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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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Ah that's great, well last night I had a bash at just that, but unfortunately it RSS didn't wan't to run ingame. I'll try again tonight. Yeah the specularity is the only thing I can seem to find any control over, I *had*, for example, venus' Atmosphere from ground colour right, and it's surface right but the planetary surface haze was still Eve's purple colour.

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Here is the problem I am having with My explore satellite, Which uses Sargent rockets, and clusters of them for the upper stages. that gives me a total delta V in atmosphere of 8587, and a vacuum delta V of 9535. I think that is close to enough delta V to put something in orbit. But not quit... yet I know the got the bloody thing up there.....

EDIT: it had a Perigee 358 kilometers (222 mi) and an Apogee 2,550 kilometers (1,580 mi)

Are you, just out of interest, making sure you're launching into a prograde orbit i.e. eastward direction for Kennedy Space Center? A retrograde orbit requires more delta V, other than that I'd say it's probably your accent profile, try to make it as shallow as you can without burning up on accent, also have you set realistic mass to true in RF yet?

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Ah that's great, well last night I had a bash at just that, but unfortunately it RSS didn't wan't to run ingame. I'll try again tonight. Yeah the specularity is the only thing I can seem to find any control over, I *had*, for example, venus' Atmosphere from ground colour right, and it's surface right but the planetary surface haze was still Eve's purple colour.

I'll try and spend some time on it today to see if I can't update the config (and myself) to the newest version.

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That'd be super swell, It'd mean I could get RVE 0.2 finalized (hopefully) :)

I've had some time to work with this, I'm heading out for the evening, but I should have a revised version posted here before tomorrow. Not sure why Atmo from ground isn't working, but I'll play with that as well to see what I can get out of it...

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Ok, so I've got all the planets working fine in the new version and I'm just playing around with the AtmosphereFromGround node some to see what I can do. The question I've got though is how can I change the color as seen from space? I've been able to get it set so it looks right on the ground, Venus being a pale yellow, for example, but then it stays purplish from space...

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Ok, so I've got all the planets working fine in the new version and I'm just playing around with the AtmosphereFromGround node some to see what I can do. The question I've got though is how can I change the color as seen from space? I've been able to get it set so it looks right on the ground, Venus being a pale yellow, for example, but then it stays purplish from space...

You mean AFG is one colour when viewed from the ground and another when viewed in orbit? That is weird.

This is what I had cunjured up for venus, the altitude to match its atmospheric atitude and scale height:

AtmosphereFromGround    {
innerRadius = 5870440 // 0.97
outerRadius = 18256770 // 1.025
waveLength = 0.75, 0.82, 0.89, 0.55

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So here's the first version of my planet replacement pack:

Real Solar System Planet Replacement Pack v1.1

Alternate resolution maps

RSS Config file only for those that already have the pack

And because pictures....

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The release zip file contains the following:

-8192x4096 height maps for Venus, the Moon, and Mars

-4096x2048 height map for Mercury

-4096x2048 color maps for Mercury, the Moon, Mars, Jupiter, and Saturn

-2048x1024 color map for Venus

-Sampled color for Uranus from NASA imagery

-2048x1024 normal maps for Mercury, the Moon, and Mars

-Flat normal map for other planets to wipe out any stock terrain breaking immersion

Installation: Simply download RSS_Planet_Replacements_vX.zip and merge the contained GameData folder with yours, overwriting as needed.

If you have extra memory available and want higher resolution, or maybe not enough memory and need lower resolution, or just want higher detail for the planet you're going to be visiting for the next few missions, the folders linked along with the release zip contain higher and lower resolution versions of most files (some like Venus don't have higher resolution versions), simply download the color, height, or normal of the desired resolution and drop them into your GameData\RealSolarSystem\Plugins\PluginData folder, overwriting as necessary.

Some notes:

-I've turned off voronoi craters for the Moon, this is mostly because none of the craters it generates exist, and they are often in bad places i.e. the Apollo 11 landing site would be sitting at the bottom of a crater instead of on the flat Mare Tranquillitatis.

-The surface elevations for Mercury have been doubled to allow for more interesting terrain. This is something that may be revisited in a future release if I'm ever able to improve the ability to pull elevation data from photographs, or if I ever get the time and skill to do it manually.

-The Mars image I am using suffers from high amounts of glare on certain faces, I am currently trying to find a way to tone down the glare from the sun without compromising the rest of the image.

-Somehow I'm going to get rid of the greenish atmosphere for Jupiter and the purplish atmosphere for Venus.

-Currently Uranus is just a flat color sample, I plan on expanding this slightly to give the impression of clouds, though at most only a hint.

What's next:

Most likely the moons of Jupiter will be my next target. I have good, or at least decent (i.e. not super blurry), surface maps for Io, Europa, Callisto, and Ganymede, so it will only be a matter of time before I'm able to create some sort of height map for them and get them into the game. Also, we will be getting access to a better PQS loader in the not too distant future, so once this becomes a part of the DLL, I will be going back and revisiting each planet I've already done to create a more realistic and less blocky terrain.

