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Hard Mode: No Mun, No Minmus


Dewar

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[Original Post]

Hey guys!

I've been playing KSP for a while now, and although I love the game to death, I want more of a challenge in Career mode.

I was wondering if there was a mod or a setting somewhere that would delete all Kerbin Satellites (Minmus and the Mun). I am aware of the planet factory mods, as well as RSS, I don't want to get into a discussion about either one.

Anything like this?

Edit: Yeah the answer was.... RSS... Kick me.

For anyone wanting to do this simply download RSS then go to the Config file and delete everything.

Paste this in to transfer Minmus around Duna and Mun around Eve.

REALSOLARSYSTEM
{
Mun
{
SSTScale = 0.9832
Radius = 113710
rotationPeriod = 546482.42
tidallyLocked = true
axialTilt = 1.5424
GeeASL = 0.1654
Orbit
{
semiMajorAxis = 9377200
eccentricity = 0.0151
inclination = 26.04
period = 14713.29
LAN = 0
referenceBody = Eve
}
CelestialBodyScienceParams
{
FlyingHighDataValue = 2
FlyingLowDataValue = 2
}
}


Minmus
{
SSTScale = 1
Radius = 48730
rotationPeriod = 10331
tidallyLocked = false
axialTilt = 3
Mass = 9.43E+18
Orbit
{
semiMajorAxis = 1877200
eccentricity = 0.0041
inclination = 2.21
period = 48336.52
LAN = 0
referenceBody = Duna
}
CelestialBodyScienceParams
{
FlyingHighDataValue = 2
FlyingLowDataValue = 2
}
}
}

Edited by Dewar
Answered my original quesiton
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Even if you can't delete them, you should be able to move them to another planet or make them orbit the sun.

Easiest way to do it is probably with the RSS plugin. Every change that RSS makes is in a config file, so you can modify RSS's configuration to leave the rest of the system stock and just move the moons.

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Is there a way utilizing either one to simply delete the moons outright?

Edit:

What would I need to do to leave the game completely stock yet move them somewhere else?

I have looked through the configs for rss and have some understanding of them.

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RealSolarSystem would be the easiest way. Simply make a config that only includes the Mun, then change the parameters for the Mun to move it where you want it.

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*Updated main post with my findings.

Thanks for the help guys!!

One question, how do I change the amount of science I would receive for landing on the moved moons?

Now that they are farther away I feel like they should offer a slight boost to science.

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RSS supports CelestialScienceParams nodes. They support all params, including multipliers.

Also, if you don't specify things they don't change; therefore you could get away with the *only* thing in the Mun block being

Mun

{

Orbit

{

referenceBody = Eve

}

}

And it would still move.

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If you wanted to make a body unreachable, could you put it in a small orbit completely inside the Sun? It would show on the map, but you'd not be able to land anything there. Or would it mess things up say with the SOI?

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RSS supports CelestialScienceParams nodes. They support all params, including multipliers.

Also, if you don't specify things they don't change; therefore you could get away with the *only* thing in the Mun block being

Mun

{

Orbit

{

referenceBody = Eve

}

}

And it would still move.

Hmmm, Is there a link or Readme somewhere that would explain how to add in the different mulitpliers?

I love your mods by the way.

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If you wanted to make a body unreachable, could you put it in a small orbit completely inside the Sun? It would show on the map, but you'd not be able to land anything there. Or would it mess things up say with the SOI?

My guess would be if you do as Nathankell mentioned above, and enter the reference body as the sun, you probably would have that effect. As all the planets are on rails, I couldn't imagine you messing up the soi of the sun by doing this.

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It's more that if you get close enough to the Sun you might suddenly enter the Mun's SOI, even though the Sun's gravity ought to be far stronger, and thus have weird things happen to your orbit. How does the game handle SOIs - is it dynamically calculated from the masses and orbits, defined in the config files and so easy to change), or hardcoded and so difficult to change?

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cantab: RSS will calculate them correctly when you move things. If you place the a moon too near the sun it won't have an SoI (or it might, but it'll be under the moon's surface :D).

Dewar: thanks so much! :)

For adding them, right under the Orbit {} node (and still inside the Mun node), you can do


CelestialBodyScienceParams
{
LandedDataValue = 5.0 // or whatever
}

The ScienceParams available to RSSare listed here: https://github.com/NathanKell/RealSolarSystem/blob/master/Source/RealSolarSystem.cs#L1163

I don't know what bodies have by default, but I presume you'll want to change the various DataValues (like InSpaceHighDataValue which presumably multiplies the science you get while InSpaceHigh over the body). You can also change the thresholds if you want to change the altitude (in meters) that FlyingLow becomes FlyingHigh and same for InSpaceLow/High.

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Awesome, thanks a lot Nathan.

I'm tinkering with the settings now to create a reasonably difficult alternative to RSS.

I never really understood the need to create an overly large solar system that would require tweaking every part to match.

Instead, I'm hoping to create my own flavor that will incorporate a slightly larger kerbin with only one satellite if any (perhaps Moho).

