Thomas P.

[1.3.0 & 1.2.2] Kopernicus (Release 4) - June 15

2145 posts in this topic

oMCkQ8l.png

About
Kopernicus is a KSP add-on that allows for modification of stock planets and the creation of new planets via modification of the system prefab. Why is this advantageous you might ask? Previous planet adder mods, such as Planet Factory, modified the live planetary system and had to keep multiple hacks actively running to provide these worlds. We strive to provide the least hacky solution by introducing planets into the game in the exact same manner Squad would.

The Kopernicus loader is a one step process. It is started before the planetary system is created and rewrites a property called PSystemManager.Instance.systemPrefab. The game itself then creates *our* planetary system as if it were blessed by Squad themselves. The mod's function ends here, and it terminates. Kopernicus introduced worlds require zero maintenance by third party code, as all support is driven entirely by built in functionality. This yields an incredibly stable yet incredibly flexible environment for planetary creation.

We provide tools for customizing every aspect of a planet such as biomes, the scaled space model, the surface materials, the structure of the terrain, and much more.

Eventually we strive to provide replacement capability for the StarSystems mod. The methods they used to support other stars (reparenting the sun, switching the sun for solar panels, etc.) causes issues. KSP's engine assumes that Sun.Instance.sun is set to the center of the universe. Unfortunately, this also is what the sun light in the sky and the solar panels key off of as well. The solution is likely to include additions to the local space camera system (multiple lens flare and light sources) and custom part component mods for solar panels to replace the stock ones.

Current Release
Release 1.3.0-4: https://github.com/Kopernicus/Kopernicus/releases/latest   CKAN-Indexed-brightgreen.svg
Backport 1.2.2-9: https://github.com/Kopernicus/Kopernicus/releases/tag/backport-1.2.2-9
Kopernicus is licensed under the GNU Lesser General Public License

Instructions

Examples
Selectively copy folders inside KopernicusExamples/ into a GameData/KopernicusExamples/ folder. There are a number of examples of how to use Kopernicus. You have to download the examples from their GitHub repository: https://github.com/Kopernicus/KopernicusExamples/

Note - reparenting Kerbin or the Sun causes the sky to be incorrect in the space center view. It is, however, correct in the flight view and the flight map view. Reparenting the sun causes other stars positions to not update in the tracking station for some reason.

How to get support

We're always willing to help you with your issues, but however, there are a few things you'll have to do before we can help you:

  • First of all, try to find the issue yourself. Look at the Kopernicus log-files (KSPRoot/Logs/Kopernicus), and compare your config with the examples / other working configs.
  • If you can't fix it yourself, please make sure that all your mods are up to date, and that they are installed correctly
  • Send us the output_log.txt / Player.log, the Kopernicus log-files and one single plain-text config file that causes the issue, including the used textures
  • Final Note: We won't install a full config, or a config that depends on other packs. If you send us something like that, we reserve the right to ignore you. :)
  • P.S. If you need help with variables or nodes, just post your config. :) In this case, we don't need log files :D

Expansions and Documentation
If you need a graphical UI, you can use our fork of KCreators KittopiaTech: http://forum.kerbalspaceprogram.com/index.php?/topic/140581-/
We have an IRC channel on EsperNet: #Kopernicus

Team
Thomas P. (lead developer)
Sigma88 (monkey, mascot, adds stuff when I am too lazy)

Contributors
Teknoman 117 aka. Nathaniel R. Lewis (co-founder, lead developer, busy right now)
Bryce Schroeder (founder of the Kopernicus project)
NathanKell (knowledge base)
KillAshley (examples)
Gravitasi (a lot of useful features + former maintainer of KopernicusTech)
KCreator (Creator of KittopiaTech, where some code has been borrowed from)
MrHappyFace (Creator of the external loading API and the KopernicusExpansion mod)
zengai (code for loading .bins from other paths that Kopernicus/Cache)
Majiir (CompatibilityChecker utility that is used to deactivate Kopernicus on unsupported versions)
Padishar (ScaledSpace OnDemand optimisations)
WazWaz (Scatter Collision fix)
 

