Raptor831 Posted June 17, 2014 Share Posted June 17, 2014 On the train, I think I've realized what the issue is.Turn wrap off and see if the problem goes away. I forgot to rescale the collider.I set wrap = false, and the sun no longer shines through Kerbin, and the solar panels behave as expected (i.e. no power generated on the darkside). Sounds like you found it. Link to comment Share on other sites More sharing options...
regex Posted June 17, 2014 Author Share Posted June 17, 2014 That's great! Glad that got sorted out. Link to comment Share on other sites More sharing options...
NathanKell Posted June 17, 2014 Share Posted June 17, 2014 Well, I still have to add code to scale/rework the colliders. But yeah, glad that's figured out. :] Link to comment Share on other sites More sharing options...
XkaOnslaught Posted June 17, 2014 Share Posted June 17, 2014 Hey regex, been playing around with your 6.4 scale kerbin, its great! as far as KIDs go, i went with a high multiplier of Atmo 1.3 and Vac 1.4 with the two options selected in order to get semi-realistic shaped vessels akin to real life rockets. something like this:and this:also, i wonder if you could tell us what is the GSO for your scaled kerbin? i fail at maths. Link to comment Share on other sites More sharing options...
regex Posted June 17, 2014 Author Share Posted June 17, 2014 Hey regex, been playing around with your 6.4 scale kerbin, its great! as far as KIDs go, i went with a high multiplier of Atmo 1.3 and Vac 1.4 with the two options selected in order to get semi-realistic shaped vessels akin to real life rockets. something like this:I love OrionKerman's work, his pods are my most-used Kerbal delivery devices. Love what you've done there and happy you're enjoying the config!also, i wonder if you could tell us what is the GSO for your scaled kerbin? i fail at maths. So, after much gnashing of teeth and guidance from ferram4, I can tell you that Kerbin's gravitational parameter is 144,738.7412. Plug that into the GSO calculation:cube root(u * (P/2pi)^2)Where u = Kerbin's gravitational parameter and P = orbital period of one Kerbin day in seconds30,135.9 km = cube root(144,738.7412 * (86400/2pi)^2)Pretty sure that's correct. If not, some smart person will undoubtedly be along to correct me. Link to comment Share on other sites More sharing options...
regex Posted June 18, 2014 Author Share Posted June 18, 2014 The last post got me thinking... Here are some useful stats for the 6.4:1 Kerbin system:[table][tr][td]Body[/td][td]Mass kg[/td][td]Radius m[/td][td]Max Atmos Alt m[/td][td]Grav Param[/td][td]Rotation Period sec[/td][td]Min Orbit Velocity m/s[/td][td]GSO km[/td][td]SemiSO km[/td][/tr][tr][td]Sun[/td][td]1.2729726494E+030[/td][td]584227280[/td][td]0.00[/td][td]84907275714.98[/td][td]262906.83[/td][td]0.00[/td][td]5297402.44[/td][td]3337154.42[/td][/tr][tr][td]Moho[/td][td]1.0362999946E+023[/td][td]1600000[/td][td]0.00[/td][td]6912.12[/td][td]440000.00[/td][td]2072.01[/td][td]32363.26[/td][td]20387.58[/td][/tr][tr][td]Eve[/td][td]5.0252753468E+024[/td][td]4480000[/td][td]127655.32[/td][td]335185.87[/td][td]113490.09[/td][td]8529.09[/td][td]47820.48[/td][td]30125.02[/td][/tr][tr][td]Gilly[/td][td]5.0854477285E+018[/td][td]83200[/td][td]0.00[/td][td]0.34[/td][td]67236.90[/td][td]60.33[/td][td]338.66[/td][td]213.35[/td][/tr][tr][td]Kerbin[/td][td]2.1687475458E+024[/td][td]3840000[/td][td]91182.37[/td][td]144655.46[/td][td]86400.00[/td][td]6066.05[/td][td]30130.12[/td][td]18980.79[/td][/tr][tr][td]Mun[/td][td]4.0039886626E+022[/td][td]1280000[/td][td]0.00[/td][td]2670.66[/td][td]351604.38[/td][td]1438.85[/td][td]20298.12[/td][td]12787.01[/td][/tr][tr][td]Minmus[/td][td]1.0854885297E+021[/td][td]384000[/td][td]0.00[/td][td]72.40[/td][td]80399.01[/td][td]428.67[/td][td]2280.15[/td][td]1436.41[/td][/tr][tr][td]Duna[/td][td]1.8487980356E+023[/td][td]2048000[/td][td]54709.42[/td][td]12331.48[/td][td]102385.83[/td][td]2421.69[/td][td]14849.50[/td][td]9354.60[/td][/tr][tr][td]Ike[/td][td]1.1422957777E+022[/td][td]832000[/td][td]0.00[/td][td]761.91[/td][td]165831.54[/td][td]951.25[/td][td]8096.42[/td][td]5100.42[/td][/tr][tr][td]Dres[/td][td]1.3215796333E+022[/td][td]883200[/td][td]0.00[/td][td]881.49[/td][td]74619.03[/td][td]993.43[/td][td]4990.98[/td][td]3144.12[/td