AeroSky Posted December 15, 2020 Share Posted December 15, 2020 (edited) Hello! Does this mod change the orbital inclination and orbit of planets or do the planets stay in their stock orbits and inclinations? Also, does this work with KSC Switcher? Thanks! Edited December 15, 2020 by AeroSky Quote Link to comment Share on other sites More sharing options...
Perantor Posted December 15, 2020 Share Posted December 15, 2020 5 hours ago, AeroSky said: Hello! Does this mod change the orbital inclination and orbit of planets or do the planets stay in their stock orbits and inclinations? Also, does this work with KSC Switcher? Thanks! This is a 100% copy of the RSS with all exact orbits, only in Kerbin's size. Quote Link to comment Share on other sites More sharing options...
kylelander Posted December 15, 2020 Share Posted December 15, 2020 (edited) 7 hours ago, AeroSky said: Hello! Does this mod change the orbital inclination and orbit of planets or do the planets stay in their stock orbits and inclinations? Also, does this work with KSC Switcher? Thanks! Yes it does, it works with KSC Switcher. Orbits and inclinations are changed to be mostly accurate Edited December 15, 2020 by kylelander Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 15, 2020 Share Posted December 15, 2020 34 minutes ago, kylelander said: Orbits and inclinations are changed to match the ones seen in real life Err, not quite? In reality, the moon is 5-6 degrees inclined from the earth's equator. The lack of axial tilt support in KSP 1 requires some concessions to be made. Quote Link to comment Share on other sites More sharing options...
kylelander Posted December 15, 2020 Share Posted December 15, 2020 40 minutes ago, OrbitalManeuvers said: Err, not quite? In reality, the moon is 5-6 degrees inclined from the earth's equator. The lack of axial tilt support in KSP 1 requires some concessions to be made. well yes, i should change that to mostly accurate Quote Link to comment Share on other sites More sharing options...
tony48 Posted December 15, 2020 Author Share Posted December 15, 2020 4 hours ago, Perantor said: This is a 100% copy of the RSS with all exact orbits, only in Kerbin's size. This is not a 100% copy of RSS, in RSS all the planets orbits are 23 degrees tilted, in KSRSS they are not. 4 hours ago, OrbitalManeuvers said: Err, not quite? In reality, the moon is 5-6 degrees inclined from the earth's equator. The lack of axial tilt support in KSP 1 requires some concessions to be made. It's to be able to launch directly in the Moon plane from Cape Canaveral. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 16, 2020 Share Posted December 16, 2020 3 hours ago, tony48 said: It's to be able to launch directly in the Moon plane from Cape Canaveral. Sure, that makes getting to the moon easier. It has some other side effects, though. For example, lunar launches have to be done at night. Also, any interplanetary operations that use the moon as a staging/refueling stop are made much harder - as the moon's inclination relative to the ecliptic is 28 degrees instead of 5ish. There is no perfect solution while the game doesn't support axial tilt. Whatever you do will be the opposite of what some people want. Personally I would prefer the moon at 5-ish, the ecliptic at 0-ish, and an equatorial launch site on earth. I would gladly "sacrifice" a Florida launch for somewhere else as a compromise until KSP allows for Earth to be done right. In this arrangement you'd have 2 launch windows for the moon instead of 1, I think? Since I'm dreaming, might as well dream big: I'd also be thrilled to have an "unfinished" KSRSS, called "KSRSS - The Rocky Planets" Ya know, just in case those pesky gas giants are harder than the inner planets and you wanted to release an early WIP version . Quote Link to comment Share on other sites More sharing options...
