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Krags PlanetFactory. Updated Jan 22


Kragrathea

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I read somewhere on the forum that Eeloo's terrain is very buggy because of lots of floating point errors because it's so far away from the Sun. These planets are even further. Has that problem been resolved? Or is it tricky to land on the new planets as well?

BTW, I *also* would like to see a black hole instead of Kerbol as the center of the universe. From there you could add thousands of suns and planets. (my 2ct)

Edited by 1of6Billion
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Dear Krag,

Can you make some of the planets on this thread ( http://forum.kerbalspaceprogram.com/threads/42625-Possible-Planet-Additions-%28Revised%29 ) And make them orbit other stars other than Kerbol. Please! Can you also make an asteroid belt? Maybe Dres would be in the middle of the asteroid belt. Can you also make comets with tails and more comets with odd names like: Jebidiah Comet 2100 <- Or what ever date you want it to be found.

Best Wishes,

Uxuser

Edited by uxuser
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Hopefully this won't be drowned out in the sea of ridiculous suggestions. Krag, in your dev thread you talked of deleting/editing existing planets to free up memory. How could I make a planet such as Minmus cofigureable as much as your planets are?

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Hopefully this won't be drowned out in the sea of ridiculous suggestions. Krag, in your dev thread you talked of deleting/editing existing planets to free up memory. How could I make a planet such as Minmus cofigureable as much as your planets are?

His next update should address deleting and adding custom planets.

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uxuser, while that would all be nice, think about the performance impact this mod already has, then think more about what your additions would have.

no amount of cooling would save your CPU.

Oh, Okay. :/ Oh well, Atleast I tried. :wink:

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Would be nice for this mod to evolve into a kind of UI for making your own planets and saving them into your game, and maybe save their files so you can keep them for when the game is updated. You could keep the ones already in as examples in how to make epic planets :)

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Would be nice for this mod to evolve into a kind of UI for making your own planets and saving them into your game, and maybe save their files so you can keep them for when the game is updated. You could keep the ones already in as examples in how to make epic planets :)

That is totally out of the scope of this mod AFAIK - creating planets ingame has so many obvious problems, like heightmapping, that it would take a LOT of effort to do.

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You can do something like this with Krag's code:


PSystemBody Minmus = prefabBodies[ "Minmus" ];
Minmus.celestialBody.bodyName = "Not Minmus at all";

Krag's LoadPQS function accepts strings, so you should be able to mod existing PQS systems using the configs...

And I think you can delete planets entirely using DestroyImmediate( );, like:


PSystemBody Minmus = prefabBodies[ "Minmus" ];
DestroyImmediate( Minmus );

Haven't tested it, though... (Poor Minmus... Always the subject of my testing )

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Hey Krag, do you know how to fix this issue? The big DEFAULT texture, the atmosphere is supposed to be orange, and the description isn't working.

-snip-

EDIT: It was a naming issue on my fault. Switched two letters. I'm still wondering how to fix the lighting issue though.

This is really weird. Please help me.

screenshot141.png

screenshot142.png

            new PFBody("Dadga", "Jool", 360,
new PFOrbit
{
inclination = 0.2f,
eccentricity = 0.3,
semiMajorAxis = 197000000000,
LAN = 0,
argumentOfPeriapsis = 0,
meanAnomalyAtEpoch = 0,
epoch = 0,
referenceBody = "Sun"
},
localUpdate: delegate(PFBody body)
{
print("Updating Local " + body.name);

var localGameObject = PFUtil.FindLocal(body.name);

var orbitDriver = localGameObject.GetComponent<OrbitDriver>();
if (orbitDriver != null)
orbitDriver.orbitColor = new Color(1.0f, 0.53f, 0.09f, 1.0f);
var smallPlanet = PFUtil.FindScaled(body.name);

var atmo = smallPlanet.transform.FindChild("Atmosphere");
var afg = atmo.GetComponent<AtmosphereFromGround>();
afg.waveLength = new Color(1.0f, 0.2f, 0.1f, 0.0f);
afg.invWaveLength = new Color(1f/Mathf.Pow(afg.waveLength[0], 6),
1f/Mathf.Pow(afg.waveLength[1], 2), 1f/Mathf.Pow(afg.waveLength[2], 2), 0.5f);

var cb = localGameObject.GetComponent<CelestialBody>();
cb.atmosphericAmbientColor = Color.red;

var rimTexture = PFUtil.LoadTexture(DataPath + body.name + "_rim.png");
if (rimTexture != null)
{
//print("loading rim");
LoadScaledPlanetRim(body.name, rimTexture);
}
cb.GeeASL = 0.0962500333786;
cb.CBUpdate();
}),

I'll tell you how I made this rim texture if you help!

screenshot143.png

EDIT3: Seems to be the same thing that causes the DEFAULT texture bug on Sentar. Makes sense because I'm using your old code. How did you fix this bug?

Edited by Nutt007
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That is totally out of the scope of this mod AFAIK - creating planets ingame has so many obvious problems, like heightmapping, that it would take a LOT of effort to do.

I meant an external system working with an ingame plugin. But yeh, it's kinda far fetched. But we can dream, can't we! :)

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More screwing around with Planet Factory's source code.

screenshot147.png

Don't be fooled by the artistic screenshots however. Since Krag hasn't updated his source to the most recent bugfix(WINK WINK NUDGE NUDGE), the planet is still a buggy piece of crap.

screenshot145.png

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Hypothetically speaking. What would the surface gravity of 60km black hole be?