Like my mods?
Please consider supporting me and my mods on Paypal! I would greatly appreaciate it, since I don't get much money anyways. :)
However note, that this doesn't grant you anything special, but it will help to keep my motivation up. Therefor it's just an extremly nice way to say "thanks". :)

A lot of people helped making this possible, like @Sigma88, @KillAshley and @NathanKell. If you decide to buy me a coffee, please buy them one too. :)

Edited by Thomas P.
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We will always cherish the time we had with you.

R.I.P. Thomas P.

:)

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22 minutes ago, Thomas P. said:

-snip-

IT'S BACK! THANK THE HEAVENS!

Good grief, I nearly had a heart attack when Kopernicus vanished. :confused:

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3rd :cool: But nice how it's back!

Edited by Kandjk

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Woo! It's back!

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Well, that's annoying - sorry to hear that, Thomas.

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Anyway, I do have a question relating to planet texture making:

Are there any good programs for making planet textures that are free?

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14 minutes ago, Astrofox said:

Anyway, I do have a question relating to planet texture making:

Are there any good programs for making planet textures that are free?

I've aleady answered that question, but I'm afraid the answer was deleted as well :/

Anyhow, basically any image editing software will do, I personally use GIMP, but nothing beats Kittopia.

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1 minute ago, The White Guardian said:

I've aleady answered that question, but I'm afraid the answer was deleted as well :/

Anyhow, basically any image editing software will do, I personally use GIMP, but nothing beats Kittopia.

How do you make textures with gimp?

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IT RETURNS!!! CELEBRATE!!!

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24 minutes ago, Kandjk said:

How do you make textures with gimp?

I render cloud noise, erase some stuff, add a bump effect, and presto, a mountain. You can make heightmaps really easily, all it takes is some GIMP skill. The problem is the blending effect at the poles, I don't know how to do that, and thus I simply make the area at the poles completely flat. That's okay though, I still got noisemods to elevate the terrain there.

On a separeate note, I've been having an issue myself. I'm trying to recolor the stock Sun, and everything works fine, save for the lens flare, it absolutely refuses to change color. Right now I this is my config:

	...
		@ScaledVersion
        {
            @Light
			{
				@sunlightColor = 0.5,0.5,0.5,1.0
				@scaledSunlightColor = 0.5,0.5,0.5,1.0
				@IVASunColor = 0.5,0.5,0.5,1.0
				@sunLensFlareColor = 0.5,0.5,0.5,1.0
				@ambientLightColor = 0.5,0.5,0.5,1.0
			}
	...

As you can see, I'm trying to make the Sun white. Everything works fine, except for the lens flare:

ZMkVTPc.png

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Just now, The White Guardian said:

I render cloud noise, erase some stuff, add a bump effect, and presto, a mountain. You can make heightmaps really easily, all it takes is some GIMP skill. The problem is the blending effect at the poles, I don't know how to do that, and thus I simply make the area at the poles completely flat. That's okay though, I still got noisemods to elevate the terrain there.

On a separeate note, I've been having an issue myself. I'm trying to recolor the stock Sun, and everything works fine, save for the lens flare, it absolutely refuses to change color. Right now I this is my config:


	...
		@ScaledVersion
        {
            @Light
			{
				@sunlightColor = 0.5,0.5,0.5,1.0
				@scaledSunlightColor = 0.5,0.5,0.5,1.0
				@IVASunColor = 0.5,0.5,0.5,1.0
				@sunLensFlareColor = 0.5,0.5,0.5,1.0
				@ambientLightColor = 0.5,0.5,0.5,1.0
			}
	...

As you can see, I'm trying to make the Sun white. Everything works fine, except for the lens flare:

ZMkVTPc.png

That's your full config?

