Jump to content

[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech


Thomas P.

Recommended Posts

1 minute ago, The White Guardian said:

@Sigma88 I tried adding an ocean to a gasplanet, here's what happened:

Planet.body file:


[LOG 19:15:21]: Parsing Target Ocean in (Kopernicus.Configuration.Body) as (Kopernicus.Configuration.OceanLoader)
[LOG 19:15:21]: Exception Was Recorded: Exception has been thrown by the target of an invocation.
  at System.Reflection.MonoCMethod.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.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
  at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0 
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0 
  at Kopernicus.Configuration.Parser.CreateObjectFromConfigNode (System.Type type, .ConfigNode node, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Configuration.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Configuration.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, Boolean getChilds) [0x00000] in <filename unknown>:0 
  at Kopernicus.Configuration.Loader.Kopernicus.Configuration.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 
[LOG 19:15:21]: Inner Exception Was Recorded: Object reference not set to an instance of an object
  at Kopernicus.Configuration.OceanLoader..ctor () [0x00000] in <filename unknown>:0 
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 

Config:


		Ocean
		{
			maxQuadLengthsPerFrame = 0.03
			minLevel = 2
			maxLevel = 12
			minDetailDistance = 8
			oceanColor = 1,1,1,1
			Material
			{
				colorFromSpace = 0.623529,0.164706,0
				//color = 0.623529,0.164706,0
			}
			FallbackMaterial
			{
				colorFromSpace = 0.623529,0.164706,0
				//color = 0.623529,0.164706,0
			}
			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 = PlanetCyran/Textures/Cloud1
						waterTex-1 = PlanetCyran/Textures/Cloud2
						waterTex-2 = PlanetCyran/Textures/Cloud3
						waterTex-3 = PlanetCyran/Textures/Cloud4
						waterTex-4 = PlanetCyran/Textures/Cloud1
						waterTex-5 = PlanetCyran/Textures/Cloud2
						waterTex-6 = PlanetCyran/Textures/Cloud3
						waterTex-7 = PlanetCyran/Textures/Cloud4
					}
					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
				}
			}
			HazardousOcean
			{
				key = 0			500	0	-0.000003397736430708051
				key = 147156794	0	0	0
			}
			Fog
			{
				fogColorEnd = 0.623529,0.164706,0
				fogColorStart = 0.623529,0.164706,0
				skyColorOpacityBase = 0.7
			}
		}

 

I can't remember right now, does the hazardous ocean thing require an ocean?

I suppose that's why you added an ocean.

I haven't tested oceans in a while now, but I suppose it might be an issue with the fact that the planet doesn't have any pqs

try adding this as well:

 

		PQS
		{
			materialType = AtmosphericOptimized
			Mods
			{
				VertexHeightOffset
				{
					offset = 10
					order = 99
					enabled = True
				}
			}
		}

 

Link to comment
Share on other sites

19 minutes ago, Sigma88 said:

I can't remember right now, does the hazardous ocean thing require an ocean?

I suppose that's why you added an ocean.

I haven't tested oceans in a while now, but I suppose it might be an issue with the fact that the planet doesn't have any pqs

try adding this as well:

 


		PQS
		{
			materialType = AtmosphericOptimized
			Mods
			{
				VertexHeightOffset
				{
					offset = 10
					order = 99
					enabled = True
				}
			}
		}

 

That did it! The world is back!

So apparently KSP doesn't tech pqs-less oceans. Noted.

Link to comment
Share on other sites

I've got another question - HazardousOceans, what does the curve give and take exactly?

Like, 'key = x y a b'

a & b are the derivs that tell at what angle the curve enters and leaves the specified point, but what are the x and y exactly? Height and temperature respectively? Or height and temperature multiplier respectively?

(Tagging @amarius1 since he's used this curve before in Kerbol Origins)

Link to comment
Share on other sites

@The White Guardian I've been screwing around with Kopernicus for the last few days, and I have a few questions.

  1. Is it possible to get a planet atmosphere to go from red at the top, slowly change to green, and then to white at the horizon?
  2. How can I change a star's temperature?
  3. How do i implement working particle effects in a config file? Last time I tried, nada.
  4. Often when making planet textures with KittopiaTech, I get negative altitude terrain and I have to edit the heightmap later on. The PQSMods I use are VertexSimplexHeight, VertexSimplexHeightAbsolute, HeightColorMap, and VertexHeightNoise. What other PQSMods can be used to get rid of the low terrain issue?
  5. What PQSMods are used to create a two-sided planet like Infernas
Edited by ProtoJeb21
Forgot a question
Link to comment
Share on other sites

11 hours ago, The White Guardian said:

I've got another question - HazardousOceans, what does the curve give and take exactly?

