pmborg Posted March 9, 2020 Share Posted March 9, 2020 (edited) I wanted to say "Alpha_Centauri_Bb" sorry, https://en.wikipedia.org/wiki/Alpha_Centauri_Bb "Using the same data as Dumusque, the Oxford team found the signal was caused not by a planet, but instead was a mathematical artifact of the window function" I didn't know that you added "Proxima Centauri c" I noticed that is already on CKAN, I will updated it! I was checking some interesting details here: Thx! Edited March 9, 2020 by pmborg Quote Link to comment Share on other sites More sharing options...
Andi K. Posted March 9, 2020 Author Share Posted March 9, 2020 4 minutes ago, pmborg said: I wanted to say "Alpha_Centauri_Bb" sorry, Oh yeah. Alpha Centauri Bb was found to not exist many years ago right? Quote Link to comment Share on other sites More sharing options...
pmborg Posted March 9, 2020 Share Posted March 9, 2020 5 minutes ago, AndrewDraws said: Oh yeah. Alpha Centauri Bb was found to not exist many years ago right? 4 years ago. Quote Link to comment Share on other sites More sharing options...
AloE Posted March 11, 2020 Share Posted March 11, 2020 (edited) On 3/8/2020 at 10:22 PM, HebaruSan said: Would you be interested in having this listed on CKAN?... I would take care of all the file editing, Thank you for all your work with CKAN. Will you be implementing optional checklist configuration clusters such as the "RSS, RSSVE, EVE, Scatterer"? Edit: I forgot to add the most important thing I meant to write ;-): CTTP is also a dependency which I do not see CKAN yet include with REX: [CTTP no longer needed] Spoiler Also, between 0.9.4 & 0.9.6 AndrewDraws decided to change the folder structure: e.g. moving REXVE into the RealExoplanets folder...so long as CKAN manages the initial install am I correct in my understanding that an update via CKAN would take care of any such future changes in folder structures...i.e. CKAN remembers locally & removes the entire old structure it previously installed & then copies in the new REX structure, or would it be good to do the extra check to make sure the old folders were completely removed (ie. have CKAN uninstall REX, check GameData to verify REX related folders are completely gone, then have CKAN re-instal REX). Edited March 11, 2020 by AloE correction updates Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted March 11, 2020 Share Posted March 11, 2020 3 hours ago, AloE said: Thank you for all your work with CKAN. Will you be implementing optional checklist configuration clusters such as the "RSS, RSSVE, EVE, Scatterer"? Edit: I forgot to add the most important thing I meant to write ;-): CTTP is also a dependency which I do not see CKAN yet include with REX: Hi, here are the installation instructions from SpaceDock: https://spacedock.info/mod/2286/Real Exoplanet Spoiler FOR USE WITH REAL SOLAR SYSTEM: 1) Dependencies (install these before Real Exoplanets) - Real Solar System - Kopernicus - Module Manager - Modular Flight Integrator 2) After REX's dependencies have been installed, install Real Exoplanets by extracting the "RealExoplanets" and "REX-Textures" files into the KSP GameData folder. 3) (Optional) In order for visuals to function, you must install RSSVE. FOR USE WITH STOCK SOLAR SYSTEM: 1) Dependencies (install these before Real Exoplanets): - Kopernicus - Module Manager - Modular Flight Integrator 2) After REX's dependencies have been installed, install Real Exoplanets by extracting the "RealExoplanets" and "REX-Textures" files into the KSP GameData folder. 3) (Optional) In order for visuals to function, you must install SVE. EVE, Scatterer, and CTTP are not mentioned. I looked at including RSSVE and SVE, but I did not know a way to make SVE only install for stock players and RSSVE only install for RSS players, so I left that out. Quote Link to comment Share on other sites More sharing options...
Andi K. Posted March 11, 2020 Author Share Posted March 11, 2020 3 hours ago, AloE said: Edit: I forgot to add the most important thing I meant to write ;-): CTTP is also a dependency which I do not see CKAN yet include with REX: CTTP is not a dependency anymore Quote Link to comment Share on other sites More sharing options...
