The White Guardian

Making planets with Kopernicus: video guides

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I've started a series of videos that will be covering the creation of planets with the Kopernicus plugin. Here, you can find all those videos.

Episode 1: the basics

 

Quote

In this video, I'll be covering the basics of making planets with Koperniucs, namely making a planet based off maps.

This way of making planets require a heightmap, a colormap and a normalmap for the planet. There is also a way to make planets without using external textures, but that will be covered in a future video.

If you don't know what tidal locking is, here's a Wikipedia article about it.
https://en.wikipedia.org/wiki/Tidal_locking

For more information on PQSMods, check here.
http://forum.kerbalspaceprogram.com/index.php?/topic/132484-a-beginners-guide-to-kopernicus-pqsmods/

Episode 2: gas planets

Quote

In this tutorial I cover the creation of gas giants like Jool. Gas planets are actually the easiest planets to create because they do not require PQS, and I will prove that here by showing you, right here and right now, how to make a gas giant.

Planet Cyran: http://forum.kerbalspaceprogram.com/index.php?/topic/139606-112kopernicusplanet-cyran/

Episode 3: Stars

 

Quote

MUSIC IS LISTED AT THE END OF THE VIDEO!
Sorry 'bout that, that's just to prevent 'what is the music?' comments while the music is listed in the video itself.

Anyhow, at last, the third installment in the series, this time covering the creation of stars.

To make this easier for everyone, an example config and corona can be downloaded here:
https://drive.google.com/open?id=0ByAAxOQx9zkPNG8weU5nbUl1WUU

There's more to come.

Edited by The White Guardian
Episode 2 is here!

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Finally! I've been trying to make planets forever and I think this will finally teach me how! Great guide. Now where's your SQUAD invitation?

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14 hours ago, BashGordon33 said:

Finally! I've been trying to make planets forever and I think this will finally teach me how! Great guide. Now where's your SQUAD invitation?

Thanks :D

Don't think SQUAD will invite me though. :) But hey, coding planets is enough for me.

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Don't know if you still know me. But shall I stop making these tutorials then? Now that you make videos and probably do it a lot better, I don't see why I should still make video tutorials. Or shall I just make more of them and then see what happens? Not promoting or anything, sorry if you think I do, but here is my channel with the video tutorials: https://www.youtube.com/channel/UC4pGvuLK8NpK2smR43pocpA

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Is there a way to remove stock planets to put new ones in their place? or can the stock planets simply be edited through kopernicus as part of a mod (can any changes to stock planets be made as part of a gamedata kopernicus file(part of a planets mod)) thanks for the awesome work and video

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16 hours ago, rough93 said:

Is there a way to remove stock planets to put new ones in their place? or can the stock planets simply be edited through kopernicus as part of a mod (can any changes to stock planets be made as part of a gamedata kopernicus file(part of a planets mod)) thanks for the awesome work and video

Delete planet:
@Kopernicus:AFTER[Kopernicus]
{
	!Body[NAME OF PLANET]
	{
	}
}

Edit planet:
@Kopernicus:AFTER[Kopernicus]
{
	@Body[NAME OF PLANET]
	{
	}
}

When editing a planet, you can work as if you're making a new planet. However, the planet you are editing will be overwritten with the info you specified. Also, since the parsers are already present, you need to put an @ in front of most parsers, such as @Template, or @Properties. With @Template you can use removePQSMods or removeAllPQSMods as usual, and with @PQS you can re-add them.

On 30-6-2016 at 4:36 PM, ApertureGaming said:

Don't know if you still know me. But shall I stop making these tutorials then? Now that you make videos and probably do it a lot better, I don't see why I should still make video tutorials. Or shall I just make more of them and then see what happens? Not promoting or anything, sorry if you think I do, but here is my channel with the video tutorials: https://www.youtube.com/channel/UC4pGvuLK8NpK2smR43pocpA

Hmm, since I focus on avoiding the usage of Space Engine, it could be a good idea to leave this to me. Still, I'll leave the decision to you.

Also, I don't think you're promoting anything.

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Ah okay. I'll see. Maybe I move on, maybe I don't. I know SE is not a good thing to use for this, but I didn't know when I made that video. Maybe I'll re-upload part 1 then. I'll see as I said.

