dave1904 Posted December 13, 2023 Share Posted December 13, 2023 Know I know how the Soviets felt after venus..... Quote Link to comment Share on other sites More sharing options...
Great Liao Posted December 19, 2023 Share Posted December 19, 2023 @Lt_Duckweed Nice Update! Quote Link to comment Share on other sites More sharing options...
sirOrange17 Posted March 26, 2024 Share Posted March 26, 2024 Will there be support for rational resources? Quote Link to comment Share on other sites More sharing options...
Jcklemme Posted April 3, 2024 Share Posted April 3, 2024 What a fantastic pack, I can't believe I only just found it. This is amazing work for a first planet pack, and it fills in a gap no other planet pack I use has filled. Quote Link to comment Share on other sites More sharing options...
RamieusTitan Posted May 8, 2024 Share Posted May 8, 2024 I honestly love this mod, thank you for the great planets!! I do have a question about Cind tho. I really like the style and vibe but I want to know if it’s possible to make the “lava lake” look more lava-ey. Is it a simple case of just editing the texture file myself? Quote Link to comment Share on other sites More sharing options...
Lt_Duckweed Posted May 8, 2024 Author Share Posted May 8, 2024 10 hours ago, RamieusTitan said: I want to know if it’s possible to make the “lava lake” look more lava-ey. Is it a simple case of just editing the texture file myself? It should be possible I think. For more lava-ey lava from far away you will want to edit CindOcean in GameData\QuackPack\textures\pluginData CindEmissiveDetail in GameData\QuackPack\EVE\Textures When actually sitting on the ground near an ocean, there are issues with z-fighting between the emissive texture and the regular ocean texture I never really figured out how to resolve, but to make the ocean texture look better while sitting close to it you will have to change the Cind config to replace the default "water" textures with brand new textures (currently it uses build in KSP textures), which will be more difficult. When I next get around to updating QuackPack, better Cind lava is pretty high on the list. Quote Link to comment Share on other sites More sharing options...
Lt_Duckweed Posted July 1, 2024 Author Share Posted July 1, 2024 (edited) QuackPack v1.2.0 Dead Worlds Changelog Dependencies KopernicusExpansionContinued-er dependency removed VertexColorMapEmissive added as bundled dependency VertexHeightOblateAdvanced added as bundled dependency Blas Dimmer, more transparent rings Redone, less saturated colormap Add height noise for more varied, bumpy terrain Add terrain scatters Tweaked, less saturated Scatterer atmosphere Stock atmosphere redone, will look nicer when playing without Scatterer Jot Tweak Scatterer atmosphere slightly Stock atmosphere redone, will look nicer when playing without Scatterer Subon Use VertexHeightOblateAdvanced instead of oblate heightmap Updated normalmap Add terrain scatters Cind Scatter atmosphere redone, now purple to represent the high concentrations of disulfur gas Stock atmosphere redone, will look nicer when playing without Scatterer Add height noise for more varied, bumpy terrain Add terrain scatters Ocean texture redone, now looks more like lava and less like orange juice All emissive effects redone, using VertexColorMapEmissive Download Github SpaceDock Licensing QuackPack is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0) Edited yesterday at 06:52 AM by Lt_Duckweed Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted July 2, 2024 Share Posted July 2, 2024 Ah neat, my hellworlds will look much better now! Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted July 4, 2024 Share Posted July 4, 2024 Might I first add that this is a sweet addition to a stock system. Can you actually land on Cind? It seems insanely close to Kerbol. Quote Link to comment Share on other sites More sharing options...
Lt_Duckweed Posted July 4, 2024 Author Share Posted July 4, 2024 9 hours ago, Infinite Aerospace said: Might I first add that this is a sweet addition to a stock system. Can you actually land on Cind? It seems insanely close to Kerbol. It is very difficult to safely reach and land on Cind, but it is just far enough from Kerbol that with very judicious part selection it is possible to stay within thermal limits and pull off a landing. Here is an example of a successful mission pulled off by @JeDoesStuff Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted July 7, 2024 Share Posted July 7, 2024 I was having issues with the Kopernicus-er. I wanna check this out now. Thanks for the update. Quote Link to comment Share on other sites More sharing options...
J-B Posted July 18, 2024 Share Posted July 18, 2024 (edited) The orbits of Geet and Subon are not stable with Principia. I don’t know if a stable orbit exists, in the meantime you can delete them like so: @Kopernicus:AFTER[QuackPack]:NEEDS[Principia] { -Body[Geet] {} -Body[Subon] {} } The orbits of the three planets are stable (tested to 600 years). Edited July 18, 2024 by J-B Quote Link to comment Share on other sites More sharing options...
Lt_Duckweed Posted July 18, 2024 Author Share Posted July 18, 2024 (edited) 1 hour ago, J-B said: The orbits of Geet and Subon are not stable with Principia. I don’t know if a stable orbit exists, in the meantime you can delete them like so: @Kopernicus:AFTER[QuackPack]:NEEDS[Principia] { -Body[Geet] {} -Body[Subon] {} } The orbits of the three planets are stable (tested to 600 years). Yeah with how close the three planets are to Kerbol and to each other, I doubt any orbit for any moons could ever be stable around any of the three. The existence of Geet and Subon are ultimately concessions that deviate from realism for gameplay purposes. Subon exists because otherwise Jot can feel empty and a bit pointless, and to serve as a staging ground for inner system infrastructure. Geet exists to ease the delta-v challenge of leaving Blas, via ISRU (for those who chose to do so). Out of curiosity, what happens to Geet and Subon? I assume Geet is ejected, does Subon also get ejected or does it collide with Jot? Edited July 18, 2024 by Lt_Duckweed Quote Link to comment Share on other sites More sharing options...
