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View Code? Open in Web Editor NEWMoves the KSC to other planets in the stock Kerbol system in KSP.
License: Creative Commons Attribution Share Alike 4.0 International
Moves the KSC to other planets in the stock Kerbol system in KSP.
License: Creative Commons Attribution Share Alike 4.0 International
In the rush to get something useful for folks to play with, I didn't put the release version localization keys in each home world configuration. Reading Bin's description would complain about being on Duna even if Duna isn't the home world.
Put the correct localization keys back in each home world configuration. This can be done at the same time as putting the correct science multipliers back.
The same thing as Duna/Laythe/Eve Space Program settings, but on the Mun.
Hi,
with KSP 1.8 the gras uses a new shader: "KSP/Scenery/Diffuse Ground KSC"
The following textures are used:
_BlendMaskTexture: blackSquare ; (1.0, 1.0) --> is dependent on the building
_FarGrassTexture: terrain_grass00_new_detail ; (1.0, 1.0)
_NearGrassTexture: terrain_grass00_new ; (1.0, 1.0)
_TarmacTexture: ksc_exterior_terrain_asphalt ; (1.0, 1.0)
also the Color parameter changes from: _Color to _GrassColor and takes new values (no more magic with the alpha channel)
For KSC it is now r=0.576471, g=0.611765, b= 0.392157, a=1
I hope this will help you to continue on this mod.
The Space Center scene on Minmus doesn't show any ground, buildings, or anything else aside from the buttons for each active building. This is similar to a problem the original ASP had with Duna where both Duna and Bin used the Kerbin template, but if you wait around Kerbin and the Mun become visible sometimes roughly where they should be from Minmus.
I don't know if this is because Minmus is so small, was re-parented around where Kerbin should be, or if more than one Kerbin somehow exists again.
Should be easy enough.
Jool currently isn't in the 1.5.1beta branch. Put it in there.
I likely can't use stock Jool as a template since it doesn't have a surface. I can use Greg's Jool implementation though, and add Snark's Jool Biomes and OhioBob's Realistic Atmospheres 1.3.0 changes to it.
Check the surface pressure at the launch pad on the existing Jool home world and make sure the revised Jool has a similar surface pressure at the launch pad. Raise or lower KSC as required.
I tried troubleshooting a reported problem with the KSC slightly hovering over the terrain and simultaneously burying parts of the runway in Restored Duna Space Program. After adding height (heightMapDeformity), and shifting the position of the PQS city (longitude) compared to the MapDecal (decalLongitude), I've concluded that the problem is the underlying terrain being not flat.
It appears Kopernicus does not add height uniformly to the specified height map, instead just raising the underlying height map by a fixed amount while keeping the lay of the terrain unchanged. I could put the KSC on a 1 km plateau and get the same result.
The solution appears to be, either move KSC to flatter terrain, or smooth the terrain underneath the current location. I'm not so skilled as to manipulate individual pixels in a height map, nor can I easily tell where on the height map I'd need to make the adjustments. The terrain just south of the current location looks inviting, and would also help space planes land easier in slightly thicker atmosphere, though it would mess with the orbital inclination of launches somewhat.
The release version science re-balancing is good, but contract weighting seems off and some contracts are more profitable than maybe they should be, such as Gilly contracts from homeworld Eve. I also believe Bin should get priority over Duna from homeworld Eve.
Inspect the contract weighting values from 1.5.1 Kittopia Dumps and see if we can re-balance the contract weighting accordingly for each home world.
@KSPSnark reported serious problems with certain home world settings when the Making History DLC is present, something to do with the alternate launch sites. Leaving the alternate sites enabled seems to help, but not always, and turning the alternate sites off seems to consistently break game saving. He has repro steps that I'll add to this issue.
Not sure what's going on as the colour properties are identical, but when Eve is selected as the home world and EveStockAtmosphere is set to True, it has Kerbin's colour. It still has Eve's other properties so game play isn't affected. This doesn't happen with Scatterer loaded; Scatterer sets Eve's atmosphere properties as it should. This also doesn't happen when EveStockAtmosphere is set to False.
To reproduce, make sure no visual add-ons are added at all. Just ASP, Kopernicus 1.4.5-4 and its dependencies, and set Homeworld = Eve and EveStockAtmosphere = True.
Trying to update all configurations for Kopernicus Continued and Kopernicus Bleeding Edge. I had to redo Minmus and the Mun using the updated Kittopia dumps. Other home worlds that use the standard templates seem to work without difficulty.
