Jump to content

v1.0.1 "Central Fire." Planet Jam 2: Armstrong's Limit Homeworld in The Ilio-Pyri Planetary System


Whirligig Girl

Recommended Posts

Planet Jam 2: the Ilio-Pyri System
A huge community-built 101-world planet mod.

It is a common story across Kerbal history: an interstellar colonization mission is almost guaranteed to go wrong. Typically, the interstellar spacecraft will crash on a habitable world, society will collapse to the lowest tech level that is survivable, and it will be hundreds of years before anyone builds up the technology to launch rockets again. Amusingly, this didn't stop happening, even after those dozens of colonies banded together (alongside plenty of alien species) to form an Interstellar Federation of Planets. Almost a hundred years ago--and that's counting by Pyrian years, which are very long--an interstellar ship of exploration crashed, and now that multispecies society of Kerbals and Kerbaloid aliens are finally ready to reach to the skies again.

D2jr2kZ.png

xvj69FE.png

Welcome to Armstrong

  • Radius: 950,000m (1.5 Kerbin Radii)
  • Surface Gravity: 1.75G
  • Atmospheric Pressure: 0.068atm
  • Orbital parent: Pyri, a red dwarf star.
  • Orbital and rotation period: 6 hours.
     
Quote

Armstrong's Limit was discovered by heavyweight arm wrestler and amateur pilot Harriette "Arm Strong" Kerman thousands of years ago on the original homeland, Kerbin. It was the limit at which blood would boil at body temperature, at an atmospheric pressure of 0.0618 times that of Kerbin's sea level. Our world's sea level pressure is 0.068 atmospheres--barely above that limit, hence the name Armstrong. One wonders why our ancient ancestors--diverse and multiplanetary as they were--ever settled this planet, but for one reason or another, they did, and so that's why you have to put on a pressure suit to go to the pharmacy if you're running a fever. Some other complaints about our home, while we're at it:

  • It's too dry. My lips are chapped all the time.
  • The gravity's too high. I keep thinking I can manage to go for a run but I end up with terrible joint pain. 1.0 G sounds just right. 1.3 might be a healthy compromise. But 1.75G? Are you kidding? I don't think I can stand it.
  • Only half the planet is livable. One half of the planet is full-time facing a glowing red hot orb that occasionally flares up and emits deadly radiation, only half has a nice day-night cycle.
    • though it's better than if the planet were spinning properly I guess.
  • It's too cold! I'm gonna say it! It's too cold. You look at those beaches and you think "time for a nice swim!" No! Not a chance! That stuff is barely water and it will freeze you to your CORE!
    • though, again, I have to admit that at the very least it is better than the other half of the planet.
  • The fashion sense. NOBODY KNOWS HOW TO DRESS! You see pictures from the ancient times and you're like "WOW! Now there's some style!" But then you look at what everyone is wearing these days and it's like "are you really going to pair--

[Ed note: We had to stop the previous author before they went on a tirade about thigh-high socks and sandals, which are beloved to us.]

-Luna Gregoria

Armstrong is difficult to launch from, and even more difficult to land on--the atmosphere is so thin that it barely slows you down, but it's so thick and you travel so fast that aerodynamic heating is a major concern.

Armstrong's atmosphere is inspired by the Seven Minutes of Hell entry descent and landing sequences of real Mars missions, and by a planet mod I helped maintain years ago, Little Green Men From Mars. That is--the atmosphere is thick enough that entry heating is a serious concern, but thin enough that it won't really slow you down much. Landing on Armstrong is challenging, but it is rewarding to get it right and make it reliable. The InlineBallutes mod and Trajectories come in handy.

This produces some brand new engineering constraints, and necessitates infrastructure building. Armstrong's two moons, position within an asteroid belt, and proximity to two gas giants for easy gravity assists, makes it easier to deal with.

