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[1.8.1] [Planet Pack] Minor Planets Expansion


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I looked closer at screenshots of planets from OPM and noticed they were darker as well, so it isn't just MPE, just not as dark.  I looked through GEP and while I don't fully understand light intensity, it has a config which presumably lowers the light intensity.  If I remove that config, your planets are as bright as they are without GEP.  Apologies for the false alarm.

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2 minutes ago, hemeac said:

I looked closer at screenshots of planets from OPM and noticed they were darker as well, so it isn't just MPE, just not as dark.  I looked through GEP and while I don't fully understand light intensity, it has a config which presumably lowers the light intensity.  If I remove that config, your planets are as bright as they are without GEP.  Apologies for the false alarm.

No problem, thank you for getting back to me quickly! I hope you enjoy MPE!

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@Exo's Lab, In case this is any interest, I've come across this post from @OhioBob (https://forum.kerbalspaceprogram.com/index.php?/topic/166732-kopernicus-tutorials-for-stars/&tab=comments#comment-3204098) which documents how light intensity works and I created some light curves that will still give the MPE enough visible light when GEP is installed but not light up the back side of the planets in the Grannus system.  I don't understand MM patches well enough to override GEP's patch, so this still requires me to delete the sun.cfg in GEP.

I've also created an Excel sheet to calculate all of the math involved in this and to generate the various keys if you don't like these values: https://drive.google.com/file/d/1Dlb-N26j7RDnmePreaEAq--W2n1YUDbA/view?usp=sharing

Patch:

