Dr. Walther Posted June 17, 2015 Share Posted June 17, 2015 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.OK. Of course, I should have known, gravity is not simply linear to mass.Dr. Walther: Yes of course RSS uses real heightmaps. That's kinda the point. (Earth's is from a combination of the Blue Marble topography and bathymetry maps; Moon is IIRC via the latest Kaguya maps).I realized that, just looked at your XYHeight.dds, you already use the best available data, of course you do ..Sorry for being so much behind things x) I'm still catching up ..At least I understand what Blacks is trying to do, he wants the terrain more lively. But I think it can only be done with how KSP renders terrain (i.e optimized for smaller planets), with the same map resolution we have the problem that noise/resolution is not available when we get really close, resulting in large flat areas. Stock KSP looks of course better at least altitude. Probably have to live with the fact that that's the way it is with 8K maps.- - - Updated - - -I'm surprised Pluto is even represented, we're a month or so too early for pictures, or height maps.Exciting times, isnt it? We get to see Pluto this summer I wouldnt be surprised if New Horizons doesn't also discover a bunch of small moons.But since data transmission is supposed to take over a year (high resolution), we will at best have a lowres version for quite some time.The question to Nathan would be if the moons of Pluto will be done too (Charon at least), that would make for a super interesting mini system! If the Pluto/Charon barycentre cannot be modelled, it would not be the end of the world. Link to comment Share on other sites More sharing options...
Blacks Posted June 17, 2015 Share Posted June 17, 2015 One problem map is not soo accurate at all, i have a perfect prof but i can post picture coz i think it will brake some safety regulation thingy .... soo i will just say: use KSCSwitcher > select US Vandenberg look around then check google map & surprise but is ok there are many factor what it can influence result if we will make a 100% scale/proportion with a 100% perfect model then like a joke we will be in danger someone to came & kidnap us for use our brain jk jk jk Dr. Walther miliooon thx for that link from nasa with that topo i can have a better result using a original image what was not alterate (i use rss texture pack: a. import dds > b. convert to png > c. make ajustment > d. reconvert to dds, if u will find me a image what can be use for EarthSurface.dds & it will be perfect coz i need to play with bouthfunny part is i am stubborn to play with 2k res to get a decent result & i am ignore completely 8k ress 8k it will be to stresfull for stay with all aplication up + game Link to comment Share on other sites More sharing options...
srbgaming Posted June 18, 2015 Share Posted June 18, 2015 [quote name=Dr. Walther;2024937- - - Updated - - -Exciting times' date=' isnt it? We get to see Pluto this summer I wouldnt be surprised if New Horizons doesn't also discover a bunch of small moons.But since data transmission is supposed to take over a year (high resolution), we will at best have a lowres version for quite some time.The question to Nathan would be if the moons of Pluto will be done too (Charon at least), that would make for a super interesting mini system! If the Pluto/Charon barycentre cannot be modelled, it would not be the end of the world.[/quote']On 0.90 I made the entire Pluto system with all five moons, although lacking the external barycenter. It was very fun to explore, I set up an outpost on Charon, landed on Nix and Hydra (although the latter was broken), and flew by Kerberos. The colors were accurate, Charon is tannish and Pluto is semi orange. I'm still working on adding new bodies but I dont know if I want to do it until we get real pictures. Either way if it isnt part of the main pack Ill probably try to add it after the New Horizons flyby. I'm very excited to see what it looks like. Link to comment Share on other sites More sharing options...
Firehawk85 Posted June 18, 2015 Share Posted June 18, 2015 My KSC is on the ocean, away from where it should be. Is this a problem with the height maps? I have the KSC switcher installed and they are all either in the ground or on the ocean. Link to comment Share on other sites More sharing options...
jrandom Posted June 18, 2015 Share Posted June 18, 2015 Pluto's always been like that, I landed on it in 0.90. I wish Pluto didn't have the inaccurate blue color though.Well, it won't be long before we have some real actual Pluto data! Link to comment Share on other sites More sharing options...
Blacks Posted June 18, 2015 Share Posted June 18, 2015 after bashing all day fighting with pixel & moving around to check how are thing i can say this everything have a deviation becausea. TopographyDate: July 21, 2005b. The Blue Marble: Land Surface, Ocean Color and Sea IceDate: February 8, 2002but i gues noone was think to take in ecuation fact each scan it have some corection what need to be aplie when it read a map ... ppls who are pilot or bridge sailor officer can explain or speak more about this me i just know vague ... never dig in real problem ...on check with google map + in game it can be seen that, i know i know i know it will be ppls who it will say google map have his own error to ...atm It is a sum of fact what need to be adjust or take in consideration: texture it self, maping shader corection if is need, location on map (LaunchSites.cfg)anyway i need to sleep other white nite done Link to comment Share on other sites More sharing options...
