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Everything posted by Gravitasi

  1. Thanks! Unfortunately, RL matters seem to keep me busy more than ever lately, so I have to postpone the release date from my initial plan, again. It will be released, hopefully, sometime before new year.
  2. Hmm... I have playtested it quite a lot of times, and I don't remember that I had found anything glitchy. Could you please elaborate what kind of glitch that could happen? One of the possible glitch that I'm aware of is on a very small radius body, which make the game very laggy if you're on high orbit around it (e.g. rescaled Bop on Alternis Kerbol). It would still happen to Daphy. But, fortunately, Daphy has a very small SOI, due to its proximity with Gas Planet 2. So, you'll get a SOI change first long before you get to the "laggy altitude", and ultimately you won't experience the lag. Cheers!
  3. Sorry for interrupting guys, but does the plugin is already on the add-on releases section, right here? http://forum.kerbalspaceprogram.com/threads/130329 Maybe you should post your questions there instead. (CMIIW, not very familiar with the forum rules/conventions )
  4. Okay, I'm not really sure about your current knowledge on this particular topic. But, based from the mods that you're currently working on (Kopernicus Expansion), I think you already know what coherent noise generators are (Perlin, Simplex, etc). The key to form the detailed terrain is to use the noise output as the height input for the terrain. The noise output must be manipulated first in some way, so it will form the terrain feature that you wanted. Personally, I use LibNoise for Unity for generating and manipulating the terrain. This is also the library that's being used by Squad, and also available in the KSP assembly. (by the way, I wouldn't recommend you to use the library that came from the assembly, because it's very outdated) So, basically, you need to generate and manipulate the noises in order to form the terrain feature, and then you just assign the final noise value to this custom PQS mod (on the "module" member): public class PQSMod_VertexHeightNoiseModule : PQSMod { public ModuleBase module = null; public float deformity = 0; public override void OnSetup() { this.requirements = PQS.ModiferRequirements.MeshCustomNormals; } public override double GetVertexMaxHeight() { return deformity; } public override double GetVertexMinHeight() { return -deformity; } public override void OnVertexBuildHeight(PQS.VertexBuildData data) { data.vertHeight += deformity * module.GetValue(data.directionFromCenter); } } So yeah... That's it! The basic idea is quite that simple, really. The hardest (and the most time-consuming) part is determining the manipulation of the noises, so it will turn into a convincing terrain feature. Because, most of the time, the resulting terrain wouldn't look... right. Let's see... Daphy is the tiniest of all the moons, with radius of only 3 km! It's so tiny that you can easily spot a kerbal from orbit. Potatus itself is much larger, which has dimension around 197x197x164 km. I hope that answers your question.
  5. Not now, sorry. As I said in the OP, I still need to improve some things. Besides, the entire code is a terrible mess currently, so I have yet to clean things up. By the way, just curious, what do you want to know about the plugin? Maybe I could just explain how things work for the time being.
  6. There are no overhangs, people. It's just a very steep terrain. I don't think it's possible without a major change to the PQS/terrain system itself. Thanks! I think giving a honor to NovaSilisko in some way is a good idea, never thought about that before. I still open for more suggestion. You meant the mod name? Maybe. Edit: I'm planning to change the plugin's name into something else. Please check the "Help Wanted" section for more information.
  7. Yes, I'm writing some custom PQS mods in order to form the terrain. It's like writing your own VertexPlanet mod (a PQSMod that's being used exclusively on Minmus), for each of the planet. It's possible, but you will need some programming capabilities, so you can implement your own PQSMods. (Btw, you meant "other planet packs" right?)
  8. Build. Explore. Wonder. Kerbal Dreams Description Kerbal Dreams adds some stockalike analogues of the outer planets (Saturn, Uranus, etc). It serves as a continuation of stock planets, based on plan by a former KSP developer, NovaSilisko. These are some features of the plugin, but not limited to: Terrain detail level that you may never think possible in KSP. The plugin tries to push the limit of the game terrain system capabilities, to the point that it even surpasses detail level of stock planets. (unfortunately, terrain generation process becomes more computationally expensive as well) Following a strict, stockalike convention, so that the new bodies are almost indistinguishable from stock planets on every aspects. (except for the terrain, of course ) Screenshots Open the album, and let me show you around.