Like, 'key = x y a b'

a & b are the derivs that tell at what angle the curve enters and leaves the specified point, but what are the x and y exactly? Height and temperature respectively? Or height and temperature multiplier respectively?

(Tagging @amarius1 since he's used this curve before in Kerbol Origins)

x: Altitude of the vessel above the ocean

y: value that gets added to the temperature of the vessel every frame

Link to comment
Share on other sites

2 hours ago, Thomas P. said:

x: Altitude of the vessel above the ocean

y: value that gets added to the temperature of the vessel every frame

Oh, so that explains why the following curve:

			HazardousOcean
			{
				key = 0			500	0	-0.000003397736430708051
				key = 147156794	0	0	0
			}

Caused temperatures over 20000K, it's heat-per-frame. Thanks, Thomas! That's all I needed to know.

Edited by The White Guardian
Link to comment
Share on other sites

Yo, I wanted to ask, what does ModularFlightIntegrator do inside Kopernicus? I know it's included in the download, but why is it needed for Kopernicus exactly? Reading it's forum thread tells me that it's related to temperature calculations?

EDIT: Also @Thomas P., I want to apologize in advance but I'll have a handful of newbie questions related to Kopernicus terrain textures :P. Releasing a visual compilation pack in the next few days and am clearing up some things.

First question, how does one change the 'color' of grass on Kerbin? The files included are grey scale, and the configs have a color values somewhere which looks like it should edit this texture, but it doesn't seem to change anything when tinkered with. The textures I'm working with are a deeper green than the stock textures, and I'm trying to match them to the stock grass color. I can't change the colors though. 7.6k pictures for example, open in separate tabs and flip through:

Stock KSC grass vs Kopernicus new grass (cannot change color?):

5CE7GqB.jpg

Kopernicus KSC grass (manually color matched) and Kopernicus new grass (cannot change color?):

J7hOPXj.jpg

 

The second image looks nice, but I want to match the new grass colors to stock grass rather than matching both to something new. I want to match the new grass texture to the stock KSC grass texture, rather than the opposite.

 

 

Second question, how do I make beaches beaches again? The Kopernicus configs I'm using appear to base their colors off of the KerbinScaledSpace texture (I think) and thus is missing a lot of fine terrain differences, very noticeable around the edge of water. More picture examples, open in separate tabs and flip between them for discrepancies:

Stock:

ZiJfely.jpg

Kopernicus:

TWjtsyA.jpg

 

EDIT: To replicate this, download SVT, and then download this and overwrite.

Edited by Avera9eJoe
Link to comment
Share on other sites

6 hours ago, Avera9eJoe said:

The Kopernicus configs I'm using appear to base their colors off of the KerbinScaledSpace texture (I think) and thus is missing a lot of fine terrain differences

Not sure how SVT works, but stock KSP uses LandControl to color Kerbin. It has a special class for beaches with very specific altitude limiters. TLDR: to make beaches, add a LandControl, VertexPlanet or HeightColorMap LandClass with very specific altitude limiters so that it only affects the shores, or altitudes just above and below 0.

I have a question myself for the Kopernicus experts - how do I tone down the brightness of a planet's surface? Read: NOT the ScaledSpace, the PQS-terrain. The colors and everything are fine, it's just very, very reflective for some reason. Can't be a color-related thing since I'm using color configurations from stock KSP.

Link to comment
Share on other sites

Hm, looking through the config file that was used in SVE, it appears as though there aren't any defined changes to terrain textures based on height. They might be based off of a 'name = ___' variable though?