CSE Posted June 18, 2015 Share Posted June 18, 2015 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).I always have to double-check too. If you're keeping an Earth day as 24 hours (e.g. to match the KSP game time setting), I think it's x^2/3. The "2" from mass x^2 (surface gravity)and the "3" from Kepler's period^2 (kept constant) proportional to axis^3.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.If it wasn't for this, it'd be straightforward to add a use-at-scale setting to Kopernicus to resize any config you chose. Terrain is hard; neither simple nor truly fractal, it's the product of many scale-dependent and environment-dependent processes, and humans are quite sensitive to the fine details. The moon astronauts gave interesting accounts of the difficulty judging sizes and distances in a superficially similar environment of land-wth-rocks-on. Link to comment Share on other sites More sharing options...
cipherpunks Posted June 18, 2015 Share Posted June 18, 2015 way to get a good star background (I don't know which mods conflict and which don't) and what's considered the best 8k start texture out there?For me, the one from Renaissance compilation, placed via TextureReplacer, worked fine, but then I re-scaled it to half its size and it still looks good. Link to comment Share on other sites More sharing options...
Krakatomi Posted June 18, 2015 Share Posted June 18, 2015 Say, what's the best way to get a good star background (I don't know which mods conflict and which don't) and what's considered the best 8k start texture out there?Check this. Link to comment Share on other sites More sharing options...
Loup Posted June 18, 2015 Share Posted June 18, 2015 (edited) Perfect, so forgive me to ask here, but can someone tell me what mod i "must" use with RSS, obviously Realism Overhault to allow us to have real delta v and real power compare to stock parts in RSS.But do i have to install something else?Like "Real fuel" ? or this is not usefull and Realism Overhault do the job?Also, i'd like the game to be really pretty, i already use 8k textures, but can i add some more visual improvments?I just read about Texture replacer and this texture right upside my post.Anyway, thanks for all.Edit: Hum Nevermind, i read the RO post and all details are there ^^ thanks so much Edited June 18, 2015 by Loup Link to comment Share on other sites More sharing options...
clivman Posted June 18, 2015 Share Posted June 18, 2015 I can't select other launch sites. Link to comment Share on other sites More sharing options...
tmikesecrist3 Posted June 18, 2015 Share Posted June 18, 2015 you need KSC switcher for that, it was broken off form RSS Link to comment Share on other sites More sharing options...
ToXiC_CosX Posted June 18, 2015 Share Posted June 18, 2015 I cant use this on 64 bit? Link to comment Share on other sites More sharing options...
Kartoffelkuchen Posted June 18, 2015 Share Posted June 18, 2015 Thanks tmikesecrist3, I just wanted to say that I cannot switch the launch site too. Link to comment Share on other sites More sharing options...
Dr. Walther Posted June 18, 2015 Share Posted June 18, 2015 On 0.90 I made the entire Pluto system with all five moons, although lacking the external barycenter. It was very fun to explore, I set up an outpost on Charon, landed on Nix and Hydra (although the latter was broken), and flew by Kerberos. The colors were accurate, Charon is tannish and Pluto is semi orange. I'm still working on adding new bodies but I dont know if I want to do it until we get real pictures. Either way if it isnt part of the main pack Ill probably try to add it after the New Horizons flyby. I'm very excited to see what it looks like.I'd wait until after the New Horizons flyby. My feeling is that the Pluto system won't the the same as it is now. There should be more smaller moons and interesting new features on Pluto and Charon.Although we could all be dissappointed. If we are honest, Pluto may just look like another cratered moon, and it isn't large, smaller than Europa in fact. Link to comment Share on other sites More sharing options...
jrandom Posted June 18, 2015 Share Posted June 18, 2015 Check this.The .zip file wouldn't uncompress for me -- the system said it had errors. Link to comment Share on other sites More sharing options...
Krakatomi Posted June 18, 2015 Share Posted June 18, 2015 The .zip file wouldn't uncompress for me -- the system said it had errors. Work well for me. Just use the download buttom upper right. Link to comment Share on other sites More sharing options...
jrandom Posted June 19, 2015 Share Posted June 19, 2015 Work well for me. Just use the download buttom upper right.Turns out, this is just a weird linux issue. Decompressing the .zip says "Can't! Errors!" but all the files decompress successfully. Link to comment Share on other sites More sharing options...
pditty8811 Posted June 19, 2015 Share Posted June 19, 2015 Has anyone gotten EVE to work with latest RSS build? Link to comment Share on other sites More sharing options...
jrandom Posted June 19, 2015 Share Posted June 19, 2015 Has anyone gotten EVE to work with latest RSS build?It's completely broken at the moment due to planet-renaming shenanigans and the move to Kopernicus. Link to comment Share on other sites More sharing options...