AloE Posted March 11, 2020 Share Posted March 11, 2020 1 hour ago, AndrewDraws said: CTTP is not a dependency anymore In the fresh CKAN created GameData I just made, here is what still has me confused...I see these calls to CTTP remaining for Trappist1b [no RSS] & Trappist1c [RSS]...so I anticipated that I still needed/benefit from CTTP for TRAPPIST1c when using RealSolarSystem, for example...or maybe those textures never get called anyway? Please let me know so I can remove CTTP if it really does little/nothing now. Thanks! Spoiler Trappist1c: NEEDS RealSolarSystem PQS:NEEDS[RealSolarSystem] { deactivateAltitude = 167000 fadeStart = 102000 fadeEnd = 127000 maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 6 Material { color = 0.0, 0.0, 0.0, 1.0 saturation = 1.0 contrast = 1.0 tintColor = 1.0, 1.0, 1.0, 0.0 lowStart = 0.0 lowEnd = 0.3 highStart = 0.6 highEnd = 0.9 powerNear = 0.9 powerFar = 0.9 groundTexStart = 0 groundTexEnd = 12000 planetOpacity = 1 lowTex = CTTP/Textures/PluginData/gravel.dds lowBumpMap = CTTP/Textures/PluginData/gravel_normal.dds lowNearTiling = 2500 lowBumpNearTiling = 2500 lowBumpFarTiling = 250 lowMultiFactor = 25 midTex = CTTP/Textures/PluginData/sand.dds midBumpMap = CTTP/Textures/PluginData/sand_normal.dds midNearTiling = 250 midBumpNearTiling = 250 midBumpFarTiling = 25 midMultiFactor = 25 highTex = REX-Textures/DetailTextures/DetailGround.dds highBumpMap = BUILTIN/cloud_normal highNearTiling = 5 highBumpNearTiling = 5 highBumpFarTiling = 25 highMultiFactor = 25 Trappist1b: NEEDS NOT RealSolarSystem PQS:NEEDS[!RealSolarSystem] { deactivateAltitude = 167000 fadeStart = 102000 fadeEnd = 127000 maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 6 Material { color = 0.0, 0.0, 0.0, 1.0 saturation = 1.0 contrast = 1.0 tintColor = 1.0, 1.0, 1.0, 0.0 lowStart = 0.0 lowEnd = 0.3 highStart = 0.6 highEnd = 0.9 powerNear = 0.9 powerFar = 0.9 groundTexStart = 0 groundTexEnd = 12000 planetOpacity = 1 lowTex = CTTP/Textures/PluginData/gravel.dds lowBumpMap = CTTP/Textures/PluginData/gravel_normal.dds lowNearTiling = 2500 lowBumpNearTiling = 2500 lowBumpFarTiling = 250 lowMultiFactor = 25 midTex = CTTP/Textures/PluginData/sand.dds midBumpMap = CTTP/Textures/PluginData/sand_normal.dds midNearTiling = 250 midBumpNearTiling = 250 midBumpFarTiling = 25 midMultiFactor = 25 highTex = REX-Textures/DetailTextures/DetailGround.dds highBumpMap = BUILTIN/cloud_normal Quote Link to comment Share on other sites More sharing options...