  9. Wow. I can't believe this. Many thanks! They are stockalike and really well-made. I think I have no choice but to include them to the main download. For now, I'll post the link in the OP, as an "officially unofficial" update.
  10. Gosh, I almost didn't see this thread. Nice job Borisbee! After all this time, the Krag's classic is still one of my personal favorite, so thanks for remaking it to Kopernicus. Guess I will do a little bit of nostalgia flight.
  11. Thanks buddy! Yeah, sorry, other projects and real life matters are kept me busy for a while now. I'll work on another update in the future, but still not sure when.
  12. I just replied your message; sorry for the long delay. Yeah, I have to agree too, adding support to PlanetShine would be great. Maybe I'll make the config sometime later, but of course, feel free to beat me to it.
  13. Trans-Keptunian v0.4 has been released! Sorry to keep you guys waiting. To be honest, there isn't much additions in this version, since I'm currently busy with other projects, which I think should take precedence. Nonetheless, at least it's fully compatible with KSP 1.0.x now! Changes: Updated Kopernicus to version 0.0.7. Updated ModuleManager to version 2.6.3. Removed KopernicusTech & DDSLoader from the downloads; they are no longer needed. Added biome to Dhar. Readjusted science multiplier, to make it in line with multiplier on stock planets. Cheers!
  14. Sorry, I don't think it's compatible, since both use different version of Kopernicus (the OPM one is more up-to-date). I have to update the planet pack in order to make them compatible again.
  15. You don't need to register to the site in order to download AFAIK. Simply select cancel, and you can proceed with the download. Btw, I'm sorry, the site wasn't behaving like this a few months ago (showing us a popup for registration). I'll consider using another file hosting service in the future. Good to know!
  16. Thanks! To be honest, I'm not really sure about it, since the texture loading procedure was taken straight from RSS, which always use DDSLoader AFAIK. I guess the developer of Sigma Mod Expansions already have answered your question. Take inspiration from the photos: probably. Simply replace the texture with the real one: very unlikely, since Squad themselves didn't use textures of the Solar System planets (or care to make them realistic) in the first place. Thank you. That's alright...
  17. Thanks! Actually, it's not really as hard as you may think. I have successfully reached the planets with only stock parts numerous times (and sometimes with return trip as well). The key is using gravity assist to change your orbital inclination, and consequently, to save some fuel. Typically, you need around 3000+ of delta-V from low Kerbin orbit to get an encounter with one of them (using Jool/Eve to change the inclination). I believe it could be lower, since I'm not really an expert on doing gravity assist myself. After that, you need around 1000+ dV for orbital insertion. Once you get yourself into orbit around the planet, the whole system is yours. Because of their weak gravity, delta-v requirement to explore the system (landing, moon transfer, etc) is relatively low. So, you can do basically anything you want without too much effort.
  18. @KCreator, et al. : Thanks for the support guys! I have to agree with KCreator's argument, so guess I should develop the plugin a little bit more... But, I think I have to change the development priority more on things that could be potentially added to Kopernicus later on. Just got some interesting ideas this morning; I will try to test them out in some following days from now. I hope it's possible... Edit: Nevermind... It's working, but some people have proposed it already.
  19. The config on the plugin doesn't change Plock at all; even more, it doesn't change any properties that planets on OPM has. It only adjusts SMA of the Trans-Keptunian planets. Both Plock and Putto occupy similar orbits (Pluto-like). Fortunately, they have different inclination and LAN (in other words, both are inclined in different direction). Therefore, they are different enough in terms of orbital properties, so there's no reason to change any of them. Sorry, I'm not a native English speaker, so the previous paragraph may be unclear for you. I think it's best to use a picture instead: The dark grey one is Plock's orbit, and the yellow one is Putto's.