The skies above Armstrong are littered with bright visible objects. Several planets and even a few asteroids can be resolved with the unaided eye even during the day. Ilio, a double-Sun, shines on Armstrong's far side during the day, keeping it illuminated and giving its inhabitants a recognizable 6-hour day/night cycle. Four bright planets are visible to astronomers around Ilio, and three more planets and several dwarf planets are found orbiting Ilio beyond Pyri.

System Layout:
The Ilio System is a large and complex system. Counting stars, planets, moons, and asteroids, there's a total of 101 objects.

The Ilio System is divided into an Inner System, with four gas giant planets, the Pyri System with its planets and trojans, and an Outer System, with three gas giants on two orbits with associated coorbitals, and a distant dwarf planet.

Spoiler

kdC8NiE.png
The Inner Pyri System. This is your home in space. Note the prevalence of asteroids in the Arriprit Belt. What may look like clutter in the map view is actually vital early-space-program scientific targets, and refuelling infrastructure that can be used to climb out of Pyri's steep gravity well. Zhandar is a mid-size gas giant that can be used to provide powerful gravity assists, these trans-Zhandar trajectories are some of the most important in any deep space interplanetary mission.

sLzWVts.png
Zooming out to see the Outer Pyri System. Bifröst is a superjupiter. Its magnetodisk is visible as a dim rainbow ring in the night sky. Its enormous mass also makes it extremely useful for providing gravity assists. If you can get out to Zhandar, you can get out to Bifrost. And if you can get out to Bifrost you can go anywhere. Beyond Bifrost, but much less massive, is Sinacin-Glice.
Ptz4JHe.png
Zooming all the way out, we can see the Outer Ilio System. Pyri is so small compared to its double-sun parent that it can support trojans, leading and trailing 60 degrees away from Pyri but in the same orbit. Beyond the destabilizing influence of Pyri are Oynag and its trojans, and the Tobalk-Turtlestar binary. There's also four dwarf planets in this part of the system.
hEQR8Ug.png
Zooming all the way in, we can see the Inner Ilio System. These four giant planet systems are well placed due to their increased instellation from the Sun--Alkin and Kilna may even support life. Alkin's mass is almost the same as that of Jupiter.

List of all planets in order:

Spoiler

(Due to all the trojans and binaries, this system defies traditional systematic naming and numbering schemes. The systematic names provided are not the only way to systematically label these worlds and don't quite match what had been used in the early development templates--though ultimately it's their proper names that should be used.)

Ilio AB System Barycenter

  • Ilio A Ilio Phosphol

  • Ilio B Ilio Vespol

  • Ilio ABb Ollo

    • Ilio ABb I Olu
    • Ilio ABb It Soval
    • Ilio ABb II Fourcroy
    • Ilio ABb III Conscience
    • Ilio ABb IV Fish
  • Ilio ABc Kilna

    • Ilio ABc I Smeezobbler
    • Ilio ABc II Solin
    • Ilio ABc III Floryet
    • Ilio ABc IV Arach
    • Ilio ABc V Drae
    • Ilio ABc VI Whayt
    • Ilio ABc VII Hemantreeantbumbalo
  • Ilio ABd Alkin

    • Ilio ABd I Squangus
    • Ilio ABd II Marith
    • Ilio ABd III Radlun
    • Ilio ABd IV Ulen
      • Ilio ABd IVb Ilmar
  • Ilio ABe Gerro-Sandevistan Barycenter

    • Ilio ABe A Gerro
      • Ilio ABe A I Somna
    • Ilio ABe B Sandevistan
      • Ilio ABe B I Montauk
      • Ilio ABe B Iq Tremelo
  • Ilio ABe L4 Gwargin

    • Ilio ABe L4 I Phe
    • Ilio ABe L4 II Ber
    • Ilio ABe L4 III Deibos
    • Ilio ABe L4 IV Phomos
    • Ilio ABe L4 V Bercue
  • Ilio-Pyri L4 Tritonis

    • Ilio-Pyri L4 I Andro
    • Ilio-Pyri L4 II Arterr
    • Ilio-Pyri L4 III Trithium
    • Ilio-Pyri L4 IV Trithus
  • Ilio-Pyri L5 Millie

