NathanKell Posted November 7, 2013 Author Share Posted November 7, 2013 Planets (PQS, planet quadtree sphere) can have various mods applied to control vertex height when building vertices. I tweaked some of the values for some of the mods. It's in the github repo if you want to look through (both code and CFG).ZRM has been a big help here; we've been chatting about this stuff, and he sent me his dumps of the stock settings for the various PQSMods on the bodies. Link to comment Share on other sites More sharing options...
NathanKell Posted November 7, 2013 Author Share Posted November 7, 2013 Some more dev shots (sorry about the dimness, they were much brighter ingame):Javascript is disabled. View full albumThis is the terrain in the area around KSP. We haz a coastline now with little inlets! Link to comment Share on other sites More sharing options...
sidfu Posted November 7, 2013 Share Posted November 7, 2013 i cant wait till u put out the version with the other planets redone. i plan to use this mod over the other planet mod. the other planet mod also uses to much ram(around 600 if i judged right) Link to comment Share on other sites More sharing options...
asmi Posted November 7, 2013 Share Posted November 7, 2013 Hereby I demand a release immediately! Link to comment Share on other sites More sharing options...
ZRM Posted November 7, 2013 Share Posted November 7, 2013 Some more dev shots (sorry about the dimness, they were much brighter ingame):http://imgur.com/a/0dR9EThis is the terrain in the area around KSP. We haz a coastline now with little inlets!Nice, but IMO the coastline needs to be cleaned up just a bit. The hills and mountains look okay. What's the altitude range like now? Also, in the Kerbin data I forgot to include the mod for the flattened area around the KSC. It looks a bit out of place now that it's not on the coast. I'll send its details and then you could modify it a bit, perhaps making it tighter around the KSC. It's a PQSMod_MapDecalTangent if you hadn't figured that out yet.We'll also have to deal with the Scaled Space model at some point. I'll explain how to regenerate it later. Link to comment Share on other sites More sharing options...
iVG Posted November 8, 2013 Share Posted November 8, 2013 Squad: Hire this guy. Link to comment Share on other sites More sharing options...
asmi Posted November 8, 2013 Share Posted November 8, 2013 Squad: Hire this guy.DON'T.Now he does what he wants, if he joins Squad he'll do what he will be told to do. Link to comment Share on other sites More sharing options...
iVG Posted November 8, 2013 Share Posted November 8, 2013 DON'T.Now he does what he wants, if he joins Squad he'll do what he will be told to do.True.{Change of plans:{SQUAD: DON'T HIRE THIS GUY!} } Link to comment Share on other sites More sharing options...
Cesrate Posted November 8, 2013 Share Posted November 8, 2013 True.{Change of plans:{SQUAD: DON'T HIRE THIS GUY!} }Squad: Hire this guy to make Kerbal Space Program 2 Link to comment Share on other sites More sharing options...
gunnyfreak Posted November 8, 2013 Share Posted November 8, 2013 oh god... just went back to normal kerbin after this... couldn't do itplz keep up teh good work, sir, well done indeedlooking forward to rescaled eve/duna/whatever else comes next Link to comment Share on other sites More sharing options...
Miller Posted November 8, 2013 Share Posted November 8, 2013 It's hard for me to state how impressive this is! Link to comment Share on other sites More sharing options...
NathanKell Posted November 8, 2013 Author Share Posted November 8, 2013 Thanks!A notice: I have redone terrain for Earthbin and the Moon. Check the squadcast this afternoon/evening/whatevs for details, and I'll be posting v5 then after a couple final tests.Changelogv5 -- \/*Every KSP body is now a proxy for a body in the real solar system. However, only the terrains of Kerbin and Mun are edited; the others are merely rescaled.*Added configurable timewarp. By default 5 and 50 are removed and instead 1 million x and 6m x are added on at the end.*Edited terrain generator for Kerbin and Mun.*More support for parameters in the config file.Planets included (no new graphics for now, excepting Kerbin and Mun)Mercury is represented by MohoVenus is represented by EveEarth is represented by KerbinMoon is represented by MunMars is represented by DunaPhobos is represented by BopDeimos is represented by GillyJupiter is represented by JoolIo is represented by PolEuropa is represented by EelooGanymede is represented by TyloCallisto is represented by IkeSaturn is represented by DresTitan is represented by LaytheUranus is represented by MinmusPluto is represented by Vall Link to comment Share on other sites More sharing options...
