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# A beginner's guide to Kopernicus - The basics

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A few more questions: What are the units for the radius and the rotation period? With the KSP scale of the planet I want to make, the radius would be 446 kilometers. What number would that be to put in the config? Also, the rotation period. If the rotation period is 10.2 days, what number would that be?

Also, a screenshot. Anything I'm doing wrong so far that you notice?

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• 1 month later...
On 5/25/2017 at 4:32 PM, The Raging Sandwich said:

A few more questions: What are the units for the radius and the rotation period? With the KSP scale of the planet I want to make, the radius would be 446 kilometers. What number would that be to put in the config? Also, the rotation period. If the rotation period is 10.2 days, what number would that be?

The radius is measured in meters, so a radius of 446 km would be written as 446000. Rotation period is in seconds, meaning the Earth's rotation period would be 86400.

On 5/25/2017 at 4:32 PM, The Raging Sandwich said:

Also, a screenshot. Anything I'm doing wrong so far that you notice?

The only things I see are "cachefile" should be "cacheFile" and you have a colon before the text in the description that shouldn't be there.

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• 3 weeks later...

Now my Planet doesn't show up at all.

Config:

```@Kopernicus:AFTER[Kopernicus]
{
Body
{
name = Iontopia
cacheFile = DeltaDizzy/Planets_n_Moons/CacheFiles/Iontopia.bin
Template
{
name = Minmus
removeAllPQSMods = true
}

Properties
{
description = A Minmus-sized flat plain that's great for playing with ion engines, among other things...

radius = 60500
geeASL = 0.1
rotationPeriod = 42000
rotates = true
tidallyLocked = false
initialRotation = 0
isHomeWorld = false
timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000

ScienceValues
{
landedDataValue = 2
inSpaceLowDataValue = 7
inSpaceHighDataValue = 6
recoveryValue = 7
flyingAltitudeThreshold = 5000							spaceAltitudeThreshold = 100000
}
}

Orbit
{
referenceBody = Kerbin
color = 0,100,255,1
inclination = 0
eccentricity = 0.02
semiMajorAxis = 35000000
longitudeOfAscendingNode = 0
argumentOfPeriapsis = 0
meanAnomalyAtEpoch = 0
epoch = 0
}

ScaledVersion
{
type = Vacuum
fadeStart = 0
fadeEnd = 0
Material
{
texture = DeltaDizzy/Planets_n_Moons/Textures/Iontopia_color.dds
}
}
}
}```

I checked the log and it didn't help much.

Edited by DeltaDizzy
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15 hours ago, DeltaDizzy said:

Now my Planet doesn't show up at all.

Config:

```@Kopernicus:AFTER[Kopernicus]
{
Body
{
name = Iontopia
cacheFile = DeltaDizzy/Planets_n_Moons/CacheFiles/Iontopia.bin
Template
{
name = Minmus
removeAllPQSMods = true
}

Properties
{
description = A Minmus-sized flat plain that's great for playing with ion engines, among other things...

radius = 60500
geeASL = 0.1
rotationPeriod = 42000
rotates = true
tidallyLocked = false
initialRotation = 0
isHomeWorld = false
timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000

ScienceValues
{
landedDataValue = 2
inSpaceLowDataValue = 7
inSpaceHighDataValue = 6
recoveryValue = 7
flyingAltitudeThreshold = 5000							spaceAltitudeThreshold = 100000
}
}

Orbit
{
referenceBody = Kerbin
color = 0,100,255,1
inclination = 0
eccentricity = 0.02
semiMajorAxis = 35000000
longitudeOfAscendingNode = 0
argumentOfPeriapsis = 0
meanAnomalyAtEpoch = 0
epoch = 0
}

ScaledVersion
{
type = Vacuum
fadeStart = 0
fadeEnd = 0
Material
{
texture = DeltaDizzy/Planets_n_Moons/Textures/Iontopia_color.dds
}
}
}
}```

I checked the log and it didn't help much.