Lines of code that have three separate 'classes'

...
					landClasses
					{
						Class
						{
							alterApparentHeight = 0
							alterRealHeight = 0
							color = 0.6940298,0.631407,0.4732021,1
							coverageBlend = 1
							coverageFrequency = 2
							coverageOctaves = 4
							coveragePersistance = 0.5
							coverageSeed = 121214
							name = BaseBeach
							latDelta = 1
							latitudeDouble = True
							lonDelta = 1
							minimumRealHeight = 0
							noiseBlend = 0.5
							noiseColor = 0.6044776,0.5820802,0.454415,1
							noiseFrequency = 8
							noiseOctaves = 4
							noisePersistance = 0.5
							noiseSeed = 453737
							delete = False
							altitudeRange
							{
								endEnd = 0.0199999995529652
								endStart = 0.00499999988824129
								startEnd = 0
								startStart = -0.0500000007450581
							}
							coverageSimplex
							{
								frequency = 2
								octaves = 4
								persistence = 0.5
							}
							latitudeDoubleRange
							{
								endEnd = 0.909999996423721
								endStart = 0.909999996423721
								startEnd = 0.399999976158142
								startStart = 0.399999976158142
							}
							latitudeRange
							{
								endEnd = 0.600000023841858
								endStart = 0.600000023841858
								startEnd = 0.0900000035762787
								startStart = 0.0900000035762787
							}
							longitudeRange
							{
								endEnd = 2
								endStart = 2
								startEnd = -1
								startStart = -1
							}
							noiseSimplex
							{
								frequency = 8
								octaves = 4
								persistence = 0.5
							}
							scatters
							{
								Scatter
								{
									density = -1
									scatterName = Pine00
								}
								Scatter
								{
									density = -1
									scatterName = Grass00
								}
								Scatter
								{
									density = 0.25
									scatterName = boulder
								}
							}
						}
						Class
						{
							alterApparentHeight = 0
							alterRealHeight = 0
							color = 0.2350805,0.2761194,0.1901941,1
							coverageBlend = 1
							coverageFrequency = 6
							coverageOctaves = 8
							coveragePersistance = 0.5
							coverageSeed = 14554
							name = BaseLand
							latDelta = 1
							latitudeDouble = True
							lonDelta = 1
							minimumRealHeight = 0
							noiseBlend = 0.75
							noiseColor = 0.1511772,0.2014925,0.08524685,1
							noiseFrequency = 14
							noiseOctaves = 3
							noisePersistance = 0.9
							noiseSeed = 44445
							delete = False
							altitudeRange
							{
								endEnd = 0.800000011920929
								endStart = 0.699999988079071
								startEnd = 0.00999999977648258
								startStart = 0
							}
							coverageSimplex
							{
								frequency = 6
								octaves = 8
								persistence = 0.5
							}
							latitudeDoubleRange
							{
								endEnd = 0.909999996423721
								endStart = 0.909999996423721
								startEnd = 0.399999976158142
								startStart = 0.399999976158142
							}
							latitudeRange
							{
								endEnd = 0.600000023841858
								endStart = 0.600000023841858
								startEnd = 0.0900000035762787
								startStart = 0.0900000035762787
							}
							longitudeRange
							{
								endEnd = 2
								endStart = 2
								startEnd = -1
								startStart = -1
							}
							noiseSimplex
							{
								frequency = 14
								octaves = 3
								persistence = 0.899999976158142
							}
							scatters
							{
								Scatter
								{
									density = 1
									scatterName = Grass00
								}
								Scatter
								{
									density = 0.200000001490116
									scatterName = Pine00
								}
							}
						}
						Class
						{
							alterApparentHeight = 0
							alterRealHeight = 0
							color = 0.141791,0.141791,0.141791,1
							coverageBlend = 0.7
							coverageFrequency = 2
							coverageOctaves = 4
							coveragePersistance = 0.6
							coverageSeed = 454545
							name = BaseMountains
							latDelta = 1
							latitudeDouble = False
							lonDelta = 1
							minimumRealHeight = 0
							noiseBlend = 1
							noiseColor = 0.1492537,0.14127,0.1278572,1
							noiseFrequency = 12
							noiseOctaves = 4
							noisePersistance = 0.6
							noiseSeed = 1
							delete = False
							altitudeRange
							{
								endEnd = 2
								endStart = 2
								startEnd = 0.400000005960464
								startStart = 0.200000002980232
							}
							coverageSimplex
							{
								frequency = 2
								octaves = 4
								persistence = 0.600000023841858
							}
							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 = 12
								octaves = 4
								persistence = 0.600000023841858
							}
							scatters
							{
								Scatter
								{
									density = 0.5
									scatterName = Grass00
								}
								Scatter
								{
									density = 0.400000011920929
									scatterName = Pine00
								}
								Scatter
								{
									density = 1
									scatterName = boulder
								}
							}
						}
...

As you can see, there isn't any change in 'alterApparentHeight' or 'alterRealHeight'. There are large changes between every other variable though. Is the change based on the defined 'name = ___'?