  20. Trans-Keptunian v0.3 has been released! Here are some important changes on the update: Outer Planets Mod support This plugin is now officially support Outer Planets Mod! If you have OPM installed, all of the planets will be adjusted automatically. Here are some things that will be changed: Orbital distance will be increased (to beyond Neidon), so they will serve as analogues of the four plutoids (Pluto, Haumea, Makemake, and Eris). Science multipliers will be adjusted. The adjustment is consistent with multiplier changes made by OPM. Rheis improvements Its terrain is more detailed and less pixelated now. There are probably some more improvements that I will add in the future, but, for now, I'm pretty satisfied with the current result. Terrain improvements outside Putto system soon follow. Fade limit adjustments There is something on the pack that has bugged me for a very long time: the planets look horrible if they are being seen from orbit. But the problem is no more; since fade limits for all the bodies have been adjusted. Ingame planet descriptions The update adds some descriptions for bodies on Putto system. Since stockalikeness is the main goal of the pack, I tried to make the descriptions as stockalike as possible. Btw, thanks to _Augustus_ for giving me some ideas for Putto's description. Here's the complete changes from changelog: v0.3 26 Mar 2015 - Added support for Outer Planets Mod. - Improved Rheis terrain quality. - Fixed Flo terrain height map. - Added ingame descriptions for Putto, Dhar, and Rheis. - Adjusted fade limits of all the bodies. - Put all KittopiaTech config files on a subfolder. - Updated KopernicusTech to version 0.13. Download it here. Have fun! P.S. Oh, I almost forgot. If you have the previous version installed, please delete all KittopiaTech config files for the planets on the pack in "KittopiaSpace\SaveLoad" folder. All config files now reside in "KittopiaSpace\SaveLoad\Trans-Keptunian". - - - Updated - - - Haha, not bad... It's quite funny. Actually, the name was derived from "new", since it's a recently discovered moon of Arane. FYI, Arane's real life analogue, Makemake, has no known moons so far.
  21. KopernicusTech v0.13 has been released! Here are some important changes on the update: Config loader/saver update The config loader/saver now supports more PQS parameters. Choose a planet and select the save button to see all of the new parameters. (WATCH OUT! Don't accidentally replace your own KittopiaTech config). The loader also now support multiple PQS mods. So, you can now add several PQS mods that have a same type. Voronoi craters support (thanks BorisBee!) You can now add procedural craters on your planet, using PQSMod_VoronoiCraters. Read HarvesteR's Dev Blag about it here to get a general idea of how it works and what each parameters on the mod does. Star fix (thanks Thomas P.!) Stars are working now. You can add them via Kopernicus config. (By the way, the update doesn't include the new starfix derived from StarSystem; I'm afraid we have to wait for the official Kopernicus release) Here's the complete changes from changelog: v0.13 26 Mar 2015 - Generic saver and loader for PQS mods; both now support more parameters. - Multiple PQS mods support. - Made HeightColorMap customizable (thanks BorisBee). - Fixed VoronoiCrater; you can now add procedural craters (thanks BorisBee). - Allowed KittopiaTech configs to reside on subfolders (thanks BorisBee). - Fixed a bug on star/planet sorting procedure; You can now add stars. (thanks Thomas P.) - Made DDSLoader optional; you only need it when you use DDS texture format. - Removed DDSLoader from the main package. - All directories now reside on GameData folder (thanks CaptRobau). - Updated KittopiaTech license file. - Updated ModuleManager to version 2.5.13. - Updated DDSLoader to version 1.9. Download it here. P.S. This is probably the last release of KopernicusTech, since Kopernicus is being actively developed again now. Sooner or later, it will have it's own PQS loader, and doesn't need KittopiaTech anymore, at least in most cases.
  22. Just got a lot of notification emails from GitHub about the progress... Nice job, guys! I really would like to help if I were having a lot of spare time (and of course, If I could understand the Kopernicus code better ). Actually, once PQS loader on Kopernicus is up and running, there's no reason for me to continue the development of KopernicusTech, since Kopernicus will be already self-sustained. Besides, Kopernicus uses a less hacky way to load planets; which is better compared with the current solution.
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