Jump to content

[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech


Thomas P.

Recommended Posts

Just now, ForumUser said:

Apparently Kopernicus prioritizes Mass more than Gravity, why is that?

because in the code it loads geeASL first and mass later which means mass overrides geeASL

 

my question was: you say "gravity should be first in the priority list"... why is that it should?

Link to comment
Share on other sites

1 minute ago, Sigma88 said:

because in the code it loads geeASL first and mass later which means mass overrides geeASL

 

my question was: you say "gravity should be first in the priority list"... why is that it should?

Nevermind about that anymore.

Link to comment
Share on other sites

Howdy, all. By chance is anyone able to get asteroids to spawn in more than one place concurrently?  I know this is an old problem but maybe the syntax for it has changed since @KillAshley's examples were published. Maybe it works and nobody knows? And please don't suggest the Custom Asteroids mod. I'd love to just use that and be done but unfortunately it's in limbo.

Disregard that. I'm getting success. :) However, the syntax in the examples on GitHub may indeed need to change for anyone else interested.

Edited by JadeOfMaar
Link to comment
Share on other sites

I have ran into a problem with modifying stock Laythe in KSP. So far, I've done everything correctly and without error, but one problem seems to persist, despite my efforts to use a solution. In the ScaledSpace view of Laythe, having been edited to an extent with PQSMods (Heightmap), and after properly exporting textures, applied them to the planet, Laythe has, only in ScaledSpace, deformed to either a mesh with an illusion that it is smaller than it actually is, or a spherical model larger than the planet actually is, after messing a little with the "deferMesh" and "sphericalModel". Several reference images: http://imgur.com/a/6aQFw. From what it seems, however, it's purely a mesh-only problem. The ScaledVersion code:

@ScaledVersion
        {
            type = Atmospheric
			sphericalModel = false
			deferMesh = false
			
			Material
			{
				texture = Suthe/Kerbin/Moons/Laythe.dds
				normals = Suthe/Kerbin/Moons/LaytheNRM.png
				color = 1.0,1.0,1.0
				
				shininess = 1.0
				specular = 1.0,0.95,0.6
				
				rimPower = 4.8
				rimBlend = 0.7
				
				Gradient
				{
					0.0 = 0.7,0.85,1.0,1.0
					0.3 = 0.3,0.015,0.0,1.0
					0.7 = 0.0,0.0,0.0,1.0
					1.0 = 0.0,0.0,0.0,1.0
				}
			}
        }

 

Link to comment
Share on other sites

@The White Guardian

Alright so, I've added a moon to a planet that I recently created. The scaledspace version of it looks like a spherical minmus but when going in to land it becomes a white sphere and depending on altitude with ugly blue blotches. Another thing is the planet that it orbits has a problem with eclipses, when it goes in front of the sun the sun shines through it.

Here's the code for it (I am currently using the code provided in your PQS Tutorial, and I am certain that I have copied it correctly)

@Kopernicus:AFTER[Kopernicus]
{
    Body
    {
        name = Kerebi
        cacheFile = KerbolMysteries/Kopernicus/Cache/Kerebi.bin
        Template
        {
            name = Minmus
            removeAllPQSMods = true
        }
        Properties
        {
            description = Procedural planet
            radius = 200000
            rotates = true
            rotationPeriod = 60000
            tidallyLocked = false
            initialRotation = 0
            geeASL = 0.5
            timewarpAltitudeLimits = 0 10000 17500 25000 40000 60000 80000 200000
            ScienceValues
            {
                landedDataValue = 7
                inSpaceLowDataValue = 6.5
                inSpaceHighDataValue = 6
                recoveryValue = 8
                spaceAltitudeThreshold = 175000
            }
        }
        Orbit
        {
            referenceBody = Sentus
            semiMajorAxis = 90000000
            inclination = 0
            eccentricity = 0.009
            longitudeOfAscendingNode = 0
            argumentOfPeriapsis = 0
            meanAnomalyAtEpoch = 0
            epoch = 0
            color = 0.5,0.5,0.5,1.0
        }
        PQS
        {
            Mods
            {
                VertexSimplexHeightAbsolute
{
	name = HeightMod1
	seed = 123
	deformity = 5000
	octaves = 3
	persistence = 0.5
	frequency = 1
	enabled = true
	order = 2
}
VertexSimplexHeightAbsolute
{
	name = HeightMod2
	seed = 456
	deformity = 2500
	octaves = 3
	persistence = 0.5
	frequency = 1
	enabled = true
	order = 3
}
HeightColorMap
{
	blend = 0.5
	enabled = true
	order = 10 //make this number higher than the HeightMods
	LandClasses
	{
		Class
		{
			name = Base
			altitudeStart = 0
			altitudeEnd = 0.1
			color = 0.1,0.1,0.1,1.0
			lerpToNext = true
		}
		Class
		{
			name = Low
			altitudeStart = 0.1
			altitudeEnd = 0.6
			color = 0.1,0.1,0.6,1.0
			lerpToNext = true
		}
		Class
		{
			name = Mid
			altitudeStart = 0.6
			altitudeEnd = 0.8
			color = 0.2,0.2,0.8,1.0
			lerpToNext = true
		}
		Class
		{
			name = High
			altitudeStart = 0.8
			altitudeEnd = 2
			color = 1.0,1.0,1.0,0.8
			lerpToNext = false
		}
	}
}
            }
        }
    }
}

