@HyperPatch Thanks. I appreciate that. Back in the late nineties. I was able to download a significant collection of Solar system object Maps. NASA, USGS, etc. Some in the size you speak of. The Galilean moons for sure, maybe Earth, but mostly in the 8192 range.
To See Earth at that resolution would be astounding. Is this where we're headed?
Would any of these maps be of use to you?
P.S. Your Moon 3D rendering in the 1.5.3 RSS is the best I've ever seen. Keeps us coming back for more.
@HyperPatch I sure do appreciate Your Real Solar System work. I asked Pedro about importing NASA maps to Planet Studio. I was under the impression That all the maps in Planet studio were artistically created, and it was your artistic creativity that made the Real-World Earth rendering and the Moon and so forth.
I think I was being told the high-resolution maps can be imported to planet Studio.
Could you tell me if this is so and how large of maps can be imported?
I f there are other resources that might explain all this, I would be grateful for any help.
Sharp, Defined, Shock Diamonds. Eye candy indeed. Will we be able to import Large JPGs, PNGs or TIFFs into Planet Studio?
I'm thinking of some of the NASA photographic cylindrical maps developed by them over the years.
@JanusSpaceIndustries I wouldn't know. For some maybe. Marriage and/or kids is not for everyone. It's probably best not to try to be someone you are not.
The joke I was trying to make is that if you can keep your woman happy then you can afford to have both a PC and an Android. Problem solved. And trying to squeeze PC software on to a more limited phone environment makes no sense. Apples and Oranges, no pun intended.
The best solution is to have two identical gaming PCs, one for yourself and one for your wife but you don't have to learn how upkeep the one she confiscated since it's identical.
But she will want an Apple iPad too and you need to learn how to upkeep it for her and then get two identical Android phones. Same idea as the PCs. She gets one and you the other but only need to learn it one time for upkeep.
So, the real issue is her. Weapons optional.
@Zenithspeed You are just suffering from a bit of burnout. Take two months and just fly some missions. After that maybe find a way to make a highly detailed Earth, clouds, night lights, and 3d patch work making one mountain range at a time that can be added to the project over time. That would be a significant achievement.
@LampEnjoyer Just some ideas to possibly help in your creations to pick and choose at your whim. Just like cooking, the rest is easy once you figure out what to eat. ;-)
A solar System that has in orbit #1, two terrestrial planets, similar in size and mass, that orbit each other, like Pluto and Charon does, around an external center of gravity.
In orbit #2 a Neptune sized gas giant with two habitable moons, one tropical and the other a primordial Blue Mars type world.
In orbit #3, A Jupiter sized gas giant with 4 habitable moons of different sized oceans, different Atmospheric densities and of different types of primary terrains.
In orbit #4, a Saturn sized gas giant with a habitable moon the size of Titan inside the rings.
All moons in the system being Earthlike in some fashion.
On the first part of the journey
I was looking at all the life
There were plants and birds and rocks and things
There was sand and hills and rings
The first thing I met was a fly with a buzz
And the sky with some clouds
The heat was hot and the ground was dry
But the air was full of sound
If we could have the ability to target a second solar system, two or more systems in a single game, one could target the second system from our Solar System, the splash screen comes up and then we arrive in the target system at some point in the future using @sacr3dbac0n0 's calculations above. All adjusted for velocity and time dilation being included at the arrival date.
Great additions on the Navigation Gizmo. Very useful enhancements. Thanks to the development team.
For the next update, Is there any way to incorporate the Docking HUD into main Sim? I can't help to believe that most of the work is done already in the Dragon HUD add-on.
@TomKerbal Thanks Tom. I'll give it a try.
Also about KSC. In the height of summer the worst inclination of Launch would be 10.2 degrees off and most the time around 5 degrees off which could be corrected easily with a mid course correction burn. I would guess that burn to be about 50 m/sec DV. But we are talking the real Solar System here not Juno: New Horizons.
@TomKerbal I did suggest back about 4 months ago that the inclination of a target body be projected on the Earth, or whatever launch site, so when the launch vehicle crossed the projected line it was time to launch.....but alas...