The orbit color is off. That has to do with how computers store colors.

In KSP colors are stored as the unity 'Color' data type, which is:

`public Color name = new Color(r,g,b,a);`

In normal English:

"Computer, make a new, easily accessable Color value with the name 'name'. It will store a new Color value, which has the values r for red, g, for green, b for blue, and a for alpha."

The above code will give an error as r,g,b, and a are expected to be 'float values', ergo a value between 0 and 1, whereas you're more used to the digital image software structure of 0-255.

There are three ways of storing colors in KSP.

One: the default Unity way: r = (R/255)

Where r is the color in a float value, and R is the color in the image editing format.

Two: the hexadecimal format. Image editing programs often also convert the color into the hexadecimal format, six digits/letters.

For example: (1,0,0,1) = 255,0,0,255 = #ff0000, where the first example is in Unity's color format, the second is in Photoshop-like style, and the last one is in hexadecimals. You can enter hexadecimals as color values as long as you add a hashtag to it first so the computer knows it's a hexadecimal value.

Examples: #ff0000, #00ff00, #f0f0f0, #bba135, etc.

Three: the format you are using here, the image editing format. For this you also need to tell the computer in advance that you're feeding it the color values in an unorthodox (at least to the computer) manner. In this case, write: 'RGBA(r,g,b,a)' with r, g, b, and a being the values of your color in the image editing format.

For example: color = RGBA(255,255,255,255)

But that isn't what is causing your planet to crash. Let's highlight the problem from the logfile.

```[LOG 17:33:06]: Parsing Target flyingAltitudeThreshold in (Kopernicus.Configuration.ScienceValuesLoader) as (Kopernicus.NumericParser`1[System.Single])
[LOG 17:33:06]: Exception Was Recorded: Exception has been thrown by the target of an invocation.
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
at Kopernicus.NumericParser`1[System.Single].SetFromString (System.String s) [0x00000] in <filename unknown>:0
at Kopernicus.Parser.ProcessValue (System.Type targetType, System.String nodeValue) [0x00000] in <filename unknown>:0
at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0
at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0
at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0
at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0
at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0
at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0
at Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0
[LOG 17:33:06]: Inner Exception Was Recorded: Unknown char
at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0
at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 ```

As you can see it tries to parse the flyingAltitudeThreshold, and it instantly throws an exception. Next a few lines of code that highlight where in Kopernicus' config parser code it errors (more specifically the function 'LoadObjectFromConfigurationNode). But then it gets interesting.

```[LOG 17:33:06]: Inner Exception Was Recorded: Unknown char
at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0
at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 ```

Let's filter out the code vomit to highlight the true problem.

`[LOG 17:33:06]: Inner Exception Was Recorded: Unknown char`

This means that you are feeding the computer something that it does not expect. For example, a boolean value (either 'true' or 'false') being assigned the value '16'.

I'm not sure due to the way the forums format code, but ensure it's on the same line.

Like, instead of

flyingAltitudeThreshold =

5000

make it

flyingAltitudeThreshold = 5000

I'm sorry, but in this case it's not clear as daylight why exactly it's erroring. Alternatively, try making it 5000.0, to highlight for the computer that it is dealing with a 'double' data type, not an 'integer' (ergo a number with decimal values instead of a whole number).

Let me know if it works!

Edit: where are the PQSMods?

You need to add at least one PQSMod, mate. Otherwise the surface will crash.

Since you want a flat plane, try adding this.

```PQS
{
Mods
{
VertexSimplexHeight
{
deformity = 1
frequency = 1
octaves = 2
persistence = 0.3
seed = 5
enabled = true
order = 10
}
}
}```

It won't make it perfectly smooth, but make the altitude range from 0-1 very, VERY smoothly. It's nigh perfectly flat.

Edited by The White Guardian
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Yes, I found the problem. I expanded the window, and it turned out flyingAltidudeThreshold and spaceAltitudeThreshold were on the same line. But now, however, there's another problem. Whenever I get close to the planet...

