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CaptRobau

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Everything posted by CaptRobau

  1. I suggest using KittopiaTech to visualize the process. I always go with very bright colors at first (red, green, blue, etc.) and some basic numbers: 0.33 or 0.66. Then if it's a mix of colors I know I'm close. If it's just one color (for example the highest class) then I know I need to go down with my numbers. Only takes a few tries to get where you want it. After that you can add in the actual colors in your cfg.
  2. Hi, everyone. You might know me as the developer of Outer Planets Mod. This thread will be where you can find all the useful resources that I use, as well as some of the Kopernicus tutorials and examples that I plan to write. It might not be much right now, but I plan to grow this over time. Resources Kopernicus .cfgs for stock bodies Here is where you can find the configuration files for the stock bodies as of KSP 1.1.2, as exported by KittopiaTech 1.0.4. These configs are great to draw inspiration from or to use as examples of how things work in Kopernicus. The inspiration comes from @Sigma88, who had uploaded something similar some months back as reference for his own mod. Tutorials TBD
  3. I can answer that. It can help you generate Voronoi tessalated terrain. At max use it can look something like this, but you can go for a more subtle use too. Here's an example from my version of Eeloo in OPM: VertexVoronoi { deformation = 250 displacement = 0.00499999988824129 enableDistance = True frequency = 40 seed = 56457563 order = 23 enabled = True } deformation: the amount (in meters) that the PQSMod can change the terrain. So higher means deeper valleys/steeper walls, lower means the opposite. displacement: you want to keep this low if you want smooth transitions. High numbers give hard edged voronoi. enableDistance: if you want the effect of the voronoi to be pronounced you set this to true. frequency: how many voronoi are made. The higher, the more voronoi cells you get. So keep it low to get a few large voronoi and high to get many smaller ones. seed: just put a random number here. If it looks good, leave it otherwise pick another one. This is just a way to randomize it. order: the order number which you fill in here depends on the planet you're making. You'll probably will want it higher than any SimplexHeight(Absolute) or HeightMap PQS mods. But if you add say procedural craters (the PQSMod VoronoiCraters) you'll probably want your VertexVoronoi lower in order than that PQSMod. enabled: True or false. This should speak for itself Hope this helps. I suggest using KittopiaTech to experiment with the values.
  4. "In particular, a trojan remains near one of the two trojan points of stability – designated L4 and L5 – which lie approximately 60° ahead of and behind the larger body, respectively." I tried it in Principia and it's as stable as can be Wal takes some small design cues from Miranda, most noticeably some steep vertical drops on its equatorial ridge a la the cliffs found on Miranda's Verona Rupes. The planets in OPM are set in stone in terms of what moons they have. At Neidon's distance, I'd be surprised if more than 10% of players gets more than a flyby of the system. Adding a moon there would just be a waste. If I were to add new bodies, it'd be something more reachable and something that isn't yet in the game, like a comet or something. They're not/barely visible to the naked eye. Sarnus and Urlum got their rings because they're both visibly striking and unique. I assume you mean that planet 9 that's been in the news? At the relative distance that it would be, it'd take experienced players and futuristic tech to get there. If you can't even get a flyby with stock tech, I don't see the appeal of adding it.
  5. I'm not touching stock names, but if I had that planet myself I might have called it Jeus. Because I was kind of interested to see what all the inner planets would be like if named like this: Moho > Hermes + Mercury (Mercurius) = Hermury Eve > Aphrodite + Venus = Aphronus Duna > Mars + Ares = Mares Dres > Demeter + Ceres = Demeres They have and were always supposed to be in the same orbit, Priax 60 degrees behind or in front (don't remember) of Polta. The inclination is a bit different, to prevent the orbit lines from completely overlapping. Uranus only has very boring grey lumps of ice and rock orbiting it (except for Miranda). So it needed a bit of boost in coolness.
  6. Cool. Been wanting to try out Hazardous Oceans and easily edit oceans. This should be an intuitive start to that. I think that speaks for itself.