Here's the ingame mess.

jdCDnHz.jpg

smuEF0G.jpg

nKx0JJt.jpg

Edited by DerpzGames
Link to comment
Share on other sites

26 minutes ago, DerpzGames said:

@The White Guardian

Alright so, I've added a moon to a planet that I recently created. The scaledspace version of it looks like a spherical minmus but when going in to land it becomes a white sphere and depending on altitude with ugly blue blotches. Another thing is the planet that it orbits has a problem with eclipses, when it goes in front of the sun the sun shines through it.

Here's the code for it (I am currently using the code provided in your PQS Tutorial, and I am certain that I have copied it correctly)


@Kopernicus:AFTER[Kopernicus]
{
    Body
    {
        name = Kerebi
        cacheFile = KerbolMysteries/Kopernicus/Cache/Kerebi.bin
        Template
        {
            name = Minmus
            removeAllPQSMods = true
        }
        Properties
        {
            description = Procedural planet
            radius = 200000
            rotates = true
            rotationPeriod = 60000
            tidallyLocked = false
            initialRotation = 0
            geeASL = 0.5
            timewarpAltitudeLimits = 0 10000 17500 25000 40000 60000 80000 200000
            ScienceValues
            {
                landedDataValue = 7
                inSpaceLowDataValue = 6.5
                inSpaceHighDataValue = 6
                recoveryValue = 8
                spaceAltitudeThreshold = 175000
            }
        }
        Orbit
        {
            referenceBody = Sentus
            semiMajorAxis = 90000000
            inclination = 0
            eccentricity = 0.009
            longitudeOfAscendingNode = 0
            argumentOfPeriapsis = 0
            meanAnomalyAtEpoch = 0
            epoch = 0
            color = 0.5,0.5,0.5,1.0
        }
        PQS
        {
            Mods
            {
                VertexSimplexHeightAbsolute
{
	name = HeightMod1
	seed = 123
	deformity = 5000
	octaves = 3
	persistence = 0.5
	frequency = 1
	enabled = true
	order = 2
}
VertexSimplexHeightAbsolute
{
	name = HeightMod2
	seed = 456
	deformity = 2500
	octaves = 3
	persistence = 0.5
	frequency = 1
	enabled = true
	order = 3
}
HeightColorMap
{
	blend = 0.5
	enabled = true
	order = 10 //make this number higher than the HeightMods
	LandClasses
	{
		Class
		{
			name = Base
			altitudeStart = 0
			altitudeEnd = 0.1
			color = 0.1,0.1,0.1,1.0
			lerpToNext = true
		}
		Class
		{
			name = Low
			altitudeStart = 0.1
			altitudeEnd = 0.6
			color = 0.1,0.1,0.6,1.0
			lerpToNext = true
		}
		Class
		{
			name = Mid
			altitudeStart = 0.6
			altitudeEnd = 0.8
			color = 0.2,0.2,0.8,1.0
			lerpToNext = true
		}
		Class
		{
			name = High
			altitudeStart = 0.8
			altitudeEnd = 2
			color = 1.0,1.0,1.0,0.8
			lerpToNext = false
		}
	}
}
            }
        }
    }
}

Here's the ingame mess.

jdCDnHz.jpg

smuEF0G.jpg

nKx0JJt.jpg

That is what it is supposed to look like.

1. You do not alter the scaledspace which is why it looks like Minmus from far away. Do this after you are happy with the planet, export the textures with Kittopia and use them for the scaledspace.

2. If you want the planet to look different, input your own PQS. This example code is just to show that a planet does not need maps to function. The blue blotches are the lower ares.

Just take a look at what the code actually does. The heightmods add deformity, then HeightColorMap adds color BASED OFF the deformity.

The classes 'low' and 'mid' add a blueish color, while the classes above that add white.

A lack of eclipses, I am uncertain if KSP actually already added that. AFAIK eclipses only block the sunflare but have no terrain darkening.

But regarding the planet above, what exactly did you expect to pop up?

Edited by The White Guardian
Link to comment
Share on other sites

1 hour ago, The White Guardian said:

That is what it is supposed to look like.

1. You do not alter the scaledspace which is why it looks like Minmus from far away. Do this after you are happy with the planet, export the textures with Kittopia and use them for the scaledspace.

2. If you want the planet to look different, input your own PQS. This example code is just to show that a planet does not need maps to function. The blue blotches are the lower ares.

Just take a look at what the code actually does. The heightmods add deformity, then HeightColorMap adds color BASED OFF the deformity.

The classes 'low' and 'mid' add a blueish color, while the classes above that add white.