Spoiler
@Kopernicus:FOR[MPE]
{
	@Body[Sun]
	{
		@ScaledVersion
		{
			Light
			{
				!IntensityCurve {}
				!ScaledIntensityCurve {}
				!IVAIntensityCurve {}
				ScaledIntensityCurve
				{
					key = 0 1.00 0.000E+00 0.000E+00
					key = 512000 1.00 0.000E+00 -2.570E-07
					key = 748723 0.95 -1.757E-07 -1.757E-07
					key = 1094896 0.90 -1.202E-07 -1.202E-07
					key = 1601122 0.85 -8.217E-08 -8.217E-08
					key = 2341402 0.80 -5.619E-08 -5.619E-08
					key = 3423950 0.75 -3.842E-08 -3.842E-08
					key = 5007016 0.70 -2.628E-08 -2.628E-08
					key = 7322012 0.65 -1.797E-08 -1.797E-08
					key = 10707349 0.60 -1.229E-08 -1.229E-08
					key = 15657898 0.55 -8.402E-09 -8.402E-09
					key = 22897336 0.50 -5.746E-09 -5.746E-09
					key = 33483933 0.45 -3.929E-09 -3.929E-09
					key = 48965248 0.40 -2.687E-09 -2.687E-09
					key = 71604358 0.35 -1.837E-09 -1.837E-09
					key = 104710675 0.30 -1.256E-09 -1.256E-09
					key = 153123715 0.25 -8.592E-10 -8.592E-10
					key = 223920553 0.20 -5.875E-10 -5.875E-10
					key = 327450349 0.15 -4.018E-10 -4.018E-10
					key = 478847205 0.10 -2.748E-10 -2.748E-10
					key = 700242485 0.05 -1.879E-10 -1.879E-10
					key = 1024000000 0.00 -1.285E-10 0.000E+00
				}
				IntensityCurve
				{
					key = 0 1.00 0.00E+00 0.00E+00
					key = 3072000000 1.00 0.000E+00 -4.283E-11
					key = 4492340962 0.95 -2.929E-11 -2.929E-11
					key = 6569377382 0.90 -2.003E-11 -2.003E-11
					key = 9606732783 0.85 -1.369E-11 -1.369E-11
					key = 14048411195 0.80 -9.365E-12 -9.365E-12
					key = 20543702169 0.75 -6.404E-12 -6.404E-12
					key = 30042094650 0.70 -4.379E-12 -4.379E-12
					key = 43932074342 0.65 -2.995E-12 -2.995E-12
					key = 64244094111 0.60 -2.048E-12 -2.048E-12
					key = 93947387871 0.55 -1.400E-12 -1.400E-12
					key = 137384016538 0.50 -9.576E-13 -9.576E-13
					key = 200903595381 0.45 -6.549E-13 -6.549E-13
					key = 293791487935 0.40 -4.478E-13 -4.478E-13
					key = 429626150889 0.35 -3.062E-13 -3.062E-13
					key = 628264048167 0.30 -2.094E-13 -2.094E-13
					key = 918742291182 0.25 -1.432E-13 -1.432E-13
					key = 1343523316462 0.20 -9.792E-14 -9.792E-14
					key = 1964702092415 0.15 -6.696E-14 -6.696E-14
					key = 2873083231711 0.10 -4.579E-14 -4.579E-14
					key = 4201454911770 0.05 -3.131E-14 -3.131E-14
					key = 6144000000000 0.00 -2.141E-14 0.000E+00
				}
				IVAIntensityCurve
				{
					key = 0 0.90 0.00E+00 0.00E+00
					key = 3072000000 0.90 0.000E+00 -3.854E-11
					key = 4492340962 0.86 -2.636E-11 -2.636E-11
					key = 6569377382 0.81 -1.802E-11 -1.802E-11
					key = 9606732783 0.77 -1.233E-11 -1.233E-11
					key = 14048411195 0.72 -8.428E-12 -8.428E-12
					key = 20543702169 0.68 -5.764E-12 -5.764E-12
					key = 30042094650 0.63 -3.941E-12 -3.941E-12
					key = 43932074342 0.59 -2.695E-12 -2.695E-12
					key = 64244094111 0.54 -1.843E-12 -1.843E-12
					key = 93947387871 0.50 -1.260E-12 -1.260E-12
					key = 137384016538 0.45 -8.619E-13 -8.619E-13
					key = 200903595381 0.41 -5.894E-13 -5.894E-13
					key = 293791487935 0.36 -4.030E-13 -4.030E-13
					key = 429626150889 0.32 -2.756E-13 -2.756E-13
					key = 628264048167 0.27 -1.885E-13 -1.885E-13
					key = 918742291182 0.23 -1.289E-13 -1.289E-13
					key = 1343523316462 0.18 -8.813E-14 -8.813E-14
					key = 1964702092415 0.14 -6.027E-14 -6.027E-14
					key = 2873083231711 0.09 -4.121E-14 -4.121E-14
					key = 4201454911770 0.04 -2.818E-14 -2.818E-14
					key = 6144000000000 0.00 -1.927E-14 0.000E+00
				}
			}	
		}
	}
}

 

With EVE/Scatterer installed, Soden is getting enough light to be visible, but looks sufficiently dark to indicate that it it is pretty far out:

Spoiler

g4aaxbi.png

 

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On 5/30/2020 at 12:50 PM, zeant93 said:

Hi, is Principia compatible with this mod?

 

On 6/23/2020 at 7:35 PM, Exo's Lab said:

I admit I'm not sure how Principia works, it wasn't a major focus during development. I'm not even sure if planet mods require a Principia config or if Principia makes its own velocity calculations. I'll ask some friends.

Principia is not compatible with MPE by default. There is an error with Kal's orbit. A specific config is not required as Principia makes its own calculations; however, to avoid the error (Kal periodically passing through Havous and entering rosetta orbits) a config is required to adjust the orbital parameters. Here I've linked a config I threw together Principia_MPE.cfg.

https://github.com/IIodyne/Principia_PlanetPatches

Edited by Iodyne
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Additionally, I'm experiencing an issue with lighting on 1-P Geito in Both the tracking centre and map view, but not in flight mode. (So I'm guessing a scaled-space issue?) It doesn't seem to affect the other celestials as far as I could tell, although perhaps I missed something.

a8EyESR.png

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24 minutes ago, Iodyne said:

Additionally, I'm experiencing an issue with lighting

The issues I had with lighting noted earlier was due to the configs from either the GEP or Extrasolar planet packs which reduced the default lighting of the sun. I didn't see anything in the MPE that alters lighting on its own.