 

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Would I violate rule 23f if I asked when the next episode is coming out? Technically it's not a mod but it is community made content :).

 

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15 hours ago, ApertureGaming said:

Ah okay. I'll see. Maybe I move on, maybe I don't. I know SE is not a good thing to use for this, but I didn't know when I made that video. Maybe I'll re-upload part 1 then. I'll see as I said.

 

The way I see it the more resources available the better

Also, @The White Guardian,  I'm having trouble with planet mods, all other mods work, however I can't find any planetary packs that work, Kopernicus included, I've even created my own configs for planets but no result. Do you know any possible cause of this?

Edited by rough93

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16 hours ago, rough93 said:

The way I see it the more resources available the better

Also, @The White Guardian,  I'm having trouble with planet mods, all other mods work, however I can't find any planetary packs that work, Kopernicus included, I've even created my own configs for planets but no result. Do you know any possible cause of this?

I can't help you unless you tell me what you're doing exactly. Firstly, are you sure you installed Kopernicus correctly? Also, Kopernicus itself does not add planets.

To make sure that you've installed Kopernicus correctly, there are the following questions:

  1. Did you place the Kopernicus folder in the GameData folder?
  2. If you open the Kopernicus folder, does it show folders like 'Plugins'?
  3. Are you sure you've installed a version of Kopernicus that is compatible with the version of KSP you're using?
  4. Did you install the ModularFlightIntegrator properly?

If you can answer 'no' to any of the questions listed, then that's likely the problem.

As for why your configs don't work, there may be countless reasons why it won't work. Could you post your config here? (Could you please put it in a spoiler? (the eye icon when writing replies))

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1 hour ago, rough93 said:

I copied the Modular Flight Integrator into the GameData, is there a different way I need to install it? Other than that yes to everything. I'm using an example config that comes from the maker of Kopernicus and still nothing

No clue. Try asking around on the main Kopernicus thread, I'm sure they can help you further there, because I've never heard of this issue before.

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Do you know how I can fix the problem of invisible ground? my config is set up properly and everything looks as expected until you attempt to land

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Here's the config

Spoiler

@Kopernicus:AFTER[KOPERNICUS]
{
    Body
    {
        name = Jove
        flightGlobalsIndex = 10
            Template
                {
                    name = Kerbin
                    removeAllPQSMods = true
                    removeOcean = true
                }

    Properties
    {
        description = hi.
        radius = 7000000
        geeASL = 0.67
        rotationPeriod = 36000
        rotates = true
        tidallyLocked = false
        initialRotation = 0
        isHomeWorld = false
        timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000
    
        ScienceValues
        {
            landedDataValue = 2
            splashedDataValue = 2
            flyingLowDataValue = 11
            flyingHighDataValue = 8
            inSpaceLowDataValue = 7
            inSpaceHighDataValue = 6
            recoveryValue = 7
            flyingAltitudeThreshold = 12000
            spaceAltitudeThreshold = 140000
        }
    }

    Orbit
    {
        referenceBody = Sun
        color = 1,1,1,1
        inclination = 0.5
        eccentricity = 0.02
        semiMajorAxis = 10000000000
        longitudeOfAscendingNode = 0
        argumentOfPeriapsis = 0
        meanAnomalyAtEpoch = 0
        epoch = 0
    }

    ScaledVersion
    {
        type = Vacuum
        fadeStart = 0
        fadeEnd = 0
        Material
        {
            texture = KopernicusExamples/Creating New Bodies/PlanetWithMaps/PluginData/Color_new.png

            normals = KopernicusExamples/Creating New Bodies/PlanetWithMaps/PluginData/Normals_new.png

            shininess = 0
            specular = 0.0,0.0,0.0,1.0
            rimPower = 3
            rimBlend = 0.2
            Gradient
            {
                0.0 = 0.06,0.06,0.06,1
                0.5 = 0.05,0.05,0.05,1
                1.0 = 0.0196,0.0196,0.0196,1
            }
        }
    }
    
