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ibuckshot5

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Everything posted by ibuckshot5

  1. 160,392,941 km SOI size. You can increase/decrease the SOI size at any time. The black hole is 10,000 Sol masses. Edit: The download will be up soon, just gotta get it reviewed on Curse
  2. Not to be confused with Sigma Binary. Kerbal Binary is a mod similar to Kerbal Galaxy 2, but there doesn't have to be just 1 mod with the star-systems-around-a-black-hole feature, right? It differs because the stars are all farther apart. For example, the closest star (carbonia) is farther away than Flo's apoapsis in Trans-Keptunian. This leads to long voyages (And gives a meaning for FTL mods) It currently has 10 other star systems. I know, no pics no clicks, so: Anyone's welcome to help. Download it here: http://kerbal.curseforge.com/ksp-mods/235443-kerbal-binary ISSUES: Tron is red for some reason even though in the config it is white No solar power curves, bring RTGs (except for Kerbol) ] 0.0.2 update: More stars (planets next update-I promise!) 0.0.1 update: Initial release. Credits: ibuckshot5 for starting the mod Thomas P. for Kopernicus Squad for Kerbal Space Program Kerbal Binary license: All Rights Reserved
  3. Can I help with the development of your mod, in any way possible? Just asking.
  4. Guys, we could turn this into the biggest thing ever. I had an idea: Star Clusters! You could just put a black hole down, put a bunch of stars in random orbit, and there you go Also the Galactic Core's description is an odvious refrence to Spore. Which I play! Edit: M-KEL A is purple. This itches me for some reason.
  5. Going on vacation, I won't be able to do biome maps. I'll be home in 2 days
  6. Someone revives thread after it hasn't been posted on for a while.
  7. Alright, since you necro'd this, Here is what I was going to say: this should be the nemesis system for RSS XD
  8. I accidentally deleted all the biome maps I had made so far Two hours worth of biome maps, gone​
  9. Yes, though Duna-Ike is kinda glitchy for me though :/ I was just telling Tellion that his binary system looked cool.
  10. Cool binary system! I would love to see that in a mod.
  11. Yes, you type this in the Properties tab in the code: rotates = true tidallyLocked = false rotationPeriod = 86400 For rotationPeriod, type a number which sets the rotation (it is in seconds) Atmosphere color is inverted (for some crazy reason) and if you want a blue atmosphere you type this code: lightColor = 0.666,0.666,0.333,1 and for a red atmosphere, type this: lightColor = 0.333,0.666,0.666,1 These are both examples, but they work fine. I think. You can just change atmosphere in-game with Kittopia, anyways.
  12. the Atmosphere Planet model doesn't really work with 1.0.2. Try normal Kopernicus, it may help.
  13. Version 1.0 uses a new atmospheric format. If you are on 1.0, use Kopernicus 0.09 instead. Also, Try putting @Kopernicus at the top of your code if you haven't already done that
  14. [COLOR=#333333]So I made a gas giant and I tried to make a ocean moon but it doesn't show up.[/COLOR] [COLOR=#333333]Here is my Kittopia SaveLoad cfg[/COLOR] [COLOR=#333333]PlanetOceania[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]AdditionalData[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]Stock = False[/COLOR] [COLOR=#333333]AddAtmoFx = False[/COLOR] [COLOR=#333333]AddOceanFx = False[/COLOR] [COLOR=#333333]OceanLoadTextures = False[/COLOR] [COLOR=#333333]UnlitOcean = False[/COLOR] [COLOR=#333333]ModScaledAtmoShader = False[/COLOR] [COLOR=#333333]AddRings = False[/COLOR] [COLOR=#333333]AddParticles = False[/COLOR] [COLOR=#333333]DisableOrbitRenderer = False[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333]CelestialBody[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]atmosphereContainsOxygen = True //self explanatory, allows jet engines to