daniel l.

[OLD] Gemeni v0.5 - A kopernicus mod that brings you a twin to kerbin.

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hnkNv3F.png

 

Spacedock Download

License: CC-BY-SA

This mod adds a binary sibling to kerbin (Hence the name gemeni) The planet's name is Kerbanon, It is a barren desert, And while dry and dusty it has an oxygen atmosphere and is very suitable for colonization. Kerbanon is almost entirely supportive of career mode as it has complete sciencedefs and biomes.

This mod supports (Can work without): 

 

 

Planned:  Coming Next releasePlanned Eventually.,

Small Asteroid Moon, (To replace minmus as kerbanon's moon)

Surface Easter eggs,

Support for scatterer,

 

Known Bugs And Oversights:

Main menu screen is bugged. (Not a serious problem at all... Really it isnt.)

Intense Lag spike on EVA. (Help?)

Visible seams on terrain.

 

Changelog \/

Spoiler

Version 0.5 Made by @The White Guardian

- Fixed Kerbanon being upside down.

UPDATE 0.4 (Created by @The White Guardian)

This wonderful update was made by The_White_Guardian :)

I hope you guys like it.

-Hand Made sand texture on terrain (Thank The_White_Guardian not me)

-Textures converted to DDS

-Now with OnDemandSupport

The_White_Guardian is now a Co-Author, A title he really deserves as he is an absolute genius.

Update 0.3

-Removed Default Binary support (Still optional however),

-Relocated Mun & Minmus,

-Tweaked Kerbanons orbit,

-Added Glow effect.

Version 0.2

-Fixed Clouds,

-Added Scatter,

-Changed colormap to match height.

-Nerfed OP Science.

Version 0.1

- Initial Release.

 

Produced in collaboration with @The White Guardian

 

Edited by daniel l.
Giving credit ;)

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Very interesting idea, will check it out as I get home tonight. Beatiful views of Kerbin! )

One remark: science body mulpiliers for a planet so close to Kerbin ("landedDataValue = 17" ?!) are wa-a-ay too high, IMHO.

 

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Okay, that's awesome...

You've really come a long way Daniel.

Edited by _Augustus_

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11 hours ago, Judicator81 said:

Very interesting idea, will check it out as I get home tonight. Beatiful views of Kerbin! )

One remark: science body mulpiliers for a planet so close to Kerbin ("landedDataValue = 17" ?!) are wa-a-ay too high, IMHO.

 

Totally agree! ;) they will be nerfed very soon. :)

11 hours ago, _Augustus_ said:

Okay, that's awesome...

You've really come a long way Daniel.

Thank you! I can in no way express how happy im feeling right now. :D 

Edited by daniel l.

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Version 0.2 Released!

-Fixed Clouds,

-Added Scatter,

-Changed colormap to match height.

-Nerfed OP science.

Edited by daniel l.

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17 minutes ago, daniel l. said:

Updated OP :)

 

What are your opinions on what the next update should be? ;)

Try getting a little asteroid moon to orbit Kerbanon, and maybe change the name and texture to be more stockalike? (i.e. procedural)

According to the stockalike naming scheme I've seen, it could be called Aton.

It could have a little asteroid moon called Lith orbiting close enough to stay in it's SOI.

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13 minutes ago, _Augustus_ said:

Try getting a little asteroid moon to orbit Kerbanon, and maybe change the name and texture to be more stockalike? (i.e. procedural)

According to the stockalike naming scheme I've seen, it could be called Aton.

It could have a little asteroid moon called Lith orbiting close enough to stay in it's SOI.

Im not sure about renaming, But the moon idea is great! I already have plans... And this moon is something special ;)

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Looks pretty good! However, I'm pretty good with GIMP and with Kopernicus, I bet I could add a sandy texture to the surface in a matter of minutes! So, if you'd like... I'm more than willing to collaborate, I'll do the textue part.

Edited by The White Guardian

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13 hours ago, The White Guardian said:

Looks pretty good! However, I'm pretty good with GIMP and with Kopernicus, I bet I could add a sandy texture to the surface in a matter of minutes! So, if you'd like... I'm more than willing to collaborate, I'll do the textue part.

Sure! :D I was having trouble with that and could really use some help. :) 

13 hours ago, DolphinDude3 said:

Looks awesome, great work! Although a picture of what the Planet looks like in Map view with it's orbit and all would be nice.

Coming up... Just havent had the time :) 

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4 hours ago, daniel l. said:

Sure! :D I was having trouble with that and could really use some help. :) 

Alrighty then. I'll make a few sand-textures in GIMP (using a special effect that will make them look 3D), download Gemini and add them to the config. I'll play around a little until the results are perfect, then send you a download link for the 'enhanced' Gemini mod, okay?

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11 hours ago, The White Guardian said:

Alrighty then. I'll make a few sand-textures in GIMP (using a special effect that will make them look 3D), download Gemini and add them to the config. I'll play around a little until the results are perfect, then send you a download link for the 'enhanced' Gemini mod, okay?

Got it :) should I add you to the author list on space dock? 

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11 hours ago, daniel l. said:

Got it :) should I add you to the author list on space dock? 

Yes please! I'll also search for what could be causing the EVA lagspike. I can't guarantee that I'll find the issue, but it's worth trying, isn't it?

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13 hours ago, The White Guardian said:

Yes please! I'll also search for what could be causing the EVA lagspike. I can't guarantee that I'll find the issue, but it's worth trying, isn't it?

Yes it is, thank you. :) And I'll add you to the link as soon as I'm using something other than this crappy tablet. ;)

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Update 0.3:

Removed Default Binary support (Still optional however),

Relocated Mun & Minmus,

Tweaked Kerbanons orbit,

Added Glow effect.