AeroSky Posted December 16, 2020 Share Posted December 16, 2020 7 hours ago, tony48 said: This is not a 100% copy of RSS, in RSS all the planets orbits are 23 degrees tilted, in KSRSS they are not. It's to be able to launch directly in the Moon plane from Cape Canaveral. Can we have the planets not be tilted and keep them in their stock inclination? Can MechJeb still work here though? (Auto-create maneuver nodes, autopilot, etc.) Quote Link to comment Share on other sites More sharing options...
kylelander Posted December 16, 2020 Share Posted December 16, 2020 3 hours ago, AeroSky said: Can we have the planets not be tilted and keep them in their stock inclination? Can MechJeb still work here though? (Auto-create maneuver nodes, autopilot, etc.) There is a patch for that in the repo. MechJeb still works (I recommend using PVG for ascents into orbit) Quote Link to comment Share on other sites More sharing options...
AeroSky Posted December 16, 2020 Share Posted December 16, 2020 (edited) 9 minutes ago, kylelander said: There is a patch for that in the repo. How exactly do we apply that patch? Also, you're referring to the Github repo, right? How do I find this patch? Edited December 16, 2020 by AeroSky Quote Link to comment Share on other sites More sharing options...
kylelander Posted December 16, 2020 Share Posted December 16, 2020 9 hours ago, AeroSky said: How exactly do we apply that patch? Also, you're referring to the Github repo, right? How do I find this patch? Hmm... I recall seeing one on GitHub but it's gone. Here's a patch to make all the planets have 0 inclonation:https://github.com/KerbalFrench/KSRSS/blob/master/Extras/NoIncPlanets.cfg (credit to tony48 for this) Quote Link to comment Share on other sites More sharing options...
tony48 Posted December 16, 2020 Author Share Posted December 16, 2020 21 hours ago, OrbitalManeuvers said: There is no perfect solution while the game doesn't support axial tilt. Whatever you do will be the opposite of what some people want. Personally I would prefer the moon at 5-ish, the ecliptic at 0-ish, and an equatorial launch site on earth. I would gladly "sacrifice" a Florida launch for somewhere else as a compromise until KSP allows for Earth to be done right. In this arrangement you'd have 2 launch windows for the moon instead of 1, I think? In the next update the default launchsite will be Kourou (5 degrees North). I don't know yet if I will move the Moon to a 5 degrees inclination or not, because that would remove the ability to launch to the Moon from Cape. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 17, 2020 Share Posted December 17, 2020 3 hours ago, tony48 said: I don't know yet if I will move the Moon to a 5 degrees inclination or not, because that would remove the ability to launch to the Moon from Cape. Thankfully a lot of this is cfg based, yes? And if you have alternate launch sites, then people will be able to tweak things if they want to. Whatever you guys decide it'll work out ok Quote Link to comment Share on other sites More sharing options...
BadModder54 Posted December 17, 2020 Share Posted December 17, 2020 Well hopefully, the update will now come soon because they were waiting for the new update. Good luck guys! Quote Link to comment Share on other sites More sharing options...
NateDaBeast Posted December 17, 2020 Share Posted December 17, 2020 On 12/16/2020 at 5:29 PM, tony48 said: In the next update the default launchsite will be Kourou (5 degrees North). I don't know yet if I will move the Moon to a 5 degrees inclination or not, because that would remove the ability to launch to the Moon from Cape. I have only messed with KSRSS once, so I am not totally for sure, but does the mod not offer alternate launch sites like RSS/RO has with KSC Switcher? Could solve the issue and just let the players decide. Quote Link to comment Share on other sites More sharing options...
AeroSky Posted December 19, 2020 Share Posted December 19, 2020 (edited) On 12/17/2020 at 12:39 AM, kylelander said: Hmm... I recall seeing one on GitHub but it's gone. Here's a patch to make all the planets have 0 inclonation:https://github.com/KerbalFrench/KSRSS/blob/master/Extras/NoIncPlanets.cfg (credit to tony48 for this) How do we apply that? I only see lines of code Can someone tell me how we implement/apply that into the game? Also, I installed the 4K textures in the Github. I assume that's alright, right? Thanks! Edited December 19, 2020 by AeroSky Quote Link to comment Share on other sites More sharing options...
kylelander Posted December 19, 2020 Share Posted December 19, 2020 1 hour ago, AeroSky said: How do we apply that? I only see lines of code Can someone tell me how we implement/apply that into the game? Also, I installed the 4K textures in the Github. I assume that's alright, right? Thanks! Just download the cfg file and place it in your GameData folder Quote Link to comment Share on other sites More sharing options...