```@Kopernicus:AFTER[Kopernicus]
{
Body
{
name = Iontopia
cacheFile =  DeltaDizzy/Planets_n_Moons/Cache/Iontopia.bin
Template
{
name = Minmus
removeAllPQSMods = true
}

Properties
{
description = A Minmus-sized flat plain that's great for playing with ion engines, among other things...

radius = 60500
geeASL = 0.1
rotationPeriod = 42000
rotates = true
tidallyLocked = false
initialRotation = 0
isHomeWorld = false
timewarpAltitudeLimits = 0 500 1000 5000 10000 25000 50000 75000

ScienceValues
{
landedDataValue = 2
inSpaceLowDataValue = 7
inSpaceHighDataValue = 6
recoveryValue = 7
flyingAltitudeThreshold = 5000
spaceAltitudeThreshold = 100000
}
}

Orbit
{
referenceBody = Kerbin
color = 0,100,255,1
inclination = 0
eccentricity = 0.02
semiMajorAxis = 35000000
longitudeOfAscendingNode = 0
argumentOfPeriapsis = 0
meanAnomalyAtEpoch = 0
epoch = 0
}

ScaledVersion
{
type = Vacuum
fadeStart = 0
fadeEnd = 0
Material
{
texture = DeltaDizzy/Planets_n_Moons/Textures/Iontopia_color.dds
}
}

PQS
{
Mods
{
VertexColorMap
{
map = DeltaDizzy/Planets_n_Moons/Textures/Iontopia_color.dds
enabled = true
}
}
}
}
}```

I'll go ahead and add the VertexSimplexHeight and see if that helps.

Edited by DeltaDizzy
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-snip-

Edited by GenesisPlayz
Nothing to see here! =D (I got it fixed)
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Is there a way to make a small planetoid with really tall spikes on the surface? Or you just have to mess around with the deformation?

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8 hours ago, Nailed it! said:

Is there a way to make a small planetoid with really tall spikes on the surface? Or you just have to mess around with the deformation?

Its possible! Just mess with the heightmap and PQSMods i think

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On 1/30/2016 at 3:08 AM, The White Guardian said:

Furthermore, for optimal results, your textures need to be in .dds format, DXT5 for color and biome, L8 for height and DXT5_nm for normal maps, and doublecheck that all filepaths are correct.

I guess it pays to check back! This might solve my texturing and heightmap issues.

Except that I'm using paint.net, and there is no DXT5_nm or L8 options, just DXT1, DXT3, and DXT5.