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will this be made compatible with new horizons? like, maybe have it orbit sonnah and near too kerbin?

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@daniel l. How did yo get the planet and cacti ground scatter to work? Can you provide me an example for my mod Interstellar Adventure Revived?

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1 hour ago, ProtoJeb21 said:

@daniel l. How did yo get the planet and cacti ground scatter to work? Can you provide me an example for my mod Interstellar Adventure Revived?

Spoiler

        PQS
        {
            Mods
            {
                LandControl
                {
                    altitudeBlend = 0
                    altitudeFrequency = 1
                    altitudeOctaves = 1
                    altitudePersistance = 1
                    altitudeSeed = 1
                    createColors = False
                    createScatter = True
                    latitudeBlend = 0
                    latitudeFrequency = 1
                    latitudeOctaves = 1
                    latitudePersistance = 1
                    latitudeSeed = 1
                    longitudeBlend = 0
                    longitudeFrequency = 1
                    longitudeOctaves = 1
                    longitudePersistance = 1
                    longitudeSeed = 1
                    useHeightMap = False
                    vHeightMax = 10000
                    order = 999999
                    enabled = True
                    altitudeSimplex
                    {
                        frequency = 1
                        octaves = 1
                        persistence = 1
                    }
                    latitudeSimplex
                    {
                        frequency = 1
                        octaves = 1
                        persistence = 1
                    }
                    longitudeSimplex
                    {
                        frequency = 1
                        octaves = 1
                        persistence = 1
                    }
                    landClasses
                    {
                        Class
                        {
                            alterApparentHeight = 0
                            alterRealHeight = 0
                            color = 0,0,0,0
                            coverageBlend = 0
                            coverageFrequency = 1
                            coverageOctaves = 1
                            coveragePersistance = 1
                            coverageSeed = 1
                            name = Base
                            latDelta = 1
                            latitudeDouble = False
                            lonDelta = 1
                            minimumRealHeight = 0
                            noiseBlend = 0
                            noiseColor = 0,0,0,0
                            noiseFrequency = 1
                            noiseOctaves = 1
                            noisePersistance = 1
                            noiseSeed = 1
                            delete = False
                            altitudeRange
                            {
                                endEnd = 1
                                endStart = 1
                                startEnd = 0
                                startStart = 0
                            }
                            coverageSimplex
                            {
                                frequency = 1
                                octaves = 1
                                persistence = 1
                            }
                            latitudeDoubleRange
                            {
                                endEnd = 1
                                endStart = 1
                                startEnd = 0
                                startStart = 0
                            }
                            latitudeRange
                            {
                                endEnd = 1
                                endStart = 1
                                startEnd = 0
                                startStart = 0
                            }
                            longitudeRange
                            {
                                endEnd = 2
                                endStart = 2
                                startEnd = -1
                                startStart = -1
                            }
                            noiseSimplex
                            {
                                frequency = 1
                                octaves = 1
                                persistence = 1
                            }
                            scatters
                            {
                                Scatter
                                {
                                    density = 0.25
                                    scatterName = boulder
                                }
                                Scatter
                                {
                                    density = 0.05
                                    scatterName = cactus
                                }
                            }
                        }
                    }
                    scatters
                    {
                        Scatter
                        {
                            materialType = DiffuseDetail
                            mesh = BUILTIN/boulder
                            castShadows = True
                            densityFactor = 1
                            maxCache = 512
                            maxCacheDelta = 32
                            maxLevelOffset = 0
                            maxScale = 2
                            maxScatter = 20
                            maxSpeed = 1000
                            minScale = 0.25
                            recieveShadows = False
                            name = boulder
                            seed = 231123
                            verticalOffset = -0.15
                            delete = False
                            collide = True
                            science = False
                            Material
                            {
                                color = 0.6641791,0.6319441,0.4482048,1
                                mainTex = BUILTIN/distantground
                                mainTexScale = 0.5,0.5
                                mainTexOffset = 0,0
                                detail = BUILTIN/rock00
                                detailScale = 3,3
                                detailOffset = 0,0
                            }
                            Experiment
                            {
                            }
                        }
                        Scatter
                        {
                            materialType = DiffuseDetail
                            mesh = BUILTIN/cactus
                            castShadows = True
                            densityFactor = 1
                            maxCache = 512
                            maxCacheDelta = 32
                            maxLevelOffset = 0
                            maxScale = 4
                            maxScatter = 20
                            maxSpeed = 1000
                            minScale = 0.5
                            recieveShadows = False
                            name = cactus
                            seed = 23453
                            verticalOffset = 0
                            delete = False
                            collide = True
                            science = False
                            Material
                            {
                                color = 0.3482048,0.6319441,0.3482048,1
                                mainTex = BUILTIN/distantground
                                mainTexScale = 0.5,0.5
                                mainTexOffset = 0,0
                                detail = BUILTIN/rock00
                                detailScale = 3,3
                                detailOffset = 0,0
                            }
                            Experiment
                            {
                            }
                        }
                    }
                }
            }
        }    

I think you only have to copy that into your cfg file. Just remember to paste the "Landcontrol" so its inside Pqs/Mods/ :)

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10 hours ago, daniel l. said:

Hey @The White Guardian hows it going? :) Btw what is your spacedock name?


Everything's fine over here! I've been messing around with PQSMods for the second Kopernicus Creativity Marathon, but I've also created a sand texture. I have yet to apply it though.

Oh I nearly forgot, I do not (yet) have an account on SpaceDock, will make one right away.

EDIT: made an account, my username is 'The_White_Guardian'.

Edited by The White Guardian

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