    • Ilio-Pyri L5 I Casy
    • Ilio-Pyri L5 II Eron
  • Ilio C Pyri

    • Asteroid 1 Dord
    • Pyri b Armstrong
      • Pyri b I Buzz
      • Pyri b II Desmet
    • Pyri-Armstrong L4 Garner
    • Pyri-Armstrong L5 Lu
    • Asteroid 2 Welkendon
    • Asteroid 3 Weegletoss
    • Asteroid 4 Naharosmank
    • Asteroid 5 Morhomlo
    • Asteroid 6 Schmev
    • Asteroid 7 Gershmurzelen
    • Asteroid 8 Raft
    • Asteroid 9 Rider
    • Asteroid 10 Quank
    • Asteroid 11 Ogoquo
    • Pyri c Haut-Oklo
    • Pyri d Zhandar
    • Pyri-Zhandar L4 Beddul-Dopale Barycenter
      • Pyri Zhandar L4 A Beddul
      • Pyri Zhandar L4 B Dopale
    • Pyri e Bifröst
      • Pyri e I Máni
      • Pyri e Iq Ljós
      • Pyri e It Bil
      • Pyri e II Heimdall
      • Pyri e III Þórr
      • Pyri e IV Jötunn
    • Pyri f Sinacin
      • Pyri f I Rangon
      • Pyri f II Glice
      • Pyri f III Caua
      • Pyri f IV Alia
        • Pyri f IV i Jones
  • Ilio ABCb Oynag

    • Ilio ABCb I Viszra
    • Ilio ABCb II Jejunum
    • Ilio ABCb III Acic
    • Ilio ABCb IV Atrium
      • Ilio ABCb IV i Cuspid
    • Ilio ABCb V Fundus
    • Ilio ABCb VI Cricoid
  • Ilio-Oynag L4 Descry

    • Ilio-Oynag L4 I Zeppeli
    • Ilio-Oynag L4 II Pendle
  • Ilio-Oynag L5 (1) Zziezel

    • Ilio-Oynag L5 (1) I Skle
  • Ilio-Oynag L5 (2) Xeititit

  • Ilio ABCc Tobalk

    • Ilio ABCc I Turtlestar
    • Ilio ABCc II Hysnoon
    • Ilio ABCc III Hidalgo
    • Ilio ABCc IV Pi
  • Ilio-Tobalk L4 Hadfield

  • Ilio ABCd Kialla

    • Ilio ABCd I Blitzø
    • Ilio ABCd II Nevig
    • Ilio ABCd III Phyre-Wepor Barycenter
      • Ilio ABCd III A Phyre
      • Ilio ABCd III B Wepor
    • Ilio ABCd IV Twilight

A Note on Spoilers:

Planet Jam 2 has some excellent planets, including some of the most creative planets in any planet mod. I highly encourage you to avoid spoiling yourself on the planets. Don't go and tab through the planets in the tracking station, or if you do just to read their non-spoiler descriptions, keep yourself zoomed out. If you're sharing images or reports in the mod, be sure to spoiler tag them!

Spoiler-lite Astrophotos:
Simulated astro-images of the various planetary systems as if taken through telescopes. This gives a rough idea for what to expect, and what your space program should be expected to know of each planet before you send missions to them. These are spoilers for anyone who wants to go into the mod completely blind, but if you want a teaser, take a look:

Spoiler

3eEQdsR.png
The Arriprit Belt (and Lu) at 2 arcseconds per pixel. They're not to scale, they're scaled based upon how large they appear in Armstrong's skies. For comparison, Lu is about half the angular size of the Moon as seen from the Earth.

DVn9qbw.png
Lu

QEP0ztD.png
Haut-Oklo

msoq3Pu.png
Zhandar

95sadx0.png
Beddul and Dopale, the leading trojans of Zhandar.

zDAi3Hf.png
Bifröst and its satellites.