@TomKerbal
My guess is if Kerbal1 has the rotational 23 Degree tilt of the Earth it will have the orbital inclination of both bodies correct. If my memory serves, Moon has less than 1% rotational tilt relative to Earth because the Moon is 99% tidally locked to the Earth.
I bought Kerbal1 a long time ago and never played it. I hear of great dissatisfaction with Kerbal2. What's your opinion?
@TomKerbal
Maybe you and our friends could bump this thread by upvote to get their attention. I've tried.
But don't throw the baby out with the bath water just yet. The navigation gizmo is superior and there is a vast amount of knowledge to be had here.
The amount of fuel needed to make up for a fictious Solar system is less than 4%.
Build your ships with 4 extra % and they will still be accurate.
What I need to explore is how accurate are the Engine numbers are to reality, also dry mass and wet mass accuracy. I think these could have the greatest impact on true numbers.
I intend to make my own Apollo-Saturn just to check these numbers out. But I am sure there are people here that know these answers already. We just need to get their attention to maybe save some time by telling us what's up.
@TomKerbal Hi Tom,
What I know so far is that Juno: New Origins does not use 2 Rotational Elements, 'The Inclination of a planets Rotation', aka 'The obliquity of the ecliptic 'or 'The longitude of solar transit'.
What this means is that all the systems created in Juno: New Origins the planets have no seasons. No tropic of Cancer or tropic of Capricorn for planet Earth. All the planets have their equators pointed at the governing star all the time. Also, with 'The longitude of solar transit' not being used we never know accurately when it is supposed to be noon on any planet on any given day.
I believe the creators wanted to keep this as a fictional game because of potential issues with paranoid governmental elements that exist today. Sounds crazy, I've seen it before. I hope I am wrong.
Back to your question, I have found with Juno: New Origins' superior navigation gizmo that the inclination of your orbit really does not matter except not launching at 90 ° East you will not pick up the extra rotational momentum of the planet. The closer to the equator you launch, the greater speed you will gain from the planet's rotation.
Beside from that there is no issue on getting to the Moon even if you started with a polar orbit because any inclination will intercept the Moon's orbit twice a month.
You can launch and then accelerate time to move the moon into position so your ship will intercept. Again, this happens twice a month.
As a side note, ironically, Apollo 11, at the time of Launch, the astronauts could see the Moon directly above them at zenith. In reality KSC does intersect the Moon's orbital plane, once every 6 years, but not in Juno: New Origins. When the Moon is in its highest orbital position relative to the Earth's equator and its the 1st day of summer you get 23.43623° north, because it is solstice, plus 5.145° form the Moon's inclination. Because of the Moon's inclinical peak position you get 28.58123 degrees north as the highest latitude the Moon at zenith can be. KSC's latitude is 28.573469°. Picking the Cape as our main space port was no accident.
Now I know one of our members made a 'Vizzy in a chip' to alert the player to when his launch location was closest to the targets orbital plane, but I have not tried it yet. I will in time.
I re-did the capsule from scratch and then added the boosters needed for orbit on the first one and to the moon and back on the second one.
Try out the Capsule's RCS to control the pitch at re-entry and keep an eye on the vertical speed indicator. Sometimes sub-orbital re-entry can be the worst because of the steep angle downwards inherent.
After the 1.09 update all my capsules parachutes ceased to deploy fully because I was in the habit of attaching the Parachute, using the base style "top", inside the capsule, hidden as so I could have the docking ring on top. Now, it as if the docking port is blocking the chutes.
So, after some research, some trial and error, I found that using the base style "Side Chute" fixes this.
Also, I found that tilting the capsule up during re-entry about 20-25 degrees will rapidly decrease your vertical speed downward, which is important because if you dive down deep too fast you will just burn up.
A shallow re-entry, under 200m/s vertically, insures no burn up and that you will be slow enough to not have your chutes line break once you reach chute deployment altitude.
Installing some RCS on the capsule will help with this.