    PQS
    {
        Mods
        {
            VertexHeightMap
            {
                map = KopernicusExamples/Creating New Bodies/PlanetWithMaps/PluginData/Height_new.png
                offset = -500
                deformity = 3000.0
                scaleDeformityByRadius = false
                order = 20
                enabled = true
            }
            VertexColorMap
                {
                    map = KopernicusExamples/Creating New Bodies/PlanetWithMaps/PluginData/Color_new.png
                    order = 20
                    enabled = true
                }
            VertexHeightNoiseVertHeightCurve2
                {
                    deformity = 100
                    ridgedAddSeed = 123456
                    ridgedAddFrequency = 12
                    ridgedAddLacunarity = 2
                    ridgedAddOctaves = 4
                    ridgedSubSeed = 654321
                    ridgedSubFrequency = 12
                    ridgedSubLacunarity = 2
                    ridgedSubOctaves = 4
                    simplexCurve
                    {
                        key = 0 0 0.1466263 0.1466263
                        key = 0.7922793 0.2448772 0.6761706 1.497418
                        key = 1 1 6.106985 6.106985
                    }
                    simplexHeightStart = 0
                    simplexHeightEnd = 6500
                    simplexSeed = 123456
                    simplexOctaves = 4
                    simplexPersistence = 0.6
                    simplexFrequency = 12
                    enabled = true
                    order = 200
                }
                HeightColorMap
                {
                    blend = 1
                    order = 500
                    enabled = true
                    LandClasses
                    {
                        Class
                        {
                            name = Bottom
                            altitudeStart = 0
                            altitudeEnd = 0.7
                            color = 0.1,0.1,0.1,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Base
                            altitudeStart = 0.7
                            altitudeEnd = 0.75
                            color = 0.7,0.55,0.2,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Low
                            altitudeStart = 0.75
                            altitudeEnd = 0.85
                            color = 0.7,0.6,0.4,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Grad
                            altitudeStart = 0.85
                            altitudeEnd = 0.95
                            color = 1.0,0.9,0.7,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = High
                            altitudeStart = 0.95
                            altitudeEnd = 2
                            color = 0.95,0.95,0.9,1.0
                            lerpToNext = false
                        }
                        Ocean
        {
            maxQuadLengthsPerFrame = 0.03
            minLevel = 2
            maxLevel = 12
            minDetailDistance = 8
            oceanColor = 0.15,0.25,0.35,1
            Material
            {
                colorFromSpace = 0.15,0.25,0.35,1
                color = 0.15,0.25,0.35,1
            }
            FallbackMaterial
            {
                colorFromSpace = 0.15,0.25,0.35,1
                color = 0.15,0.25,0.35,1
            }
            Mods
            {
                AerialPerspectiveMaterial
                {
                    globalDensity = -0.00001
                    heightFalloff = 6.75
                    atmosphereDepth = 150000
                    DEBUG_SetEveryFrame = true
                    cameraAlt = 0
                    cameraAtmosAlt = 0
                    heightDensAtViewer = 0
                    enabled = true
                    order = 200
                }
                OceanFX
                {
                    Watermain
                    {
                        waterTex-0 = BUILTIN/sea-water1
                        waterTex-1 = BUILTIN/sea-water2
                        waterTex-2 = BUILTIN/sea-water3
                        waterTex-3 = BUILTIN/sea-water4
                        waterTex-4 = BUILTIN/sea-water5
                        waterTex-5 = BUILTIN/sea-water6
                        waterTex-6 = BUILTIN/sea-water7
                        waterTex-7 = BUILTIN/sea-water8
                    }
                    framesPerSecond = 1
                    spaceAltitude = 150000
                    blendA = 0
                    blendB = 0
                    texBlend = 0
                    angle = 0
                    specColor = 0.000,0.000,0.000,0.000
                    oceanOpacity = 0
                    spaceSurfaceBlend = 0
                    enabled = true
                    order = 200
                }
            }
            Fog
            {
                fogColorEnd = 0.15,0.25,0.35,1
                fogColorStart = 0.15,0.25,0.35,1
                skyColorOpacityBase = 0.7
            }
        }
    }
                    }
                }
            }
        }
        }
        }
    }
}

 

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2 hours ago, rough93 said:

Here's the config

  Hide contents

@Kopernicus:AFTER[KOPERNICUS]
{
    Body
    {
        name = Jove
        flightGlobalsIndex = 10
            Template
                {
                    name = Kerbin
                    removeAllPQSMods = true
                    removeOcean = true
                }

    Properties
    {
        description = hi.
        radius = 7000000
        geeASL = 0.67
        rotationPeriod = 36000
        rotates = true
        tidallyLocked = false
        initialRotation = 0
        isHomeWorld = false
        timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000
    