KHUAnmY.png
Sinacin (middle), and its satellites (Caua and Alia to the left, and Glice to the right).

iZXGWNE.png
Ollo, with four of its five satellites visible.

vcAJL6O.png
Kilna, with two of its seven satellites visible.

ub1mFSD.png
Alkin, with Marith, Squangus, Ulen, and Ilmar visible.

OzHIiOm.png
Sandevistan and one of its moons, Montauk; and the gas giant binary companion Gerro.

JonKj1w.png
Gwargin, with one of its five moons visible. All but Bercue are minuscule asteroids.

Gce2qso.png
Millie, the trailing trojan of Pyri.

L4fPWP7.png
Pyri's leading trojan Tritonis with its three major moons visible.

V50OGlh.png
Oynag (with satellites Vizsra and Jejunum), and its major ice giant moon Atrium.

9uxwCoe.png
Descry, the ice-giant leading trojan of Oynag.

i3scNHu.png
Xeititit and Zzizel, the trailing trojans of Oynag, and Hadfield, the Leading trojan of Tobalk-Turtlestar.

5DIpp3M.png
Tobalk-Turtlestar and its three rounded moons.

akAKjNI.png
Kialla, a large dwarf planet with lots of moons. Of its five satellites, three are pictured.

SPOILER ALERT: In-game screenshots.

Spoiler

LRrH1v4.png

vVhWdnp.png
launch of an Explorer satellite on a weird Dual-Engine Redstone. BDB's comically-high-thrust A-7 Quad ("Feldspar") engine cluster really comes in handy in the early game.

TcpIKSo.png

Jk0wt21.png

O9eaEAQ.png

https://cdn.discordapp.com/attachments/795128351655854121/1039640972344180816/screenshot343.png

oSthCRi.png

qIYVs4Z.png

1o6zZOf.png

https://cdn.discordapp.com/attachments/795128351655854121/1055344991901335552/SPOILER_screenshot2033.png

https://cdn.discordapp.com/attachments/795128351655854121/1053027908425359450/screenshot1126.png

https://cdn.discordapp.com/attachments/795128351655854121/1038915733033328640/SPOILER_screenshot323.png

Dmij93O.png

https://cdn.discordapp.com/attachments/795128351655854121/1041502567424856145/SPOILER_screenshot583.png

adDrXDr.png

https://cdn.discordapp.com/attachments/795128351655854121/1041519185865482240/SPOILER_screenshot646.png

https://cdn.discordapp.com/attachments/856675607298965514/1041835165451825194/SPOILER_screenshot1547.png

nQWcJPp.png

Quote

Oynag is a monster. Or, at the very least, it was named for one. Mythologies aside, this giant lives up to its name. Swirling storms, orderly latitudinal rows of billowing clouds, a kingdom of orderly moons and rings held in formation by gravity. These are features that make a gas giant recognizable, that make them identifiable at a glance.
Oynag has none of these things. Oynag’s features have been compared to melting faces by some astronomers.

-Wolf-Rayet AKA Exo's Lab

https://cdn.discordapp.com/attachments/856675607298965514/1041839377292197949/SPOILER_screenshot1557.png

2R8REwZ.png

txJyJCh.png

vPsNwvR.png

https://cdn.discordapp.com/attachments/1033122300448473128/1043957831453397043/SPOILER_screenshot1760.pnghttps://cdn.discordapp.com/attachments/1033122300448473128/1043956860295860384/SPOILER_screenshot1759.png

https://cdn.discordapp.com/attachments/1033122300448473128/1043946928104296588/SPOILER_screenshot1717.png

https://cdn.discordapp.com/attachments/1033122300448473128/1043917559096946839/SPOILER_screenshot1682.png

https://cdn.discordapp.com/attachments/1033122300448473128/1042155974238162974/SPOILER_screenshot1657.png

Career Integration:

PJ2 includes balanced science multipliers for the Pyri system. Most planets have biome maps, many of them quite complex. The mod will reward many landings at Lu, for example, with its roughly 20 biomes.

Lots of objects have science reports, though this functionality is still a work-in-progress for probably most of the system. Eventually we'd also like to support BDB and DMOS science experiments.