@Pedro Thanks Pedro, That helps. 3/4s of my work depends on the Dragon Docking HUD.
The Dragon Docking HUD cannot obtain a selected target with this update. I do not know of any other docking tools that do work. Reverting to an older version is better than not being able to dock.
I know all this will be fixed eventually, but for now, you have given me an alternative. Thanks much.
@CloakPin
It did for me. However, now that you bring it up, I am not sure if the mod is active in career mode. I did get the warning sign when I went to launch this without the mod activated. I do believe the mod is functional in career mode and is needed.
Lob high so you come down as close to vertical as possible. Overshoot the drone ship by about 5-7 % to give you some retro fire space to slow down. Use a booster the leaves about 20 % fuel to a retro burn at about 70,000 km, which should slow you down to about 600 m/s. The top stage should be a wide base ship with landing legs spread wide with a cone fuel tank. I use 5 gnome engines, 1 larger one in the center with 4 half sized ones spread wide around the center. By tilting this ship one can steer towards the drone ship no RCS needed. The last step is to cheat and land at 1/8th speed. The rest will come with practice. Good luck.
Or try mine.. https://www.simplerockets.com/c/gYAhUT/Sea-Landing-on-Drone-Ship-Ship
In my latest endeavors I docked a large fuel stage, unmanned, behind another fuel stage attached to a habitation module also using a command module. I successfully dock.
Also docked is a CSM style capsule, manned.
I maxed out the magnetic force on all docking rings.
I launch a third ship, a refuel ship, unmanned, using a command chip, and rendezvous with the other above described docked combo.
When I get within 10 km the combo detaches all docked ships and all 4 float away from another.
At 10 km, I noticed the Sim will skip a frame, so-to-speak, to load the actual image rendering of your target appears.
Also the uncontrolled unlocking fiasco will happen if I save and then reload. Also if I use to slow-mo button.
What is happening here? Is this usual? Is there settings one must look after to prevent this? Is there any guide to show the laws of Docking parts?
Can anyone help?
I just wanted to bump this to hopefully get the community leader's attention now that this Sim has gone full release. Congrats.
This would be the next logical step to advancing the Planet Studio
to having realistic virtual representations of Celestial bodies be created.
Also, is there a way to import pic files of planetary cylindrical maps as planetary textures? jpg, bmp, png, tiff, or even gif for like Jupiter with moving atmospheric dynamics?
@HyperPatch Thanks. I appreciate that. Back in the late nineties. I was able to download a significant collection of Solar system object Maps. NASA, USGS, etc. Some in the size you speak of. The Galilean moons for sure, maybe Earth, but mostly in the 8192 range.
To See Earth at that resolution would be astounding. Is this where we're headed?
Would any of these maps be of use to you?
P.S. Your Moon 3D rendering in the 1.5.3 RSS is the best I've ever seen. Keeps us coming back for more.
1.2 years ago@JanusSpaceIndustries And so you did. :-)
1.2 years ago@HyperPatch I sure do appreciate Your Real Solar System work. I asked Pedro about importing NASA maps to Planet Studio. I was under the impression That all the maps in Planet studio were artistically created, and it was your artistic creativity that made the Real-World Earth rendering and the Moon and so forth.
I think I was being told the high-resolution maps can be imported to planet Studio.
Could you tell me if this is so and how large of maps can be imported?
I f there are other resources that might explain all this, I would be grateful for any help.
Thanks much.
+1 1.2 years ago@Pedro So, this capability is already there, just that higher pixel count maps can be used? If I got this right, how large of maps can be imported?
1.2 years agoSharp, Defined, Shock Diamonds. Eye candy indeed. Will we be able to import Large JPGs, PNGs or TIFFs into Planet Studio?
1.2 years agoI'm thinking of some of the NASA photographic cylindrical maps developed by them over the years.
@JanusSpaceIndustries I wouldn't know. For some maybe. Marriage and/or kids is not for everyone. It's probably best not to try to be someone you are not.
