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EricL

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Everything posted by EricL

  1. Try adding intensity curves and see if that helps, I did this for my own Intergalactic mod: ScaledVersion { Light { IntensityCurve { key = 0 0.55 key = 1000000 0 } // other star parameters } } or check this post: Hope this helps I simply deleted Kerbin, then added a new one exactly like the stock one, but reparented to Kerbol.
  2. Version 0.3 is out! Changelog: - Updated to release 6 of Kopernicus - Updated to the latest Scatterer - added a rogue planet - added some science defs Download here: kerbal.curseforge.com/projects/kerbal-exoplanets VISUALS: https://www.dropbox.com/s/q6ozin1jc1y7zer/Kerbal Exoplanets v0.3_VISUALS.zip?dl=0
  3. Even though my star systems don't have the inner planets close together, I'll try this out anyway. Thanks Is it possible to change the curve from a config file? Like from this cfg: Except that the game doesn't crash every time I load it up.
  4. Really? Kittopia says that the stock sun has an intensity curve, and changing that in-game seems to fix the problem...
  5. I think the stock sun needs its intensity curves modified, because if it's set to default I'll have to limit the range of the intensity curve.
  6. Added the light intensity curves and it didn't help. Here's my cfg if you're interested: ScaledVersion { Light { sunlightColor = 1.0, 1.0, 1.0, 1.0 //sunlightIntensity = 0.45 IntensityCurve { key = 0 0.65 key = 1000000 0 } scaledSunlightColor = 1.0, 1.0, 1.0, 1.0 //scaledSunlightIntensity = 0.45 ScaledIntensityCurve { key = 0 0.65 key = 1000000 0 } IVASunColor = 1.0, 0.977, 0.896, 1.0 //IVASunIntensity = 0.34 IVAIntensityCurve { key = 0 0.54 key = 1000000 0 } sunLensFlareColor = 1.0, 0.6, 0.0, 1.0 sunAU = 0 brightnessCurve { key = 0 0 0 25 key = 0.01 0.105 0.5 0.5 key = 1 0.6 0.5 0.5 key = 5 3 0 0 key = 10 3 0 0 key = 50 2 0 0 key = 200 2 0 0 } } Material { emitColor0 = 0.848,0.65,0,1.0 emitColor1 = 0.848,0.65,0,1.0 sunspotColor = 0.0,0.0,0.0,1.0 rimColor = 0.8,0.8,0.8,1.0 rimPower = 1.5 rimBlend = 2 } Coronas { Corona { rotation = 3 speed = 9 updateInterval = 5 scaleLimitX = 5 scaleLimitY = 5 scaleSpeed = 0.8 Material { texture = Kerbal Exoplanets/Keldo System/corona inverseFade = 2.553731 } } Corona { rotation = 3 speed = 9 updateInterval = 5 scaleLimitX = 5 scaleLimitY = 5 scaleSpeed = 0.8 Material { texture = Kerbal Exoplanets/Keldo System/corona inverseFade = 2.553731 } } } } } }
  7. So... The new update has really messed up the lighting system for the stars. For example: The planet appears to be lit by Kerbol, even though it's orbiting a different star. Is there any fix for this?
  8. Has anyone else been having problems with the latest kopernicus lighting up planets like crazy like what happened with my Intergalactic mod?

    screenshot15.png?dl=1

    1. ProtoJeb21

      ProtoJeb21

      Yes I have. When in-game, delete your planet's original cache file, then click "Update Mesh" in Kittopia Tech. It's worked for me.

    2. EricL

      EricL

      It sort of works, but I think I'm going to modify the brightness curves of the other stars so they don't get in the way. :wink:

  9. @Space_or_Bust I have confirmed that it's a brightness curve issue in the latest kopernicus, I'll be releasing an update to the mod shortly. In the meantime, please use release 4 of Kopernicus when playing with this mod.
  10. Yes, I'll be sure to include brightness curve changes in the next update . (At least, I think it's the brightness curve...)
  11. This seems like an interesting mod... I'm just wondering, do these atmospheres actually have color?
  12. This looks like a nice mod @Stevie_D! I'm looking forward to the alpha release. And I have a question: will you add any IVA's to the command modules, or will you wait for a later release for that?
  13. I think I can see Jool and Voon... Also, what do you mean by 'part of the upcoming lore'?
  14. While I wait for a dependency of KEP to update, I've continued working on my Intergalactic mod, now with parts!

    Behold - my first command pod.

    screenshot23.png?dl=1

    The textures look pixelated a bit, and there are a few bugs with the ladder, but it's a good start!

  15. The update has unfortunately been put on hold because one of the dependencies is outdated, but I'll try to get it in as soon as I can. Sorry!
  16. @Cabbink any news on the mod (or the challenge)? This thread has been pretty quiet lately.
  17. @Axeon @StarCrusher96 I think there is a way to remove contracts... (the following config is taken from removeContracts.cfg in SigmaBinary) @Contracts:HAS[@Kopernicus]:FOR[SigmaBinary] { @ISRU { @RESOURCE_REQUEST,* { Forbidden = //body name } } ... } Maybe you could modify it to not accept the exploration contract, but I really don't know how... EDIT: StarCrusher, I noticed that you still use flightGlobalsIndexes for the bodies and this messes with the contract system. Try removing these values and let Kopernicus set those numbers.
  18. @The White Guardian Does this work with Kopernicus 1.3.0-4? None of the custom PQS mods show up in Kittopia anymore. Here's what my log says: AssemblyLoader: Exception loading 'CommunityPQSMods': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'KLE.PQSMod_VertexNoiseRange' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KLE.PQSMod_VertexCanyons' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KLE.PQSMod_HybridNoise' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'TWG.PQSParadiseSpike' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KLE.PQSMod_VertexNoiseRange' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KLE.PQSMod_VertexCanyons' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KLE.PQSMod_HybridNoise' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'LibNoise.Unity.ModuleBase' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'TWG.PQSParadiseSpike' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'NoiseType' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'Indexer' from assembly 'CommunityPQSMods, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
  19. @NickRoss120 PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 1 } You should increase the minDetailDistance, because this value will make the PQS super glitchy if you set that value too low. See if that helps.
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