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Found 7 results

  1. For further development of this mod, please head over to the Kopernicus thread! https://forum.kerbalspaceprogram.com/index.php?/topic/140580-145-1-kopernicus-kittopiatech/ Description This Plugin is a continuation of KCreators "KittopaTech Ingame Terraforming" plugin, that can edit the stats of planets at runtime, via. a Graphical Interface. The original KittopiaTech was mainly developed by KCreator, with some additional content by Kragrathea (Utility code) and Gravitasi (ScaledSpace fixes and more). Their work was modified by BorisBee (initially, he's pretty inactive now)
  2. Welcome to the Kopernicus Procedural Quad Sphere Library Expansion, or KLE for short. So, you're probably wondering, TWG, what IS KLE? Allow me to tell you all about it. KLE is a .dll file containing several scripts that add various new generation options to users. You see, KSP creates planets using something called 'Procedural Quad Sphere Mods'. Minmus, for example, is the product of the PQSMod 'VertexPlanet'. Gilly is the result of 'VertexSimplexHeightAbsolute'. KLE adds several new PQSMods, using the Microsoft C# coding language to give planet creators several new options, things
  3. This thread is an attempt to document the Kopernicus planet mods various PQS modifiers and how they affect a planet. NOTE: while this will give you information about the pqs mods, it is best to mess around with the values to fully understand what the mod actual does (plus it's more fun that way) people should post information about various PQS mods such as VertexHeightNoise and add information and a picture of it in game there is a list of PQS mods here: https://github.com/Kopernicus/Kopernicus/tree/master/Kopernicus/Kopernicus/Configuration/ModLoader (link found in post by kil
  4. I'm trying to make my LaserDist mod a bit smarter about reporting the kind of thing the laser has hit: ground versus building versus scatter rock (that last one is only for mods have made the scatter rocks have colliders). The current logic is along these lines (this is a simplified version that demonstrates where I'm having a problem with a lot of the extra stuff stripped out): RaycastHit hit = bestLateUpdateHit; // bestLateUpdateHit is populated elsewhere in the mod GameObject hitObject = (hit.transform == null ? null : hit.transform.gameObject); if (hitObject != null) { Celest
  5. I am relatively new to modding and was wondering how one would re scale the terrain of a planet using Kopernicus. If you could help me that would be much appreciated.
  6. So I'm trying to make textures with PQS for KSP 1.1! All the colors of my custom planet are still the same and everything about my custom planet looks exactly the same as minmus except for the height. At least the colors have to be different, right? My planet file: http://pastebin.com/C0VxTP7T I hope there is something I'm doing wrong!
  7. Hello again everyone, I am currently having issues trying to revive one of my old modifications but after compiling to KSP 1.1 I have noticed that the CelestialBody.pqsController function no longer has any attached subroutines for example, CelestialBody.pqsController.GetSurfaceHeight(Vector3d) In KSP 1.0.5 pre Unity 5, was a valid function. However now this does not seem to exist, throwing the following error during compiling: Error 2 'PQS' does not contain a definition for 'GetSurfaceHeight' and no extension method 'GetSurfaceHeight' accepting a first argument of type 'PQS' co
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