        ScienceValues
        {
            landedDataValue = 2
            splashedDataValue = 2
            flyingLowDataValue = 11
            flyingHighDataValue = 8
            inSpaceLowDataValue = 7
            inSpaceHighDataValue = 6
            recoveryValue = 7
            flyingAltitudeThreshold = 12000
            spaceAltitudeThreshold = 140000
        }
    }

    Orbit
    {
        referenceBody = Sun
        color = 1,1,1,1
        inclination = 0.5
        eccentricity = 0.02
        semiMajorAxis = 10000000000
        longitudeOfAscendingNode = 0
        argumentOfPeriapsis = 0
        meanAnomalyAtEpoch = 0
        epoch = 0
    }

    ScaledVersion
    {
        type = Vacuum
        fadeStart = 0
        fadeEnd = 0
        Material
        {
            texture = KopernicusExamples/Creating New Bodies/PlanetWithMaps/PluginData/Color_new.png

            normals = KopernicusExamples/Creating New Bodies/PlanetWithMaps/PluginData/Normals_new.png

            shininess = 0
            specular = 0.0,0.0,0.0,1.0
            rimPower = 3
            rimBlend = 0.2
            Gradient
            {
                0.0 = 0.06,0.06,0.06,1
                0.5 = 0.05,0.05,0.05,1
                1.0 = 0.0196,0.0196,0.0196,1
            }
        }
    }
    
    PQS
    {
        Mods
        {
            VertexHeightMap
            {
                map = KopernicusExamples/Creating New Bodies/PlanetWithMaps/PluginData/Height_new.png
                offset = -500
                deformity = 3000.0
                scaleDeformityByRadius = false
                order = 20
                enabled = true
            }
            VertexColorMap
                {
                    map = KopernicusExamples/Creating New Bodies/PlanetWithMaps/PluginData/Color_new.png
                    order = 20
                    enabled = true
                }
            VertexHeightNoiseVertHeightCurve2
                {
                    deformity = 100
                    ridgedAddSeed = 123456
                    ridgedAddFrequency = 12
                    ridgedAddLacunarity = 2
                    ridgedAddOctaves = 4
                    ridgedSubSeed = 654321
                    ridgedSubFrequency = 12
                    ridgedSubLacunarity = 2
                    ridgedSubOctaves = 4
                    simplexCurve
                    {
                        key = 0 0 0.1466263 0.1466263
                        key = 0.7922793 0.2448772 0.6761706 1.497418
                        key = 1 1 6.106985 6.106985
                    }
                    simplexHeightStart = 0
                    simplexHeightEnd = 6500
                    simplexSeed = 123456
                    simplexOctaves = 4
                    simplexPersistence = 0.6
                    simplexFrequency = 12
                    enabled = true
                    order = 200
                }
                HeightColorMap
                {
                    blend = 1
                    order = 500
                    enabled = true
                    LandClasses
                    {
                        Class
                        {
                            name = Bottom
                            altitudeStart = 0
                            altitudeEnd = 0.7
                            color = 0.1,0.1,0.1,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Base
                            altitudeStart = 0.7
                            altitudeEnd = 0.75
                            color = 0.7,0.55,0.2,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Low
                            altitudeStart = 0.75
                            altitudeEnd = 0.85
                            color = 0.7,0.6,0.4,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = Grad
                            altitudeStart = 0.85
                            altitudeEnd = 0.95
                            color = 1.0,0.9,0.7,1.0
                            lerpToNext = true
                        }
                        Class
                        {
                            name = High
                            altitudeStart = 0.95
                            altitudeEnd = 2
                            color = 0.95,0.95,0.9,1.0
                            lerpToNext = false
                        }
                        Ocean
        {
            maxQuadLengthsPerFrame = 0.03
            minLevel = 2
            maxLevel = 12
            minDetailDistance = 8
            oceanColor = 0.15,0.25,0.35,1
            Material
            {
                colorFromSpace = 0.15,0.25,0.35,1
                color = 0.15,0.25,0.35,1
            }
            FallbackMaterial
            {
                colorFromSpace = 0.15,0.25,0.35,1
                color = 0.15,0.25,0.35,1
            }
            Mods
            {
                AerialPerspectiveMaterial
                {
                    globalDensity = -0.00001
                    heightFalloff = 6.75
                    atmosphereDepth = 150000
                    DEBUG_SetEveryFrame = true
                    cameraAlt = 0
                    cameraAtmosAlt = 0
                    heightDensAtViewer = 0
                    enabled = true
                    order = 200
                }
                OceanFX
                {
                    Watermain
                    {
                        waterTex-0 = BUILTIN/sea-water1
                        waterTex-1 = BUILTIN/sea-water2
                        waterTex-2 = BUILTIN/sea-water3
                        waterTex-3 = BUILTIN/sea-water4
                        waterTex-4 = BUILTIN/sea-water5
                        waterTex-5 = BUILTIN/sea-water6
                        waterTex-6 = BUILTIN/sea-water7
                        waterTex-7 = BUILTIN/sea-water8
                    }
                    framesPerSecond = 1
                    spaceAltitude = 150000
                    blendA = 0
                    blendB = 0
                    texBlend = 0
                    angle = 0
                    specColor = 0.000,0.000,0.000,0.000
                    oceanOpacity = 0
                    spaceSurfaceBlend = 0
                    enabled = true
                    order = 200
                }
            }
            Fog
            {
                fogColorEnd = 0.15,0.25,0.35,1
                fogColorStart = 0.15,0.25,0.35,1
                skyColorOpacityBase = 0.7
            }
        }
    }
                    }
                }
            }
        }
        }
        }
    }
}