AeroSky Posted December 19, 2020 Share Posted December 19, 2020 (edited) 4 minutes ago, kylelander said: Just download the cfg file and place it in your GameData folder This one? EDIT: I clicked it (the highlighted one) and it just brings me back to the code. I can't find a way to download it. Edited December 19, 2020 by AeroSky Quote Link to comment Share on other sites More sharing options...
kylelander Posted December 19, 2020 Share Posted December 19, 2020 8 minutes ago, AeroSky said: This one? EDIT: I clicked it (the highlighted one) and it just brings me back to the code. I can't find a way to download it. Press raw, and then press CTRL+S and save it in your GameData as NoIncPlanets.cfg Quote Link to comment Share on other sites More sharing options...
AeroSky Posted December 19, 2020 Share Posted December 19, 2020 2 minutes ago, kylelander said: Press raw, and then press CTRL+S and save it in your GameData as NoIncPlanets.cfg Alright, thanks! I'll test it out now to see if it works Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 19, 2020 Share Posted December 19, 2020 9 hours ago, AeroSky said: Alright, thanks! I'll test it out now to see if it works The other way to tackle that is to just select the text (to the right of the line numbers) and copy it, then paste it into notepad and save a new file. Both ways should result in the same result. It's not at all uncommon to have a folder under your GameData folder where you put all your own custom configs. Quote Link to comment Share on other sites More sharing options...
EimajOzear Posted December 21, 2020 Share Posted December 21, 2020 (edited) Love the pack! IMO, the way you handle the inclinations of Earth's Moon and the planets is perfect for me. Being able to zip around the Solar System with the same ease as the stock system is also great. I've been making rough and ready configs to add Kerbalism radiation belts to the KSRSS planets but I can't seem to get Earth's belts to exist. I posed this over to the Kerbalism guys and they suggested I use the name "Kerbin" as opposed to "Earth" in the config file, but this didn't work either... @tony48 are there any naming conventions for the home planet or known mod conflicts I should know about when it comes to your KSRSS Earth planet? For anyone who wants to play KSRSS with Kerbalism radiation belts, my radiation.cfg file is below in the spoiler: Spoiler // ============================================================================ // Distance-field models // ============================================================================ // Use this when you tweak radiation belts, it helps. Promise. // https://www.desmos.com/calculator/rxhsef6cxq - inner Belt // https://www.desmos.com/calculator/ocj0mqx2m0 - outer Belt // More Info about the Belts at // // https://www.nasa.gov/pdf/678135main_rbsp_pk_final_hi.pdf // https://www.nasa.gov/feature/goddard/2018/studying-the-van-allen-belts-60-years-after-america-s-first-spacecraft // https://en.wikipedia.org/wiki/Van_Allen_radiation_belt RadiationModel { name = earth // unique name for the model has_inner = true inner_dist = 0.813 // orginal inner torus 'a' radius * inner_deform_xy inner_radius = 0.7000 // inner torus 'b' radius inner_deform_xy = 0.5720 // wanted (high / diameter) ^ 2 inner_compression = 1.01 // deformation on the dayside inner_extension = 1.00 // deformation on the other side inner_border_dist = 0.0001 // original center of the inner torus we substract * inner_border_deform_xy inner_border_radius = 0.915 // radius of the inner torus we substract inner_border_deform_xy = 0.5 // wanted (high / diameter) ^ 2 inner_quality = 50.0 // border quality, used at generation time has_outer = true outer_dist = 2.6338 // orignial outer torus 'a' radius * outer_deform_xy outer_radius = 2.48 // outer torus 'b' radius outer_deform_xy = 0.7225 // wanted (high / diameter) ^ 2 outer_compression = 1.01 // deformation on