Edited by DeltaDizzy
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On ‎8‎-‎1‎-‎2016 at 10:36 PM, The White Guardian said:
```@Kopernicus:AFTER[KOPERNICUS]
{
Body
{
Welcome!
PQS
{
Mods
{
VertexNiceTutorialMusic
{
music = idk
doesThisModExist = nope
isThisJokeGettingTooLong = true
}
}
}
}
}```

Ignore what was here, i fixed both the problems.

Edited by GenesisPlayz
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13 minutes ago, GenesisPlayz said:

.1 Loptus' day/night side messed up; they are tilted 90 degrees of what they should be.

1 I don't remember exactly what causes it but I think it is a problem with the normal map.(sorry for faulty normalmap, my bad) I'm pretty sure the normalmap needs to have an alpha channel but idk how to do that.

Edited by ModerndayLink64
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On ‎5‎-‎8‎-‎2017 at 9:46 PM, ModerndayLink64 said:

1 I don't remember exactly what causes it but I think it is a problem with the normal map.(sorry for faulty normalmap, my bad)

Don't worry, it doesn't matter

But how do other people make them? When i take a look in the folders i see most things transparant.

nvm, got it

Edited by GenesisPlayz
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I have narrowed down my problem to the fact that once I get close(Ex. Out of ScaledSpace), It changes into a solid-colored globe.

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Hey @The White GuardianI'm having a bit of trouble editing Moho into a new planet. As of now i have not added an ocean(tar ocean) and im having problems with the name and the textures loading. everything else about the planet works, however, from orbit changes to the description. Any help would be apreciated. Take a look:

@Kopernicus:FOR[RDP]

{
@Body[Moho]
{
displayName = Orcus
cacheFile = RDP/Orcus/Cache/Orcus.bin
@Orbit
{
referenceBody = Sun
inclination = 4
eccentricity = 0.203
semiMajorAxis = 5116498871
longitudeOfAscendingNode = 0
argumentOfPeriapsis = 0
meanAnomalyAtEpoch = 0
epoch = 23
color = 0.45,0.42,0.34,1
}
@Properties
{
description = Orcus a odd, Moho-like world, with more exotic features, so scientists don't have to make up stories for it. Orcus has bubbling lakes of tar, but suprisingly no atmosphere.
radius = 586000
geeASL = 0.96
rotationPeriod = 50000
rotates = true
tidallyLocked = true
initialRotation = 0
isHomeWorld = false
timewarpAltitudeLimits = 0 0 0 0 0 0 0 0

@ScienceValues
{
landedDataValue = 12
inSpaceLowDataValue = 8
inSpaceHighDataValue = 7
recoveryValue = 7
spaceAltitudeThreshold = 80000
}
}
@ScaledVersion
{
type = Vacuum
fadeStart = 0
fadeEnd = 0

@Material
{
texture = RDP/Orcus/Textures/Orcus_Color.png
normals = RDP/Orcus/Textures/Orcus_Normal.png
shininess = 0
specular = 0.00,0.00,0.00,0
}
}
@PQS
{
maxQuadLengthsPerFrame = 0.03
minLevel = 2
maxLevel = 6
minDetailDistance = 8

@Mods
{
@VertexColorMap
{
map = RDP/Orcus/Textures/Orcus_Color.png
order = 400
enabled = true
}
@VertexHeightMap
{
map = RDP/Orcus/Textures/Orcus_Height.png
offset = 0
deformity = 500
scaleDeformityByRadius = false
order = 20
enabled = true
}
@VertexSimplexHeight
{
deformity = 250
frequency = 4
octaves = 12
persistence = 0.5
seed = 674624
order = 21
enabled = True
name = _HeightNoise
index = 0
}
@VertexSimplexHeightAbsolute
{
deformity = 10
frequency = 18
octaves = 6
persistence = 0.5
seed = 4234532
order = 30
enabled = True
name = _FineDetail
index = 0
}
}
}
}
}