The joke I was trying to make is that if you can keep your woman happy then you can afford to have both a PC and an Android. Problem solved. And trying to squeeze PC software on to a more limited phone environment makes no sense. Apples and Oranges, no pun intended.
1.2 years ago@JanusSpaceIndustries You obviously are not married or in a relationship. ;-)
1.2 years agoTough field. Good Luck.
+1 1.2 years agoThe best solution is to have two identical gaming PCs, one for yourself and one for your wife but you don't have to learn how upkeep the one she confiscated since it's identical.
+1 1.2 years agoBut she will want an Apple iPad too and you need to learn how to upkeep it for her and then get two identical Android phones. Same idea as the PCs. She gets one and you the other but only need to learn it one time for upkeep.
So, the real issue is her. Weapons optional.
@Pedro Just wanted you to know that I'm ready for this to be released now. Just please ask if any questions.
+2 1.2 years agoCongrats India.
+1 1.2 years agoLooks great. A big step up. The sooner the better.
1.2 years ago@TomKerbal Thanks Tom I'm almost ready to work on vizzy.
1.3 years ago@Zenithspeed You are just suffering from a bit of burnout. Take two months and just fly some missions. After that maybe find a way to make a highly detailed Earth, clouds, night lights, and 3d patch work making one mountain range at a time that can be added to the project over time. That would be a significant achievement.
1.3 years agoThose are very good. Good eye.
1.3 years ago"Boomerang". Because it goes and then comes back.
Or
"Karma Chameleon". Because she comes and goes.
+1 1.3 years ago@LampEnjoyer Just some ideas to possibly help in your creations to pick and choose at your whim. Just like cooking, the rest is easy once you figure out what to eat. ;-)
+1 1.3 years agoA solar System that has in orbit #1, two terrestrial planets, similar in size and mass, that orbit each other, like Pluto and Charon does, around an external center of gravity.
In orbit #2 a Neptune sized gas giant with two habitable moons, one tropical and the other a primordial Blue Mars type world.
In orbit #3, A Jupiter sized gas giant with 4 habitable moons of different sized oceans, different Atmospheric densities and of different types of primary terrains.
In orbit #4, a Saturn sized gas giant with a habitable moon the size of Titan inside the rings.
All moons in the system being Earthlike in some fashion.
+1 1.3 years agoOn the first part of the journey
+2 1.3 years agoI was looking at all the life
There were plants and birds and rocks and things
There was sand and hills and rings
The first thing I met was a fly with a buzz
And the sky with some clouds
The heat was hot and the ground was dry
But the air was full of sound
@guiribs https://www.simplerockets.com/Forums/View/227471/Parachute-wont-Delply
1.4 years ago@CanadaDucK Why Thank You CD. He also did the Docking assist vizzy as well. Are there any other maneuvers you would recommend a vizzy on?
1.4 years ago@TomKerbal Thank You Much Sir.
1.4 years agoIf we could have the ability to target a second solar system, two or more systems in a single game, one could target the second system from our Solar System, the splash screen comes up and then we arrive in the target system at some point in the future using @sacr3dbac0n0 's calculations above. All adjusted for velocity and time dilation being included at the arrival date.
1.4 years agoGreat additions on the Navigation Gizmo. Very useful enhancements. Thanks to the development team.
For the next update, Is there any way to incorporate the Docking HUD into main Sim? I can't help to believe that most of the work is done already in the Dragon HUD add-on.
+1 1.4 years ago@TomKerbal Thanks Tom. I'll give it a try.
+1 1.5 years agoAlso about KSC. In the height of summer the worst inclination of Launch would be 10.2 degrees off and most the time around 5 degrees off which could be corrected easily with a mid course correction burn. I would guess that burn to be about 50 m/sec DV. But we are talking the real Solar System here not Juno: New Horizons.
@TomKerbal
+1 1.5 years ago@Wangzc
She is beautiful for sure. Another goal of is to get this good at 3d work.
@TomKerbal I did suggest back about 4 months ago that the inclination of a target body be projected on the Earth, or whatever launch site, so when the launch vehicle crossed the projected line it was time to launch.....but alas...