Andi K. Posted March 11, 2020 Author Share Posted March 11, 2020 1 hour ago, AloE said: In the fresh CKAN created GameData I just made, here is what still has me confused...I see these calls to CTTP remaining for Trappist1b [no RSS] & Trappist1c [RSS]...so I anticipated that I still needed/benefit from CTTP for TRAPPIST1c when using RealSolarSystem, for example...or maybe those textures never get called anyway? Please let me know so I can remove CTTP if it really does little/nothing now. Thanks! Reveal hidden contents Trappist1c: NEEDS RealSolarSystem PQS:NEEDS[RealSolarSystem] { deactivateAltitude = 167000 fadeStart = 102000 fadeEnd = 127000 maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 6 Material { color = 0.0, 0.0, 0.0, 1.0 saturation = 1.0 contrast = 1.0 tintColor = 1.0, 1.0, 1.0, 0.0 lowStart = 0.0 lowEnd = 0.3 highStart = 0.6 highEnd = 0.9 powerNear = 0.9 powerFar = 0.9 groundTexStart = 0 groundTexEnd = 12000 planetOpacity = 1 lowTex = CTTP/Textures/PluginData/gravel.dds lowBumpMap = CTTP/Textures/PluginData/gravel_normal.dds lowNearTiling = 2500 lowBumpNearTiling = 2500 lowBumpFarTiling = 250 lowMultiFactor = 25 midTex = CTTP/Textures/PluginData/sand.dds midBumpMap = CTTP/Textures/PluginData/sand_normal.dds midNearTiling = 250 midBumpNearTiling = 250 midBumpFarTiling = 25 midMultiFactor = 25 highTex = REX-Textures/DetailTextures/DetailGround.dds highBumpMap = BUILTIN/cloud_normal highNearTiling = 5 highBumpNearTiling = 5 highBumpFarTiling = 25 highMultiFactor = 25 Trappist1b: NEEDS NOT RealSolarSystem PQS:NEEDS[!RealSolarSystem] { deactivateAltitude = 167000 fadeStart = 102000 fadeEnd = 127000 maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 6 Material { color = 0.0, 0.0, 0.0, 1.0 saturation = 1.0 contrast = 1.0 tintColor = 1.0, 1.0, 1.0, 0.0 lowStart = 0.0 lowEnd = 0.3 highStart = 0.6 highEnd = 0.9 powerNear = 0.9 powerFar = 0.9 groundTexStart = 0 groundTexEnd = 12000 planetOpacity = 1 lowTex = CTTP/Textures/PluginData/gravel.dds lowBumpMap = CTTP/Textures/PluginData/gravel_normal.dds lowNearTiling = 2500 lowBumpNearTiling = 2500 lowBumpFarTiling = 250 lowMultiFactor = 25 midTex = CTTP/Textures/PluginData/sand.dds midBumpMap = CTTP/Textures/PluginData/sand_normal.dds midNearTiling = 250 midBumpNearTiling = 250 midBumpFarTiling = 25 midMultiFactor = 25 highTex = REX-Textures/DetailTextures/DetailGround.dds highBumpMap = BUILTIN/cloud_normal If that is the case, that is a mistake on my part. Isn't game-breaking or anything, but a mistake nonetheless. I'll fix that today. Quote Link to comment Share on other sites More sharing options...
AloE Posted March 12, 2020 Share Posted March 12, 2020 (edited) 9 hours ago, HebaruSan said: EVE, Scatterer, and CTTP are not mentioned. I looked at including RSSVE and SVE, but I did not know a way to make SVE only install for stock players and RSSVE only install for RSS players, so I left that out. I am extra happy you are doing this since I would have unwittingly kept using CTTP since my check showed some familiar references to CTTP in the TRAPPIST1 system even in the fresh CKAN instal for REX 0.9.6, sorry about that & thank you again :-) As for EVE & Scatterer, REX 0.9.6 does have some very pretty EVE & Scatterer configs in the "Visuals" folder, though as you wrote, AndrewDraws does not mention them directly (maybe perhaps because those mods are somewhat a default habit for RSS RSSVE users like me?): TRAPPIST1e & TEEGARDEN B (KSP 1.8.1 REX RSS RSSVE EVE & Scatterer) On 3/6/2020 at 6:32 PM, AndrewDraws said: The latest version of scatterer should work Edited March 12, 2020 by AloE add images Quote Link to comment Share on other sites More sharing options...