][/tr][tr][td]Jool[/td][td]3.1545246352E+026[/td][td]38400000[/td][td]182364.75[/td][td]21040679.32[/td][td]75894.66[/td][td]23352.61[/td][td]145336.32[/td][td]91556.15[/td][/tr][tr][td]Laythe[/td][td]1.2051688533E+024[/td][td]3200000[/td][td]72945.90[/td][td]80384.76[/td][td]99400.83[/td][td]4955.84[/td][td]27197.65[/td][td]17133.44[/td][/tr][tr][td]Vall[/td][td]1.2767523392E+023[/td][td]1920000[/td][td]0.00[/td][td]8515.94[/td][td]198802.27[/td][td]2100.57[/td][td]20428.59[/td][td]12869.21[/td][/tr][tr][td]Tylo[/td][td]1.7354391957E+024[/td][td]3840000[/td][td]0.00[/td][td]115753.79[/td][td]397608.64[/td][td]5483.24[/td][td]77391.93[/td][td]48753.86[/td][/tr][tr][td]Bop[/td][td]1.5281975483E+021[/td][td]416000[/td][td]0.00[/td][td]101.93[/td][td]1021585.32[/td][td]489.16[/td][td]13915.48[/td][td]8766.21[/td][/tr][tr][td]Pol[/td][td]4.4346210692E+020[/td][td]281600[/td][td]0.00[/td][td]29.58[/td][td]1692117.37[/td][td]318.49[/td][td]12897.17[/td][td]8124.71[/td][/tr][tr][td]Eeloo[/td][td]4.5768479096E+022[/td][td]1344000[/td][td]0.00[/td][td]3052.76[/td][td]55799.64[/td][td]1501.54[/td][td]6221.07[/td][td]3919.03[/td][/tr][/table]Min Orbital Velocity assumes you're either skimming/just outside of the atmosphere or at an altitude of 10,000m (not exactly a good thing on Vall, but it works for most everything else...) Incidentally this should also give you a good idea of the delta-V required to land on a given (airless) body. The Sun is not included there for what I hope are obvious reasons.For GSO and SemiSO, no care was taken to see if said orbits fall outside the SOI of the body. Link to comment Share on other sites More sharing options...
rhoark Posted June 18, 2014 Share Posted June 18, 2014 For launch sites is it possible to configure the VAB and SPH to be open while in flight mode, so you can park things inside? Link to comment Share on other sites More sharing options...
regex Posted June 18, 2014 Author Share Posted June 18, 2014 For launch sites is it possible to configure the VAB and SPH to be open while in flight mode, so you can park things inside?I doubt it, unless the models can be changed (and we have models to change to) which isn't something that I have experience with. Link to comment Share on other sites More sharing options...
dlrk Posted June 20, 2014 Share Posted June 20, 2014 How should I use RealismOverhaul with that? Fully, or remove the rescales, or what? Link to comment Share on other sites More sharing options...
regex Posted June 21, 2014 Author Share Posted June 21, 2014 I don't use any resizing configs; that's one of the reasons it's 6.4:1 Kerbin instead of "5x scale Kerbin" (or something else). Recently I rolled my own engine config for Real Fuels, and you could do the same, but you could also use one from the ROV thread no problem. You'll have a decent 5~7% payload fraction which gives a very "Kerbal-ey" stock sort of feeling. Link to comment Share on other sites More sharing options...
dlrk Posted June 21, 2014 Share Posted June 21, 2014 Thanks and does the normal RO RT2 conf work? Link to comment Share on other sites More sharing options...
Raptor831 Posted June 21, 2014 Share Posted June 21, 2014 How should I use RealismOverhaul with that? Fully, or remove the rescales, or what?Shameless plug: You could use the stockalike RF config I'm working on, and you'll get realistic engines at kerbal sizes. (link: http://forum.kerbalspaceprogram.com/threads/81239-Stockalike-RF-Engine-Configs) I'd definitely have NovaPunch or SXT (or even FASA engines) though, as the 5m engines will help when you're slinging larger payloads.You could also swipe the XLS from that thread and roll your own configs (as regex mentioned) and tune to your liking. If you do that, let me know how it goes. Link to comment Share on other sites More sharing options...
dlrk Posted June 21, 2014 Share Posted June 21, 2014 Thanks, I already grabbed your config (: Link to comment Share on other sites More sharing options...
regex Posted June 21, 2014 Author Share Posted June 21, 2014 Thanks and does the normal RO RT2 conf work?That I don't know; I don't use RT2 for various reasons. You'll probably want to adjust the ranges, though, because Eeloo is inside Jupiter's orbit. Link to comment Share on other sites More sharing options...