The tech tree has also been altered to support Armstrong. You get more parachutes earlier on, larger rocket tanks earlier, and a few better structural parts earlier. Most importantly, the low-grade ISRU technology has been moved to the Space Exploration node.

Career mode balancing is still somewhat experimental right now--feel free to play around with the in-game career settings if you feel you're not getting enough science to progress (or if you're getting too much?). I'd be very curious to hear your experience.

I found that a career mode using Bluedog Design Bureau was surprisingly fun. BDB's stock-balanced parts are balanced for a rescaled stock system with about 2.5x scale factor; that delta-v to orbit is close to the delta-v to orbit around Armstrong. The main difference is you need more engines to liftoff! Luckily BDB has an early-game quadruple-cluster of Redstone engines, which has a pretty ridiculous thrust for early-game!

When CustomBarnKit is installed, the Tier 1 and Tier 2 VAB, SPH, Launchpad, Runway, and Tracking Station are all buffed. They have more parts allowed and they allow for larger and heavier rockets. There's also Tier 1.5 and Tier 2.5 upgrades which upgrade the buildings without rebuilding them.

 

"Splatnik" PilotingGoo Control Unit

The Greater Goo Mass--that huge volume of superintelligent sentient slime that we all owe so much to--has come up with a solution for launching and controlling rockets without going to the trouble of returning to Armstrong: a spherical vessel of goo that can pilot a vessel without any electricity. It is an entirely self contained unit, requiring no batteries. It will last about 24 hours, but when used with hibernation, that can be stretched.

This was a feature I'd planned from almost the beginning, but the model for it isn't finished yet, so currently it's a Stayputnik clone. It was also intended to have a spherical solar panel, but again, I'm not a part modder, so I couldn't figure that out in time for the release either. So look forward to an improved Splatnik in the future!

Spoiler

D7mRzOt.png

Alien Texture Pack:

Texture Pack Download--Direct Link
The texture pack should also be available in the Releases on GitHub.

To represent the various alien cultures in PJ2, I made a texturepack including various aliens that is available as an optional add-on to PJ2. TextureReplacer includes its own diverse Kerbal heads, so most of your Kerbals will still be green (though we imagine they're still very multicultural, more likely to come from some colony world than Kerbin.)

Spoiler

https://imgur.com/XzHK9UUhttps://imgur.com/XzHK9r/KerbalSpaceProgram - The Greater Goo Mass sometimes spits out Mystery Goo pods. Sometimes it spits out individuals who take a kerbaloid form.
Goobals--kerbaloid entities formed from a smaller volume of the Greater Goo Mass. Think of them as sentient, kerbal-shaped Mystery Goo.

r/KerbalSpaceProgram - Klingbal. Or possibly Kergon? Klirgon? the warrior people from star trek but as Kerbals, you get the idea.
Klingbal

r/KerbalSpaceProgram - Kerbolians and Dunbals!
Kerbolians and Dunbals

3IE5pDY.png
Alternis Kerbals, from an alternate dimension accessed via the Moho North Polar Anomaly.

r/KerbalSpaceProgram - Marbals! They're hardened against vacuum a little better and lack an algal symbiont.Marbals. They're slightly hardened against vacuum, so technically they don't actually need that helmet to live on Armstrong.

r/KerbalSpaceProgram - An Evian and a marbal
An Evian and a Marbal on Buzz

8JK4Uo3.png
Eurydites from Eurydice, a planet mod by SnailsAttack which isn't even released yet! It's a really good pack, with some cool lore, so it's kind of funny that they're seeing the light of day in Planet Jam 2 before they're actually released in The Starclimber Program.

0LrYUpB.png
Parbals from Asite Par. This screenshot is actually from WWPJ. I forgot to take on of them in PJ2. But they're there, I promise!

I think there might be one or two I'm missing. Oh well. It's a fun texture pack, and adds some fun variety to your kerbals! Theoretically you could even use it in the stock system.