EDIT: Yes I know I copypasta'd my original release, but I haven't made many significant changes yet, so it seemed appropriate. I should have a proper new release some time in the next couple of weeks however, so look for that.

Edited by SpacedInvader
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You mean AFG is one colour when viewed from the ground and another when viewed in orbit? That is weird.

This is what I had cunjured up for venus, the altitude to match its atmospheric atitude and scale height:

AtmosphereFromGround    {
innerRadius = 5870440 // 0.97
outerRadius = 18256770 // 1.025
waveLength = 0.75, 0.82, 0.89, 0.55

I tried numbers similar to that and the atmosphere came out bright blue. This is what I'm toying with right now:


AtmosphereFromGround
{
outerRadiusAtmo = true
innerRadiusMult = 0.95
doScale = true
waveLength = 0.14,0.18,0.3,1
}

Which has the the atmosphere looking pretty good from about the horizon to about 30° and then it starts getting overly yellow. One definite issue is that the atmosphere can be seen as a shell around the planet from space, but more importantly, even with this in place, the surface of the color map still has a purple sheen to it. I'll upload pics in a few.

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Ok, here's where I am now:

http://imgur.com/a/lo7K3

You can see what I mean by a purplish sheen. Also, I'm really thinking that yellow is way too yellow for the surface atmosphere...

Oh yes that isn't to do with AFG, it's something to do with specularity, I looked through the config and couldn't find anything to alter it, all the planets have the original colour, jool has green specularity on its sides, even with PF I was still getting this, but tbh, with the atmosphere's I'm gonna give them this won't be visible, so it doesn't bother me too much atm. Thanks for your work on the config btw :)

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Wait... What?

Trying now...

EDIT: Well that's nifty... what do ESun, Kr, and Km do?

Nothing anymore, I believe they automatically update when you adjust the wavelength colour values, just make sure you don't remove the first decimal value without the 2nd being present, or it'll default to a whole integer, if that happens you'll need to copy+paste one of the other values back in its place.. weird I know :o

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Any idea how to tweak the atmospheric settings so that you don't end up with a hole directly above you while also not getting a complete white out?

Not really, this is what I'm trying to achieve with EVE mod and atmospheric layers.

Btw unfortunately I can't use 1.1 with EVE properly, EVE refuses to work if global wrap is on, If I turn it globally off, I get my clouds back on earth, but mars has a weird bump map, and saturn has its original planet's shape back :/ I'm trying to figure out how you had it organised in the previous version, that worked great for everything except atmosphere from ground :(

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If you're wanting to selectively implement spherical meshes, leave the options at the top alone and then add the following lines below the color and normal map lines:


wrap = false
useSphericalSSM = true

That should force the engine to use a simple sphere to whichever CB you add them to.

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Ok thanks. Still not getting really what I need for RSS to work properly.. Does useSphericalSSM basically just make the planet flat from orbit? What were the settings in your 1.0 config regarding wrapping etc that changed in 1.1 because before it was working perfectly in terms of my EVE needs, and how might I be able to change it back, else I'll just roll back to 1.0 and try to sort AFG. Sorry EVE and RSS rarely play nicely together

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Ok thanks. Still not getting really what I need for RSS to work properly.. Does useSphericalSSM basically just make the planet flat from orbit? What were the settings in your 1.0 config regarding wrapping etc that changed in 1.1 because before it was working perfectly in terms of my EVE needs, and how might I be able to change it back, else I'll just roll back to 1.0 and try to sort AFG. Sorry EVE and RSS rarely play nicely together

LOL, that's why I don't use EVE. I'll wait until all the compatibility issues are worked out. But if you want to use the old version settings, I set wrap and spheresonly to true at the top and left both lines out of everything else.

Edited by SpacedInvader
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LOL, that's why I don't use EVE. I'll wait until all the compatibility issues are worked out. But if you want to use the old version settings, I set wrap and spheresonly to true at the top and left both lines out of everything else.

Hmm I did try running it with that without much success, at least for EVE anyway. I've temporarily rolled back.

If you're still struggling with AFG, I managed to find a working code for 1.0:

AtmosphereFromGround    {
outerRadiusMult = 1.025
transformScale = 1.025
innerRadiusMult = 0.97
invWaveLength = 0.95, 0.62, 0.54, 0.55

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I am trying to establish a Space Station for further launches to the moon and planets. However, all my launches result in differing inclinations. Since I am launching at the Cape and not at the equator how should I launch to ensure all my craft end up I am in the same plane as the moon and planets?

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I was looking through the thread and found metaphor's report about his mission to get some samples of martian soil. :rolleyes: I like it and I thought it would be a good Idea to try to do it myself. That's what I've done!

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I am trying to establish a Space Station for further launches to the moon and planets. However, all my launches result in differing inclinations. Since I am launching at the Cape and not at the equator how should I launch to ensure all my craft end up I am in the same plane as the moon and planets?

1.Set the celestial body(or vessel) you want to be in the same plane with as target.

2.Skip time until you are under the orbit of desired target.

3.Launch!

4.Start gravity assist turn in the needed direction in advance. Also correct your inclination during the launch, it's more efficient to correct it before you gain high velocity.

Edited by Sparker
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