Chestburster Posted November 8, 2013 Share Posted November 8, 2013 Can't wait till Monday... xD awesome work. Btw how's the memory usage for RSS? Link to comment Share on other sites More sharing options...
ANWRocketMan Posted November 8, 2013 Share Posted November 8, 2013 Wow, can't wait!P.S. I'm assuming you didn't actually re-size the Saturn and Uranus replacements to the actual size of those planets? Link to comment Share on other sites More sharing options...
AbeS Posted November 8, 2013 Share Posted November 8, 2013 I bet he did ANWRocketMan why wouldn't he? Link to comment Share on other sites More sharing options...
m4ti140 Posted November 8, 2013 Share Posted November 8, 2013 Shouldn't Dres be the proxy for Ceres? Link to comment Share on other sites More sharing options...
Guest Posted November 8, 2013 Share Posted November 8, 2013 It probably should. Really, I think that it'd be a good idea to stop at Jupiter or Saturn with this mod, and use Kragathea's mod to add more planets and perhaps even some asteroids. Link to comment Share on other sites More sharing options...
Legwan Posted November 8, 2013 Share Posted November 8, 2013 Think I might have encountered a bug:Note the orbital speed. Shouldn't it be around 400m/s (as for equator)? Last time I've got it right was v2. Both v3 and v4 give 1853.3m/s.Maybe it's because my OS is Linux x86_64.Installed mods: Real Solar System v4, FAR, DR, MFT real tanks, VOID, Engineer, MechJeb Link to comment Share on other sites More sharing options...
SFJackBauer Posted November 9, 2013 Share Posted November 9, 2013 Uhh, weird... v4 here and 464.6m/s sitting on pad. Win7 64. Link to comment Share on other sites More sharing options...
NathanKell Posted November 9, 2013 Author Share Posted November 9, 2013 v5 is uploaded. I have not had a chance to visit all the rescaled bodies, so I don't know what people will encounter. I will release MFS v3.1 and ST_SRB v5 later, along with configs for rbray's mod for use with this.https://www.dropbox.com/s/akw0f4r0ir8utnd/RealSolarSystem_v5.zipFinal Changelog:*Every KSP body is now a proxy for a body in the real solar system. However, only the terrains of Kerbin and Mun are edited; the others are merely rescaled.*Added configurable timewarp. By default 5 and 50 are removed and instead 1 million x and 6m x are added on at the end.*Edited terrain generator for Kerbin and Mun.*More support for parameters in the config file.*Using Majiir's KSPAddonFixed.*Moved KSC to be nearer the shore. Link to comment Share on other sites More sharing options...
Reddragon Posted November 9, 2013 Share Posted November 9, 2013 (edited) Very nice work but there are some problems with the other planets. I took a look at them with hyperedit to see if everything is fine with all but I encountered some weird issues. Different from the ones with the Kerbin system.Here's Duna:This is the light side:This is the dark side:Dres didn't show up at all somehow on a higher orbit than 800,000m (but it did at 80,000m). Interestingly Jool didn't have any problem for now. I didn't check the others yet. Edited November 9, 2013 by Reddragon Link to comment Share on other sites More sharing options...
SFJackBauer Posted November 9, 2013 Share Posted November 9, 2013 Its expected. Nathan put them in their correct orbits, but didn't rescaled their representations as mentioned in the release notes. Link to comment Share on other sites More sharing options...
Deejay2000 Posted November 9, 2013 Share Posted November 9, 2013 It's here! Wonderful! I love ya Nathan. Link to comment Share on other sites More sharing options...
pina_coladas Posted November 9, 2013 Share Posted November 9, 2013 Really cool! But yeah might as well just make Dres Ceres and not worry about extra gas giants until it's possible to add them in (more) properly. Although seeing all the orbits in the map screen is nice. Link to comment Share on other sites More sharing options...
NathanKell Posted November 9, 2013 Author Share Posted November 9, 2013 I don't care about Neptune or Uranus that much, but I do want something to be Saturn (and something else Titan) so people can do Cassini-Huygens missions.Reddragon, that's strange; last we tested Duna was ok.Also, since radius is a physical characteristic I did rescale it for all bodies. When I said no new graphics, I meant I hadn't changed color or terrain (other than for Earth/Moon); I certainly did change radius. Link to comment Share on other sites More sharing options...
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