Andi K. Posted March 12, 2020 Author Share Posted March 12, 2020 6 hours ago, AloE said: I am extra happy you are doing this since I would have unwittingly kept using CTTP since my check showed some familiar references to CTTP in the TRAPPIST1 system even in the fresh CKAN instal for REX 0.9.6, sorry about that & thank you again :-) As for EVE & Scatterer, REX 0.9.6 does have some very pretty EVE & Scatterer configs in the "Visuals" folder, though as you wrote, AndrewDraws does not mention them directly (maybe perhaps because those mods are somewhat a default habit for RSS RSSVE users like me?): TRAPPIST1e & TEEGARDEN B (KSP 1.8.1 REX RSS RSSVE EVE & Scatterer) The installation instructions indicate that in order for visuals to work, SVE or RSSVE must be installed depending on whether you're using stock or RSS respectively. Scatterer and EVE are dependencies for both of those two mods. Quote Link to comment Share on other sites More sharing options...
Andi K. Posted March 12, 2020 Author Share Posted March 12, 2020 On 3/11/2020 at 6:14 PM, AndrewDraws said: If that is the case, that is a mistake on my part. Isn't game-breaking or anything, but a mistake nonetheless. I'll fix that today. I mean tomorrow Quote Link to comment Share on other sites More sharing options...
AloE Posted March 13, 2020 Share Posted March 13, 2020 16 hours ago, AndrewDraws said: I mean tomorrow I am all for only when it is fun & enjoyable & rewarding to do so ;-) Thanks! Quote Link to comment Share on other sites More sharing options...
Andi K. Posted March 13, 2020 Author Share Posted March 13, 2020 Check out this video of this guy traveling to Proxima Centauri in Real Exoplanets! This guy only has about 2k subs, but this video has acquired nearly 70k views! I think it would be amazing if that video reached 100k views. Quote Link to comment Share on other sites More sharing options...
EnrageMango Posted March 16, 2020 Share Posted March 16, 2020 Does this work in 1.7.3? Quote Link to comment Share on other sites More sharing options...
Andi K. Posted March 16, 2020 Author Share Posted March 16, 2020 1 hour ago, EnrageMango said: Does this work in 1.7.3? You'll want to install version 0.9.4 if you want to use it in 1.7.3 Quote Link to comment Share on other sites More sharing options...
EnrageMango Posted March 16, 2020 Share Posted March 16, 2020 Ok, thank you! Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted March 17, 2020 Share Posted March 17, 2020 This may be inadequate for the mod's purpose, impractical or even ridiculous, but what do you think about reparenting every star (the Sun included) to orbit around a central point, like something called "galactic core"? The scales don't have to be remotely similar to the real deal and there's probably a way to keep relative star positions and distances correct by tweaking orbital parameters; while they would drift over time, such a small deviation is close to indetectable, given the game's timescale. This would solve two "problems": - Interstellar trajectories not plotting correctly on scaled space (tracking station, map view). While you'd be switching to elliptical trajectories as you'd leave the Sun's SOI - given you'd be orbiting its parent body - the impact on the actual delta-V requirements would be minimal, depending on the stars orbiting speeds. In Kerbal Star Systems, it's a matter of a few dozen m/s. Escape trajectories would likewise have virtually the same shape. - Interstellar space having its own science zone. Going past the Sun's SOI should be rewarded with new science possibilities which is currently impossible since, for instance, the midway point between the Sun and Tau Ceti still counts as "space high above the sun" . Having a central body would allow for something like "Radio Plasma science high above the galactic core". Somewhat gimmicky, but extremely satisfying! Quote Link to comment Share on other sites More sharing options...
Space Nerd Posted March 18, 2020 Share Posted March 18, 2020 Well, reparenting the sun causes some problems like the sky looks black in daytime. Quote Link to comment Share on other sites More sharing options...
TonyC Posted March 18, 2020 Share Posted March 18, 2020 Hi ! Just here to say that I really, really love the mod and the concept behind it. It's great to be able to explore a system that truly feels alien, with extreme bodies that seem actually perfectly realistic. It's a very nice change of pace from many other great planet packs, but with the usual Earth, Mars, Venus analogues etc. Thank you ! Quote Link to comment Share on other sites More sharing options...