 

1. Please, for the love of Kod, remove the flightGlobalsIndex, it causes SO MANY compatibility issues, there's a reason why I never mention it in any guide I write.

2. You close the PQS incorrectly, meaning that the Ocean is loaded inside the PQS while it should be loaded ALONGSIDE the PQS, it should be placed inside Body{} and not PQS{}

3. I'm pretty certain 7000000 is a bit too big for stock-sized celestials, that's 1000000m bigger than Jool for a TERRESTRIAL planet, and a terrestrial planet that is bigger than a gas giant would defy the laws of physics.

4. I'm pretty certain the science multiplier for the surface is supposed to be greater than that of 'flying low', unless you're making a very, very special planet.

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Thanks for the info, sorry for all the silly questions but your guidance is much appreciated

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Now there are video tutorials by The goddamn best Planet Making teacher on KSP Forums. 
(Note: I haven't been able to do my planet mod as the internet is crappy and ive been busy. I'll send you the configs soon for making the textures as i dont have 1.1.2 anymore.)

P.S I'm Going to be a critic of this video. XD

 

Edited by SAS123

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On 10-7-2016 at 10:43 PM, rough93 said:

Thanks for the info, sorry for all the silly questions but your guidance is much appreciated

Anything I can do to help, so if you need any more help, let me know.

8 hours ago, SAS123 said:

Now there are video tutorials by The goddamn best Planet Making teacher on KSP Forums. 
(Note: I haven't been able to do my planet mod as the internet is crappy and ive been busy. I'll send you the configs soon for making the textures as i dont have 1.1.2 anymore.)

P.S I'm Going to be a critic of this video. XD

 

Alright then, and thanks!

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Alright, if you would permit me to ask, I tried the config "   @Kopernicus:AFTER[Kopernicus] { !Body[Eve]{}}   " but Eve is still there, am I missing something?

Is it possible to rename Kerbin? "@Koperniucus:AFTER[Kopernicus]{ @Body[Kerbin] { name = Example } } doesn't work

Edited by rough93

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@The White Guardian

I'm going to need a tutorial on how to draw gas giants like the one in your latest video.

Also, even though the two episodes so far are good, I would recommend some in-game footage to show viewers how things work in the game. Do you already have that planned?