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11 minutes ago, hemeac said:

The issues I had with lighting noted earlier was due to the configs from either the GEP or Extrasolar planet packs which reduced the default lighting of the sun. I didn't see anything in the MPE that alters lighting on its own.

I do not have any other planet packs installed than OPM and MPE. It isn't an issue with the intensity curve it is an issue that the scaled space for 1-P Geito has its lighting offset by 90 degrees as visible in the screenshot.

Here's log for anyone who needs it.

Edited by Iodyne
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On 7/15/2020 at 5:00 PM, Iodyne said:

Principia is not compatible with MPE by default. There is an error with Kal's orbit. A specific config is not required as Principia makes its own calculations; however, to avoid the error (Kal periodically passing through Havous and entering rosetta orbits) a config is required to adjust the orbital parameters. Here I've linked a config I threw together Principia_MPE.cfg.

https://github.com/IIodyne/Principia_PlanetPatches

Out of curiosity, is that Jool patch the standard one Principia applies when it doesn't detect a planet pack?

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On 7/15/2020 at 8:54 PM, Iodyne said:

Additionally, I'm experiencing an issue with lighting on 1-P Geito in Both the tracking centre and map view, but not in flight mode. (So I'm guessing a scaled-space issue?) It doesn't seem to affect the other celestials as far as I could tell, although perhaps I missed something.

Thank you for this bug report, the issue has been identified as a simple typo in Geito's config, and the fix will be released in the next update.
This will likely be accompanied by a minor improvement to said normal texture.

Edited by Exo's Lab
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13 minutes ago, Relonsk said:

does it work with 1.9.1?

I have started a career in 1.9.1 with this planet pack and while I haven't visited them yet besides a couple of tests with hyperedit, it seems to be working well.

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1 minute ago, hemeac said:

I have started a career in 1.9.1 with this planet pack and while I haven't visited them yet besides a couple of tests with hyperedit, it seems to be working well.

Thanks for the answer.

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@Relonsk, I should add that if you also add a planet pack that redefines the sun luminosity curves, such as grannus expansion pack, these bodies can get a bit dark, but I have commented on that above about a solution that worked well for me.

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15 hours ago, WarriorSabe said:

Out of curiosity, is that Jool patch the standard one Principia applies when it doesn't detect a planet pack?

Yeah; readme also explains (readme is on github page, not contained in release .zip)

 

15 hours ago, Exo's Lab said:

Thank you for this bug report, the issue has been identified as a simple typo in Geito's config, and the fix will be released in the next update.
This will likely be accompanied by a minor improvement to said normal texture.

Geito_NormalS.png? ha, thanks for finding it! (Lon, Flake, and Kal could also use an upgrade)

 

I also noticed Crockslev and Havous did not cast shadows on their rings, so I changed 

unlit = true
useNewShader = false

to

unlit = False
useNewShader = True

perhaps this was changed when trying to prevent the ring flickering in the most recent changelog?

 

Lastly, opening the configs for Archae, Crokslev, Vant, and Zore open in Notepad as a bunch of chinese? characters. Don't have the problem when opening with Notepad++ or for any of the other configs. Don't know if it's my end only. Doesn't seem to be an issue but perhaps it could be doing something.

Edited by Iodyne
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2 hours ago, Iodyne said:

Yeah; readme also explains (readme is on github page, not contained in release .zip)

Cool, thanks.

 

2 hours ago, Iodyne said:

perhaps this was changed when trying to prevent the ring flickering in the most recent changelog?

Yeah, ever since 1.8 using the "new" shader would cause terrible visual issues for most users, so using the old one and not having shadows is generally a preferable alternative. I plan on doing the same for my stuff unless a fix happens to come out soon, but something tells me it'll be that way for a while.