 

Link to comment
Share on other sites

7 minutes ago, Avera9eJoe said:

Hm, looking through the config file that was used in SVE, it appears as though there aren't any defined changes to terrain textures based on height. They might be based off of a 'name = ___' variable though?

Lines of code that have three separate 'classes'


...
					landClasses
					{
						Class
						{
							alterApparentHeight = 0
							alterRealHeight = 0
							color = 0.6940298,0.631407,0.4732021,1
							coverageBlend = 1
							coverageFrequency = 2
							coverageOctaves = 4
							coveragePersistance = 0.5
							coverageSeed = 121214
							name = BaseBeach
							latDelta = 1
							latitudeDouble = True
							lonDelta = 1
							minimumRealHeight = 0
							noiseBlend = 0.5
							noiseColor = 0.6044776,0.5820802,0.454415,1
							noiseFrequency = 8
							noiseOctaves = 4
							noisePersistance = 0.5
							noiseSeed = 453737
							delete = False
							altitudeRange
							{
								endEnd = 0.0199999995529652
								endStart = 0.00499999988824129
								startEnd = 0
								startStart = -0.0500000007450581
							}
							coverageSimplex
							{
								frequency = 2
								octaves = 4
								persistence = 0.5
							}
							latitudeDoubleRange
							{
								endEnd = 0.909999996423721
								endStart = 0.909999996423721
								startEnd = 0.399999976158142
								startStart = 0.399999976158142
							}
							latitudeRange
							{
								endEnd = 0.600000023841858
								endStart = 0.600000023841858
								startEnd = 0.0900000035762787
								startStart = 0.0900000035762787
							}
							longitudeRange
							{
								endEnd = 2
								endStart = 2
								startEnd = -1
								startStart = -1
							}
							noiseSimplex
							{
								frequency = 8
								octaves = 4
								persistence = 0.5
							}
							scatters
							{
								Scatter
								{
									density = -1
									scatterName = Pine00
								}
								Scatter
								{
									density = -1
									scatterName = Grass00
								}
								Scatter
								{
									density = 0.25
									scatterName = boulder
								}
							}
						}
						Class
						{
							alterApparentHeight = 0
							alterRealHeight = 0
							color = 0.2350805,0.2761194,0.1901941,1
							coverageBlend = 1
							coverageFrequency = 6
							coverageOctaves = 8
							coveragePersistance = 0.5
							coverageSeed = 14554
							name = BaseLand
							latDelta = 1
							latitudeDouble = True
							lonDelta = 1
							minimumRealHeight = 0
							noiseBlend = 0.75
							noiseColor = 0.1511772,0.2014925,0.08524685,1
							noiseFrequency = 14
							noiseOctaves = 3
							noisePersistance = 0.9
							noiseSeed = 44445
							delete = False
							altitudeRange
							{
								endEnd = 0.800000011920929
								endStart = 0.699999988079071
								startEnd = 0.00999999977648258
								startStart = 0
							}
							coverageSimplex
							{
								frequency = 6
								octaves = 8
								persistence = 0.5
							}
							latitudeDoubleRange
							{
								endEnd = 0.909999996423721
								endStart = 0.909999996423721
								startEnd = 0.399999976158142
								startStart = 0.399999976158142
							}
							latitudeRange
							{
								endEnd = 0.600000023841858
								endStart = 0.600000023841858
								startEnd = 0.0900000035762787
								startStart = 0.0900000035762787
							}
							longitudeRange
							{
								endEnd = 2
								endStart = 2
								startEnd = -1
								startStart = -1
							}
							noiseSimplex
							{
								frequency = 14
								octaves = 3
								persistence = 0.899999976158142
							}
							scatters
							{
								Scatter
								{
									density = 1
									scatterName = Grass00
								}
								Scatter
								{
									density = 0.200000001490116
									scatterName = Pine00
								}
							}
						}
						Class
						{
							alterApparentHeight = 0
							alterRealHeight = 0
							color = 0.141791,0.141791,0.141791,1
							coverageBlend = 0.7
							coverageFrequency = 2
							coverageOctaves = 4
							coveragePersistance = 0.6
							coverageSeed = 454545
							name = BaseMountains
							latDelta = 1
							latitudeDouble = False
							lonDelta = 1
							minimumRealHeight = 0
							noiseBlend = 1
							noiseColor = 0.1492537,0.14127,0.1278572,1
							noiseFrequency = 12
							noiseOctaves = 4
							noisePersistance = 0.6
							noiseSeed = 1
							delete = False
							altitudeRange
							{
								endEnd = 2
								endStart = 2
								startEnd = 0.400000005960464
								startStart = 0.200000002980232
							}
							coverageSimplex
							{
								frequency = 2
								octaves = 4
								persistence = 0.600000023841858
							}
							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 = 12
								octaves = 4
								persistence = 0.600000023841858
							}
							scatters
							{
								Scatter
								{
									density = 0.5
									scatterName = Grass00
								}
								Scatter
								{
									density = 0.400000011920929
									scatterName = Pine00
								}
								Scatter
								{
									density = 1
									scatterName = boulder
								}
							}
						}
...