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Hi! Perhaps you've heard that according to some scientists, in the solar system there must be another planet, behind the orbit of Neptune? So i'm trying to add it into the Real Solar System mod. I've created giant Super-Earth iceball and placed it at the distance of around 600 a.u. from the Sun. It is about 3.5 times bigger and 10 times heavier than Earth, acording to astrophysicists calculations. And it works fine, but i've run into problem. My planet is almost absoluteley flat. So can someone help me to fix this?

Quote

@Kopernicus:FOR[RealSolarSystem]
{
// Iosphat
Body
{
name = Iosphat
finalizeOrbit = true
flightGlobalsIndex = 24
cacheFile = RealSolarSystem/RSSKopernicus/Cache/Iosphat.bin
Template
{
name = Mun
removePQSMods = PQSMod_AltitudeAlpha, PQSLandControl, PQSMod_FlattenArea, PQSMod_VertexSimplexNoiseColor, PQSMod_VertexSimplexHeight, PQSMod_VertexHeightNoiseVertHeight, PQSMod_VoronoiCraters
}
Orbit
{
// Target body name: Iosphat (949)
// Center body name: Sun (10)
// Center-site name: BODY CENTER
referenceBody = Sun
semiMajorAxis = 9e+13
eccentricity = 0.3362772488425983
inclination = 33.61236405752844
meanAnomalyAtEpochD = 300.1297304812811
longitudeOfAscendingNode = 179.36099836994975
argumentOfPeriapsis = 184.4945352163909
color = 1, 1, 1, 1.0
}

Properties
{
useTheInName = False
description = Planet9

radius = 22323000
mass = 5.9726E+25
solarRotationPeriod = False
rotationPeriod = 351856.672
tidallyLocked = false
initialRotation = 0
isHomeWorld = false
timewarpAltitudeLimits = 0 5000 30000 30000 100000 300000 600000 1000000

biomeMap = RSS-Textures/PluginData/PlutoBiomes.png

Biomes
{
Biome
{
name = Surface
value = 1.0
color = 0,0,0,1
}
Biome
{
name = al-Idrisi Montes
value = 1.0
color = 1,0,1,1
}
Biome
{
name = Zheng He Montes
value = 1.0
color = 1,1,0,1
}
Biome
{
name = Baré Montes
value = 1.0
color = 0,0,1,1
}
Biome
{
name = Hillary Montes
value = 1.0
color = 0,1,0,1
}
Biome
{
name = Norgay Montes
value = 1.0
color = 0,1,1,1
}
Biome
{
name = Sputnik Planum
value = 1.0
color = 1,0,0,1
}
Biome
{
name = Burney Crater
value = 1.0
color = 0.2,0.0,0.0,1
}
Biome
{
name = Simonelli Crater
value = 1.0
color = 0.0,0.2,0.0,1
}
Biome
{
name = Guest Crater
value = 1.0
color = 0.0,0.0,0.1,1
}
Biome
{
name = Harrington Crater
value = 1.0
color = 0.2,0.2,0.0,1
}
Biome
{
name = Elliot Crater
value = 1.0
color = 0.2,0.0,0.2,1
}
Biome
{
name = K. Edgeworth Crater
value = 1.0
color = 0.0,0.2,0.2,1
}
Biome
{
name = Oort Crater
value = 1.0
color = 0.396,0.0,0.0,1
}
Biome
{
name = Tartarus Dorsa
value = 1.0
color = 0.0,0.396,0.0,1
}
Biome
{
name = Hayabusa Terra
value = 1.0
color = 0.0,0.0,0.396,1
}
Biome
{
name = Pioneer Terra
value = 1.0
color = 0.396,0.396,0.0,1
}
Biome
{
name = Voyager Terra
value = 1.0
color = 0.396,0.0,0.396,1
}
Biome
{
name = Viking Terra
value = 1.0
color = 0.0,0.396,0.396,1
}
Biome
{
name = Venera Terra
value = 1.0
color = 1,1,1,1
}
}

ScienceValues
{
landedDataValue = 12
inSpaceLowDataValue = 11
inSpaceHighDataValue = 10
recoveryValue = 11
flyingAltitudeThreshold = 18000
spaceAltitudeThreshold = 100000
}

}
ScaledVersion
{
type = Vacuum
fadeStart = 50000
fadeEnd = 52000
Material
{
texture = RSS-Textures/Iosphatshaphatcolor
normals = RSS-Textures/Iosphat_NRM
shininess = 0.1
specular = 0.5,0.1,0.2,1
}
}
PQS
{
maxQuadLengthsPerFrame = 2
minLevel = 2
maxLevel = 14
minDetailDistance = 8
deactivateAltitude = 87000
fadeStart = 52000
fadeEnd = 67000

Material
{