Anyways, great videos! :)

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Hi, my config/ folder structure does not work. I cannot see my planet in the map view or tracking station. It is probably not even in the game. This is my .cfg:

Quote

@Kopernicus:AFTER[Kopernicus]
{
  Body
  {name = Idiotor
   CacheFile = Idiotor/cache/Idiotor.bin
   Template
   {
    Name = Ike
    removePQSmods = PQSMod_VertexHeightMap
   }
    Properties
    {
     Description = One day, astronomers discovered a planet far away in the solar system. So they thought, Lets send Trump to it forever!        They then sent other idiots.Bewarned, idiots are here!
     Radius = 90000
     GeeASL = 2.5
     isHomeWorld = false
     TidallyLocked = false
     rotationPeriod = 1800
     TimeWarpAltitudeLimits = 0 5000 10000 17500 30000 70000 100000
     ScienceValues
     {
      LandedDataValue = 90
      SplashedDataValue = 90
      flyingLowDataValue = 150
      FlyingHighDataValue = 700
      inSpaceLowDataValue = 400
      inSpaceHighDataValue = 450
      recoveryValue = 50
      flyingAltitudeThreshold = 25000
      spaceAltitudeThreshold = 40000
     }
     biomeMap = Idiotor/PluginData/Idiotor_biomes.dds
     Biomes
     {
      Biome
      {
       name = Trump Biome
       value = 10
       color = 1,0,0,1
      }
      Biome
      {
       name = Benjamin Biome
       value = 70
       color = 0, 0, 1, 1
      }
      ScaledVersion
      {
       Type = Vaccum
       Materials
       {
       Texture = Idiotor/PluginData/Idiotor_color.dds
       Normals = Idiotor/PluginData/Idiotor_normals.dds
       rimPower = 3
       rimBlend = 0.3
       Gradient
       {
        0.0 = 0.2, 0.6, 0.2, 1.0
        0.5 = 0.6, 0.2, 0.3, 1.0
        1.0 = 0.0196, 0.0196, 0.0196, 1.0
       }
      }
      Orbit
      {
       referenceBody = Sun
       semiMajorAxis = 99 118 820 000
       inclination = 4.5
       eccentricity = 0.1999531
       longitudeOfAscendingNode = 115
       argumentOfPeriapsis = 87
       meanAnomalyAtEpoch = 0.5
       epoch = 1
       color = 215, 189, 64, 0.9
      }
      PQS
      {
        Mods
        {
          VertexHeightMap
          {
           map = Idiotor/PluginData/Idiotor_height.dds
           deformity = 4000
           scaleDeformityByRadius = false
           offset = 0
           enabled = true
           order = 10
          }
          VertexHeightNoise
          {
           noiseType = RiggedMultifractal
           deformity = 3000
           frequency = 6
           persistence = 0.2
           lacunarity = 2.5
           octaves = 7
           mode = Low
           seed = 23690
           enabled = true
           order = 15
          }
          VertexColorMap
         {
     map = Idiotor/PluginData/IdiotorTexture.dds
     enabled = true
     order = 1
         }
        }
      }
     }
  }
}

 


My folder structure is like this: 

Kerbal Space Program > GameData > Idiotor > Cache, PluginData and my .cfg

Cache > Nothing

PluginData > All textures/ normal maps / height maps.

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6 hours ago, LordOfMinecraft99 said:

Hi, my config/ folder structure does not work. I cannot see my planet in the map view or tracking station. It is probably not even in the game. This is my .cfg:

-snip-
My folder structure is like this: 

Kerbal Space Program > GameData > Idiotor > Cache, PluginData and my .cfg

Cache > Nothing

PluginData > All textures/ normal maps / height maps.

Your file structure isn't the problem. I've found various issues with your config, I'll list them here:

1. Place 'name' on a separate line, not added to an opening bracket, Kopernicus will think of it as one word otherwise. Also, 'CacheFile' is wrong, should be 'cacheFile'. Also, mind you that filepaths are case-sensitive on Mac, so keep a close eye on the capital letters.

2. Small radius (90km, Kerbin is 600km) plus an insane gravity of 2.5g equals an unrealistic planet, are you sure this is intentional?

3. The rotation period is extremely low, namely 1800 seconds, this will mean that the surface will move with an immense speed.

4. timewarpAltitudeLimits requires eight numbers, while it currently is seven

5. The science values are extremely high, one experiment in high orbit is enough for the entire tech tree! Plus, the spaceAltitudeThreshold is way, way too low. It should be at least 100km in most cases.

6. The 'values' of the biomes are also extremely high, are you certain this is intentional?

7. The Biomes and the Properties are loaded incorrectly, which means that the rest of the config is loaded incorrectly, which breaks the config. Furthermore, 'Materials' is incorrect, should be 'Material'. Also, why are you specifying atmosphere rim information if there is no atmosphere?