As you can see, there isn't any change in 'alterApparentHeight' or 'alterRealHeight'. There are large changes between every other variable though. Is the change based on the defined 'name = ___'?

 

alterApparentHeight and alterRealHeight are used to alter the height of the terrain, not the area of effect of the class. For example Kerbin uses it to generate the poles.

You're looking for the altitudeRange.

Link to comment
Share on other sites

@The White Guardian, I probably have been spewing a whole bunch of idiocy all over the place for the past while. I still haven't had any luck with changing any variables though :/. Trying to explain what I'm trying to do is simpler than the problem I'm having (as I don't know what's causing this not to work). I'm trying to recreate beaches by using AltitudeRange, though nothing I've done has changed anything productive in my configs. Changing values around in the landcontrol classes hasn't done anything at all. Using this config from SVE.

To replicate my progress, install SVE and then install this on top.

I would love any help you can aid with in getting results, I'm just completely baffled as to why nothing is changing at all. I've deducted that the bottom 3/4ths of the config is almost entirely changing terrain scatter, but editing values with landclasses hasn't changed anything.

Edited by Avera9eJoe
Link to comment
Share on other sites

Hi all, I have a highly modded install and also use Kopernicus with OPM. I have a flag planted as a marker directly at the KSP flag pole.

Now what sometimes happens is that in the space center view the KSC height changes sometimes. Sometimes the KSC is flooded, sometimes it is higher than normal, which I can recognize that the planted flag marker isn't on the correct position. A scene change to the tracking station and back fixes it. But it is still annoying. Even more cause scene changes take a bit with that install.

Does anyone know this problem and give me a starting direction for debugging?

Edited by Jebs_SY
Link to comment
Share on other sites

Hello everyone,

I'm releasing a first version of the ring shader, while we wait for the pull request to be review by thomas, you can grab a Kopernicus version including the ring shader here: https://mega.nz/#!LARU3CLb!qhDCAElNhWmqm3RP394bjAheCmwGahLUPpAGWZhyr38

This shader has mie scattering when viewed from the back and planet shadow on the ring itself.

Ring shadow on the planet will be handled by scatterer in a soon-to-be-released version.

To use the new shader, the config for the ring must have useNewShader set to true and a penumbraMultiplier float. Example from SSRSS saturn:

            Ring
            {
                angle = 0
                outerRadius = 2500
                innerRadius = 1250
                texture = RSS-Textures/SaturnRing
                color = 1,1,1,1
                lockRotation = false
                unlit = false
                useNewShader = true
                penumbraMultipler = 10.0
            }

useNewShader will override unlit option.

Enjoy and happy holidays!

Edited by blackrack
Link to comment
Share on other sites

Blackrack, thank you so much. This is like... one thing that has really been sorely lacking from KSP when it comes to the visual immersion for some time. I have been watching yourself and Thomas back and forth on the Git over the last few minutes and I am super excited. :D 

Link to comment
Share on other sites

19 hours ago, Jebs_SY said:

Hi all, I have a highly modded install and also use Kopernicus with OPM. I have a flag planted as a marker directly at the KSP flag pole.

Now what sometimes happens is that in the space center view the KSC height changes sometimes. Sometimes the KSC is flooded, sometimes it is higher than normal, which I can recognize that the planted flag marker isn't on the correct position. A scene change to the tracking station and back fixes it. But it is still annoying. Even more cause scene changes take a bit with that install.

Does anyone know this problem and give me a starting direction for debugging?

