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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]


Poodmund

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Is just installed OPM and love it. Thanks.

Just a question @Poodmund. Are there actualized textures for the new Planets available? They kinda look not a crisp from orbit (e.g. Hale)than the revamped stock planets. 

Not a complaint, just a question if more eye candy is available. (Due to performance I only use Eve&Spectra.)

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This is likely due to them not using the new PQS Triplanar Zoom Rotation terrain shader that was introduced back in 1.8(?). This would get them looking a little crisper/detailed I expect.

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8 hours ago, Poodmund said:

This is likely due to them not using the new PQS Triplanar Zoom Rotation terrain shader that was introduced back in 1.8(?). This would get them looking a little crisper/detailed I expect.

Something I could do about it as a user? Or is there something planned as feature increment? Just askin' :D.

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  • 4 weeks later...

Hello people, I have decided the joint this forum as perhaps the best source of information regarding Kerbal Space Program and its multitude of mods.

 

So. That said, I was wondering whether someone could offer a bit of advice. I am running Galileo Planet Pack, Grannus Expansion Pack, Outer Planets Mod and Minor Planets Mod. Now, all of these work together with no real issue it seems and I love how Team Galileo have them in orbit of other stars. This is where the problem lies.

 

Robau's Star (Not sure if it's part of GPP, GEP or OPM) seems too 'dim'. So the Outer Planet Mod planets are rather dark, not black, the textures are visible and such, just dark. Can someone point me in the direction of the configs for Robau's Star, so I can see if tweaking the parameters helps.

 

Thanks in advice for any input. :wink:

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3 hours ago, Kerbin Launch Coalition said:

Robau's Star (Not sure if it's part of GPP, GEP or OPM) seems too 'dim'. So the Outer Planet Mod planets are rather dark, not black, the textures are visible and such, just dark. Can someone point me in the direction of the configs for Robau's Star, so I can see if tweaking the parameters helps.

Robau's Star is part of GPP.  Its configs can be found in the file GPP/GPP_Configs/GPP_OPM.cfg.  If you want to increase the amount of light the star emits, you would need to adjust IntensityCurve, ScaledIntensityCurve, and IVAIntensityCurve.  Or, alternatively and likely easier, you can move the planets closer to the star by decreasing their semiMajorAxis.

I was not aware the OPM planets were so dimly light by Robau's Star.  This is something I will look into and adjust for the next release.  Thanks for shedding some light on the issue.
 

Edited by OhioBob
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1 hour ago, OhioBob said:

Robau's Star is part of GPP.  Its configs can be found in the file GPP/GPP_Configs/GPP_OPM.cfg.  If you want to increase the amount of light the star emits, you would need to adjust IntensityCurve, ScaledIntensityCurve, and IVAIntensityCurve.  Or, alternatively and likely easier, you can move the planets closer to the star by decreasing their semiMajorAxis.

I was not aware the OPM planets were so dimly light by Robau's Star.  This is something I will look into and adjust for the next release.  Thanks for shedding some light on the issue.
 

You sir are a scholar and a gentleman. Yeah, I'm not sure if it's suppose to be like that to be honest or whether it's some other kind of issue. Like I said, the planets are visible, just rather dim. Am I right in assuming the parameters of the star can be edited in a sense of luminosity by distance? 

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4 hours ago, Kerbin Launch Coalition said:

You sir are a scholar and a gentleman. Yeah, I'm not sure if it's suppose to be like that to be honest or whether it's some other kind of issue. Like I said, the planets are visible, just rather dim. Am I right in assuming the parameters of the star can be edited in a sense of luminosity by distance? 

There's nothing bugged, we just made the planets too dim.  I think what happened is we increased the semi-major axes of the planets without checking to make sure the intesity curves still worked with the new distances.  Try replacing the curves in GPP_OPM.cfg with the following:

Spoiler
				IntensityCurve
				{
					key = 0 1.3 0 -1.250E-10
					key = 1600000000 1.1 -1.250E-10 -9.017E-11
					key = 3200000000 1.0 -4.508E-11 -4.508E-11
					key = 6400000000 0.9 -2.254E-11 -2.254E-11
					key = 12800000000 0.8 -1.127E-11 -1.127E-11
					key = 25600000000 0.7 -5.636E-12 -5.636E-12
					key = 51200000000 0.6 -2.818E-12 -2.818E-12
					key = 102400000000 0.5 -1.409E-12 -1.409E-12
					key = 204800000000 0.4 -7.044E-13 -7.044E-13
					key = 409600000000 0.3 -3.522E-13 -3.522E-13
					key = 819200000000 0.2 -1.761E-13 -1.761E-13
					key = 1638400000000 0.1 -8.806E-14 -8.806E-14
					key = 3276800000000 0 -4.403E-14 0
				}
				ScaledIntensityCurve
				{
					key = 0 1.3 0 -7.500E-07
					key = 266667 1.1 -7.500E-07 -5.410E-07
					key = 533333 1.0 -2.705E-07 -2.705E-07
					key = 1066667 0.9 -1.353E-07 -1.353E-07
					key = 2133333 0.8 -6.763E-08 -6.763E-08
					key = 4266667 0.7 -3.381E-08 -3.381E-08
					key = 8533333 0.6 -1.691E-08 -1.691E-08
					key = 17066667 0.5 -8.453E-09 -8.453E-09
					key = 34133333 0.4 -4.227E-09 -4.227E-09
					key = 68266667 0.3 -2.113E-09 -2.113E-09
					key = 136533333 0.2 -1.057E-09 -1.057E-09
					key = 273066667 0.1 -5.283E-10 -5.283E-10
					key = 546133333 0 -2.642E-10 0
				}
				IVAIntensityCurve
				{
					key = 0 1.17 0 -1.125E-10
					key = 1600000000 0.99 -1.125E-10 -8.115E-11
					key = 3200000000 0.90 -4.058E-11 -4.058E-11
					key = 6400000000 0.81 -2.029E-11 -2.029E-11
					key = 12800000000 0.72 -1.014E-11 -1.014E-11
					key = 25600000000 0.63 -5.072E-12 -5.072E-12
					key = 51200000000 0.54 -2.536E-12 -2.536E-12
					key = 102400000000 0.45 -1.268E-12 -1.268E-12
					key = 204800000000 0.36 -6.340E-13 -6.340E-13
					key = 409600000000 0.27 -3.170E-13 -3.170E-13
					key = 819200000000 0.18 -1.585E-13 -1.585E-13
					key = 1638400000000 0.09 -7.925E-14 -7.925E-14
					key = 3276800000000 0 -3.962E-14 0
				}

 

These curves should give results like we originally intended.  The planets are still not really brightly illumated, but it should be much better than before.  If you want them brighter still, I recommend that you decrease the semi-major axes to move the planets closer to the star.

Here is a long-winded explanation of why the planets are placed where they are if you are interested:

Spoiler

The OPM planets are placed at a distance from Robau's Star such that they receive the same amount of solar energy (measured in W/m2) as they do when placed around the stock sun.  The reason for this is to make sure that the temperature of the their atmospheres is consistent with the solar irradiance.  It is a realism thing.  We could have placed the planets closer to Robau's Star, but then their atmospheres would be unrealistically cold.  Of course, we could always make the planets warmer, but then we would be changing them from what they were originally designed to be, and that's not something we want to do.  The other possibility is to move the planets closer, keep their atmospheres the same, and just ignore realism.

The reason the light levels are fairly low (even with the revised intensity curves) is because these are cold planets that would realistically be far from their star, and thus dimly illuminated.  (Remember that these are analogs of Saturn, Uranus, Neptune and Pluto.)  The illumination that they receive from Robau's Star is about the same as they would receive if placed around Ciro at their normal distances.

 

Edited by OhioBob
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  • 3 weeks later...

Hey I noticed in the latest patch notes it said you added preliminary support for Space dust. Is that support for all bodies? Just a few?

 

 I saw a mod called Spacedust Unbound that offers support for OPM. Wondering if that is necessary now.

 

 

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  • 2 weeks later...
  • 3 weeks later...

Not sure if you'll be able to fix this - it might be part of the base game that mods can't touch - but if you select Urlum's moon Wal in the R&D Archive view to show it's sub-satellite Tal, nothing you do in that view will cause Tal to become hidden again.

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Also Does Neidon get a ring like Neptune, the Custom Asteroids mod could be used inside the ring to represent the clumps/arcs like the real Neptune's rings have like this: https://upload.wikimedia.org/wikipedia/commons/a/a0/Neptunian_rings_scheme_2.svg

Jool getting a very faint ring like the real Jupiter could be interesting too. However should be very thin in size because it's not that noticeable compared to the others.

Also will there be anymore moons for Neidon and Plock? Could be interesting what you come up with for the other analogs.

Edited by PrymusElMadol
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  • 2 weeks later...
12 hours ago, TKMK said:

im assuming 8gb of ram is not enough to run this mod?

8 GB should be plenty to run OPM by itself.  Where you would likely run into trouble is if you try to add visual enhancements, such as EVE and/or Scatterer.

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  • 4 weeks later...

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