A lack of eclipses, I am uncertain if KSP actually already added that. AFAIK eclipses only block the sunflare but have no terrain darkening.

But regarding the planet above, what exactly did you expect to pop up?

To be quite honest, I wasn't really expecting anything. It was more of a test to see what would happen.

 

When I said the sun shines through the planet, I mean you can literally see the sun through the planet.

Link to comment
Share on other sites

6 minutes ago, DerpzGames said:

To be quite honest, I wasn't really expecting anything. It was more of a test to see what would happen.

 

When I said the sun shines through the planet, I mean you can literally see the sun through the planet.

You probably need to delete the .bin file and let kopernicus generate a new one

You might need to force it

Link to comment
Share on other sites

4 hours ago, DerpzGames said:

Well I've managed to get the terrain correct, now it's just the scaledversion which looks like a giant ball rather than what it should be.

 

The Actual Moon

cHbwdQg.jpg

 

The ScaledVersion

ZdPT8sK.jpg

 

@Sigma88 @The White Guardian

How do I fix this?

1. Export the textures in Kittopia

2. Update the 'mesh' in Kittopia (and/or delete the cache file and restart KSP)

That should do the trick.

Link to comment
Share on other sites

@The White Guardian   ive got a weird bug that doesnt effect game play so not really a big issue but might become one down the line.  Im running opm and kerbal orgins togther with probably 100 some odd other mods.   On game load everything is fine and textures etc all good.   After exiting back to main menu textures for colors are Mia.  So the astroid thats normally brown is now completely white.   Go to exit game.... Game freezes and crash.  Its an interesting problem but could care less because overall game play is working great

Link to comment
Share on other sites

11 hours ago, NemesisBosseret said:

@The White Guardian   ive got a weird bug that doesnt effect game play so not really a big issue but might become one down the line.  Im running opm and kerbal orgins togther with probably 100 some odd other mods.   On game load everything is fine and textures etc all good.   After exiting back to main menu textures for colors are Mia.  So the astroid thats normally brown is now completely white.   Go to exit game.... Game freezes and crash.  Its an interesting problem but could care less because overall game play is working great

Hmm... I smell a LoadOnDemand issue... are you using Scatterer by chance?

8 hours ago, ModerndayLink64 said:

Does anyone know where I cam convert bumpmaps to normal maps?

GIMP has a downloadable plugin for that. Alternatively there is this:

http://cpetry.github.io/NormalMap-Online/

Link to comment
Share on other sites

25 minutes ago, NemesisBosseret said:

@The White Guardian actually yes i em.     Also useing svt sve, distant object view mod.      Currently only buggy in menu tho not in game....   But also have reaserch bodies in.    But test ran in sandbox and had no graphical glitches... So its a weird bug

I think it's a LoadOnDemand conflict with Scatterer. Pinging @Thomas P. because he knows more about OnDemandLoading than I do.

Link to comment
Share on other sites

So is there a reason why the value of "semiMajorAxis" for Jool's moons is always, like, 40% of the number I put in? because this

 

@Kopernicus:AFTER[Kopernicus]
{
    @Body[Tylo]
    {
        @Properties
        {
            geeASL = 0.183
            tidallyLocked = true
            @ScienceValues
            {
                
            }
        }
        @Orbit
        {
            semiMajorAxis = 10,000,000
            inclination = 2.213
            eccentricity = 0.0041
        }
    }
}

results in this

CySVJyn.png

Edited by fenderzilla
Link to comment
Share on other sites

11 minutes ago, fenderzilla said:

So is there a reason why the value of "semiMajorAxis" for Jool's moons is always, like, 40% of the number I put in? because this

  Reveal hidden contents

@Kopernicus:AFTER[Kopernicus]
{
    @Body[Tylo]
    {
        @Properties
        {
            geeASL = 0.183
            tidallyLocked = true
            @ScienceValues
            {
                
            }
        }
        @Orbit
        {
            semiMajorAxis = 10,000,000
            inclination = 2.213
            eccentricity = 0.0041
        }
    }
}

results in this

 

  Reveal hidden contents

 

CySVJyn.png

 

 

Take the radius of Jool into account. The semiMajorAxis gives the distance from the moon to the center of the gravity well, ergo the exact center of Jool in this case. Thus add up 6 million meters.

Link to comment
Share on other sites

1 hour ago, fenderzilla said:

So is there a reason why the value of "semiMajorAxis" for Jool's moons is always, like, 40% of the number I put in? because this

  Hide contents

@Kopernicus:AFTER[Kopernicus]
{
    @Body[Tylo]
    {
        @Properties
        {
            geeASL = 0.183
            tidallyLocked = true
            @ScienceValues
            {
                
            }
        }
        @Orbit
        {
            semiMajorAxis = 10,000,000
            inclination = 2.213
            eccentricity = 0.0041
        }
    }
}

results in this

 

  Hide contents

 

CySVJyn.png

 

 


10,000,000

That's not a number

...

10000000

THAT'S a number!

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...