work[/COLOR] [COLOR=#333333]pressureMultiplier = 4 //how thick the atmosphere is at sea level[/COLOR] [COLOR=#333333]altitudeMultiplier = 2 //how quickly does the atmosphere get thinner with altitude (higher number = thicker)[/COLOR] [COLOR=#333333]atmoshpereTemperatureMultiplier = 1 //does nothing, I think[/COLOR] [COLOR=#333333]atmosphereMultiplier = 1 //set this the same as pressureMultiplier[/COLOR] [COLOR=#333333]maxAtmosphereAltitude = 90000 //determines what the game says is the atmosphere height (in meters)[/COLOR] [COLOR=#333333]atmosphereScaleHeight = 7.3 //actually determines atmosphere height (Kerbin is 5, Duna is 3, Eve is 7. Decimals are allowed but not shown in game)[/COLOR] [COLOR=#333333]ocean = True //self explanatory[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333]PQS[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]PQSMod_HeightColorMap[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]modEnabled = False[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333]PQSCity[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]modEnabled = False[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333]PQSMod_VertexHeightMap[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]heightMap = GameData/Muh/Textures/Oceania_height.png //Replace this with your file path[/COLOR] [COLOR=#333333]heightMapDeformity = -10 //how tall should the highest mountains be?[/COLOR] [COLOR=#333333]heightMapOffset = -800 //If your planet has oceans, set this to a negative number. Play around until you get it right[/COLOR] [COLOR=#333333]scaleDeformityByRadius = False[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333]PQSMod_VertexColorMap[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]vertexColorMap = GameData/Muh/Textures/Oceania_map.png //Replace this with your file path[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333]PQSMod_VertexSimplexHeight[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]seed = 101274 //change this to any random number[/COLOR] [COLOR=#333333]deformity = 300 //how bumpy do you want the ground to be[/COLOR] [COLOR=#333333]octaves = 8 //how small do you want the bumps to be[/COLOR] [COLOR=#333333]persistence = 0.5 //don't know what these do, you can try changing them and see what happens[/COLOR] [COLOR=#333333]frequency = 12[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333]PQSMod_VertexSimplexHeightAbsolute[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]seed = 637926 //change this to any random number[/COLOR] [COLOR=#333333]deformity = 100 //how bumpy do you want the ground to be[/COLOR] [COLOR=#333333]octaves = 3 //how small do you want the bumps to be[/COLOR] [COLOR=#333333]persistence = 0.5 //don't know what these do, you can try changing them and see what happens[/COLOR] [COLOR=#333333]frequency = 0.8[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333]PQSMod_VertexHeightNoise[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]deformity = 300 //Height of dunes or rolling hills on your planet. Looks good on Laythe or Kerbin like planets[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333]PQSMod_VertexSimplexHeightMap[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]modEnabled = False[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333]PQSMod_QuadEnhanceCoast[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]modEnabled = True //if you want to, set this to true on an ocean planet. You don't need it otherwise[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333]PQSMod_VertexHeightNoiseVertHeight[/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]modEnabled = False //don't know exactly what this does. It is another type of small-scale terrain bumpiness[/COLOR] [COLOR=#333333]}[/COLOR] [COLOR=#333333]PQSMod_AltitudeAlpha[/COLOR] [COLOR=#333333]{[/COLOR] What version are you in? Also, try showing the Kopernicus Config. It may be there. What error message did you get?