I skipped Jool and Restored Duna for now. Restored Duna needs a major rework to accommodate the new textures, and Jool was always a joke challenge anyway. I'll come back to these soon.
OhioBob re-balanced his Realistic Atmospheres configurations in November 2018. Implement these configurations. Also, create and use a global switch to use Stock or Realistic atmospheres for all worlds with an atmosphere.
I'll likely need to move Eve's KSC to higher ground to bring launch pad pressures back down to what they were pre-1.3.0. Fortunately, there's a 3 km ridge within sight of its current location, due west.
The release edition uses the Kerbin template and then applies Jool's properties to it in order to get a solid surface for the KSC. I attempted to use the Jool template and then add a PQS section, but that doesn't seem to work very well. Touching the 'surface,' which is apparently translucent somewhat, causes instant destruction.
If necessary I'll revert to using some PQS world as a template. But I want to avoid using Kerbin's template.
Having just forked this, I noticed a lack of license and figured I better ask before doing any work on it.
Solar intensity appears to be readjusted based on the home world's location. On Homeworld-Tylo's surface I get 27+ EC/second on a Gigantor panel, where in Homeworld-Kerbin orbit I get just over 25 EC/second. This is a problem on the release edition as well.
Adjust each home world's sunlight values so they match stock, and that solar panels behave correctly. A single Gigantor panel can generate these values with 100% exposure with Homeworld-Kerbin:
Snark commented that homeworld Minmus had an atmosphere that was still significant enough to cause difficulty. While I can't remove it entirely or career mode will break, I can thin it out even further.
Optionally, for sandbox or science playthroughs, have a no-atmosphere-period toggle for these.
I thought Homeworld Minmus was supposed to have a KSC pointing due west by its design, but Greg verified this was an old mistake.
Restored Duna isn't in the 1.5.1beta branch. Put it back.
I need to figure out how to put Duna's artifacts on Restored Duna's surface. The first time I tried, they didn't appear. Maybe it's enough to modify Duna's template just enough to avoid deleting PQSCity mods.
@GregroxMun raised a concern that solar panels might be overpowered at points beyond Duna, especially on Homeworld Laythe or Tylo, or underpowered at Eve, because of stock KSP assumptions about the home world's default luminosity values for the stock sun.
While I made adjustments already in ASP 1.5.1 and later to address this, he's asked that I ping him here to review the values for luminosity I set for each home world mode.
Please add simple instructions to the GitHub page
One of the forum challenges in the Alien Space Programs settings file is to send a launch base of some kind to the original KSC location on Bin, and launch a mission from there. However, the stock Kerbin terrain template doesn't include the peninsula that the KSC normally resides on, as that's generated by the MapDecal object I think. The surrounding terrain isn't very even, either.
Put the KSC peninsula back on Bin if possible. Even better, put the destroyed versions of the KSC buildings there if possible. Also put KSC2 back where it would normally be found, along with one or more monoliths and one 'randolith.'
Make sure these locations don't become ground tracking stations. This should be possible by specifying a config switch for the PQSCity node in question.
Dres isn't in the current 1.5.1beta branch. Put it in there.
I'd like to keep working on those visual add-on patches I mentioned, and to do that I'd like to merge your changes into my fork of the project. Is there such a thing as a 'reverse' pull request, or do I need to just destroy my existing fork and start a new one?
LOG 10:44:41.064] Exception: PostSpawnOrbit reference body for "Kerbin" could not be found. Missing body name is "Bin". [WRN 10:44:41.065] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects. [EXC 10:44:41.089] NullReferenceException: Object reference not set to an instance of an object Kopernicus.RuntimeUtility.UpdateMenu () Kopernicus.RuntimeUtility.Start ()
At least, this is on a first attempt. Windows KSP seems OK.
I'll update this issue with further testing results.
I'm finding I need to hand-edit any visual enhancement add-on that refers to Kerbin to accommodate Bin. While I can do that, I'm not as sure about most players or any automated tool being able to do this, and still support the home world setting. I'm having a bad time trying to write EVE Module Manager patches that act based on that setting.
Is it at all possible to either rename Kerbin to Bin permanently, or perhaps rename the uninhabited Bin back to Kerbin, regardless of home world setting? Perhaps using cbNameLater and displayName so Bin gets named "Kerbin" but is still referred to internally as Bin, and whatever the home world is can still be internally named "Kerbin" but visibly named Duna / Eve / Laythe. Maybe now that Bin no longer needs the Kerbin template, this is possible.
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