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[1.12.5] Celestial Rescale (v0.4.0) - Rescale any Solar System!


SpaceNerd24

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27 minutes ago, Goosey said:

Cool. I really like your mod so far though, can't wait to see what else comes. It wouldn't be your main priority, but would you sometime consider scaling parts mass, ISP, etc to be in order with the set world scale?

I might consider that but if I do make that it would be a separate add on to this mod

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Posted (edited)

Update v0.3.1

Fixed bugs
apparently I didn't fix gas giants and sun's not being rescaled
added better SOI rescaling
fixed lines while in orbit

Edited by SpaceNerd032
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On 3/30/2024 at 11:24 PM, SpaceNerd032 said:

I might consider that but if I do make that it would be a separate add on to this mod

well after 2.7x of course because thats what most Stockalike part mods are balanced for.

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  • 3 weeks later...

You claim that the latest version has solved the problem of rescaling gas giants and stars, but according to my test (game version 1.12.5), in a typical 10.66x rescaling test (if it works properly, then Kerbin's size and mass are the same as the Earth in the real world, making it reasonable to explore the Stock System using Realism Overhaul), I found that the laythe, which is 10.66x in size, surrounds the Jool of Stock Size, and the entire Jool System is closer to Kerbol than Moho, while Kerbol becomes quite huge and looks like a red giant star, which makes it impossible for this system to explore properly. Therefore, we hope the bug can be fixed as soon as possible. When combined with Outer Planets Mod, the three additional giant planets sarnus, Urlum and Neidon cannot rescale properly, just like jool. All celestial bodies in the real solar system can achieve normal rescaling, but stars and gas giant in stock system such as Kerbol and Jool still cannot rescale properly.I don't know why Jupiter, Saturn, Uranus, and Neptune can get the correct rescaling, but Jool in the stock system and Sarnus, Ullum, and Neidon in OPM cannot get the correct rescaling.

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Posted (edited)
5 hours ago, OrganicRigel said:

You claim that the latest version has solved the problem of rescaling gas giants and stars, but according to my test (game version 1.12.5), in a typical 10.66x rescaling test (if it works properly, then Kerbin's size and mass are the same as the Earth in the real world, making it reasonable to explore the Stock System using Realism Overhaul), I found that the laythe, which is 10.66x in size, surrounds the Jool of Stock Size, and the entire Jool System is closer to Kerbol than Moho, while Kerbol becomes quite huge and looks like a red giant star, which makes it impossible for this system to explore properly. Therefore, we hope the bug can be fixed as soon as possible. When combined with Outer Planets Mod, the three additional giant planets sarnus, Urlum and Neidon cannot rescale properly, just like jool. All celestial bodies in the real solar system can achieve normal rescaling, but stars and gas giant in stock system such as Kerbol and Jool still cannot rescale properly.I don't know why Jupiter, Saturn, Uranus, and Neptune can get the correct rescaling, but Jool in the stock system and Sarnus, Ullum, and Neidon in OPM cannot get the correct rescaling.

Could you send me your ksp.log? Also are  the gas giants the only thing not working

Edited by SpaceNerd032
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Where is the CelestialRescaleLocalSettings.cfg file located? Or I just didn't understand how to use this mod?

(Nevermind, I think I got it)

Edited by MainFish
I no longer need help.
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Nevermind, I still need help. How to use this mod? I put both folders (Celestial-Rescale-master and CelestialRescale) in GameData and edited the CelestialRescaleLocalSettings.cfg file. These are the changes:

scaleFactor = 3.4

scaleFactor2 = 3.4

And it still doesn't work.

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9 hours ago, MainFish said:

Nevermind, I still need help. How to use this mod? I put both folders (Celestial-Rescale-master and CelestialRescale) in GameData and edited the CelestialRescaleLocalSettings.cfg file. These are the changes:

scaleFactor = 3.4

scaleFactor2 = 3.4

And it still doesn't work.

If that doesn't work then maybe try downloading it from CKAN

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After downloading CelestialRescale from CKAN it just doesn't work. The rescale is still 3.4 (both rescales in the rescale .cfg file). When I open the game just nothing happens. And how to send the KSP.log here? It seems that I can't put a file here.
 

Edited by MainFish
I deleted the log that I pasted because it was too large for a post
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10 hours ago, MainFish said:

After downloading CelestialRescale from CKAN it just doesn't work. The rescale is still 3.4 (both rescales in the rescale .cfg file). When I open the game just nothing happens. And how to send the KSP.log here? It seems that I can't put a file here.
 

Google drive or other file sharing service

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  • 3 weeks later...
Posted (edited)

Nice Need this  cause with the old Sigma rescale Remotetech would break with Kerbalism (not able to transmit) but with this  I can transmit

 

Except the ground seem to not scale correctly

imgur.com/a/89C5Zee

Edited by Scottmm78
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On 5/26/2024 at 6:58 AM, Scottmm78 said:

Nice Need this  cause with the old Sigma rescale Remotetech would break with Kerbalism (not able to transmit) but with this  I can transmit

 

Except the ground seem to not scale correctly

imgur.com/a/89C5Zee

Glad you like the mod and I am working on fixing the issue with terrain scaling so that will be fixed eventually.

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On 5/27/2024 at 2:48 PM, SpaceNerd24 said:

Glad you like the mod and I am working on fixing the issue with terrain scaling so that will be fixed eventually.