  7. New scatter is in the realm of 3D modelers, of which I am not one :D. So I'll need outside help. I have a few ideas, but there's only so much you can do with the current abilities of scatter/KSP terrain in general. I hope the popularity of OPM and other planet packs is moving Squad to think about expanding the solar system and the possibilities of the terrain system. Because right now we're slowly reaching the limits of that system. What I wouldn't give for more control over how many terrain textures I could use or perfect control over to apply them. I'd want to make something like this. Or some terrain system that could produce overhanging terrain or caves. There's so many interesting features found on our nearby worlds that are still out of reach. I think it's also because KSP has been perfecting the voyage-part of the mission. The Apollo missions, that were just about spending a day or two on the surface and then leaving again. Most non-beginners have grown tired of that, so I think it'd be a great time to start paying attention to perfecting the long-stay part. Small bases, rovers that feel just right, that sort of stuff. That upcoming Astroneer game has a lot of that, which is why I think people are loving that. We haven't seen that yet in gaming. A really good planetary exploration game. Just spending hours with that one mission on Duna, not just to Duna.
  8. You are not having luck with you and your threads lately are you? Anyway, I've been saying you working away at some KTech overhaul the past couple of weeks. What's the idea behind. Is it just a comprehensive update to Unity 5.0 or an overhaul of functionality or perhaps UI? Or a combination of all three?
  9. Ok, that explains it. The standard settings of USI-LS seem to give no detrimental effects to being homesick though. @RoverDude maybe it's a good idea to make the Habitation part of USI-LS a standalone mod? It's not used (much) in the current USI-LS and it would be great for those who just want to think about bringing enough room for their Kerbals to live in, without the hassle of resupplying/mining.
  10. What do the habitation values mean in this mod?
  11. Having fun figuring out how CraterCurves work on procedural craters. This will be very useful when creating more realistic and diverse craters for both IPM and going back, OPM. Or as you can see realistic planetary nipples.
  12. Community Terrain Texture Pack. It's kind of going to be like that Community Resource Pack mod, in that it provides a standard framework for modders to adhere to. Instead of resources it's going to be terrain textures. The stock ones are terrible, as is the general knowledge of terrain texture application. With CTTP, planet pack makers will have a standard set of high-quality textures to make their planetary surfaces come to life as well as help with applying them in their game. That way every planet pack can look as good on the ground as they do from far away, without every modder having to reinvent the wheel and make their own textures.
  13. I'll make a CTTP thread this weekend. Too busy during the week/last weekend. I'll outline my ideas for how it would work for modders, players, etc. and from there we start brainstorming to get to the final idea. In the meantime, go ahead with the integration. It takes some experimentation to get right for each planet/moon.
  14. Inner Planet Mod would be a revamp of the stock bodies to get them up to level of quality that OPM 2.0 introduced. Don't know where you're getting Pegasid from.
  15. Unless there's code in Ashley's mod that forces it to load after OPM, it's probably the mod that is loaded last by ModuleManager. If it's alphabetical, it could be OPM because that's pretty far down the alphabet. Only way to be sure is to find out yourself.
  16. We've had this problem before, but time and time again I forget to write down the answer or a detailed explanation of the cause. Does anyone else remember? Yes, but I haven't found anyone that use OPM 2.0, which is like worlds apart from previous versions due to the terrain overhaul.
  17. I'm glad this mod is still in development. I was looking at the Astroneer Reveal Trailer and it shows the awesome stuff that could happen if we could have storms and the like interfering with our bases and missions.
  18. That's very interesting. Going to try that mod out for myself. Want to see what you explain in action. Sounds fun! I think the reason why the systems do relatively well (at least not everything is ejected within a year) is because I looked at the relative distances between the real-life counterparts when making them. Since those work in real-life, it helps offset the other stuff. I also moved Wal further out when I added Tal, because in the then configuration I roughly calculated that it would not be stable.
  19. Not on my PC. The normal maps all follow the terrain. Do you means reversed in some other sense. Maybe take a screenshot and share it, so I can see what you mean? Yes. They will get them when I do a planned biome revamp. Will release them all together, so that all the biomes will work in the same way and everything feels coherent.
  20. Thanks guys! The long haul is finally over. It's kind of annoying that I already have ideas what I want to do next and kind of feel like doing it immediately too
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