 

2 hours ago, Iodyne said:

Lastly, opening the configs for Archae, Crokslev, Vant, and Zore open in Notepad as a bunch of chinese? characters. Don't have the problem when opening with Notepad++ or for any of the other configs. Don't know if it's my end only. Doesn't seem to be an issue but perhaps it could be doing something.

It doesn't look odd to me on regular notepad, so yours must be acting up somehow.

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16 hours ago, WarriorSabe said:

Cool, thanks.

No prob. honestly really easy to make, just change it around and hope it works. Or base it off a real body. Might try to see if my OPM patch for Ovok can still fit in inner system somehow...

16 hours ago, WarriorSabe said:

Yeah, ever since 1.8 using the "new" shader would cause terrible visual issues for most users

Don't notice any issue on mine and I'm 1.8.1... guess hence the word 'most'

16 hours ago, WarriorSabe said:

It doesn't look odd to me on regular notepad, so yours must be acting up somehow.

Figured. Doesn't seem to be a problem though

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@Exo's Lab, In case you are interested, I made some ribbons for MPE that work in the Final Frontier mod (Dropbox).

I also wanted to let you know that the biome map for Lint-Mikey is pointing incorrectly to Geito's biome map.  As you had pointed out, fixing the name of the normal map for Geito has fixed the sun being incorrectly offset.

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20 minutes ago, hemeac said:

@Exo's Lab, In case you are interested, I made some ribbons for MPE that work in the Final Frontier mod (Dropbox).

I sure am; awesome!

20 minutes ago, hemeac said:

I also wanted to let you know that the biome map for Lint-Mikey is pointing incorrectly to Geito's biome map.  As you had pointed out, fixing the name of the normal map for Geito has fixed the sun being incorrectly offset.

Nice spot.

----------------------------------

Funny we're both adding stuff to this... I was just making a dedicated repository.

https://github.com/IIodyne/MPE_Additions (was gonna call it MPE Expanded but then saw @Exo's Lab, if you added more bodies you'd call it that, so I changed the name.

Currently just the Principia patch I posted earlier and a Kerbalism radiation belt for Ervo. I plan to add axial tilt configs to the Principia side of it, as well as science values for the Kerbalism radiation. And then dust and etc. for compatibility with SVE/AVP/Spectra and whatever else I decide to get to.

If you want to compile the FF stuff in there eventually lmk.

Edited by Iodyne
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Looks like a great idea @Iodyne! You're more than welcome to use them as you like.  If you want to change anything, I've kept everything relatively well packaged in a Photoshop psd file: SigRibbons8.psd which is based off of Ezriilc & Unistrut's Ribbon Generator (https://www.kerbaltek.com/ribbons).  Unless Exos or someone else gets to it first, will try and make some Rational Resources configs, but haven't really done much resource mining in game before, so didn't want to rush through it.

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6 hours ago, hemeac said:

Looks like a great idea @Iodyne! You're more than welcome to use them as you like.  If you want to change anything, I've kept everything relatively well packaged in a Photoshop psd file: SigRibbons8.psd which is based off of Ezriilc & Unistrut's Ribbon Generator (https://www.kerbaltek.com/ribbons).  Unless Exos or someone else gets to it first, will try and make some Rational Resources configs, but haven't really done much resource mining in game before, so didn't want to rush through it.

Ha thanks. I don't have photoshop lol, I just use gimp when I need to do something like that (which is rare, hence gimp), but perhaps one day I will. I'll let you handle the ribbons. I can either link it on the page or put the files and have you just let me know if you update it.

Resource configs would be great. Out of curiosity, do you happen to know if Rational Resources works with RealFuels?

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8 hours ago, hemeac said:

@Exo's Lab, In case you are interested, I made some ribbons for MPE that work in the Final Frontier mod (Dropbox).