saturation = 1.0
contrast = 0.8
tintColor = 1.000,1.000,1.000,0.000

powerNear = 0.6
powerFar = 0.6

groundTexStart = 0
groundTexEnd = 2000

steepPower = 3
steepTexStart = 0
steepTexEnd = 50000
steepTex = BUILTIN/terrain_sand00
steepBumpMap = BUILTIN/Cliff (Layered Rock)_NRM
steepNearTiling = 15000
steepTiling = 500

lowTex = BUILTIN/snow
lowBumpMap = BUILTIN/quiet
lowNearTiling = 1000
lowMultiFactor = 30
lowBumpNearTiling = 5000
lowBumpFarTiling = 200

midTex = BUILTIN/snow
midBumpMap = BUILTIN/quiet
midNearTiling = 1000
midMultiFactor = 30
midBumpNearTiling = 5000
midBumpFarTiling = 200

highTex = BUILTIN/snow
highBumpMap = BUILTIN/quiet
highNearTiling = 1000
highMultiFactor = 30
highBumpNearTiling = 5000
highBumpFarTiling = 200

lowStart = 0
lowEnd = 0.6
highStart = 0.8
highEnd = 1

globalDensity = 0
}

Mods

VertexHeightMap
{
map = RSS-Textures/PluginData/IosphatHeight.dds
offset = 0
deformity = 102640.0
scaleDeformityByRadius = False
order = 20
enabled = true
}
VertexSimplexHeight
{
seed = 2211221
deformity = 50000.0
octaves = 12.0
persistence = 0.7
frequency = 10
enabled = true
order = 102
}

VertexHeightNoiseVertHeight
{
seed = 1283704385
frequency = 8
octaves = 9
persistance = 0.6
heightStart = 0
heightEnd = 1
deformity = 1200
mode = Low
}
}
}
Atmosphere
{
// General atmosphere settings
enabled = False
oxygen = false
maxAltitude = 110000.0
lightColor = 0.9, 0.85, 0.8, 0.5

// constants
adiabaticIndex = 1.4
atmosphereMolarMass = 0.02797

// Atmosphere Pressure
pressureCurve
{
key = 0 0.001 0 -4.94296E-08
key = 2000 0.000905994 -4.43577E-08 -4.43577E-08
key = 4000 0.000823118 -3.84624E-08 -3.84624E-08
key = 6000 0.000752101 -3.26203E-08 -3.26203E-08
key = 8000 0.000692231 -2.73754E-08 -2.73754E-08
key = 10000 0.000642053 -2.29428E-08 -2.29428E-08
key = 12000 0.000599901 -1.93437E-08 -1.93437E-08
key = 15000 0.000548315 -1.52843E-08 -1.52843E-08
key = 20000 0.000483599 -1.10179E-08 -1.10179E-08
key = 25000 0.000435000 -8.65802E-09 -8.65802E-09
key = 30000 0.000395132 -7.44503E-09 -7.44503E-09
key = 40000 0.000327722 -6.09164E-09 -6.09164E-09
key = 50000 0.000272362 -5.02080E-09 -5.02080E-09
key = 60000 0.000226604 -4.16126E-09 -4.16126E-09
key = 75000 0.000172051 -3.16227E-09 -3.16227E-09
key = 90000 0.000130489 -2.41401E-09 -2.41401E-09
key = 102000 0.000104428 -1.94603E-09 -1.94603E-09
key = 110000 0 0 0
}

// Atmosphere Temperature
temperatureSeaLevel = 42

temperatureCurve
{
key = 0 40.5 0 0
key = 30000 105 0 0
key = 110000 93 -0.0002 0
}
temperatureSunMultCurve
{
key = 0 1 0 -0.0002
key = 10000 0 0 0
key = 110000 0 0 0
}
temperatureLatitudeBiasCurve
{
key = 0 0 0 0
key = 90 0 0 0
}
temperatureLatitudeSunMultCurve
{
key = 0 4 0 0
key = 90 0 -0.072 0
}
temperatureAxialSunBiasCurve
{
key = 0 5.7547 0 -0.096993
key = 46 0 -0.13963 -0.13963
key = 136 -8 0 0
key = 226 0 0.13963 0.13963
key = 316 8 0 0
key = 360 5.7547 -0.096993 0
}
temperatureAxialSunMultCurve
{
key = 0 0 0 0.018
key = 90 1 0 0
}
temperatureEccentricityBiasCurve
{
key = 0 5 0 -10
key = 1 -5 -10 0
}
}
}
}

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Hi !

I'm trying to make my first planet.

I'll almost succeeded...

I have only one problem : the planet properties (size, atmosphere pressure, temperature....) are not used. Instead, the game load the Template planet's properties.

Here's my CFG file :

EDIT : An other question :

Is it possible to choose in which biome there's oxygen ?

Edited by Yahnyx