I have heard of this problem before. Please post the following:

  • output_log.txt file from KSP_Data_x64 (or take the last bit off if your using x32)
  • A picture of the problem
  • A picture of your GameData directory
  • your Logs folder
Link to comment
Share on other sites

On 29.12.2016 at 11:03 PM, RA3236 said:

I have heard of this problem before. Please post the following:

  • output_log.txt file from KSP_Data_x64 (or take the last bit off if your using x32)
  • A picture of the problem
  • A picture of your GameData directory
  • your Logs folder

I have to say this is a highly modded install (180+ mods). For that amount of mods the installation is well playable without major problems.
The height issue is happening often.
When removing Kopernicus it seems to be gone.
Changing to the tracking station and back fixes it every time.
In relation to Kopernicus I have only installed OPM.
The flag marker (see 1st pic) at the flag pole is correct and the real position of that flag.
The height of the KSC is sometimes to high (see flag marker 2nd pic) and sometimes to low. It seems completely random.
I also have installed Kerbal Konstucts with Floodlights and KSC++ but if I remember correct, the height issue occured already before adding these three mods.

I can understand if that highly modded install is not good for debugging that. I thought that maybe someone already has some information / a workaround.

Btw, the orbit lines of the outer planets are flickering just a little bit when zooming completely out. I assume that's normal? Or is this maybe already a indicator for something unusual?

The link to all the requested logs (zipped).

EDIT: Even Scott Manley has the sunken Atlantis KSC Feature. see here... :D 

s90ENrr.png
dt4sLGq.png
FVAStKN.png
1aIou5E.png

Edited by Jebs_SY
Link to comment
Share on other sites

28 minutes ago, Jebs_SY said:

I have to say this is a highly modded install (180+ mods). For that amount of mods the installation is well playable without major problems.
The height issue is happening often.
When removing Kopernicus it seems to be gone.
Changing to the tracking station and back fixes it every time.
In relation to Kopernicus I have only installed OPM.
The flag marker (see 1st pic) at the flag pole is correct and the real position of that flag.
The height of the KSC is sometimes to high (see flag marker 2nd pic) and sometimes to low. It seems completely random.
I also have installed Kerbal Konstucts with Floodlights and KSC++ but if I remember correct, the height issue occured already before adding these three mods.

I can understand if that highly modded install is not good for debugging that. I thought that maybe someone already has some information / a workaround.

Btw, the orbit lines of the outer planets are flickering just a little bit when zooming completely out. I assume that's normal? Or is this maybe already a indicator for something unusual?

The link to all the requested logs (zipped).

 

IIRC that is a problem with Scatterer. Pinging @Thomas P..

Link to comment
Share on other sites

11 minutes ago, RA3236 said:

IIRC that is a problem with Scatterer. Pinging @Thomas P..

However, Rebuild Oceans in Scatterer does not help. What I wonder is, why the planted flag position changes in relation to the land mass. As if the land height changes. Maybe it isn't caused by Kopernicus, can totally be. Just was my first idea to ask... o/ :)

Link to comment
Share on other sites

Hm, I've been unable to figure out why Kerbin is so dark when I replaced it's surface textures. Even if I don't define a texture for it to use the whole planet is still considerably darker than it is in stock. Is there a clear reason you can think of that would be causing this?

By process of elimination it's caused by something in here:

...
@PQS
        	{
			materialType = AtmosphericExtra
			Material
			{
               	saturation = 0.975
               	contrast = 1.7
				powerNear = 0.725
				powerFar = 0.725
				groundTexStart = 0
				groundTexEnd = 2000
				steepPower = 4
				steepTexStart = 10000
				steepTexEnd = 100000
               	steepTex = Spectra/Kopernicus/Terrain/cliffface3_00
               	steepBumpMap = Spectra/Kopernicus/Terrain/cliffface3_01
				steepNearTiling = 1000
				steepTiling = 140
               	lowTex = Spectra/Kopernicus/Terrain/concrete00
               	lowBumpMap = Spectra/Kopernicus/Terrain/concrete01
				lowNearTiling = 4000
				lowMultiFactor = 375
				lowBumpNearTiling = 4000
				lowBumpFarTiling = 400
                midTex = Spectra/Kopernicus/Terrain/grass00
                midBumpMap = Spectra/Kopernicus/Terrain/grass01
				midNearTiling = 4000
				midMultiFactor = 300
				midBumpNearTiling = 4000
				midBumpFarTiling = 325
				highTex = Spectra/Kopernicus/Terrain/noise00
				highBumpMap = Spectra/Kopernicus/Terrain/noise01
				highNearTiling = 4000
				highMultiFactor = 100
				highBumpNearTiling = 4000
				highBumpFarTiling = 100
				shader = Terrain/PQS/PQS Main - Extras
...