I've made the Science changes but it needs more work.. will update my progress after watching game of thrones tonight.

Thanks again for the help!!!

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You're most welcome! Good luck, and let me know if you run into any issues.

(The reason for RSS isn't difficulty, of course, it's me-wants-orbiter-where-me-build-rockets)

Hey Nathan, I ran into an issue. :confused:

I'm trying to drop the amount of science Moho gives me, but I can't reduce the amount of science I get through experiments (such as the materials bay).

Here's my current take on the config:

Moho
{
Mass = 3.1676E+21
Orbit
{
semiMajorAxis = 62977200
eccentricity = 0.03
inclination = 10.21
period = 58336.52
LAN = 0
referenceBody = Kerbin
}
CelestialBodyScienceParams
{
LandedDataValue = .5
InSpaceHighDataValue = .5
InSpaceLowDataValue = .5
RecoveryValue = .5
}
}

Any thoughts?

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Have you verified in the recovery "science gained" dialog that the multipliers are being applied? Try setting them to 0.0001 and see what happens.

I'll try that today!

Edit: I did this and no effect. I also tried changing all multipliers to 50, so I'm sure they are not being applied.

Also wait you're moving Moho to orbit around Kerbin!?

Yeah, I also made it .56 of Kerbin's gravity, for a total escape DV of 1600 or so.

I never really visit Moho and I wanted a challenging new moon that I couldn't max out all science for in one trip.

I have also adjusted Kerbin's radius (KSC's positioning to match, god that was a headache) to take about 60 percent more DV to get into orbit.

All said, a mission to the new moon with realism mods installed is, if a little too rewarding, at least difficult.

Thanks again for the help, I'll keep updating as I go.

Edited by Dewar
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So I may have stumbled onto a bug!?

In all honesty that kind of makes me feel better, I was smashing my head against this problem for a couple hours.

Coding is fun! :P

Let me know if you find a work around, and thanks yet again for the help.

I'm going to go burn stuff into the atmosphere to get the configs for deadly reentry just right.

Here is my current config.

REALSOLARSYSTEM
{
Mun
{
Orbit
{
semiMajorAxis = 9377200
eccentricity = 0.0151
inclination = 26.04
period = 14713.29
LAN = 0
referenceBody = Eve
}
CelestialBodyScienceParams
{
LandedDataValue = 3
InSpaceHighDataValue = 2
InSpaceLowDataValue = 2
}
}
Kerbin
{
Radius = 1940000
atmosphereScaleHeight = 6.6
maxAtmosphereAltitude = 91182.37
atmosphereMultiplier = 1.013
AtmosphereFromGround
{
//apply your settings here, like
waveLength = 0.85, 0.72, 0.55, 0.5
}
PQS
{
Kerbin
{
PQSCity
{
KEYname = KSC
latitude = -0.1109
longitude = -74.5400
repositionRadiusOffset = 53 //42.7000007629395
lodvisibleRangeMult = 6
}
PQSMod_MapDecalTangent
{
radius = 8500 // KSP: 7500
heightMapDeformity = 75 // was 75
absoluteOffset = 0
absolute = true
latitude = -0.0969
longitude = -74.6004
}
PQSMod_VertexHeightMap
{
heightMapDeformity = 10800 //7500
}
PQSLandControl
{
vHeightMax = 10800 // 3500
altitudeBlend = 0.03 // 0.01
altitudeFrequency = 36 // 12
latitudeFrequency = 12 // 4
longitudeFrequency = 12 // 4
LandClass
{
landClassName = BaseSnow
altitudeRange
{
startStart = 0.9 //0.60000002384185791
startEnd = 0.98 //0.800000011920929
}
}
LandClass
{
landClassName = BaseBeach
altitudeRange
{
endStart = 0.001 //0.004999999888241291
endEnd = 0.004 //0.019999999552965164
}
}
LandClass
{
landClassName = RockyGround
color = 0.758, 0.628, 0.464, 1 //0.2835821, 0.241034418, 0.169554323, 1
noiseColor = 0.808, 0.678, 0.514, 1 //0.321568638, 0.3019608, 0.274509817, 1
}
}
}
}
}
Minmus
{
Orbit
{
semiMajorAxis = 4977200
eccentricity = 0.0041
inclination = 2.21
period = 48336.52
LAN = 0
referenceBody = Duna
}
CelestialBodyScienceParams
{
LandedDataValue = 3
InSpaceHighDataValue = 2
InSpaceLowDataValue = 2
}
}
Moho
{
Mass = 4.8676E+21
Orbit
{
semiMajorAxis = 62977200
eccentricity = 0.03
inclination = 10.21
period = 58336.52
LAN = 0
referenceBody = Kerbin
}
CelestialBodyScienceParams

{
LandedDataValue = 0.0001
InSpaceHighDataValue = 0.0001
InSpaceLowDataValue = 0.0001
RecoveryValue = 0.0001
FlyingHighDataValue = 0.0001
FlyingLowDataValue = 0.0001
SplashedDataValue = 0.0001
}
}
}

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