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[0.23] Alternis Kerbol - Release thread - [v0.1, Jan. 3] (development halted)


NovaSilisko

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I've installed this mod. I fired up the game, and when I checked, Eve remained the same. So did Gilly and Ike. The orbits changed. Physical features didn't. Bug? I checked in map mode. Might have been some artifact of that, but I didn't see any comet tails either. Any idea what's going on?

*Also, Dres and Vall and Moho and Eeloo don't have new textures, but I think that's because they're not done yet. Pol and Bop because they aren't intended to be changed.*

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Amazing mod Nova one of my all time favorite mods for kerbal.

Was wondering has anyone tried this with kebal alarm clock? Does it mess with the burn windows to other places or is that something not affected by this.

Keep up the great work Nova. I look forward to tweeks and improvements.

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Alright after considerable nagging encouragement I'm making a CFG option to pop bop in Kerbin orbit and shrink it down to a glorified boulder, for those of you that want something nearby to Kerbin to land on. For those that (like me) will yell about how such a configuration would only be stable for a few years at best, it can be kept off. I do like being able to have a CFG for settings now, lets everyone have the best of both worlds.

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I noticed it was partially mentioned earlier, but I don't suppose you ever plan on making the Light Changes, the redesigned system, and/or the comets all separate features? I really REALLY like the lighting changes, they're simply wonderful. And I love the comets too. That was something I never thought would ever be practical in KSP. And the retextures/new terrain on the planets is phenomenal. I particularly love the new Duna, and The new Tylo. As well, Jool's new coloring is really nice. I always found the stock green to be just a tad too vibrant. But all this said, there's something to be said for the stock solar system. If there was a way to add new planets, similarly to Krag's planet factory, with these awesome retextures and terrain upgrades, with new names, new orbits and new characteristics, leaving the stock system mostly intact, that'd be awesome. Or maybe once interstellar travel is implemented. But I'm rambling. What I'm saying is that I really love this mod, but for now I'd like to keep the default solar system. I'd really like it if I could have the stock system with that lighting though, and if comets could somehow be added that'd be great! All in all, I think this is absolutely fantastic work! Keep it up!

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Alright after considerable nagging encouragement I'm making a CFG option to pop bop in Kerbin orbit and shrink it down to a glorified boulder, for those of you that want something nearby to Kerbin to land on. For those that (like me) will yell about how such a configuration would only be stable for a few years at best, it can be kept off. I do like being able to have a CFG for settings now, lets everyone have the best of both worlds.

Could always just pretend it's only recently been captured in orbit around Kerbin and will only have a few (>5 years) years until it either crashes into Kerbin, crashes into Jool, or gets flung away into interplanetary space. Of course it won't actually do that, but I doubt anyone's saves are over 5 years long, so you can handwave it.

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Could always just pretend it's only recently been captured in orbit around Kerbin and will only have a few (>5 years) years until it either crashes into Kerbin, crashes into Jool, or gets flung away into interplanetary space. Of course it won't actually do that, but I doubt anyone's saves are over 5 years long, so you can handwave it.

A Bop orbiting Kerbin would probably be the least of the physical problems of this system. The Mun would probably get flung away from Jool within days, like Vall in

.
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A Bop orbiting Kerbin would probably be the least of the physical problems of this system. The Mun would probably get flung away from Jool within days, like Vall in
.

Yeah the problem is Jool's moons are the equivelent of if Earth was orbiting Neptune... that, and the biggest moons are sort of in an imperfect laplace resonance. IIRC Tylo's longitude of ascending node is off by 180 degrees or something, so there's a massive gravitational kick on stuff that would quickly help destabilize everything. I would be interested in seeing this same simulation run for Alternis though...

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It's tidally locked, so I'm pretty sure geosync is an impossibility.

So... could you suggest me a way to get a working RT network on kerbin? It's basically the first time i use it and i don't know anyother method except the geosync one. Anyway except from that i'm really enjoying the mod, best looking sunset :cool:

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So... could you suggest me a way to get a working RT network on kerbin? It's basically the first time i use it and i don't know anyother method except the geosync one. Anyway except from that i'm really enjoying the mod, best looking sunset :cool:

You don't really need to have a KSO network for RT to work well. Go for a lower orbit (for example, 800km) and have a cluster of satellites that have the same orbital period and a low eccentricity.

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So... could you suggest me a way to get a working RT network on kerbin? It's basically the first time i use it and i don't know anyother method except the geosync one. Anyway except from that i'm really enjoying the mod, best looking sunset :cool:

Put 3 satellites into any circular orbit above 1,000 km or so, 120 degrees apart. They will cover the entire equatorial area of Kerbin.

Nova: Another possibility for Bop is putting it into the L4/L5 of Kerbin (same orbit but 60 degrees ahead of/behind it), it would be an interesting target to go to and it has analogues in the real Solar System (trojan moons).

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