Andi K. Posted March 18, 2020 Author Share Posted March 18, 2020 On 3/17/2020 at 7:55 AM, Tonas1997 said: This may be inadequate for the mod's purpose, impractical or even ridiculous, but what do you think about reparenting every star (the Sun included) to orbit around a central point, like something called "galactic core"? The scales don't have to be remotely similar to the real deal and there's probably a way to keep relative star positions and distances correct by tweaking orbital parameters; while they would drift over time, such a small deviation is close to indetectable, given the game's timescale. This would solve two "problems": - Interstellar trajectories not plotting correctly on scaled space (tracking station, map view). While you'd be switching to elliptical trajectories as you'd leave the Sun's SOI - given you'd be orbiting its parent body - the impact on the actual delta-V requirements would be minimal, depending on the stars orbiting speeds. In Kerbal Star Systems, it's a matter of a few dozen m/s. Escape trajectories would likewise have virtually the same shape. - Interstellar space having its own science zone. Going past the Sun's SOI should be rewarded with new science possibilities which is currently impossible since, for instance, the midway point between the Sun and Tau Ceti still counts as "space high above the sun" . Having a central body would allow for something like "Radio Plasma science high above the galactic core". Somewhat gimmicky, but extremely satisfying! Though I understand the appeal of reparenting every star, I decided a while ago that it wasn't worth the headache. Doing this would require that I completely recalculate the orbital parameters for each star. Currently, because interstellar coordinates are geocentric, it makes it relatively easy to translate those coordinates into an orbit around the Sun. All in all, I just think the benefits of doing what you're suggesting outweigh the drawbacks. 25 minutes ago, TonyC said: Hi ! Just here to say that I really, really love the mod and the concept behind it. It's great to be able to explore a system that truly feels alien, with extreme bodies that seem actually perfectly realistic. It's a very nice change of pace from many other great planet packs, but with the usual Earth, Mars, Venus analogues etc. Thank you ! Thank you for taking your time to express your appreciation for this mod. Your appreciation is appreciated Quote Link to comment Share on other sites More sharing options...
AloE Posted March 19, 2020 Share Posted March 19, 2020 20 hours ago, AndrewDraws said: Currently, because interstellar coordinates are geocentric, it makes it relatively easy to translate those coordinates into an orbit around the Sun I have been wondering how you decided on/calculated the orbital elements you are using for the extrasolar systems, including what data/choices you made regarding the inclination of the orbit planes of these extrasolar systems relative to our solar system. I would be very grateful if you would share links to key datasets/methods you used or recommend in your OP "Sources". Thank you :-) Quote Link to comment Share on other sites More sharing options...
Andi K. Posted March 19, 2020 Author Share Posted March 19, 2020 1 hour ago, AloE said: I have been wondering how you decided on/calculated the orbital elements you are using for the extrasolar systems, including what data/choices you made regarding the inclination of the orbit planes of these extrasolar systems relative to our solar system. I would be very grateful if you would share links to key datasets/methods you used or recommend in your OP "Sources". Thank you :-) Basically, all that's required for doing things helio/geocentrically (they're basically the same thing on the scales we are talking about) is to convert the right ascension and declination of the star into degrees. The right ascension translates into the longitude of the ascending node and declination translates into inclination. Quote Link to comment Share on other sites More sharing options...
Oscentlian Crumagen Posted March 20, 2020 Share Posted March 20, 2020 (edited) How do you deal with the miss-placement of Sunflares around the stars like this? Edited March 20, 2020 by Oscentlian Crumagen Quote Link to comment Share on other sites More sharing options...
Andi K. Posted March 21, 2020 Author Share Posted March 21, 2020 On 3/19/2020 at 8:44 PM, Oscentlian Crumagen said: How do you deal with the miss-placement of Sunflares around the stars like this? What do you mean? Quote Link to comment Share on other sites More sharing options...
TheKSPlayer Posted March 22, 2020 Share Posted March 22, 2020 Hi, I've just wanted to ask something, I just downloaded the mod and in the readme.txt dependencies it says it requires Community Terrain Texture Pack but the last update for it was for 1.5.1, I'm playing 1.7.3, would it still work or is there some sort of alpha version for it? Quote Link to comment Share on other sites More sharing options...
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