+1 1.5 years agoMr. Spock's is a beauty for sure. I hope to have good look at any I can find and compare them and to http://astronautix.com/f/f-1.html as well.
+1 1.5 years ago@TomKerbal
My guess is if Kerbal1 has the rotational 23 Degree tilt of the Earth it will have the orbital inclination of both bodies correct. If my memory serves, Moon has less than 1% rotational tilt relative to Earth because the Moon is 99% tidally locked to the Earth.
I bought Kerbal1 a long time ago and never played it. I hear of great dissatisfaction with Kerbal2. What's your opinion?
+1 1.5 years ago@TomKerbal
+1 1.5 years agoMaybe you and our friends could bump this thread by upvote to get their attention. I've tried.
But don't throw the baby out with the bath water just yet. The navigation gizmo is superior and there is a vast amount of knowledge to be had here.
The amount of fuel needed to make up for a fictious Solar system is less than 4%.
Build your ships with 4 extra % and they will still be accurate.
What I need to explore is how accurate are the Engine numbers are to reality, also dry mass and wet mass accuracy. I think these could have the greatest impact on true numbers.
I intend to make my own Apollo-Saturn just to check these numbers out. But I am sure there are people here that know these answers already. We just need to get their attention to maybe save some time by telling us what's up.
@TomKerbal Hi Tom,
What I know so far is that Juno: New Origins does not use 2 Rotational Elements, 'The Inclination of a planets Rotation', aka 'The obliquity of the ecliptic 'or 'The longitude of solar transit'.
What this means is that all the systems created in Juno: New Origins the planets have no seasons. No tropic of Cancer or tropic of Capricorn for planet Earth. All the planets have their equators pointed at the governing star all the time. Also, with 'The longitude of solar transit' not being used we never know accurately when it is supposed to be noon on any planet on any given day.
I believe the creators wanted to keep this as a fictional game because of potential issues with paranoid governmental elements that exist today. Sounds crazy, I've seen it before. I hope I am wrong.
Back to your question, I have found with Juno: New Origins' superior navigation gizmo that the inclination of your orbit really does not matter except not launching at 90 ° East you will not pick up the extra rotational momentum of the planet. The closer to the equator you launch, the greater speed you will gain from the planet's rotation.
Beside from that there is no issue on getting to the Moon even if you started with a polar orbit because any inclination will intercept the Moon's orbit twice a month.
You can launch and then accelerate time to move the moon into position so your ship will intercept. Again, this happens twice a month.
As a side note, ironically, Apollo 11, at the time of Launch, the astronauts could see the Moon directly above them at zenith. In reality KSC does intersect the Moon's orbital plane, once every 6 years, but not in Juno: New Origins. When the Moon is in its highest orbital position relative to the Earth's equator and its the 1st day of summer you get 23.43623° north, because it is solstice, plus 5.145° form the Moon's inclination. Because of the Moon's inclinical peak position you get 28.58123 degrees north as the highest latitude the Moon at zenith can be. KSC's latitude is 28.573469°. Picking the Cape as our main space port was no accident.
Now I know one of our members made a 'Vizzy in a chip' to alert the player to when his launch location was closest to the targets orbital plane, but I have not tried it yet. I will in time.
+1 1.5 years agoBeautiful.
1.5 years ago@CloakPin Thanks. The work described below inspired these two ships.
https://www.simplerockets.com/c/745kv1/Two-Stage-to-Orbit-4-Man-Crew
https://www.simplerockets.com/c/5lpT6V/To-the-Moon-Direct
I re-did the capsule from scratch and then added the boosters needed for orbit on the first one and to the moon and back on the second one.
Try out the Capsule's RCS to control the pitch at re-entry and keep an eye on the vertical speed indicator. Sometimes sub-orbital re-entry can be the worst because of the steep angle downwards inherent.
Both ships were developed for RSS 1.5.3.
+1 1.6 years agohttps://www.simplerockets.com/Forums/View/227471/Parachute-wont-Delply
1.6 years agoAfter the 1.09 update all my capsules parachutes ceased to deploy fully because I was in the habit of attaching the Parachute, using the base style "top", inside the capsule, hidden as so I could have the docking ring on top. Now, it as if the docking port is blocking the chutes.