I also wanted to let you know that the biome map for Lint-Mikey is pointing incorrectly to Geito's biome map.  As you had pointed out, fixing the name of the normal map for Geito has fixed the sun being incorrectly offset.

Awesome work and good catches!

8 hours ago, Iodyne said:

https://github.com/IIodyne/MPE_Additions (was gonna call it MPE Expanded but then saw @Exo's Lab, if you added more bodies you'd call it that, so I changed the name.

Currently just the Principia patch I posted earlier and a Kerbalism radiation belt for Ervo. I plan to add axial tilt configs to the Principia side of it, as well as science values for the Kerbalism radiation. And then dust and etc. for compatibility with SVE/AVP/Spectra and whatever else I decide to get to.

If you want to compile the FF stuff in there eventually lmk.

Wow, you two are doing a lot of good work! I must say I'm quite flattered!
If you'd like to talk to me more directly, you can find me and progress on my current project in the Gregrox Mods discord server!

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3 hours ago, Iodyne said:

Resource configs would be great. Out of curiosity, do you happen to know if Rational Resources works with RealFuels

My understanding of Rational Resources is that it strips most ore from planets and distributes other resources from the Community Resource Pack based off of templates based on "Planet type".  I haven't used RealFuels, but guessing if RealFuels or related mods have an ISRU chains that convert CRP resources to Hydrazine, Nitric Acid, etc., they should work together.

3 hours ago, Exo's Lab said:

Wow, you two are doing a lot of good work! I must say I'm quite flattered!
If you'd like to talk to me more directly, you can find me and progress on my current project in the Gregrox Mods discord server!

No worries, I am not always great at actually exploring all of the planets in a planet pack, but this pack is a really great idea as it provides a niche and complements existing packs to make them feel more alive.  Where can I find the invite to Gregrox's Discord Server?

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6 hours ago, hemeac said:

My understanding of Rational Resources is that it strips most ore from planets and distributes other resources from the Community Resource Pack based off of templates based on "Planet type".  I haven't used RealFuels, but guessing if RealFuels or related mods have an ISRU chains that convert CRP resources to Hydrazine, Nitric Acid, etc., they should work together.

Mmm I think I'll try SMURFF; RealFuels has been requiring me spend quite a bit of time making configs.

10 hours ago, Exo's Lab said:

Wow, you two are doing a lot of good work! I must say I'm quite flattered!
If you'd like to talk to me more directly, you can find me and progress on my current project in the Gregrox Mods discord server!

Ha, I haven't done that much (yet); just love any mod that adds planets well (especially those that fit the kerbal-analogue format). I just noticed GPP added support for MPE so how about that!

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On 7/21/2020 at 5:45 PM, hemeac said:

Where can I find the invite to Gregrox's Discord Server?

Gregrox posts links to his discord server on the pages of all his main mods, you can find a link at the top of the Whirligig World forum page.

On 7/22/2020 at 12:09 AM, Iodyne said:

Ha, I haven't done that much (yet); just love any mod that adds planets well (especially those that fit the kerbal-analogue format). I just noticed GPP added support for MPE so how about that!

Any amount of fan work is nonetheless extremely flattering, and I'm happy to hear that you're enjoying MPE! As for GPP support, that's interesting, I wonder how they handled the positions of my objects, as well as science defs that point towards objects from OPM, very interesting indeed.

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4 minutes ago, Exo's Lab said:

...I wonder how they handled the positions of my objects, as well as science defs that point towards objects from OPM, very interesting indeed.

I'm guessing they put the system around Grannus or Robau (for GEP) and for GPPSecondary just made Ciro not in the path of Soden. But it's certainly publicity. 

5 minutes ago, Exo's Lab said:

Any amount of fan work is nonetheless extremely flattering, and I'm happy to hear that you're enjoying MPE!

I definitely have a weakness for planet packs and MPE just fits so well with stock and OPM. Would love to see MPE-E! Cannot get enough of all the different worlds to visit. It might be a bit before I add more additions but I definitely will.

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