8. Typo: 'Vaccum' is incorrect, should be 'Vacuum'.

9. Spaces used in the semiMajorAxis breaks the config as well

10. Orbit color is invalid, the colors should be between 0-1. If you have a color that is on a scale of 0-255, divide that color's RGB values by 255 to get the color on a scale of 0-1.

11. For VertexColorMap you can use the same map as you apply to the planet's ScaledSpace model.

12. Most parsers don't start with a capital letter, such as description, geeASL and timewarpAltitudeLimits.

 

Don't let this washlist of issues discourage you though! The first planets I made were built from configs taken from the Outer Planets Mod with their filepaths updated. It took close studying of the configs of mods like OPM and the Kopernicus Examples for me to figure out how everything works. My point is, not even I got it right the first time, and honestly, if you look at a config from afar it's basically this wall of code, so I have respect for the fact that you're trying to learn Kopernicus.

I've taken the liberty of rewriting your config, try if this one works: (note: if you write //, everything after the // on that line will be seen as commentary and thus won't affect the codes. This allows you to make notes)

Spoiler

@Kopernicus:AFTER[Kopernicus]
{
	Body
	{
		name = Idiotor
		cacheFile = Idiotor/Cache/Idiotor.bin
		Template
		{
			name = Ike
			removePQSMods = PQSMod_VertexHeightMap
		}
		Properties
		{
			description = One day, astronomers discovered a planet far away in the solar system. So they thought, Lets send Trump to it forever!        They then sent other idiots. Be warned, idiots are here!
			radius = 900000 //900km
			geeASL = 2.5
			isHomeWorld = false
			tidallyLocked = false
			rotationPeriod = 16200 //4.5 hours
			timewarpAltitudeLimits = 0 5000 7500 12500 30000 60000 100000 250000
			ScienceValues
			{
				//Since this planet has neither an atmosphere nor oceans, the flying values and splashed values should be set to 1.
				landedDataValue = 12
				splashedDataValue = 1
				flyingLowDataValue = 1
				flyingHighDataValue = 1
				inSpaceLowDataValue = 11.5
				inSpaceHighDataValue = 11
				flyingAltitudeThreshold = 25000
				spaceAltitudeThreshold = 2000000
			}
			biomeMap = Idiotor/PluginData/Idiotor_biomes.dds
			Biomes
			{
				Biome
				{
					name = Trump Biome
					value = 1
					color = 1,0,0,1
				}
				Biome
				{
					name = Benjamin Biome
					value = 1
					color = 0,0,1,1
				}
			}
		}
		ScaledVersion
		{
			type = Vacuum
			Material
			{
				texture = Idiotor/PluginData/Idiotor_color.dds
				normals = Idiotor/PluginData/Idiotor_normals.dds
			}
		}
		Orbit
		{
			referenceBody = Sun
			semiMajorAxis = 99118820000
			inclination = 4.5
			eccentricity = 0.1999531
			longitudeOfAscendingNode = 115
			argumentOfPeriapsis = 87
			meanAnomalyAtEpoch = 0.5
			epoch = 1
			color = 0.84,0.74,0.25,0.9
		}
		PQS
		{
			Mods
			{
				VertexHeightMap
				{
					map = Idiotor/PluginData/Idiotor_height.dds
					deformity = 4000
					scaleDeformityByRadius = false
					offset = 1000
					enabled = true
					order = 10
				}
				VertexHeightNoise
				{
					noiseType = RiggedMultifractal
					deformity = 3000
					frequency = 6
					persistence = 0.2
					lacunarity = 2.5
					octaves = 7
					mode = Low
					seed = 23690
					enabled = true
					order = 15
				}
				VertexColorMap
				{
					map = Idiotor/PluginData/IdiotorTexture.dds
					enabled = true
					order = 100
				}
			}
		}
	}
}

 

 

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I did the science data on purpose, the idea is kind of a planet for me to get all my data and move on. I thought the radius was measured is km not meters, that why its so big. For the atmosphere part, i just copied from your tutorial. Thanks! P.S your tutorials are AWESOME! I have been trying to find good tutorials forever, and yours is the first i could understand that was not Kopernicus Tech, an older mod. 

EDIT : The planet still does not show up in the tracking station. :(

Edited by LordOfMinecraft99
test

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