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[1.2] Real Solar System v12.0 Dec 8


NathanKell

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While I don't have the time to _make_ a stock-sized RSS, I have no problem with one existing. Anyone making one should feel free to crib from RSS's config and depend on RSS-Textures. I removed the old "alternate configs" links because they don't work on RSS-via-Kopernicus, not because I frown on them or something. :)

I think that no one asks you to do such "secondary" work, since you are much more needed for making the important foundation. However, would it still possible that you provide the necessary hints, how to scale the thing back??

I am saying that because without this knowledge a proper scale could drive people crazy. I.e. they will be making too many mistakes, and probably give up when the next version number arrive (like the people who tried it before).

Now if we had a few simple formulas, basically the form of:

c2 = 1/c1

with c1 the coefficient you have use in scaling the universe up (i.e. RSS=KSP*c1)

and c2 the ones that we need to invert the scale back to KSP ..

then my hope would be that the whole process could be automated. We only need to replace variables according to a certain known formula. (For the sake of feasibility I refuse to go through dozens of files and do the math at a hundred individual places, if the factors must be figured our or guessed.)

A program generated scaling would have the advantage of being error free. But if it's done the "little-old-lady" method of doing all by hand, and figure it our by try and error, in my experience it would never be bug free :)

If it's not clear what I mean, I am talking about something elegant like your MiniRO.cfg, just this time it's "MiniRSS_1_10th.cfg"

P.S. I am currently using MiniRO.cfg and I like it. Getting payload into orbit has become a new challenge, but not unfair as doing it with the stock parts!

- - - Updated - - -

And something else.

If there are more Windows XP users here, and who also happen to have problems with crashes (for example, yesterday my game CTD'd everytime entering Moon's SOI with the "too man heap sections" error)

I could fix that by the good old 3GB fix to boot.ini

multi(0)disk(0)rdisk(0)partition(1)\WINDOWS="Microsoft Windows XP Professional" /fastdetect /NoExecute=OptIn /3GB /USERVA=3000

I don't know if it's necessary, but some people also recommended to disable thermal gauges by hitting F10,

and disable PPX in graphics settings. The reason is that those two features ALLEGEDLY cause a memory leak (KSP 1.0.2)

Now everything runs smooth again, and I may even be able to use more 8K textures and stuff!

Edited by Dr. Walther
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& RSS it can have nice ground to aka noo more flat terrain, first screen shot done ... need to tune better, plus figure what value it need to be adjust for fine ...

p.s. i work with 2k rez texture to be sure it can be use by many ppls, for higher rez if i succeed to create proper model for 2k then adjust it will be piece of cake

http://imgur.com/a/mnFyM

p.s. errr i fail post correctly, a simple link it work to ... someone who know correct code line for post album give a shout

Edited by Blacks
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i am not release nothing, atm i just work to get correct ajustment what need to be done later by Nathan or who is person who maintain texture pack, the trick is in front of our eye aka EarthHeight.dds for example is tooo dark aka very few pixel to be use to make a proper difference between 0 lvl & 10k lvl altitude soo all it need to be done to light up pixel & tune better what is i am doo now but coz i need to close & reopen game it will be take some time coz loooding time is ... :D

anyway how i say that was first screan shot done on first try to prove it can be done :D no time to find ze G spot :D

to be more precise the trick is to realize a image similar with a X-Ray result use in medical procedure done by a CT-Scan (Computerized tomography) what if it will use let say in a holographic machine what project simple light base of each pixel variation it need to reprezent a lvl value = altitude aka more variation in pixel better result & it is not need crazy texture for that ;)

Edited by Blacks
a litle extra info
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i am not release nothing, atm i just work to get correct ajustment what need to be done later by Nathan or who is person who maintain texture pack, the trick is in front of our eye aka EarthHeight.dds for example is tooo dark aka very few pixel to be use to make a proper difference between 0 lvl & 10k lvl altitude soo all it need to be done to light up pixel & tune better what is i am doo now but coz i need to close & reopen game it will be take some time coz loooding time is ... :D

anyway how i say that was first screan shot done on first try to prove it can be done :D no time to find ze G spot :D

to be more precise the trick is to realize a image similar with a X-Ray result use in medical procedure done by a CT-Scan (Computerized tomography) what if it will use let say in a holographic machine what project simple light base of each pixel variation it need to reprezent a lvl value = altitude aka more variation in pixel better result & it is not need crazy texture for that ;)

To be honest I don't understand what you're doing, but I probably will some time from now ..