NathanKell Posted June 21, 2014 Share Posted June 21, 2014 Don't see why it wouldn't. What do you mean by "work"? Link to comment Share on other sites More sharing options...
dlrk Posted June 21, 2014 Share Posted June 21, 2014 Hey Nathan,I'm wondering if the ranges would work as-is. Link to comment Share on other sites More sharing options...
NathanKell Posted June 21, 2014 Share Posted June 21, 2014 Again, what do you mean by work? The MM patch will obviously still get applied Link to comment Share on other sites More sharing options...
regex Posted June 21, 2014 Author Share Posted June 21, 2014 The RT2 ranges for RSS proper will likely be too large for 6.4:1 Kerbin because, as I've said, Eeloo is inside Jupiter's orbit; you'll probably have to adjust them. They will work out of the box, though, just like stock-sized ranges will work out of the box. Whether they're playable or not is another matter entirely. Link to comment Share on other sites More sharing options...
NathanKell Posted June 21, 2014 Share Posted June 21, 2014 Ah, in that sense...yeah, might play with the range multiplier a bit in the RT2 settings file? Link to comment Share on other sites More sharing options...
sirkut Posted June 22, 2014 Share Posted June 22, 2014 I love using KSC Switcher but I didn't like having to go to exit the tracking station to then load space center scene and then finally load the VAB or SPH. So with just a few lines I was able to create a vab and sph shortcut. Note: The in the video I didn't enable the SPH code so when clicking, it does nothing. I'm not sure if this is a feature you guys would like to have but I figured I would share. Link to comment Share on other sites More sharing options...
regex Posted June 22, 2014 Author Share Posted June 22, 2014 I love using KSC Switcher but I didn't like having to go to exit the tracking station to then load space center scene and then finally load the VAB or SPH. So with just a few lines I was able to create a vab and sph shortcut. Note: The in the video I didn't enable the SPH code so when clicking, it does nothing. I'm not sure if this is a feature you guys would like to have but I figured I would share.http://youtu.be/VkjlD8gCsUQThat's fantastic, Sirkut, make a push request! Link to comment Share on other sites More sharing options...
sirkut Posted June 22, 2014 Share Posted June 22, 2014 That's fantastic, Sirkut, make a push request!I've never done one before so give me a little time to figure it out and test just a tad more. I also have to redo the graphics as I found it from shutter stock photo and did some changes to it. Link to comment Share on other sites More sharing options...
EatVacuum Posted June 25, 2014 Share Posted June 25, 2014 I'm enjoying the challenge of playing with the 6.4 rescale, it has restored the level of challenge I enjoyed when first playing the game. But there seems to be a disconnect between the planetary features in this rescale. When I look at, for instance Minmus, in map view, it looks the way I'd expect. In the normal screen view, from orbital height the planet looks practically flat - there seems to be a huge amount of flattening. But then if I zoom out far enough, there's a sudden change and Minmus looks like it did in the map view. I assume the apparent flattening in the normal view is the result of the planet being expanded over six times in size, with the height of the terrain not increasing proportionately. But presumably in the map view everything is scaled proportionately, terrain relief included. Looking through the RealSolarSystem.config file, there's a heightMapDeformity value set of 8586.9 for Minmus. I tried altering it to see if it would raise the terrain relief but it doesn't seem to do anything. So how can I adjust the terrain height to be proportionately closer to what it was, so that there is not so much of a disconnect between the map and normal views of the moons and planets? Has anyone managed to tweak their rescales to correct this, and if so could you share it with me?Thanks! Link to comment Share on other sites More sharing options...
NathanKell Posted June 25, 2014 Share Posted June 25, 2014 Minmus doesn't have a heightmap, so changing that value won't help.... Link to comment Share on other sites More sharing options...
EatVacuum Posted June 25, 2014 Share Posted June 25, 2014 Minmus doesn't have a heightmap, so changing that value won't help....Ok, thanks for responding. That would explain why fiddling with it didn't work. Is there any reasonably simple way to rescale the terrain height that would? Do any of the planets/moons have heightmaps that can be tweaked from the cfg file? If I can't fix'em all, maybe I can at least fix some.I like the RSS possibilities but I prefer to play in the Kerbol system at least until I finish this campaign. But this bizarre transformation is narring and kind of breaks the immersion. Link to comment Share on other sites More sharing options...
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