DEPENDENCIES:

Yes, Scatterer and EVE are REQUIRED. They are not merely supported, they are actually required for the mod to work properly.

Mod Compatibility:

  • Custom Barn Kit: Patch available that improves capability of Tier 1 and Tier 2 buildings, adds Tier 1.5 and 2.5 upgrades.

Recommended Mods:

  • Near Future Technologies Suite, particularly electrical propulsion. Several of the playtesters made good use of NF electrical and NF propulsion. The enormous launch vehicle parts provided by NFLV also come in handy.
  • Kerbal Atomics provides nuclear thermal rocket engines that also really come in handy.
  • Transfer Window Planner provides a way of figuring out transfer delta-v to various planets, since we don't have a delta-v map yet. (It's also just. Better than the stock Maneuver Planner tool.)
  • Inline Ballutes allows you to slow down much faster in the upper atmosphere of Armstrong.
  • KSP-RO Kerbal Joint Reinforcements makes large rockets go from frustrating to possible. (The latest versions now support robotics and in-flight construction.)
  • Better Timewarp. Though the system was intentionally kept fairly compact, travel times get really long.
  • Distant Object Enhancement. Due to a bug with reparenting homeworlds, you can't actually see the star flares, but seeing the dark skies does look really nice.
  • Bluedog Design Bureau, while definitely super optional and also a huge part pack to add to an already huge planet pack, plays surprisingly well with Armstrong. I think a full career mode or science mode game using BDB could turn out really interesting, since BDB sorta maps its own tech progression onto the stock nodes but goes its own direction.

Downloads:

Download Planet Jam 2 via Github

Development:

After the success of Week World Planet Jam, where 10 planet modders made a 31-planet solar system in 1 week, some of the WWPJ creators had been brainstorming how we might run a second planetjam in a similar format. We kept the things which were most fun about making WWPJ and got rid of some of the worst parts--namely the lack of collaboration, and the deadline which was just right for some but too short for others. This time we would have two weeks and up to two orbits per person, rather than one orbit per person. Cross-collaboration would be allowed. It ended up actually being quite a complicated thing to set up the allotments because this time the system layout would reward many gas giant planets and some contributors did not want to make gas giant systems, but when all was said and done we had 15 contributors and 15 orbit slots to be filled in. Most of the slots had a specific mass allotment that had to be filled exactly, but could be split up into a planet and moons, or coorbital planets, or left as a single planet.

We started on Saturday, 2022-October-21, and the initial "Deadline Version" was compiled two weeks later on a red-letter date in the history of planet modding: November 5th 2022. The deadline version contained 80 planets. Over the course of the next two and a half months, 21 more objects would be added, and a lot of balancing, bugfixing, and visual polishing would be done. We're now very proud of the result. Even after spending so much time actively working on it, the size, complexity, and level of completion of PJ2 puts my own previous work to shame. (Whirligig World, built by just myself, took nearly 4-5 years to get to a similar point, though it still hasn't reached a "1.0" state.)

Bugs and Known Issues:

  • Behavior of trajectories running around barycenters is counterintuitive and unrealistic; this is a fundamental limitation of using barycenters to represent near-equal-mass binary objects.
  • The KSC scene is always wrong, due to reparenting Kerbin. Sometimes it can startle you as other planets rush through the sky, or Pyri rises unexpectedly. Rest assured that this is a visual-only bug that only occurs in the space center scene.
  • When in the Gerro-Sandevistan and Phyre-Wepor barycenter's sphere of influence, timewarp controls do not function. The workaround is to timewarp in the tracking station. Hopefully we can find a fix.
  • Lighting in compact systems such as the inner Pyri system is not accurate. The entire system is lit up with the same sunlight intensity, and all objects are lit apparently from infinite distance--hence objects farther from the Sun than the camera, but next to the Sun, can appear as crescents, when in reality they would be gibbous or full. This is a fundamental limitation of KSP and Unity's lighting system, though if any modders have an idea of how to get around this I would love to hear about it.
  • The inner and outer Ilio system lack science balancing, and some objects lack biome maps. This will be improved upon in future versions.
  • Many objects have limited or no science definitions.