So, after some research, some trial and error, I found that using the base style "Side Chute" fixes this.
+1 1.6 years agoAlso, I found that tilting the capsule up during re-entry about 20-25 degrees will rapidly decrease your vertical speed downward, which is important because if you dive down deep too fast you will just burn up.
A shallow re-entry, under 200m/s vertically, insures no burn up and that you will be slow enough to not have your chutes line break once you reach chute deployment altitude.
Installing some RCS on the capsule will help with this.
Where would end? Tails? Furry Space Suits? Oh the pain.
1.6 years ago@Spenzerointernational
1.6 years agoThat would be the second one, I believe.
"Rich" Would be a good name to use.
1.6 years agoMost Impressive. Congrats.
1.6 years ago@Pedro Thanks Pedro, That helps. 3/4s of my work depends on the Dragon Docking HUD.
1.6 years agoThe Dragon Docking HUD cannot obtain a selected target with this update. I do not know of any other docking tools that do work. Reverting to an older version is better than not being able to dock.
I know all this will be fixed eventually, but for now, you have given me an alternative. Thanks much.
Is there anyway to revert to the prior version?
1.6 years agoJust have to ask and please be patient with this request, but what would be the ETA on this download?
+1 1.6 years agoThe Dragon Docking HUD will not use a selected target with this update. Are there any docking tools that do work?
1.7 years ago@Toinkove That's good news. Sounds like a fix is imminent. Thanks.
1.7 years agoExceptional. Wonderful work. I look forward to your masterpiece.
P.S. could some upvote this comment so I can upvote these kinds of projects. ;-)
+3 1.8 years ago@CloakPin
1.8 years agoIt did for me. However, now that you bring it up, I am not sure if the mod is active in career mode. I did get the warning sign when I went to launch this without the mod activated. I do believe the mod is functional in career mode and is needed.
Lob high so you come down as close to vertical as possible. Overshoot the drone ship by about 5-7 % to give you some retro fire space to slow down. Use a booster the leaves about 20 % fuel to a retro burn at about 70,000 km, which should slow you down to about 600 m/s. The top stage should be a wide base ship with landing legs spread wide with a cone fuel tank. I use 5 gnome engines, 1 larger one in the center with 4 half sized ones spread wide around the center. By tilting this ship one can steer towards the drone ship no RCS needed. The last step is to cheat and land at 1/8th speed. The rest will come with practice. Good luck.
Or try mine.. https://www.simplerockets.com/c/gYAhUT/Sea-Landing-on-Drone-Ship-Ship
https://steamcommunity.com/sharedfiles/filedetails/?id=2931442927
1.8 years agoSomebody dropped the Ball.
1.8 years agoIn my latest endeavors I docked a large fuel stage, unmanned, behind another fuel stage attached to a habitation module also using a command module. I successfully dock.
Also docked is a CSM style capsule, manned.
I maxed out the magnetic force on all docking rings.
I launch a third ship, a refuel ship, unmanned, using a command chip, and rendezvous with the other above described docked combo.
When I get within 10 km the combo detaches all docked ships and all 4 float away from another.
At 10 km, I noticed the Sim will skip a frame, so-to-speak, to load the actual image rendering of your target appears.
Also the uncontrolled unlocking fiasco will happen if I save and then reload. Also if I use to slow-mo button.
What is happening here? Is this usual? Is there settings one must look after to prevent this? Is there any guide to show the laws of Docking parts?
1.8 years agoCan anyone help?
I just wanted to bump this to hopefully get the community leader's attention now that this Sim has gone full release. Congrats.
+1 1.8 years agoThis would be the next logical step to advancing the Planet Studio
to having realistic virtual representations of Celestial bodies be created.
Also, is there a way to import pic files of planetary cylindrical maps as planetary textures? jpg, bmp, png, tiff, or even gif for like Jupiter with moving atmospheric dynamics?