I just thought .. Can't you simply use a heightmap

EARTH http://visibleearth.nasa.gov/view.php?id=73934

MOON http://astrogeology.usgs.gov/search/details/Moon/LRO/LOLA/Lunar_LRO_LOLA_Global_LDEM_118m_Mar2014/cub

at least for Earth and Moon they are available, in every resolution you want

Edited by Dr. Walther
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You cannot see them cause they're not more inside RSS.

Regex upgraded the mod to 1.0, you can find it in his signature.

Well, actually, apparently the launch site icons aren't showing for Earth, so I need to figure that out. But I think NathanKell mentioned that it works from the menu in the tracking station.
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Dr. Walther:

If memory serves, if you scale radius by x, mass goes by x^2 (to maintain sea level gravity), and orbital altitude goes by sqrt(x) (or is it 3/4 root? I forget).

However, the changes you have to make to the PQSMods are _not_ simply linear like that (for one thing, you still want probably 7-8km mountains even on a 1/10th size planet). You have to tune them to look right.

Blacks: variation should help, yeah, but relative pixel luminance (and thus relative height), needs to be preserved. It's not enough that coastlines are at 0m and Everest is at 9km; Sante Fe New Mexico needs to still be at 2km, and Munich 0.5km, etc.

If the noise added is only very slight, that should give more defintiion to things; but if you're changing the heightmap by lightening rather than by adding noise, that will change relative elevations quite a lot...

Dr. Walther: Yes of course RSS uses real heightmaps. That's kinda the point. :P

(Earth's is from a combination of the Blue Marble topography and bathymetry maps; Moon is IIRC via the latest Kaguya maps).

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Nathan: i agree with need to preserve proportion & how much it can to real value but if u will tell me & prove me game maping texture is 100% correct, then i will bite keyboard & start sing to moon :D but i have a idea i will combine or force Eve to work, force him to set a bad texture intentionally to have a reference point, coz play in 3d sometime it can be tricky, u not know how much i want to scream coz i can't modifies texture replace in game & not be force to close / full open :P

we will see, anyway i will not publish or release nothing without your consent, atm i will keep bashing dam texture :P & hope in end it will be good result, is clear u was undestend ze point :P

Edited by Blacks
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Several errors

1) Pluto has horrible terrain - http://funkyimg.com/i/Yjzb.png

2) Sea has strange view, under the craft it's bright and transparent, away from the craft it's dark - http://funkyimg.com/i/Yjzf.png

3) Uranus and Saturn still have white atmospheres - http://funkyimg.com/i/Yjze.png and http://funkyimg.com/i/Yjzd.png

4) Haze in Titan's atmosphere is blue, not orange

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Several errors

1) Pluto has horrible terrain - http://funkyimg.com/i/Yjzb.png

2) Sea has strange view, under the craft it's bright and transparent, away from the craft it's dark - http://funkyimg.com/i/Yjzf.png

3) Uranus and Saturn still have white atmospheres - http://funkyimg.com/i/Yjze.png and http://funkyimg.com/i/Yjzd.png

4) Haze in Titan's atmosphere is blue, not orange

Pluto's always been like that, I landed on it in 0.90. I wish Pluto didn't have the inaccurate blue color though.

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Nathan - it sounds like the height is a linear function of pixel luminescence? Is there any value to be got by making it non linear - so more of the luminescence range is devoted to the 'interesting' altitude range? As example to explain what I mean, if one made it a logarithmic relationship from sea level then 1 quantum of luminescence could be 0.01 m vertical height and at 1000m 1 quantum would be 10m. It doesn't help in the horizontal resolution, I don't know if the vertical resolution is even an issue though.

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Pluto's always been like that, I landed on it in 0.90. I wish Pluto didn't have the inaccurate blue color though.

Problem here is landing without crashing

One more problem - when I tried to land on Venus, I land near that fracture in the terrain and when Jeb tried to explore it, he ocassionaly died.

http://funkyimg.com/i/YjBo.png

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