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• 2 weeks later...

How do I make a moon with procedural terrain?

On 8/18/2017 at 3:38 PM, Yahnyx said:

Hi !

I'm trying to make my first planet.

I'll almost succeeded...

I have only one problem : the planet properties (size, atmosphere pressure, temperature....) are not used. Instead, the game load the Template planet's properties.

Here's my CFG file :

EDIT : An other question :

Is it possible to choose in which biome there's oxygen ?

Radius is spelled "raduis", for starters.

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9 minutes ago, Mrcarrot said:

How do I make a moon with procedural terrain?

Your call. Use literally any PQSMod that isn't map based

Spoiler

Map-Based:

- VertexHeightMap

- VertexColorMap

- VertexSimplexHeightMap

- VertexColorMapBlend

etc

A planet does not need a map as a template. Gilly and Minmus, for example, have no maps.

Edited by The White Guardian
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On 8/10/2017 at 8:06 PM, Cabbink said:

Hey @The White GuardianI'm having a bit of trouble editing Moho into a new planet. As of now i have not added an ocean(tar ocean) and im having problems with the name and the textures loading. everything else about the planet works, however, from orbit changes to the description. Any help would be apreciated. Take a look:

Reveal hidden contents

@Kopernicus:FOR[RDP]

{
@Body[Moho]
{
displayName = Orcus
cacheFile = RDP/Orcus/Cache/Orcus.bin
@Orbit
{
referenceBody = Sun
inclination = 4
eccentricity = 0.203
semiMajorAxis = 5116498871
longitudeOfAscendingNode = 0
argumentOfPeriapsis = 0
meanAnomalyAtEpoch = 0
epoch = 23
color = 0.45,0.42,0.34,1
}
@Properties
{
description = Orcus a odd, Moho-like world, with more exotic features, so scientists don't have to make up stories for it. Orcus has bubbling lakes of tar, but suprisingly no atmosphere.
radius = 586000
geeASL = 0.96
rotationPeriod = 50000
rotates = true
tidallyLocked = true
initialRotation = 0
isHomeWorld = false
timewarpAltitudeLimits = 0 0 0 0 0 0 0 0

@ScienceValues
{
landedDataValue = 12
inSpaceLowDataValue = 8
inSpaceHighDataValue = 7
recoveryValue = 7
spaceAltitudeThreshold = 80000
}
}
@ScaledVersion
{
type = Vacuum
fadeStart = 0
fadeEnd = 0

@Material
{
texture = RDP/Orcus/Textures/Orcus_Color.png
normals = RDP/Orcus/Textures/Orcus_Normal.png
shininess = 0
specular = 0.00,0.00,0.00,0
}
}
@PQS
{
maxQuadLengthsPerFrame = 0.03
minLevel = 2
maxLevel = 6
minDetailDistance = 8

@Mods
{
@VertexColorMap
{
map = RDP/Orcus/Textures/Orcus_Color.png
order = 400
enabled = true
}
@VertexHeightMap
{
map = RDP/Orcus/Textures/Orcus_Height.png
offset = 0
deformity = 500
scaleDeformityByRadius = false
order = 20
enabled = true
}
@VertexSimplexHeight
{
deformity = 250
frequency = 4
octaves = 12
persistence = 0.5
seed = 674624
order = 21
enabled = True
name = _HeightNoise
index = 0
}
@VertexSimplexHeightAbsolute
{
deformity = 10
frequency = 18
octaves = 6
persistence = 0.5
seed = 4234532
order = 30
enabled = True
name = _FineDetail
index = 0
}
}
}
}
}

displayName goes in "Properties".

You also don't need referenceBody in orbit. If you were changing that, though, it would be @referenceBody.

Edited by Mrcarrot
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On 8/11/2017 at 3:06 AM, Cabbink said:

