rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 rbray: you're welcome to grab the AtmosphereFromGround code in RSS if you like.Also, one thing about cloud speed / position. Might there be some way (or do you already do this?) to save the position of the cloud layers to persistence? It's weird to warp until you get clear skies, save, then when you launch KSP again it's back to cloudy.Thanks! I'll take a look once I'm done with all the stuff that is already on my plate Ah... hmmm... I'll have to figure that one out. Might be an easy way to do it simply using the game time. I've also been thinking about RSS, and making speed no longer angular, but based off of kph. Link to comment Share on other sites More sharing options...
pingopete Posted April 18, 2014 Share Posted April 18, 2014 Has anyone got a system for vertically scaling volumetrics (for stuff like cumulus clouds) or is rbray working on something like this atm? Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 Has anyone got a system for vertically scaling volumetrics (for stuff like cumulus clouds) or is rbray working on something like this atm?That is one of the things I'm working on Link to comment Share on other sites More sharing options...
pingopete Posted April 18, 2014 Share Posted April 18, 2014 That is one of the things I'm working on AH sweet! I shall leave you in peace then! Link to comment Share on other sites More sharing options...
NathanKell Posted April 18, 2014 Share Posted April 18, 2014 Ah... hmmm... I'll have to figure that one out. Might be an easy way to do it simply using the game time. I've also been thinking about RSS, and making speed no longer angular, but based off of kph.Of course--that makes total sense, and is much easier to implement. Actually you could do it exactly like how KSP handles CB rotation: assign an initial rotation and a rotation period, and determine rotation by initial + UT % period. You could store rotation rate in kph (or m/s, probably better since everything's in m/s) and then convert to period ingame based on CB.radius + altitude. Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 Of course--that makes total sense, and is much easier to implement. Actually you could do it exactly like how KSP handles CB rotation: assign an initial rotation and a rotation period, and determine rotation by initial + UT % period. You could store rotation rate in kph (or m/s, probably better since everything's in m/s) and then convert to period ingame based on CB.radius + altitude.right now it is REALLy simple, just use Transform.Rotate() to rotate every update . Do you know if there is an accumulated time for KSP somewhere? Link to comment Share on other sites More sharing options...
NathanKell Posted April 18, 2014 Share Posted April 18, 2014 Yep, Planetarium.GetUniversalTime() or words to that effect. Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 Yep, Planetarium.GetUniversalTime() or words to that effect.AH! Brilliant. Thanks! Link to comment Share on other sites More sharing options...
KyleofKerbin Posted April 18, 2014 Share Posted April 18, 2014 Heh, your newest update to the download fixed my issues(at least for the first launch of the game after re-installing your mod AGAIN)! Can't wait to see those storm clouds.... Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted April 18, 2014 Share Posted April 18, 2014 Javascript is disabled. View full albumWierd bug on some planets Link to comment Share on other sites More sharing options...
rbray89 Posted April 18, 2014 Author Share Posted April 18, 2014 http://imgur.com/a/tGLAuWierd bug on some planetsOnly on some planets? Was it a re-size or add? Only in map-view? I need all the info you can provide. Link to comment Share on other sites More sharing options...
tygoo7 Posted April 18, 2014 Share Posted April 18, 2014 http://imgur.com/a/tGLAuWierd bug on some planetsI think the kerbals have put forcefields around them so that they can't get nuked by Jeb. Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted April 18, 2014 Share Posted April 18, 2014 Only on some planets? Was it a re-size or add? Only in map-view? I need all the info you can provide.Only on Gilly, Vall, Bop, and Pol.It's a new layer. It's like the altitudes are all messed up. You can see on the first one(gilly), I've set the altitude to 1, but it's way higher than that. it's also only from space. Link to comment Share on other sites More sharing options...
AlphaAsh Posted April 19, 2014 Share Posted April 19, 2014 Love this mod but really struggling to understand what many of the settings in the Alt+N GUI really actually do without hours of experimentation. Is there an M I can FR? Link to comment Share on other sites More sharing options...
Hyomoto Posted April 19, 2014 Share Posted April 19, 2014 Drat, saw the -3 but realized it wasn't for me. Link to comment Share on other sites More sharing options...
Astronomer Posted April 19, 2014 Share Posted April 19, 2014 Only on Gilly, Vall, Bop, and Pol.It's a new layer. It's like the altitudes are all messed up. You can see on the first one(gilly), I've set the altitude to 1, but it's way higher than that. it's also only from space.I can confirm this. I thought this was known. Link to comment Share on other sites More sharing options...
NathanKell Posted April 19, 2014 Share Posted April 19, 2014 Another RSS oddity: 2d clouds appear far below despite being set to 5000m altitude. Link to comment Share on other sites More sharing options...
rbray89 Posted April 19, 2014 Author Share Posted April 19, 2014 Another RSS oddity: 2d clouds appear far below despite being set to 5000m altitude.http://i.imgur.com/isJNbucl.jpgThis is due to the HUGE sphere and the layer being an approximation of one. The "dips" are very large. Link to comment Share on other sites More sharing options...
pingopete Posted April 19, 2014 Share Posted April 19, 2014 This is due to the HUGE sphere and the layer being an approximation of one. The "dips" are very large.Could you create a version for RSS users with some added vertices to smooth it out, I too have noticed some large pyramids in my cloud layers Link to comment Share on other sites More sharing options...
ThorBeorn Posted April 19, 2014 Share Posted April 19, 2014 This seems much to ask for, but I do believe that we are a growing number of RSS players who would certainly be greatful. RSS needs some love when it comes to clouds, atmospheres, etc. Link to comment Share on other sites More sharing options...
BLUAV8R Posted April 19, 2014 Share Posted April 19, 2014 Sorry if this has been answered but since when did the city lights stop being visible from the tracking station? Link to comment Share on other sites More sharing options...
hymirth Posted April 19, 2014 Share Posted April 19, 2014 (edited) Hi I'm crashing when i try and open KSP with your mod, heres the error https://www.dropbox.com/s/sikv59s4wfgs2b6/output_log.txt thanks for your time!EDIT: Debugged it myself and fixed with your other mod. Thanks for being a god. Edited April 19, 2014 by hymirth Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted April 19, 2014 Share Posted April 19, 2014 Any chance we'll see a fix to Gilly, Vall, Bop, and Pol soon? Link to comment Share on other sites More sharing options...
Shukinen Posted April 19, 2014 Share Posted April 19, 2014 i just installed this mod on ksp with the real scalem mod, i was wondering what i needed to do to make it work properly, i suppose the clouds are under the kerbin crust, Link to comment Share on other sites More sharing options...
Terry.c.hickman Posted April 19, 2014 Share Posted April 19, 2014 i have no clue what I'm doing... how do i install this..... break it down barney style please ....(I'm not joking) Link to comment Share on other sites More sharing options...
Recommended Posts