  15. I'm trying to make a gas giant in 1.0 and I keep getting this error: [Exception]: NullReferenceException: Object reference not set to an instance of an object EDIT: Fixed it
  16. hmm. try this. vertexColorMap = GameData/AngelsPlanets/Textures/Hudutha_map.png heightMap = GameData/AngelsPlanets/Textures/Hudutha_height.png
  17. When I try to load my game, my gas giant doesn't show up . It just gives me this error message: [Exception]: MissingFieldException: Field '.CelestialBody.maxAtmosphereAltitude' not found. Here is my KopernicusTech File: @Kopernicus { Body { name = Seia //change to the name of your planet flightGlobalsIndex = 1233 //change to any number, not too big. Avoid numbers used by other planet packs Template { name = Jool //all gas giants use Jool as template } Properties { description = This planet has swirly clouds and rings. Nice to look at but explosive to try to land on! Change this text to whatever you want. radius = 5200000 //Jool has radius 6000000 geeASL = 0.8 //surface gravity, Jool has 0.8. Keep in mind that since the planet is bigger, orbital velocity will be too. ScienceValues //Higher values mean more science. Increase these for planets that are hard to reach. { flyingLowDataValue = 25 //big reward for flying low at a gas giant. Just a suggestion flyingHighDataValue = 14 inSpaceLowDataValue = 12 inSpaceHighDataValue = 11 recoveryValue = 11 flyingAltitudeThreshold = 100000 //limit between "flying at TutGasGiant" and "TutGasGiant's upper atmosphere" spaceAltitudeThreshold = 3500000 //limit between "space near TutGasGiant" and "space high above TutGasGiant" } } Orbit { referenceBody = Sun //what body does it orbit? DO NOT write Kerbol, the sun is called Sun in game. All other bodies use their names. inclination = 0 //inclination in degrees eccentricity = 0 //set this very close to zero for gas giants. semiMajorAxis = 100000000000 //how far the planet is from the sun. This number is Jool's longitudeOfAscendingNode = 0 //change to whatever you want argumentOfPeriapsis = 0 //change to whatever you want meanAnomalyAtEpoch = 0 //Determines where the planet starts at day 0. Probably don't change epoch = 0 //Determines where the planet starts at day 0. Probably don't change color = 0,0,1,1.0 //RGB color of the orbit line } Atmosphere { ScaleHeight = 10 //same as Kittopia for all of these ContainsOxygen = False maxAltitude = 150000 Multiplier = 22 TemperatureMultiplier = 22 lightColor = 0, 0, 1, 1.00 //(1 divided by color) of the atmosphere at the surface. Lower numbers mean more of that color. RGB ambientColor = 0.2, 0.2, 0.8, 1.00 //RGB of color the atmosphere shines on flying spaceships. } ScaledVersion { Material { texture = Kopernicus/Textures/Seia_map //change to your file path. Don't include "GameData/" or ".png" Gradient //atmospheric gradient in map view. 0.0 is surface, 1.0 is edge of space { 0.0 = 0.35,0.325,1,1 0.6 = 0.09,0.08,1,0.4 1.0 = 0.02,0.015,1,0 } rimPower = 3 //Higher for thicker atmospheres rimBlend = 0.3 //don't change } } } } And my KittopiaSpace SaveLoad File: PlanetSeia //keep Planet here, it's PlanetYourplanetname{ AdditionalData { Stock = False AddAtmoFx = False AddOceanFx = False OceanLoadTextures = False UnlitOcean = False ModScaledAtmoShader = False AddRings = True //of course if you don't want rings you can leave this out Rings { Ring { Tilt = 0 //note if you have a tilt of 0 and a low inclination of your orbit, your rings may appear black. OuterRadius = 2700 //in kilometers measured from the center of the planet InnerRadius = 2200 Colour = RGBA(0,0,0, 1.000) //self explanatory color of the ring. } Ring //you can add as many rings as you want. { Tilt = 0 //Tilted rings spin at the same rate as the planet's rotation period OuterRadius = 3200 InnerRadius = 2800 Colour = RGBA(0,0,1, 1.000) } } AddParticles = False DisableOrbitRenderer = False } CelestialBody { pressureMultiplier = 22 //atmospheric pressure at 0m altitude altitudeMultiplier = 3 //how quickly the atmosphere becomes thinner. Higher numbers mean upper atmosphere is thicker atmoshpereTemperatureMultiplier = 22 //not sure if this has any game effect. May overheat craft in the lower atmosphere atmosphereMultiplier = 22 //same as pressure multiplier maxAtmosphereAltitude = 150000 //what it shows in map info as the max altitude atmosphereScaleHeight = 10 //what actually determines max atmosphere altitude. Higher numbers mean atmosphere is taller } } Does anyone mind tellling me what is wrong?
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