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Posts posted by EricL
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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
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3 hours ago, OhioBob said:
Note that the distances increase exponentially (x2) while the light intensities decrease linearly (-0.1). Although this isn't how light intensity varies in real life, I think it produces a nice visual effect in the game.
As long as your exponential increases and linear decreases are consistent throughout the curve, the slopes can be computed using the formula,
m = X / d
where m is slope, d is distance, and X is given by the formula,
X = (In+1 - In) / LN(dn+1 / dn)
where I is intensity.
Any pair of keys can be used to compute X, because each pair should give the same result. For example, let's use,
key = 4000000 0.7 -3.61E-08 -3.61E-08 key = 8000000 0.6 -1.80E-08 -1.80E-08
where we have,
X = (0.6 - 0.7) / LN(8000000 / 4000000) = -0.1442695
This value of X is then used to compute the slope at any distance. For example, the slope at a distance of 2000000 is,
m = -0.1442695 / 2000000 = -7.21E-08
This method gives nice smooth logarithmic intensity curves. The same basic curve can be used for other stars by simply factoring the distances and/or intensities to account for greater or lesser luminosity, and recalculating the slopes.
Of course you might not like the way it looks and may choose to use something else. This is only a suggestion.
Even though my star systems don't have the inner planets close together, I'll try this out anyway. Thanks
7 hours ago, Thomas P. said:It has one, but the curve returns the stock intensity for all distances.
Is it possible to change the curve from a config file? Like from this cfg:
Spoiler@Kopernicus:AFTER[KOPERNICUS]
{
@Body[Sun]
{
@ScaledVersion
{
Light
{
IntensityCurve
{
key = 0 0.9
key = 10000000 0
}
ScaledIntensityCurve
{
key = 0 0.9
key = 10000000 0
}
IVAIntensityCurve
{
key = 0 0.9
key = 10000000 0
}
sunAU = 0 //13599840256luminosity = 0.136 //1360
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
}
}
}
}
}Except that the game doesn't crash every time I load it up.
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8 hours ago, Sigma88 said:
@EricL intensity curves are a custom feature from kopernicus so the stock sun doesn't have one
Really? Kittopia says that the stock sun has an intensity curve, and changing that in-game seems to fix the problem...
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19 hours ago, Sigma88 said:
Those curves will probably require more than 2 key defined
If you want to see what your curve looks like I suggest trying this mod:
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.
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1 hour ago, Sigma88 said:
your problem is that with the new kopernicus planets can be illuminated by multiple stars.
by default each star has an infinite range, so that's why your planet is illuminated by both
you need to add inside the Light node of every star an intensity curve
in this post thomas explained the syntax
PS: for the distance, take the amount of kilometers you want and divide by 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 } } } } } }
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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?
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@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.
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1 hour ago, Space_or_Bust said:
Hey mate, I loved the mod, it looks like it has a lot of potential! But I've been having where the light of the new star is lighting up all of the planets and there is basically no night time. I have Kopernicus installed and all the requirements installed, I tried reinstalling and that didn't do anything. Its been really bugging me, and I have absolutely no clue what to do. Could you help me out thanks! (edit: I'm also in ksp 1.3)
Yes, I'll be sure to include brightness curve changes in the next update .
(At least, I think it's the brightness curve...)
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Nice mod @Gameslinx! I'll try this out!
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Yay! It's back!
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This seems like an interesting mod...
I'm just wondering, do these atmospheres actually have color?
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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?
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15 hours ago, StarCrusher96 said:
*This vessel is part of the upcoming K.S.S. lore. // Jool and Voon visible.
I think I can see Jool and Voon...
Also, what do you mean by 'part of the upcoming lore'?
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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!
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14 hours ago, ProtoJeb21 said:
The Niobe system is basically complete now! I've got images of Agnostos, its moon, and new textures for Nerrivik and Kokksaut.
[snip]
Also a surface view from Numa for those who want even MORE eye candy:
[snap]
These planets look beautiful with those EVE configs! I'm looking forward to the update!
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@Cabbink any news on the mod (or the challenge)? This thread has been pretty quiet lately.
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@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.
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@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'.
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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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Still working on the update...hopefully I'll get it out by the end of the month.
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3 hours ago, NickRoss120 said:
OK dev talk: Y'know the rocky planets/moons I posted as images? Well they are pointing the wrong way from the star, like this for example:
[snip]
I'm quite sure there's a basic solution to this, right?
Update: Plus, there's an issue where the terrain turns white and gets all glitchy and their appears to be no height whatsoever, just need these two issues resolved and I'll stop asking.
For the first problem: As I said before, the problem is with the normal map. You just need to convert it to the correct format (DXT5_nm) and it should work. Just export your planet maps using Kittopia.
For the second problem: I believe the problem is with the PQS. Can I see your config?
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1 hour ago, NickRoss120 said:
[snip]
Here's what I got for the contest so far: It's a moon called Ungas and it orbits Ira at about 5.1M km (in the game of course, duh). It's a Kerbin-esque moon that has a 678km radius, tidally locked, 75km atmosphere, and has 1.2 gees of gravity.
I've done the hard part by coding this moon out, It's actually easy if you know what you're doing, I wish I would've gotten this down weeks ago.
Nice moon you got there, @NickRoss120.
My own moon, Cadium, orbits much farther in (about 95K km) much smaller (200 km radius), and has 0.7 gees of gravity.
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I do have a few tricks up my sleeve...
Also, is there a deadline for this contest?
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
in KSP1 Mod Releases
Posted
The hype for 0.7 grows!