the dayside outer_extension = 1.00 // deformation on the other side outer_border_dist = 1.4412 // original center of the outer torus we substract * outer_border_deform_xy outer_border_radius = 1.4875 // radius of the outer torus we substract outer_border_deform_xy = 0.7225 // wanted (high / diameter) ^ 2 outer_quality = 60.0 // border quality, used at generation time has_pause = true pause_radius = 20.0 // pause sphere radius pause_compression = 1.30 // deformation on the dayside pause_extension = 0.20 // deformation on the other side pause_height_scale = 1.8 // 'vertical' deformation pause_quality = 30.0 // border quality, used at generation time } // http://evildrganymede.net/work/magfield.htm // the magnetopause lies at a distance of between 60 and 70 RJ // Within 20 RJ are immense radiation belts similar in nature to the Terran Van Allen // belts, but over 10,000 times as powerful. Highly energetic particles are trapped // within these belts - Pioneer 10 (the first spacecraft to fly through the belts) was // very heavily irradiated, receiving a total dose of over 250,000 rads from the protons // and electrons therein. For comparison, a whole body dose of 500 rads would be fatal // for a human. These belts were so intense that they seriously jeopardized the Pioneer 10 // mission, damaging several circuits and darkening optics. As a result, subsequent // missions had to be redirected to bypass the radiation belts. RadiationModel { name = giant has_inner = true inner_dist = 2.2 inner_radius = 1.0 inner_compression = 1.05 inner_extension = 0.8 inner_quality = 30.0 has_outer = true outer_dist = 6.0 outer_radius = 6.0 outer_compression = 1.05 outer_extension = 0.7 outer_border_start = 0.1 outer_border_end = 1.0 outer_quality = 30.0 has_pause = true pause_radius = 60 pause_compression = 1.05 pause_extension = 0.1 pause_height_scale = 1.02 pause_quality = 20.0 } // some unknown mechanism is producing a very weak, irregular field RadiationModel { name = irregular has_pause = true pause_radius = 1.25 pause_compression = 1.1 pause_extension = 0.75 pause_deform = 0.1 pause_quality = 60 } // lacking internal dynamo, the upper strate of atmosphere is ionized into a rarefield plasma by the solar wind RadiationModel { name = ionosphere has_pause = true pause_radius = 1.1 pause_extension = 0.2 pause_quality = 60 } // dummy radiation model for bodies with surface radiation RadiationModel { name = surface } // the body is deep in the star gravity well, and rich in heavy elements RadiationModel { name = metallic has_inner = true inner_dist = 1.25 inner_radius = 0.15 inner_compression = 1.15 inner_extension = 1.0 inner_deform = 0.05 inner_quality = 50.0 has_pause = true pause_radius = 2.75 pause_compression = 1.75 pause_extension = 0.1 pause_height_scale = 1.5 pause_deform = 0.1 pause_quality = 30.0 } // radiation model for a giant's moon RadiationModel { name = solidiron has_inner = true inner_dist = 1.38 inner_radius = 0.2 inner_compression = 1.1 inner_extension = 1.0 inner_deform = 0.05 inner_quality = 45.0 has_pause = true pause_radius = 2.5 pause_compression = 1.05 pause_extension = 1.2 pause_height_scale = 1.1 pause_deform = 0.04 pause_quality = 20.0 } // some not completely understood phenomena is generating a small but intense field at the poles RadiationModel { name = anomaly has_pause = true pause_radius = 0.5 pause_extension = 0.8 pause_height_scale = 0.45 pause_deform = 0.05 pause_quality = 50.0 } // the sun magnetopause RadiationModel { name = heliopause has_pause = true pause_radius = 10000.0 pause_quality = 0.05 } // ============================================================================ // Radiation environments for bodies // ============================================================================ RadiationBody { name = Sun radiation_model = heliopause radiation_pause = -0.025 // we want ~0.01 rad/h at Kerbin (d = 1 AU) // d = 13.599.000.000 m // r = sun radius = 261.600.000 // surface radiation = 0.01 / (r^2 / AU^2) radiation_surface = 27 // 8 kerbin years solar_cycle = 72576000 } RadiationBody { name = Mercury radiation_model = metallic radiation_inner = 1.0 radiation_pause = -0.002 geomagnetic_pole_lat = 96 geomagnetic_pole_lon = 0 } RadiationBody { name = Venus radiation_model = ionosphere radiation_pause = -0.005 } RadiationBody { name = Earth radiation_model = earth // model used to determine zones radiation_inner = 10.376 // rad/h inside the inner belt radiation_inner_gradient = 3.3 // how fast does radiation increase when you go in the belt radiation_outer = 2.214 // rad/h inside the outer belt radiation_outer_gradient = 2.2 // how fast does radiation increase when you go in the belt radiation_pause = -0.011 // rad/h inside the magnetopause geomagnetic_pole_lat = 80.37 // lat of the geomagnetic north pole geomagnetic_pole_lon = -72.62 // lon of the geomagnetic north pole // ...the Earth's magnetic field is currently ... and offset by 462 km. geomagnetic_offset = 0.07 } RadiationBody { name = Mars radiation_model = irregular radiation_pause = -0.003 } // The Jovian field is aligned at an angle of 10.8° to its rotational axis, // and is currently 'reversely' polarized RadiationBody { name = Jupiter radiation_model = giant radiation_inner = 200.0 radiation_outer = 11.0 radiation_pause = -0.012 geomagnetic_pole_lat = -79.2 geomagnetic_pole_lon = 0 radiation_surface = 15 } RadiationBody { name = Saturn radiation_model = giant radiation_inner = 150.0 radiation_outer = 6.0 radiation_pause = -0.012 geomagnetic_pole_lat = -79.2 geomagnetic_pole_lon = 0 radiation_surface = 15 } RadiationBody { name = Uranus radiation_model = giant radiation_inner = 100.0 radiation_outer = 3.0 radiation_pause = -0.012 geomagnetic_pole_lat = -79.2 geomagnetic_pole_lon = 0 radiation_surface = 15 } RadiationBody { name = Neptune radiation_model = giant radiation_inner = 100.0 radiation_outer = 3.0 radiation_pause = -0.012 geomagnetic_pole_lat = -79.2 geomagnetic_pole_lon = 0 radiation_surface = 15 // ============================================================================ // Radiation emitters // ============================================================================ @PART[nuclearEngine]:NEEDS[FeatureRadiation]:FOR[KerbalismDefault] { MODULE { name = Emitter radiation = 0.0000277775 // 0.1 rad/h @radiation *= 2.5 // 0.25 rad/h } } @PART[rtg]:NEEDS[FeatureRadiation]:FOR[KerbalismDefault] { MODULE { name = Emitter radiation = 0.0000277775 // 0.1 rad/h } } @PART[kerbalism-activeshield]:NEEDS[FeatureRadiation]:FOR[KerbalismDefault] { MODULE { name = Emitter radiation = -0.00000277775 // 0.01 rad/h @radiation *= 4 // 0.04 rad/h toggle = true ec_rate = 2.5 active = e10 } } Edit 1: I forgot to ask; do you have any plans to add atmospheres to both Triton and Pluto? Edit 2: So I have all the planets (including Earth!) to work and have updated the Radiation.cfg above. Edited December 24, 2020 by EimajOzear Quote Link to comment Share on other sites More sharing options...
TheSoupCan Posted December 23, 2020 Share Posted December 23, 2020 Hello! For some reason I only have one launch pad aviable. I can only see and use KSC as a launch pad. I went to the files and saw many different real launch pads but I cannot see them in game. Any suggestions? Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted December 24, 2020 Share Posted December 24, 2020 11 hours ago, TheSoupCan said: I went to the files and saw many different real launch pads but I cannot see them in game. Any suggestions? You need to install KSC Switcher. Then you can switch KSC's position in tracking station. Quote Link to comment Share on other sites More sharing options...
heuhaufen2 Posted December 27, 2020 Share Posted December 27, 2020 will this work on 1.11? Quote Link to comment Share on other sites More sharing options...
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