 

Credits:

  • Luna/Gregrox: Project coordinator. System layout planner. Ilio Phosphol, Ilio Vespol, Somna, Pyri, Dord, Armstrong, Buzz, Desmet, Weegletoss, Lu, and Zhandar. ThreeAliens loading screen art.
  • SnailsAttack: Ollo, Soval, Fourcroy, Conscience, Fish, Raft, Quank, Ogoquo, Tobalk, Turtlestar, Hidalgo, Pi, Hadfield
  • Cloverdove: Olu, Millie, Casy, Eron, Sinacin, Glice
  • The Orios: Cloud textures for Kilna, Alkin, and Arterr; heightmap for Trithium
  • Techo: Squangus, Marith, Radlun, Ulen, Ilmar, Montauk, Tritonis, Andro, Arterr, Trithus, Trithium
  • Mh: Kilna, Drae, Arach, Radlun, Ulen, Ilmar
  • Interplanet Janet: Gerro, Somna
  • Marshall (Myth): Sandevistan, Montauk & Tremelo
  • Wolf-Rayet: Smeezobbler, Solin, Floryet, Whayt, Hemantreeantbumbalo, Gerro, Tremelo, Gwargin, Phe, Ber, Deibos, Phomos, Bercue, Dord, Garner, Desmet, Naharosmank, Welkendon, Morhomlo, Schmev, Gershmerzelen, Mani, Jotunn, Oynag, Viszra, Jejunum, Acic, Atrium, Cuspid, Fundus, Cricoid, Descry, Zeppeli, Pendle, Zziezel, Xeititit, Hysnoon, help with a settings file, Pyri System loading screen art.
  • Tholin: Haut-Oklo
  • Caps Lock: Beddul, Dopale
  • Sabine: Bifrost, Bil, Ljos, Heimdall, Thorr
  • Triston: Sinacin, Rangon, Caua, Alia, Jones
  • JoQueeb: Kialla
  • ElectricPants: Blitzo, Nevig, Phyre, Wepor, Twilight

Special thanks to Adstri for help during development, and Levana for playtesting, creating Lu's biome map, and writing D or d's description.
 

License

Please provide attribution both to Planet Jam 2, and to the modder whose work you are using.

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. CC-BY-NC-SA 4.0

Edited by GregroxMun
Link to comment
Share on other sites

7 minutes ago, Ultimate Steve said:

Man, you guys are going too fast, I'm not even halfway through the first one!

Don't worry, there's a sort of unspoken agreement that, if "Planet Jam 3" happens, it's going to be a long time until then and it will not be nearly as large of a project. Fleshing out and polishing PJ2 will be continuing for awhile, and most of our team are ready to move back to their independent projects for a time.

Also, thank you so much for doing your playthrough of Week World Planet Jam, it really helped the pack out and put a smile on all of our faces!

Edited by Exo's Lab
Link to comment
Share on other sites

Quote

"[...] Such trans-Zhandar trajectories would allow access to the rest of the Pyri system, and even the Ilio system, with considerably less rocket fuel than if it were avoided altogether. -Luna Gregoria"

(Zhandar's description in the Tracking Station)

This is a good idea in the long term, but the problem is that it still takes like 5000 m/s to get to Zhandar from Armstrong orbit. I guess I'll have to start setting up some infrastructure in the asteroid belt.

 

46 minutes ago, sojourner-fishsticcc said:

is there a delta-v map for this

It's not a full Δv map, but I do have some initial values for how expensive it is to eject to other planetary systems directly from a 40 km Armstrong orbit.