Changing saturation does nothing, and deleting or editing the values listed hasn't done anything to color either. It's possible it's the hue of the textures I'm using, but I really doubt it as even if I leave the texture slots blank it still is super dark.

Stock vs dark image comparison

Edited by Avera9eJoe
Link to comment
Share on other sites

Just now, Avera9eJoe said:

Hm, I've been unable to figure out why Kerbin is so dark when I replaced it's surface textures. Even if I don't define a texture for it to use the whole planet is still considerably darker than it is in stock. Is there a clear reason you can think of that would be causing this? By process of elimination it's caused by something in here:


...
@PQS
        	{
			materialType = AtmosphericExtra
			Material
			{
               	saturation = 0.975
               	contrast = 1.7
				powerNear = 0.725
				powerFar = 0.725
				groundTexStart = 0
				groundTexEnd = 2000
				steepPower = 4
				steepTexStart = 10000
				steepTexEnd = 100000
               	steepTex = Spectra/Kopernicus/Terrain/cliffface3_00
               	steepBumpMap = Spectra/Kopernicus/Terrain/cliffface3_01
				steepNearTiling = 1000
				steepTiling = 140
               	lowTex = Spectra/Kopernicus/Terrain/concrete00
               	lowBumpMap = Spectra/Kopernicus/Terrain/concrete01
				lowNearTiling = 4000
				lowMultiFactor = 375
				lowBumpNearTiling = 4000
				lowBumpFarTiling = 400
                midTex = Spectra/Kopernicus/Terrain/grass00
                midBumpMap = Spectra/Kopernicus/Terrain/grass01
				midNearTiling = 4000
				midMultiFactor = 300
				midBumpNearTiling = 4000
				midBumpFarTiling = 325
				highTex = Spectra/Kopernicus/Terrain/noise00
				highBumpMap = Spectra/Kopernicus/Terrain/noise01
				highNearTiling = 4000
				highMultiFactor = 100
				highBumpNearTiling = 4000
				highBumpFarTiling = 100
				shader = Terrain/PQS/PQS Main - Extras
...

Changing saturation does nothing, and deleting or editing the values listed hasn't done anything to color either. It's possible it's the hue of the textures I'm using, but I really doubt it as even if I leave the texture slots blank it still is super dark. Stock vs dark comparison

Saturation and Contrast had to do something with this iirc, I had to tone down the brightness recently, let's see... I halved Saturation and Contrast on Kerbin to make the terrain darker (both set to 0.5), perhaps inverting the process could do something?

Link to comment
Share on other sites

1 minute ago, The White Guardian said:

Saturation and Contrast had to do something with this iirc, I had to tone down the brightness recently, let's see... I halved Saturation and Contrast on Kerbin to make the terrain darker (both set to 0.5), perhaps inverting the process could do something?

Hm, will experiment more. It'd be nice if there's a stock default that I could leave it at?

Link to comment
Share on other sites

3 minutes ago, Avera9eJoe said:

Hm, will experiment more. It'd be nice if there's a stock default that I could leave it at?

Over at @Sigma88's GitHub I found the following values in a Kittopia export:

saturation = 1
contrast = 4

Maybe there's your answer, stock KSP has contrast = 4 while you set it to 1.7

Edited by The White Guardian
Link to comment
Share on other sites

10 minutes ago, The White Guardian said:

Over at @Sigma88's GitHub I found the following values in a Kittopia export:


saturation = 1
contrast = 4

 

Hm :L - modifying saturation or contrast both don't change anything in my install. I set them both to 20 and it didn't do anything either. Trying something else quickly.

EDIT: Quick thing didn't change anything (removed QuickStart just to see what would happen, did nothing different). I have the terrain scatters saved in a separate backup config and I know they work on their own, so now I'm just trying to get the terrain recolored correctly. I could start from a blank config if I knew how :P If you have a config file that has proper terrain coloring as well modified textures please send it my way and I'll tinker with it hopefully tomorrow. Perhaps it's missing a variable? "createColors"? Well, it's 2AM and I gotta sleep. The White Guardian, I can't thank you enough. I'll have something nice to show off to you hopefully soon. :)

Edited by Avera9eJoe
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...