I assume the 60km refers to the radius of the event horizon?

Schwarzschild radius is related to mass via:

r = 2GM/c2

If we approach the problem classically:

g = GM/r2

GM=0.5*r*c2

g = 0.5*c2/r

so for a 60 000m black hole the surface gravity on the event horizon would be 7.5*1011 m/s2 So about a hundred billion times more than on earth.

If we drag in relativity it would be infinite thanks to time dilation effects. In any case, I don't know how KSP will handle the physics for this. The numbers get rather big when you start playing with black holes.

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Ablate has a density of about 165,000,000 kg/m^3. That is not a friendly number at all. For one thing, I could easily see some large ships consisting of a pile of modules literally getting spaghettified by several cm/s^2 difference in Gravity from top to bottom.

Kerbin's density is like 54000 kg/m^3 for comparison.

Whoa, innaccessible is. Indeed, everything below about 51 degrees latitude at "sea level" is falling up! That seems extremely dangerous for rovers, for example, in the worst-case scenario, your rover drives too far south and orbits through the tropical region, smashing into a crater rim at a net speed of 167 m/s. We should be thankful this isn't how Earth works (of course, the ground would fall up unless Earth was made of something really tough or held together with strong electrostatic forces.)

Even if your rover did manage to avoid going Airborne during its orbit, it would be kicked into interplanetary space very quickly.

Thud is the moon's answer to Eve. Not to be outdone by high atmosphere and gravity, it goes for the option of no atmosphere and insane gravity. Since 12000 m/s isn't very practical to obtain, anything that manages to get down there will have to wait for a supernova to get back out. No ballons, no infiniglide, no aerobraking on the way in, just death or permanent solitude, those are the only options. I particularly like how its gravity makes NERVAs have a TWR of just slightly less than one, making SSTOs impossible there unless they get to several km/s on the ground.

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I assume the 60km refers to the radius of the event horizon?

Schwarzschild radius is related to mass via:

r = 2GM/c2

If we approach the problem classically:

g = GM/r2

GM=0.5*r*c2

g = 0.5*c2/r

so for a 60 000m black hole the surface gravity on the event horizon would be 7.5*1011 m/s2 So about a hundred billion times more than on earth.

If we drag in relativity it would be infinite thanks to time dilation effects. In any case, I don't know how KSP will handle the physics for this. The numbers get rather big when you start playing with black holes.

I got pretty much the same, approx 20 solar masses (roughly 3km/solar mass for a schwarzchild radius)

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Ablate has a density of about 165,000,000 kg/m^3. That is not a friendly number at all. For one thing, I could easily see some large ships consisting of a pile of modules literally getting spaghettified by several cm/s^2 difference in Gravity from top to bottom.

Kerbin's density is like 54000 kg/m^3 for comparison.

I get these densities for the Planet Factory bodies:

Ablate: 972 g/cm^3

Ascension: 1654 g/cm^3

Inaccessable: 281 g/cm^3

Sentar: 0.563 g/cm^3

Thud: 184 g/cm^3

Erin: 56 g/cm^3

Pock: 29 g/cm^3

Ringle: 47 g/cm^3

Skelton: 33 g/cm^3

And some comparisons:

Kerbin: 58 g/cm^3

Earth: 5.5 g/cm^3

white dwarf: 1,000,000 g/cm^3

neutron star: 500,000,000,000,000 g/cm^3

Multiply by 1000 to get kg/m^3. As you can see, even Ascension, the densest body in the game, is about 1000 times less dense than a white dwarf, which is 500 million times less dense than a neutron star. A black hole would be a little more dense than a neutron star if you pretend its Schwarzschild radius is its surface.

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I have been working with the code, and built my own neat little system, with some unique features... Here is some shots:

E1362D2D128ECABEF52BF057E5FD94AAB6646664

I call this one: Red. (I'm SOOOO creative...)

Its main feature is its lava pools. Its based on the standard VertexPlanet, Template was Minmus. The lava pools are just a scaled sphere mesh, I have yet to create any detectors so ships can explode in the lava, or even touch it... It orbits planet "White":

271E63CB175DF07C6269EA2686C2212178905699

And here is a strange planet... Very weird looking, but interesting, I has an atmosphere, but it kind of broke...

90CF8A0B75E2C72EE23AE0CB0D82E3FFDF679E09

Edit: Sorry about the "Size" of this post... wish there was a way to compress it a bit...

Edited by KCreator
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I have been working with the code, and built my own neat little system, with some unique features... Here is some shots:

E1362D2D128ECABEF52BF057E5FD94AAB6646664

I call this one: Red. (I'm SOOOO creative...)

Its main feature is its lava pools. Its based on the standard VertexPlanet, Template was Minmus. The lava pools are just a scaled sphere mesh, I have yet to create any detectors so ships can explode in the lava, or even touch it... It orbits planet "White":

271E63CB175DF07C6269EA2686C2212178905699

And here is a strange planet... Very weird looking, but interesting, I has an atmosphere, but it kind of broke...

90CF8A0B75E2C72EE23AE0CB0D82E3FFDF679E09

Edit: Sorry about the "Size" of this post... wish there was a way to compress it a bit...

2 questions:

Why is a planet with lava pools orbiting a icy planet?

Download?

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