J-B Posted July 18, 2024 Share Posted July 18, 2024 In my testing, Geet appeared to remain in a highly irregular orbit around Blas, with Principia throwing an “apocalypse” error indicating the accelerations are too extreme for it to properly model (likely implying a collision would occur). When I tested with 1.25x and 0.8x SMA, it was instead immediately ejected. I didn’t test Subon as thoroughly; it remains in stable orbit for longer than Geet does but otherwise seems to behave similarly. Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted February 10 Share Posted February 10 Since I can't think of why this wouldn't work, is there any reason anyone can think of as to why Jot is a very dark grey object when orbiting Ciro (GPP, still named 'Sun' as far as the game is concerned), I can't see a reason why this would be the case in any of the configs. Am I missing something? This was installed via CKAN. Quote Link to comment Share on other sites More sharing options...
Lt_Duckweed Posted yesterday at 06:47 AM Author Share Posted yesterday at 06:47 AM (edited) QuackPack v1.3.0 Jot Gets Hot Changelog Jot New texture and normals New cloud textures New emissive effects added, using VertexColorMapEmissive Full support for EVE Volumetrics added (Github release only) Subon Surface brightness massively increased Installation Remove any prexisting QuackPack installations (QuackPack folder within GameData folder in KSP directory) Install ALL listed dependencies, following the links bellow Download and extract the QuackPack zip file Place the GameData folder into your KSP directory OPTIONAL (Github release only) Download and extract the Volumetrics zip file Place the GameData folder into your KSP directory Download Github CKAN Gallery Licensing QuackPack is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0) Edited 18 hours ago by Lt_Duckweed Quote Link to comment Share on other sites More sharing options...
modus Posted yesterday at 08:07 AM Share Posted yesterday at 08:07 AM Oh my! Very nice! Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted yesterday at 01:35 PM Share Posted yesterday at 01:35 PM A surprise to be sure, but a welcome one! Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted yesterday at 03:12 PM Share Posted yesterday at 03:12 PM 8 hours ago, Lt_Duckweed said: QuackPack v1.3.0 Jot Gets Hot Changelog Jot New texture and normals New cloud textures New emissive effects added, using VertexColorMapEmissive Full support for EVE Volumetrics added (Github release only) Subon Surface brightness massively increased Installation Remove any prexisting QuackPack installations (QuackPack folder within GameData folder in KSP directory) Install ALL listed dependencies, following the links bellow Download and extract the QuackPack zip file Place the GameData folder into your KSP directory OPTIONAL (Github release only) Download and extract the Volumetrics zip file Place the GameData folder into your KSP directory Download Github SpaceDock Gallery Licensing QuackPack is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0) Looks epic, great to see this getting updated. It's a wicked little mod, though, is it actually possible to land on Cind? It looks mind bogglingly close to Kerbol. Quote Link to comment Share on other sites More sharing options...
Lt_Duckweed Posted 21 hours ago Author Share Posted 21 hours ago (edited) 4 hours ago, Infinite Aerospace said: Looks epic, great to see this getting updated. It's a wicked little mod, though, is it actually possible to land on Cind? It looks mind bogglingly close to Kerbol. It's possible, but very difficult, for two reasons: Equilibrium temps in orbit very often (deppending on craft design) get high enough to destroy some of the weaker parts (IE, parts with 800k-1200k temp tolerance). Anything with a tolerance of 2000k or higher should be totally fine, as even peak dayside temps max out around 1800k. That in between range of 1200k-1800k is where craft design is most relevant, as careful use of radiators, strategic use of parts to shield from solar heating, etc can push temps low enough to open up part selection a bit. Getting to Cind is very, very delta-v intensive. Even making use of assists off of Jot, you will need around 4km/s just to capture at Cind (totally ignoring the pile of delta-v needed to reach the inner system in the first place). It is possible to reduce this further using V-infinity leveraging manuvers (often also referred to as Messenger assists). The basic idea here is chaining multiple flybys of Cind, with deep space maneuvers in between. Each time you flyby, your orbit gets bent slightly radial in/out, which reduces your Kerbolar periapsis and apoapsis a little bit. At/close to Kerbolar periapsis, you perform a small burn to raise your periapsis a little, and encounter Cind on a nice tangent trajectory again in a few orbits. The long and short of it is that in the majority of circumstances this reduces your relative velocity to Cind (and this is generalizable to any body) by an amount several times greater than if you spent that same amount of dv slowing down at the periapsis of your Cind flyby. This can slash the capture cost of 4km/s at least in half, probably more, but because your relative velocity to Cind is so high, it can't bend your trajectory very much on each flyby, so it takes a LOT of flybys, which costs a significant amount of both real and ingame time. All that said, Cind has been reached with stock parts by a number of folks, and even with an SSTO, the video for which is posted upthread. Edited 21 hours ago by Lt_Duckweed Quote Link to comment Share on other sites More sharing options...
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