be so into playing KSP that you can't talk? I getcha Nah, booting up KSP right now, gonna see what I can still do. lmao Quote Link to comment Share on other sites More sharing options...
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