Hey @The White GuardianI'm having a bit of trouble editing Moho into a new planet. As of now i have not added an ocean(tar ocean) and im having problems with the name and the textures loading. everything else about the planet works, however, from orbit changes to the description. Any help would be apreciated. Take a look:

Reveal hidden contents

@Kopernicus:FOR[RDP]

{
@Body[Moho]
{
displayName = Orcus
cacheFile = RDP/Orcus/Cache/Orcus.bin
@Orbit
{
referenceBody = Sun
inclination = 4
eccentricity = 0.203
semiMajorAxis = 5116498871
longitudeOfAscendingNode = 0
argumentOfPeriapsis = 0
meanAnomalyAtEpoch = 0
epoch = 23
color = 0.45,0.42,0.34,1
}
@Properties
{
description = Orcus a odd, Moho-like world, with more exotic features, so scientists don't have to make up stories for it. Orcus has bubbling lakes of tar, but suprisingly no atmosphere.
radius = 586000
geeASL = 0.96
rotationPeriod = 50000
rotates = true
tidallyLocked = true
initialRotation = 0
isHomeWorld = false
timewarpAltitudeLimits = 0 0 0 0 0 0 0 0

@ScienceValues
{
landedDataValue = 12
inSpaceLowDataValue = 8
inSpaceHighDataValue = 7
recoveryValue = 7
spaceAltitudeThreshold = 80000
}
}
@ScaledVersion
{
type = Vacuum
fadeStart = 0
fadeEnd = 0

@Material
{
texture = RDP/Orcus/Textures/Orcus_Color.png
normals = RDP/Orcus/Textures/Orcus_Normal.png
shininess = 0
specular = 0.00,0.00,0.00,0
}
}
@PQS
{
maxQuadLengthsPerFrame = 0.03
minLevel = 2
maxLevel = 6
minDetailDistance = 8

@Mods
{
@VertexColorMap
{
map = RDP/Orcus/Textures/Orcus_Color.png
order = 400
enabled = true
}
@VertexHeightMap
{
map = RDP/Orcus/Textures/Orcus_Height.png
offset = 0
deformity = 500
scaleDeformityByRadius = false
order = 20
enabled = true
}
@VertexSimplexHeight
{
deformity = 250
frequency = 4
octaves = 12
persistence = 0.5
seed = 674624
order = 21
enabled = True
name = _HeightNoise
index = 0
}
@VertexSimplexHeightAbsolute
{
deformity = 10
frequency = 18
octaves = 6
persistence = 0.5
seed = 4234532
order = 30
enabled = True
name = _FineDetail
index = 0
}
}
}
}
}

You don't have to write '@X' where X is the name of a PQSMod. If a planet already has VertexSimplexNoiseColor with a blend value of 1 for example, and you edit the planet, you can simply write:

```@PQS
{
@Mods
{
VertexSimplexNoiseColor
{
blend = 0.4
}
}
}```

To edit this value.

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7 minutes ago, The White Guardian said:

Your call. Use literally any PQSMod that isn't map based

Reveal hidden contents

Map-Based:

- VertexHeightMap

- VertexColorMap

- VertexSimplexHeightMap

- VertexColorMapBlend

etc

A planet does not need a map as a template. Gilly and Minmus, for example, have no maps.

So, for example, VertexPlanet?

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Just now, Mrcarrot said:

So, for example, VertexPlanet?

That's the one Minmus uses.

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10 minutes ago, The White Guardian said:

That's the one Minmus uses.

How do I use it then?

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1 minute ago, Mrcarrot said:

How do I use it then?

Just configure the PQSMod and it should work. Only when a PQSMod has a value that expects a map you'll need a map for that PQSMod to function.

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42 minutes ago, The White Guardian said:

Just configure the PQSMod and it should work. Only when a PQSMod has a value that expects a map you'll need a map for that PQSMod to function.

Is there any way I can make the ScaledVersion reflect the procedural terrain?

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