Ralathon Posted June 19, 2015 Share Posted June 19, 2015 It seems that the Load on Demand system is still throwing errors when in the SoI of the moon (and presumably other places).Seems like it tries to unload the Earth heightmap, gets a pixelFloatD error and reload the heightmap. It repeats this every second or so. I don't know if this is intentional, but because the earth heightmap is a big file the game stutters every time it tries to unload.Would it be possible to only unload/reload maps on SoI transitions or something? That stutter is surprisingly annoying.Stock install with RSS. Run in OpenGL. Link to comment Share on other sites More sharing options...
Dr. Walther Posted June 19, 2015 Share Posted June 19, 2015 I noticed that I had crashes when entering the Moon's SoI, which only went away when I enabled /3GB. It's still crashing sometimes, but less than other mods. Link to comment Share on other sites More sharing options...
Lilienthal Posted June 19, 2015 Share Posted June 19, 2015 I noticed that I had crashes when entering the Moon's SoI, which only went away when I enabled /3GB. It's still crashing sometimes, but less than other mods.Dear Doc, could you explain what /3GB is? Sounds interesting. How do you use it, what does it do.Thanks,Gustav Link to comment Share on other sites More sharing options...
Dr. Walther Posted June 19, 2015 Share Posted June 19, 2015 Otto, you don't need it, only if you have Windows XP. 3GB switch for Windows XP. (I can't upgrade this computer for some special reason)What matters is that the game needs more than 2GB once I enter Moon's SoI. I use the 8K version of the Moon, all other planets are 2K. Link to comment Share on other sites More sharing options...
Blacks Posted June 19, 2015 Share Posted June 19, 2015 (edited) NathanKellI will want to know few thing:1. what scale it is use pixel / km aka 1 pixel = how much km it represent ?2. way you or person who was design texture for Earth was take original topo, surface ... picture create 2 layer 1 was move to right, other was realocate to continue first one ?3. how much blend was add or how much big was mask layer use on EarthSurface texture around all surface ? to compensate lack of pixel noise (variation)?, if you have that layer i will love to get to not need to redone from scratch 4. i need some translation what are this code line & value, some color value is clear they are RGB:A.VertexColorSolid{blend = 1.0color = 0.12, 0.12, 0.12, 1.0B.VertexSimplexNoiseColor{seed = 1234blend = 0.03colorStart = 0.0, 0.0, 0.0, 1.0colorEnd = 1.0, 1.0, 1.0, 1.0octaves = 8persistence = 0.6C.PQSMod_VertexSimplexHeightAbsolute{deformity = 900 //1200persistence = 0.5 //0.38PQSMod_VertexHeightNoiseVertHeightCurve2{deformity = 7000ridgedAddFrequency = 64ridgedSubFrequency = 32simplexHeightStart = 6000simplexHeightEnd = 9500simplexPersistance = 0.6//ridgedAddOctaves = 8 // 6 INT}PQSMod_VertexRidgedAltitudeCurve{deformity = 1650ridgedAddFrequency = 140simplexHeightStart = 5000simplexHeightEnd = 9500simplexPersistence = 0.5//ridgedAddOctaves = 8 // 3 INT}PQSMod_VertexHeightMap{heightMapOffset = -2150.0 //-2000.0heightMapDeformity = 17300.0 //15600.0 //7000 // 5000PQSMod_AerialPerspectiveMaterial{atmosphereDepth = 7000 //fair guess at scale height <<<= You define a max reference point to scale ?!??!?!globalDensity = -1E-05 // defaultheightFalloff = 6.75 // defaulti see diferite value for deformity aka 900 //1200, 7000, 1650 how i see simplexHeightStart / End diferite value 6000 to 9500, 5000 to 9500i was dl & start use this resample to 8k:http://visibleearth.nasa.gov/view.php?id=73934combine with July or August (coz are more lively, i know they have a bad part on top right corner, sen that, correct that already bashing pixel they was look ok, plus when EVE it will work corectly ocean it can loook sooo insane nice )http://visibleearth.nasa.gov/view.php?id=73776http://visibleearth.nasa.gov/view.php?id=73751atm is this major problem all around surface is missing somewhere between 3-5 km land & that's way some Launch Sites are found to close to water (like be in small island what in realities it not exist) or some are partial inside terrain (you was cheat (kapa) alterate terrain value for some location but's fine it can be undestanble)i was play near 1 day to check location & compare, with this:http://www.gps-coordinates.net/https://www.bing.com/maps/https://www.google.ro/maps/i am soo tent to try use google map, to capture picture & ansamble tougher for a extra special map/layer, but that it will be to much insane work, by the way if is anyone crazy try to implement for Earth dynamic load texture library from google it can be epic (off course if that it will be legal to use ...) Edited June 19, 2015 by Blacks Link to comment Share on other sites More sharing options...
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