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2 minutes ago, Kandjk said:

That's your full config?

Only the relevant part. :wink:

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1 minute ago, The White Guardian said:

Only the relevant part. :wink:

I... cant help cause I'm no Kopernicus Genious. ;.;

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@The White Guardian you need to change the brightness curve to change the size of the lens flare

plus when you change the color of the lens flare you could try adding some blue to counter the yellow you can see in there

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4 hours ago, Fireheart318 said:

Sorry for saying it here but this is the only way I could contact you

 

Hey Sigma88, it's me. Again. This isn't about Minmus, I swear! I've been working on a binary planet system using Kopernicus and I'm trying to duplicate Gilly and shrink it down to about a meter (I'll deal with the science stuff on my own later. It'll probably reward a metric-ass-ton of science because it is literally the size of a verbal! (I tried 7 times to get it to use K, didn't work)). I want to keep Gilly but make another one and call it 'Speck of Dust'. I haven't been able to figure it out from the Alien Space Program mods and need a bit of help. Massive thanks!

This has nothing to do with OPM or Alien Space Program so I will answer you here

the issue you are having is Kopernicus 101

I suggest you take a look at the kopernicus examples on how to create a new planet

using a gilly template will make it look like gilly, using name = whatever will call it whatever

as for the radius it's a bit more complicated, you need to change the radius itself in Properties and then you need to edit all gilly's PQS Mods to maintain the shape (otherwise it'll get all spiky)

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7 hours ago, Sigma88 said:

This has nothing to do with OPM or Alien Space Program so I will answer you here

the issue you are having is Kopernicus 101

I suggest you take a look at the kopernicus examples on how to create a new planet

using a gilly template will make it look like gilly, using name = whatever will call it whatever

as for the radius it's a bit more complicated, you need to change the radius itself in Properties and then you need to edit all gilly's PQS Mods to maintain the shape (otherwise it'll get all spiky)

Can I just tell it to remove the mods? I'm really just using it as a reference point to put planets in orbit for a binary system and it could be a cool place to go I guess

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The Kraken seems to have taken its revenge out on the planet-makers. In the mean time, I want to know how to make stars cooler. New stars made with Kopernicus always have the same temperature as Kerbol (5800 Kelvin), and I want to change that for my F, K, and M stars.

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29 minutes ago, Fireheart318 said:

Sorry for contacting you this way, again. Seriously, unblock your messages or give me your email or something. Anyway...

 

Okay, it's just called Dust now. It's a giant ball of spikes that would probably look cool if there were a star or something inside of it and it were made of glass. (Note to self: Awesome summer project <=) Now all I need to do is de-spikify it. I have no idea what to do but it should be easy, I mean, how hard is it to make a planet?

My code: http://pastebin.com/2ujzECcv

please stop posting kopernicus questions on other threads, it's annoying

 

for your spikiness issue try adding

removeAllPQSMods = True

into the Template node of your planet

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3 minutes ago, Sigma88 said:

please stop posting kopernicus questions on other threads, it's annoying

 

for your spikiness issue try adding

removeAllPQSMods = True

into the Template node of your planet

Didn't work. Also, how can I contact you?

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what does "didn't work" mean?

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23 minutes ago, Sigma88 said:

what does "didn't work" mean?

Dust still = spikeball

Edited by Fireheart318

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that answer doesn't help me understand your issue

Edited by Sigma88

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NOOOOOoooo. All that work and effort. All the times that those fun comments happened. The problems and solutions to them, The Kopernicus Creativity Marathon... All gone D:

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I released 1.0.5, get it from Github as usual :)

It mainly contains some fixes for the API used by KittopiaTech, it adds a value for patching PQSMods by index and it fixes a bug with the deletion of PQSMods by name / index. To delete a PQSMod with a fixed index, you now need to use ; as the seperator between the name and the index.
Also, FlattenArea is now visible in the ScaledSpace export.

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