Hey, I just joined the forum here as I am interested to help you, but I haven't fully grasped your approach yet.

1. I am not sure why there are two scale factors and two star factors defined? Can we combine them into a single float or double and just cast as a float or double as they're needed by methods, or is this groundwork for some future functionality?

        internal float scaleFactor2 = 1;
        internal double scaleFactor = 1;
        internal double starFactor;
        internal float starFactor2;

2. I'd like to know what you're stuck on and need help with - I see the atmosphere code is commented out, as is the temperature curves (which is why I guess atmosphere is) and so on, but I'm not sure what specifically you're trying to do and what you've done so far outside the repository, so I'm not quite sure how best to contribute. The project that you've outlined is good for an understanding of a rough roadmap at least.

You can reach me here, or put an issue together on Github with what you're stuck on. I'm willing to tackle an issue or two to help you get this moved forwards.

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16 hours ago, IAmTheRealBeef said:

Hey, I just joined the forum here as I am interested to help you, but I haven't fully grasped your approach yet.

1. I am not sure why there are two scale factors and two star factors defined? Can we combine them into a single float or double and just cast as a float or double as they're needed by methods, or is this groundwork for some future functionality?

        internal float scaleFactor2 = 1;
        internal double scaleFactor = 1;
        internal double starFactor;
        internal float starFactor2;

2. I'd like to know what you're stuck on and need help with - I see the atmosphere code is commented out, as is the temperature curves (which is why I guess atmosphere is) and so on, but I'm not sure what specifically you're trying to do and what you've done so far outside the repository, so I'm not quite sure how best to contribute. The project that you've outlined is good for an understanding of a rough roadmap at least.

You can reach me here, or put an issue together on Github with what you're stuck on. I'm willing to tackle an issue or two to help you get this moved forwards.

Glad you want to help, so for those 2 scale factor and star factor variables those are just because when I started this I was new to c# and for the atmosphere code that is commented out that was my old system and I just haven’t bothered to delete it.

 

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Posted (edited)

No worries and congrats on getting something that already works quite well already then! Although the atmosphere of course isn't quite right, everything else seems to work quite well with my heavily modded installation. Even the Kerbalism magnetosphere seems to recalculate properly!

I'm not new to modding but I am certainly new to KSP modding so I just wanted to grasp what you're trying to do, and so I have to do a bit more reading myself first to ensure I don't break anything.

I've got to go make some posts elsewhere, and then if it's OK with you I'll DM you once I've crossed the threshold of 5 posts and we can figure out details of what I can contribute. While playing, the atmosphere calculations is really what I see is missing, but if you've already got a different solution then I'm happy to work on something else.

Edit: I've just seen that R-T-B took over Sigma Dimensions, which accomplishes something comparable (albeit without the dynamic rescaling you intend to implement) so I will take a look and see at this one as well. It may be more worth it for me to contribute over there.

 

Edited by IAmTheRealBeef
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4 hours ago, IAmTheRealBeef said:

No worries and congrats on getting something that already works quite well already then! Although the atmosphere of course isn't quite right, everything else seems to work quite well with my heavily modded installation. Even the Kerbalism magnetosphere seems to recalculate properly!

I'm not new to modding but I am certainly new to KSP modding so I just wanted to grasp what you're trying to do, and so I have to do a bit more reading myself first to ensure I don't break anything.

I've got to go make some posts elsewhere, and then if it's OK with you I'll DM you once I've crossed the threshold of 5 posts and we can figure out details of what I can contribute. While playing, the atmosphere calculations is really what I see is missing, but if you've already got a different solution then I'm happy to work on something else.

Edit: I've just seen that R-T-B took over Sigma Dimensions, which accomplishes something comparable (albeit without the dynamic rescaling you intend to implement) so I will take a look and see at this one as well. It may be more worth it for me to contribute over there.

 

Sounds good

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  • 2 weeks later...
13 minutes ago, ImNotJebediah said:

May i ask how i can use this mod?

1: install the mod from CKAN or manually 

2: go into your GameData folder and find the folder named CelestialRescale and open it

3. go into the CR_Config.cfg file and modify the scaleFactor1 and 2 values to your desired rescale factor

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  • 1 month later...

Thanks for making this mod!  Question: does this only change planet/moon sizes or does it also scale out the orbits?

I am trying to build a game setup that is like RO/RP1/RSS but be the Kerbin solar system instead of RSS.   If anyone has any tips for mods/mod setups, would love to hear them.  There are numerous offerings out there, but so far I'm struggling to get an overall setup that is as well polished and well rounded as RO/RP1/RSS Express setup.  This mod ends up funky with that mod, etc.

I don't necessarily need scale increased to 10x, but would like at least JNSQ standard scale.  Having some trouble getting JNSQ to work right with some of the other mods -- JNSQ hasn't been updated for a few years.   Also, somewhat bigger than standard JNSQ would be desired, but JNSQ size does work will if sticking with stock balanced parts.  There are mods to make stock parts work well with 10x, but many 3rd part parts aren't going to be changed right and would balance better to JNSQ standard size - which I think is 2.7x.

FYI to those going large size like 10x but not doing the RSS thing - check out SMURFF app for fuel tank rebalancing to larger scale planets.  But with caution - it's no longer updated.  Maybe something else out there better now, but I found it useful for JNSQ 10x setup.

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