(minor spoilers)

Spoiler

(all values in m/s)

Buzz: 185 (not including a significant plane change burn)
Desmet: 810
Armstrong escape: 925

Dord: 925 - 1320 (average: 970)
Garner / Lu: 925
Schmev: 925 - 1850 (average: 1210)

Haut-Oklo: 3230
Zhandar / Beddul-Dopale: 5250
Bifröst: 8870
Sinacin: 9540
Pyri escape: 9760

Inner Ilio system: 9800 - 10000
Outer system: 9760 - 9800

 

Link to comment
Share on other sites

2 hours ago, Leganeski said:

This is a good idea in the long term, but the problem is that it still takes like 5000 m/s to get to Zhandar from Armstrong orbit. I guess I'll have to start setting up some infrastructure in the asteroid belt.

 

It's not a full Δv map, but I do have some initial values for how expensive it is to eject to other planetary systems directly from a 40 km Armstrong orbit.

(minor spoilers)

  Reveal hidden contents

(all values in m/s)

Buzz: 185 (not including a significant plane change burn)
Desmet: 810
Armstrong escape: 925

Dord: 925 - 1320 (average: 970)
Garner / Lu: 925
Schmev: 925 - 1850 (average: 1210)

Haut-Oklo: 3230
Zhandar / Beddul-Dopale: 5250
Bifröst: 8870
Sinacin: 9540
Pyri escape: 9760

Inner Ilio system: 9800 - 10000
Outer system: 9760 - 9800

 

Yeah, as a red dwarf system it's a little hard to get around. I lament the loss of my LFO-only interplanetary transfer stages, but AIUI the asteroid belt really helps out.

Link to comment
Share on other sites

5 hours ago, sojourner-fishsticcc said:

woah!!! this pack looks rad as hell!!! love seeing all these different ideas for planetary systems put together in such a cool way!!! is there a delta-v map for this or one in the works?

also trans planet is awesome!!! :)

Transfer Window Planner will give you transfer delta-v; no map yet. Sabine might make one, but the number of quite eccentric orbits makes it really difficult to get right.

Link to comment
Share on other sites

oh by the way i came across a handful of weird visual bugs on armstrong? the sky from the building selection view is randomly pitch black or daylight regardless of where ilio are in the sky, and also during flight the sky has a really weird black haze so you can only see a small distance away from the craft and when i scroll out this ocean texture comes down from the top of the screen and covers everything? sorry if this isnt super but wanted to post about them in case this is a recurring issue :3

edit: also in the vab/sph when using mechjeb's delta-v readouts, the selection of bodies to compare your craft against is so big that armstrong isnt on the screen lol

Edited by sojourner-fishsticcc
Link to comment
Share on other sites

6 minutes ago, sojourner-fishsticcc said:

oh by the way i came across a handful of weird visual bugs on armstrong? the sky from the building selection view is randomly pitch black or daylight regardless of where ilio are in the sky, and also during flight the sky has a really weird black haze so you can only see a small distance away from the craft and when i scroll out this ocean texture comes down from the top of the screen and covers everything? sorry if this isnt super but wanted to post about them in case this is a recurring issue :3

edit: also in the vab/sph when using mechjeb's delta-v readouts, the selection of bodies to compare your craft against is so big that armstrong isnt on the screen lol

the first issue is just the space center screen being the space center screen and always lying to you, no fix really :(

the others sound strange though. could you send some logs and screenshots @GregroxMun's way? 

Link to comment
Share on other sites

10 minutes ago, sojourner-fishsticcc said:

edit: also in the vab/sph when using mechjeb's delta-v readouts, the selection of bodies to compare your craft against is so big that armstrong isnt on the screen lol

That doesn't sound like a bug; if anything, it's MechJeb's fault if it doesn't allow you to scroll through the list of bodies the way the selector for the stock Δv readout does (or compact the list by planetary system like the way KER's readout does).

Link to comment
Share on other sites

33 minutes ago, Clonos said:

the first issue is just the space center screen being the space center screen and always lying to you, no fix really :(

the others sound strange though. could you send some logs and screenshots @GregroxMun's way? 

reinstalled EVE and scatterer, generally seemed to have fixed most of the problems (including the space center screen view!) but there's still a handful of other things that seem buggy. ill post screenshots n stuff when i gather a few.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...